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Fortnite Update 2.93 Slides Out for Maintenance Patch This June 14

Epic Games has released Fortnite update 2.93 and this is for stability fixes more than anything else. Read on for what’s new in the official Fortnite new update patch notes for June 14.

Fortnite Update 2.93 Patch Notes for June 14:

Here’s what Epic Games has announced regarding the update:

We’ve released a maintenance patch on PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S and Android to address stability issues.

You will be able to download the patch before launching your game.

As you can see, this patch is out on all platforms and shouldn’t be that big of a download. As for the patch that brought in new content, go read up on the changes and datamined stuff in the v25.00 update right here.

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Alex Co

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

Home > News

No Man’s Sky Update 4.33 Out for Singularity Fixes This June 14

Hello Games has released No Man’s Sky update 4.33 (PS5 version 4.033) on all platforms this June 14 for another round of fixes. Today’s update comes with many bug fixes associated with the Singularity patch earlier this month. Check out the patch notes down below.

No Man’s Sky Update 4.33 Patch Notes | No Man’s Sky Update 4.033 Patch Notes for June 14:

Bug fixes

    • Fixed an issue that could prevent the “They Hear Us” milestone from completing if the player completed the puzzle before using their scanner to locate the autophage.
    • Fixed a rare issue that could prevent the “Rampancy” milestone from completing when the target number of Corrupted Sentinels were destroyed.
    • Fixed an issue with encrypted milestones that could cause them to fail to list the correct prerequisite for unlocking them.
    • Introduced a number of text changes to make the community-focused nature of the “Sentience Echo” milestone more clear.
    • Introduced a new option at Nada’s Prime Terminal to hand in 10 Echo Seeds in a single batch.
    • Fixed an issue that could cause the Mission Path to be hidden in the Galaxy Map if the mission destination coincided with an Atlas Station or a black hole.
    • Fixed an issue that could cause the player collision to be too large, particularly in multiplayer.
    • Fixed a number of graphical glitches with the Wayfarer’s Helm.
    • Fixed an issue that prevented the Discordant Jetpack Trail from rendering correctly.
    • Fixed an issue that could cause some customisation options to be hidden in the UI when playing at very specific resolutions.
  • Fixed a Mac crash related to playing the game on a second monitor.

Source:  No Man’s Sky

Damien Seeto

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War Thunder Update 1.000.077 Out for La Royale Patch This June 14

Gaijin Entertainment has released War Thunder update 1.000.177 for all platforms this June 14. This update brings in the La Royale patch which comes with a host of new improvements. Check out the patch notes down below.

War Thunder Update 1.000.175 Patch Notes | War Thunder June 7 Patch Notes:

New mechanics and graphical updates

Something nice for everyone! New fortification mechanics for naval maps, new flare effects, new flight effects for rockets and missiles and updated flight physics for most anti-aircraft and anti-tank missiles. More realistic hit marks from high-explosive shells, functional radiators for armoured vehicles and wire-guided ATGMs trailing a visible wire behind them!

Aviation

A dozen aircraft, from the new reserve machine – the BF2C-1 biplane to the F-14B – a new top-tier naval jet for the American tech tree. Along with it will come the Su-25T and Su-39, J8F and Mirage 2000 5F. We haven’t forgotten about older machines either. Wirraway has undergone a full facelift and received a new 3d model.

image

USA

Germany

  • Su-22M4

Great Britain

  • Wirraway – (updated model)

USSR

China

Italy

  • Tornado ADV

France

  • Mirage 2000 5F
  • Lancaster MR.7
  • PBY-5A Late (premium)

Sweden

  • AJS37

Ground vehicles

18 new vehicles, among them the eye-catching German Raketenautomat, the Israeli Magach Hydra and a 155mm Au F.1 SPG from France! It is also impossible to ignore the early WWII Pz.38(t) n.A. or a US Cold War vision of the Soviet MBT – M1 KVT!

USA

Germany

Japan

  • Type 87 RCV (P)

Italy

Great Britain

USSR

China

  • ZTZ88B
  • Object 211

France

Sweden

Israel

Helicopters6 machines received a brand new cockpit, and the Ka-50 and Ka-52 have been upgraded with a crew ejection animation.

USA

  • AH-1G — (updated cockpit)

Germany

  • BO 105 CB-2 — (updated cockpit)

USSR

  • Kа-50, Kа-52  (crew ejection animation has been added)

Japan

  • AH-1S Early — (model has been replaced by the AH-1E model)

Sweden

  • HKP9A — (updated cockpit)
  • HKP9A (FC) — (updated cockpit)

Israel

  • Tzefa A — (updated cockpit)
  • Tzefa B — (updated cockpit)

Naval Fleet

The 14 new ships will give the start of the French Navy’s closed beta tests. On top of that, the following ships will be coming to the game: German Z-46, Soviet Braviy, British HMS Daring and Japanese Ise!

France

Closed Beta Testing of the French Navy has begun

  • Bourrasque
  • Leopard
  • Marceau
  • Chacal
  • Panthere (premium)

Germany

  • Z-46

USSR

Great Britain

  • HMS Daring

Japan

  • IJN Ise

New locations and missions

  • Air AB:
    • Two missions of the new type, Air Conquest, have been added on two locations: Israel and Smolensk. Mission rules:
    • There are three capture zones in the mission: a small central air zone and two airfield zones on the sides of the central zone
    • There is ground support in the mission as in the “assault” missions and the models and placing of the ground vehicles depend on the battle rank.
    • There are bases for bombing in the mission which spawn 15 seconds after being destroyed.
    • Player aircraft respawns are not as high as in Assault missions and the number of respawns has been reduced.
    • Bomber respawns are higher than respawns for fighters and closer to the centre of the mission (in normal assault missions bomber respawns are further from the centre of the mission than fighters).

Location and mission updates

  • Snowy trees in winter versions of the Poland, Maginot Line, and Bulge locations have been fixed.
  • The behaviour of bushes when they’re being trampled or shot through has been fixed.
  • Passability of vehicles on concrete has been improved.
  • The problem with the difference between physical materials has been fixed and consequently passibility on sidewalks and main roads in the “Breslau” location has been improved.
  • Single missions and historical campaign:
    • Multiple bug fixes in single missions and historical campaigns.
    • In the historical campaign, naval vessel models have been replaced with more detailed ones. In this regard some edits have been made to the mission balance.
  • Aircraft RB:
    • Mission [Operation] “Vietnam” has been renamed to [Operation] “Battle for Vietnam” as the original name is already used by the mission of the type [Enduring Confrontation].
    • In the mission for new players [Operation] “Middle East” and [Operation] “Cochinchina” distances between airfields have been aligned with other missions of this type (they are now closer to the front line) in addition, balance edits have also been made.
    • The mission [Operation] “Spain” has been renamed to [Operation] “Battle of Spain” as this name is already used by the mission of the type [Enduring Confrontation].
    • Balance edits and moving the airfields and respawn points in the [Operation] “Battle of Spain”. Now the airfield at which players will be respawned depends on their rank (previously at all ranks of players appeared at one airfield 22 km from the centre of the mission).
    • The mission [Operation] “Kuban. Stanitsa of Krymskaya” has been renamed to “Frontline Kuban” not to confuse players by the discrepancy between the mission name and its contents.
    • In the missions “Frontline Ladoga” and “Frontline Kuban” the width of the frontline, the location of bases for bombing and the location of airfields have been standardized with other missions of this type.
    • In the mission “Frontline Kuban” the number of anti-aircraft guns has been significantly reduced, as well as the vehicles played a background role tens of kilometers away from the mission center have been removed.
    • Known bugs in the mission “Frontline Kursk” have been fixed. The mission is back in rotation.

Enduring Confrontation

  • Transferred some of the missions that remained in the old format to the new one (changing the mission grid from 7×7 to 8×8 cells, increasing the total mission space by expanding the grid, new positions for airfields to make the distances between them larger):
    • Bulge
    • Korsun
    • Khalkhin Gol
    • Kursk
    • Ruhr
    • Stalingrad
    • Winter Stalingrad
    • Tunis. Also increased the number of possible positions of airfields.
    • Port Moresby. Also the mission has been rotated by 45 degrees relative to the previous version to make the ratio of sea to land squares for each team about the same.
  • New possible positions for bases created for bombing have been added to all missions in aircraft EC (there were 10 possible positions for each team, now there are 20).
  • In all missions for aircraft and naval “Enduring Confrontation” low, medium and pre-top ranks will now use WWII aircraft carrier models. German aircraft carriers will now use Japanese aircraft carriers. For top ranks all nations still use the Forrestal.
  • Aircraft that can’t spawn on airfields (for example, hydroplanes) now spawn over an airfield chosen by the player instead of at the edge of the map.

Ground Vehicle model, damage model, characteristic and weaponry changes

  • Suspension work that affected cornering at speed and static when sideways on slopes has been fixed for the wheeled vehicles.
  • Functional damage to the radiator has been added for ground vehicles. Damage to the radiator leads to engine overheating and its failure after a while.
  • Challenger 2 (2F) – Small gaps in hull roof armour at the join of armour plates has been fixed.
  • Chieftain Marksman – A bug of radar antenna not pointing vertically has been fixed (report).
  • Comet I (All versions) – A bug due to which fragments and bullets could pierce the sides of the gun mantlet has been fixed (report).
  • Ferdinand, Elefant – A bug which consisted in damage of stern ammo if armour was not pierced has been fixed (report).
  • Flakpanzer 341 – The breech sections of the guns have been divided into separate modules (report).
  • Leopard 2A4 (All versions) – A bug due to which shrapnel and bullets could pierce under the gun mantlet has been fixed (report).
  • M47 – The Incorrect placement of ammo racks in the turret has been fixed. Source: TM 9-2350-200-12
  • M60 AMBT – A bug where one of the ammo racks could be damaged without breaking through the armour has been fixed (report).
  • Merkava Mk.4 LIC – A bug that caused a grid to be displayed in commanders sight camera has been fixed.
  • Pz.III N – The commander’s DM protruding through the roof of the commander’s cupola has been fixed (report).
  • QN506 – Discrepancy between the visual model and armour of the lower front part of the hull has been fixed.
  • Sd.Kfz.221 (s.Pz.B.41) – A bug due to which the commander’s DM did not match the visual model has been fixed (report).
  • TAM 2IP – A gap in the armour above the gun mantlet has been fixed (report).
  • Type 59 – A gap in the armour between the gun mantlet and the turret has been fixed (report).
  • Type 90, Type 90 (B) – A bug due to which shrapnel and bullets could pierce the turret has been fixed (report).
  • Vickers Mk.7 – A bug due to which shrapnel and bullets could pierce the turret has been fixed.
  • BM-31-12 – A bug due to which a high launcher elevation view in the camera of the gunner’s historical sight could be blocked by the vehicle’s structural elements has been fixed (report)
  • IS-1, IS-2 – The design angle of the armour of the lower frontal part of the hull has been changed from 24 to 30 degrees (report).
  • T-28, Т-28E – A bug due to which some of the ammo racks could be damaged without breaking through the armour has been fixed (report).
  • T-28 (all modifications) – A bug due to which fragments and bullets could pierce the turret ring of small towers has been fixed.
  • T-34-85, T-34-85E, T-34-85 Gai, Phòng không T-34, Т-34-100 – The structure of the fuel tanks has been adjusted. Sources: Руководство по материальной части танка Т-34. 1949. // Engineering Analysis of the Russian T34/85 Tank (report).
  • WZ1001(E) LCT – A gap in the armour under the gun mantlet has been fixed.
  • ZTZ96A, ZTZ96A (P) — A bug due to which shrapnel and bullets could pierce the turret ring has been fixed (report).
  • Jagdtiger – a bug in protection of the lower front hull plate has been fixed that made it possible to pierce the bottom part of the plate with shells of low armour penetration.
  • 9М112, 9М113, 9М117, 9М117M1, 9М119, 9М119M1, 9М133, 9М133FM3, 9M114, 9M120, 9M120F-1, 9M220O, 3М7, MGM-51B, MGM-51C, MP ACRA, MIM-146, TOW, I-TOW, TOW-2, TOW-2A, MILAN, MILAN-2, HOT, HOT-2, 302 ATGM, HJ-9, GP105, GP125, HJ-73E, Type-79, ZT3A1, ZT3A2, Roland-1, Roland-2, Roland-3, RB-70, RB 70 Mk.2, BOLIDE — switched to a new physical aiming model.
  • SU-152 — A gap in the armour between the roof and the front part of the combat compartment has been fixed (report).
  • Т-80 — Colour of modules in X-Ray view has been corrected (report).
  • КВ-1E, KV-IB, Object 248 — Colour of shells in X-Ray view has been fixed.
  • L3/33 CC — A bug because of which the gunner’s sight was absent in X-Ray view has been fixed.
  • AMX-30, AMX-30 (1972) — armour element covering gunner’s sight aperture has been added (report).
  • ZTZ99A — A bug where the front fuel tank could receive damage without armour penetration has been fixed (report).
  • Tiran 4S — A bug where fragments and bullets could pierce the turret ring has been fixed (report).
  • Churchill NA75 — Armour gaps in the area of machine gun nest have been fixed (report).
  • Type 4 Ho-Ro – The order of ammunition consumption has been clarified. Number of shots has been changed from 28 to 24. Source: Report.
  • BMD-4, BMP-3 – A bug with lack of jamming of the 30 mm automatic cannons on overheating has been fixed.
  • Skink – Vertical guidance angles have been changed from -4,5/+77 to -5/+80 degrees. The weight has been changed from 28600 to 27600 kg. Source.
  • M19A1 (all) – The weight has been changed from 17500 to 18670 kg. Source.
  • M50 – Reverse speed has been changed from 7.88 to 16.2 km/h. Source.
  • XM803 – Traverse speed has been changed from 36 to 42°/sec and vertical guidance speed has been changed from 20 to 42°/sec. Source: Operator’s Instruction Manual, Tank, Combat, Full Tracked: 152 mm Gun/Launcher XM803
  • Object 268 – The order of ammunition consumption has been clarified.
  • Centurion Mk.I – Maximum speed has been changed from 37 to 38 km/h. Source.
  • SARC Mk VI (all) – armour scheme has been clarified. Thickness has been revised.
    • Turret front: 30 – > 20
    • Hull rear: 10 -> 14
    • Hull sides: 8 – > 16
    • Hull top: 5 – > 10
  • OTOMATIC – Engine power value has been changed from 830 to 1100 hp. Source.
  • Type 64 – Weight of the vehicle has been changed from 24000 to 22000 kg. Source.
  • ST-A3 – A gap in the armour of the commander’s cupola has been removed (report).
  • StuG III F – A bug because of which the left side ammo could be damaged without armour penetration has been fixed (report).
  • VAB SANTAL – Visual model of the unit’s turret has been finalised (comment about this upcoming work was left in the changelog of the “Fire and Ice” update).
  • Chi-Nu II – A bug that caused the turret ring to possibly be pierced by bullets and fragments of small calibre HE shells has been fixed (report).
  • T-72M1 – Gap between gun mantlet and turret through which shrapnel could penetrate has been fixed (report).

Aircraft and helicopter model, damage model, characteristic and weaponry changes

Weaponry

  • 25mm ADEN 25 cannon  The weight of the cannon has been changed from 198 to 130 kg.
  • 30mm ADEN Mk.4 cannon — The weight of the cannon has been changed from 150 to 87 kg.
  • SD10C bomb — The weight of the bomb has been changed from 10 to 7 kg. Source: “German explosive ordnance (bombs, fuzes, rockets, land mines, grenades and igniters)”.
  • SLAP and SLAP-T ammo— Ammo belt icons have been fixed.
  • НАР FFAR Mighty Mouse — Missile weight has been changed from 8 to 8.98 kg and explosive weight has been changed from 0.89 to 0.91 kg. Source: “TM-43-0001-30 Rockets, Rocket Systems, Rocket Fuzes, Rocket Motors (December 1981)”.
  • 3000 lbs M118 Demolition bomb — Tritonal explosive weight has been changed from 856.4 to 898.8 kg. Source: “TM-9-1325-200/TO 11-1-28”.
  • FAB-100M-43 bomb — Weight of explosives has been changed from 36.02 to 49.93 kg.
  • Separate bomb drop has been added for the aircraft using the following bombs: 100pn AN-M30A1 bomb, 250pn AN-M57 bomb, 10kg SD10C bomb, 50kg SC50JA bomb, 50kg D.T. No.2 bomb, 50kg G.A. MMN bomb, 100kg No.1 bomb, 100kg 100/50 G.P , GP 50T bomb, 100kg SAP 100M bomb, 100kg GP 100T bomb, 160kg A.P 160 bomb, 60kg Type 97 Number 6 HEbomb, 100kg Army Type 94 HE bomb, 100kg FAB-100M-43 bomb, 50kg FAB-50 bomb, 100kg FAB-100 bomb, 50-kg mb m/37AT bomb, 50kg sb m/42 bomb. G.P. 250 lb Mk.IV bomb, M.C. 250 lb Mk.I bomb.
  • QJK99 machine gun — Information displayed on the ammunition “AP incendiary bullet with bursting shell” has been fixed.
  • 9M127, 9M114, 9M120, 9M14-2, 9М17M, 9M17P, 9M123, I-TOW, TOW-2, HJ-8A, HJ-8C, HJ-8E, HJ-8H, HOT, HOT-2, HOT-3, AS-12 — switched to a new physical aiming model.
  • Kh-25, Kh-25ML, Kh-29L, Kh-29T, AS.34, AS-30L Nord, PARS 3 LR, AGM-62A, AGM-62A ER, GBU-8, GBU-15(V)1/B, KAB-500Kr, KAB-500L, LS-500J, TS250, BGL-400, BGL-1000, Mk.13, Mk.18, GBU-24 Paveway III, GBU-10 Paveway II, GBU-12 Paveway II, GBU-16 Paveway II — flight model has been corrected, autopilot has been improved.
  • CCRP display has been added for guided bombs. For guided bombs manual release is used instead of automatic.
  • For aircraft and helicopters with targeting optics and INS targeting, the point is not reset if it moves out of the targeting optics gimbal limits.

Retarded bombs have been added for the following aircraft:

  • Mk 82 Snakeye:
    • A-10AA-10A LateF-16AF-5AF-5CF-5E, F-4C Phantom IIF-4E Phantom II, F-100D, F-4F Early, F-4F, F-16AJ, F-4EJ, F-4EJ ADTW, F-4EJ Kai, F-16 MLU, F-5A (China), F-5E (China), SAAB-105G, Netz, Kurnass, Kurnass 2000, F-105D, F-100A, F-104 (all modifications), G.91Y, G.91YS, G.91R3, G.91R4
  • Mk 81 Snakeye, Mk 82 Snakeye:
    • A-6E TramF-8E, A-7DA-7EA-7KF-4J Phantom IIF-4S Phantom IIA-4BA-4E EarlyAV-8AAV-8CA-1H, A-4E (Israel), Ayit
  • OFAB-250SH, FAB-500SH:
    • MiG-29 (Germany)Su-22UM3K (Germany)Su-25, Su-25K, MiG-29, MiG-27M, MiG-27K, Su-17M2, Su-17M4, Su-22M3, Yak-141
  • 1000pn Mk.13 №117:
    • Tornado GR.1,Harrier GR.1, Harrier GR.3, Sea Harrier FRS.1, Harrier GR.7Phantom FGR.2Phantom FG.1F-4J(UK) Phantom II, Jaguar GR.1, Jaguar GR.1A, Buccaneer S.1, Buccaneer S.2
  • 250-4:
    • Q-5A, A-5C
  • 250-4, 500-4:
    • J-7E, J-7D, Q-5L, J-8B
  • Mk 83 AIR:
    • Tornado IDSTornado IDS ASSATA1
  • Mk 82 AIR, Mk 83 AIR:
    • F-14A Early
  • Mk 83 AIR:
    • Tornado IDS
  • 250 kg Type 25 200, SAMP Mk 82 250 Snakeye:
    • Mirage 2000D-R1
  • 250 kg Type 25 200:
    • Mirage 2000C-S5
  • 250 kg Type 25 200, 400 kg Type 21 200:
    • Mirage IIIC, Mirage IIIE, Shahak, Mirage 5F, Mirage F1C, Mirage F1CT, Mirage F1C-200, Milan, Jaguar A, Jaguar E
  • SAMP Mk 82 250 Snakeye:
    • Nesher, Kfir C.2, Kfir Canard, Kfir C.7, A-4H, A-4E Early (M)
  • Su-25 (all modifications), Su-17 (all modifications) , Su-22 (all modifications), MiG-27 (all modifications), MiG-23 (all modifications), F-4 Phantom II (all modifications), A6M3 — Suspended fuel tank has been added to the armament nomenclature.
  • Tornado GR.1 — PGM-500 and PGM-2000 bombs have been added to the armament nomenclature.
  • G.91Y – AS-20, AA-20, AS-30 missiles have been added to the armament nomenclature.
  • J-8B — 500-3 bombs have been added to the armament nomenclature.
  • Kfir C.2 — Python 3 missiles have been added to the armament nomenclature.
  • Kfir C.7 — Python 3 missiles have been added to the armament nomenclature.
  • Kurnass 2000 — Python 3 missiles have been added to the armament nomenclature.
  • Netz — Python 3 missiles have been added to the armament nomenclature.
  • Shahak — Modification for the research of the 30 mm cannons and belts have been moved from 2nd and 4th level to 1st and 3rd.
  • A-7K — Amount of the rounds for the 20 mm M61A1 cannon has been corrected. Source: “T.O. 1A-7K-34-1-1”.
  • Proper scan speed and scan zone size for radars of Yak-141, all F-16, F-14A and F-4EJ KAI has been corrected.
  • Maximal tracking range is now ~ 30% smaller than the maximal detection range for all radars.
  • Track-While-Scan (TWS) mode and better detection range for F-16MLU.
  • Sector is indicated on RWR/LWR indicators if direction to targets is not measured within a target sector.

Other

  • A-6M – sight magnification has been corrected from 3.0х-126.0х to 10х-19х, FOV has been increased from 120 to 180 degree.
  • AH-1F, AH-1S – targeting angles of the 20mm M197 cannon have been corrected from +/- 115 horizontal and -50/+25 vertical to +/-110 horizontal and -50/+21 vertical. Source: TM 55-1520-236-10 – 1990 – Operator’s Manual Army Model AH-1S (PROD), AS-1S (ECAS), AS-1S (Modernized Cobra) Helicopters )
  • F-4 Phantom II (all modifications) – launch limit for missiles and bombs has been corrected from Mach 1.01 to Mach 1.1. A bug has been fixed where the landing gear wheels went through the Zuni rocket pods.
  • FJ-4B, FJ-4B VMF-232 – Zuni rocket pods have been added.
  • F-16AJ – pilot model has been changed to Japanese.
  • Lancaster (all modifications) – the number of gunners in the info cards and in the crew skill list has been fixed.
  • Tornado (all modifications), Buccaneer S.2, SAAB AJ37, MiG-21 SPS-K, AV-8A – a bug has been fixed that allowed disabling of flares as a modification, while the flare pod is installed in the secondary weapons menu.
  • TBF-1C, Avenger Mk.I – the belt of the forward .50 Browning machine guns has been changed to have the M8 round. The 2,000 lb AN-M66 and 1,600 lb AN-MK1 armour piercing bombs have been added.
  • Pe-2 – starting from series 110, bombs have been changed to M-43.
  • P-51A Mustang – 100 lb AN-M30A1, 250 lb AN-M57, 300 lb H.E. M31, and 500 lb AN-M64A1 bombs have been added.
  • TBF-1C – the crew number has been corrected from 3 to 4.
  • TBD-1 – 1,000 lb bomb has been added.
  • SBD-3 – 500 lb bomb has been added.
  • SB2C-5 – 2,000 lb AN-M66A2 bomb has been added.
  • F9F-2, F9F-5 – 250 lb AN-M57 bomb has been added.
  • Hunter F.6, Hunter FGA.9 – the HVAR, 60 lb S.A.P, 25lb AP rockets have been added.
  • A-7K – position of the 250 and 500 lb bombs on the outermost pylons has been fixed.
  • S.O.4050 Vautour IIN – the odd fuel tank has been removed in xray mode.
  • Z-19 (all modifications) / Z-10 – “Flares/chaff” modification has been changed to “MAW”.
  • I-153 – order of the bomb drop has been corrected.
  • A21A-3 – the aircraft can no longer have rockets alongside bombs (report). Separate rocket launch has been revoked. Source: Förarinstruktion 21A (1948), Kungliga Flygförvaltningen, N. Söderberg/Claes Sparre, стр.102)
  • IL-2M (1943) – FAB-100 and FAB-250 bombs have been changed to FAB-100M-43b and FAB-250M-43
  • Bf 109G-6, Bf 109G-10 – a bug has been fixed where the selected 30mm MK 108 cannon was not displayed in xray mode.
  • Lahatut – cyclic pitch control lever of the gunner has been removed in xray mode.
  • F-100A — AIM-9E missile has been added.
  • Mi-35M — free setup of 9М114 х2 missiles has been added.
  • Kа-52, AH-64D, AH Mk.1 — added the selection of moving targets mode to the radar.
  • Tornado F.3 — Radar has been changed to the AI.24 Foxhunter Stage 2G.
  • AJ37 — CCRP mode for the bomb armament has been added.
  • Etendard IVM – 250 kg Type 25, SAMP 400 kg Type 21 bombs have been added to the suspended weaponry types.
  • Mirage 2000D-R1, Mirage 2000C-S5 – Night vision goggles have been added
  • Su-25 (all modifications) — Crew ejection system has been added.
  • MiG-27M — Crew ejection system has been added.
  • MiG-23 (all modifications) — Crew ejection system has been added.
  • F-4 Phantom II (all modifications) — Crew ejection system has been added.
  • Kfir (all modifications), Tornado (all modifications), JA / AJ-37 (all modifications) — Crew ejection system has been added.
  • T-2, T-2 Early, F-1 – Separate bomb drop has been added.
  • Resolution of the second generation night vision device has been improved.
  • Harrier Gr.7 — The scope magnification has been changed from 1.5х to 1.0х-6.0х.
  • Kurnass 2000 — TISEO system has been added.
  • Jaguar A — Correct colour scheme for the ATLIS II sighting pod for night mode has been added.
  • P-47N-15 — Additional 1000 lb AN-M65A1 bomb has been added to the suspended weaponry.
  • AH-6M — Restriction on combined use of the 7.62-mm M134 machine gun and guided missile air-to-surface AGM-114K Hellfire has been deleted.
  • Bf 109 G-10 – A bug that made the speedometer not to operate has been fixed (report).

Modifications and research:

Modification price in RP, SL and GE will be calculated automatically on the basis of the total cost of all modifications of the vehicle and the total cost of all modifications at each modification rank will be also set. The cost depends on the number of research points required to unlock the next vehicle in the line.

Thus when there is a change in modifications – removing/adding/transferring the price calculation algorithm changes the prices of each modification up or down when removing and adding modifications respectively. For example when transferring a modification from the 3rd to 2nd modification level the cost of each modification at the 3rd level increases and at the second decreases according to the total cost of modifications for each level, the cost of all modifications doesn’t change. Small changes in the total cost of modifications can be either positive or negative and are due to mathematical rounding in the calculations.

The cost of modifications in GE will be calculated individually and depends on the total number of modifications as well as on how these modifications are located at research levels in the modifications window.

  • Tornado GR.1 — PGM-500 and PGM-2000 bomb modifications have been added.
  • G.91Y — AS-20, AA-20, AS-30 missile modifications have been added.
  • J-8B — Modification with a 250 kg bomb has been moved from 4th to 3rd level of modification research.
  • Kfir C.2 — Flare modification has been moved from 2nd to 1st level of modification research. AIM-9G modification has been moved from 4th to 2nd level and the link with Flares has been removed.
  • Kfir C.7 — Shafrir 2 modification has been moved from 2nd to 1st level. Link with Flares has been removed. AIM-9D modification has been moved from 3rd to 2nd level. AIM-9G modification has been moved from 4th to 3rd level.
  • Kurnass 2000 — AIM-7 missiles have been removed. AIM-7E modification has been replaced with Python 3. AIM-7F modification has been removed and RP and GE spent for the modification research will be compensated.
  • Netz — Python 3 missile modification has been added.
  • FJ-4B, FJ-4B VMF-232 – LAU-10/A modification opening ZUNI rockets have been added.
  • TBF-1C, Avenger Mk.I – AN-Mk 1 and LBC-17 modifications of the bombing weaponry opening 2,000 lb and 1,600 lb bombs have been added.
  • TBD-1 – MBC-17 modification of the bombing weaponry opening 1,000 lb bomb has been added.
  • SB2C-5 – M66 modification of the bombing weaponry opening 2,000 lb bomb has been added.
  • Hunter F.6, Hunter FGA.9 – 25 lb A.P. Mark II and HVAR/RP-3 modification of the missile weaponry AP MK II and HVAR RP-3 rockets have been added. Linking for opening between SRAAM and Matra SNEB modifications has been removed.
  • F-100A – AIM-9E modification of the missile weaponry opening AIM-9E air-to-air missile has been added.
  • Fw 189, Fw 200C-1, Potez 630, Potez 631, Potez 633, D.520 (all modifications), D.521, C.202 (all modifications), Do 335 (all modifications), J35 (all modifications), J29 (all modifications), F4F (all modifications), SBD-3, SB2U-2, SB2U-3, V-156-F, V-156-B1, OS2U (all modifications), H-34 (all modifications), Martin 167-A3, F2A-1, F2A-3, B-239 (Sweden), He 177 A-5, I-29, Yak-2, Yak-4, TBD-1, F3F-2, XA-38, A2D-1, F-82E — Engine fire extinguishing system modification has been added.

Secondary weapon customization added to aircraft:

  • A.109EOA-2, A21A-3, Bf 110 C-7, Bf 110 F-2, Bf 110 G-2, Bf 110 G-4, BO 105 CB-2, BO 105 PAH-1, BO 105 PAH-1A1, IAR 316B, F3H-2, F4U-7, F7F-3, F11F-1, F-100A (China), F-100D, F-100D (France), FJ-4B, FJ-4B VMF-232, G.91 pre-serie, G.91 R/1, G.91 R/3 (Germany), G.91 R/4, J-6A, Mystere IVA, Hornet Mk.I, Hornet Mk.III, Hunter F.6, Hunter FGA.9, M.D.450B Barougan, M.D.450B Ouragan, M.D.450B Ouragan (Israel), P-51D-5, P-51D-10, P-51D-20 (China), P-51D-20-NA (Israel), P-51D-30, P-51H-5-NA, P-51K (China), SA.341F Gazelle, SA.342M Gazelle, Sa’ar, Sambad, Scimitar F Mk.1, Super Mystere B2, TBD-1, Wyvern S.4, Be-6, IL-2 (Germany), IL-2 (1941), IL-2 (1942), IL-2М (1943), IL-2 M-82, IL-2M “Avenger”, IL-2М Type 3, Mi-4AV, MiG-19PT, MiG-19S, Pe-2-1, Pe-2-31, Pe-2-83, Pe-2-110, Pe-2-205, Pe-2-359, Pe-3 (early), Pe-3, Pe-3bis, Su-7B, Su-7BKL, Su-7BMK, Etendard IVM, A6M3, P-47N-15

For all aircraft (above) that have custom weapon setups, the secondary weaponry isn’t consumable and doesn’t require replenishment costs.

Flight Model changes

  • LaGG-3 (all modifications), La-5, La-5f — Flight model has been updated. Engine modes and fuel distribution between the tanks have been corrected. Polars of wings, fuselage, empennage, and propeller blades have been recalculated and corrected. The plane’s behaviour during landing gear and high-lift device deployment has been corrected.
  • Do 217 J-1, Do 217M-1 — Flight model has been fully updated according to the actual features of the physical model. Polars of wings, fuselage, empennage, and propeller blades have been recalculated and corrected. Moments of inertia have been corrected.
  • P-39 (all modifications) — A bug which led to the appearance of aircraft on the runway with non-zero speed (in motion) has been fixed.
  • F-4S Phantom II — Maximum speed has been increased to Mach 1.08 with 4 х AIM7 setup on the ground.
  • F-4J Phantom II, F-4J(UK) Phantom II — Maximum speed has been decreased to Mach 1.15 with 4х AIM7 modification.
  • F-16 (all modifications) — Destructive overload has been corrected to 13.5G at 10750 kg.
  • J-8B, J-8F — Differential deflection of the horizontal empennage has been added. Roll rate has been increased and handling has been improved.
  • Mirage 2000 (all modifications) — Mouse control has been improved. Allowed angles of attack at low speed and more accurate limiting of overload at high speed have been increased. The amount of fuel has been corrected.
  • Bf 109 G-2, Bf 109 F-4 — Asymmetric centering and balancing have been fixed.
  • Tornado (all modifications) — Control and roll swing in AB have been fixed.
  • F-100A China — Physical model has been aligned with later version of the F-100A with J57-P-21A engine. Yaw channel vibration damper has been added. Yaw control at high speeds has been adjusted.
  • F-100D — Yaw and pitch dampers have been added. Yaw control at high speeds has been adjusted. Static thrust at sea level has been increased.
  • PBY-5/5a (all modifications) – Maximum fuel weight has been adjusted (reduced). Engine cooling system has been redesigned (engines don’t overheat at cruising modes). A bug with uneven engine heating has been fixed (engines were heating with a big temperature difference).
  • F-14A, F-14B – Wing sweep angle automatic has been reconfigured closer to real speed dependencies. F-14B – top speed has been increased to M=2.4.
  • B7A2 – A bug causing incorrect engine power has been fixed.

Naval fleet model, damage model, characteristic and weaponry changes:

Naval weaponry:

  • Reloading on a captured point has been reworked. — ammunition of the non automatic artillery now replenishes in batches, instead of shell after shell. The number of rounds in a batch depends on the maximum capacity of the ammo stowage.
  • USS Candid — a bug has been fixed due to which the mortars were unable to reload.
  • USS Nevada — a bug with incorrect catapult launch of the scout plane has been fixed.
  • HMS Abdiel — a bug with overestimated gun spread has been fixed.
  • Duguay-Trouin — 75mm HE round with a base fuse has been added.
  • Mark 108 Weapon Alpha — engine characteristics and the drag have been adjusted to correct the trajectory.
  • Saetta P-494 — fixed an error when launching the Nettuno missile with a high elevation angle against distant targets that caused the missile to collide with the water surface soon after launch.
  • Nettuno — Rocket engine operation mode parameters and air resistance have been specified. The weight of explosives in the missile’s warhead has been reduced to 6 kg.

Naval modifications and crew skills:

  • HMS Norfolk — smokescreen modification has been added.
  • RN Dante Alighieri — smokescreen modification has been revoked, spent RP points and game currency will be refunded.
  • RN Attilio Regolo — “Anti-Air Targeting” modification has been removed, since the ship lacks this weapon group. Spent RP points and game currency will be refunded. “Auxiliary Guns Targeting” modification has been added instead.
  • Freccia P-493 — a bug has been fixed that prevented torpedo depth setup in RB mode. Also, switching between torpedo tubes and 40mm guns now available in the armament selector, i.e. player is able to choose between them both in the hangar and in battle.

Naval characteristics, physics and damage model:

  • HMS Hood – A bug that allowed the radio room to receive damage inside without penetration of its armor has been fixed.
  • HMS Invincible – Traversing of the ship’s hull in the stern by spare torpedoes has been fixed.
  • Propeller shafts are separated into independent modules. Now they have their own functionality and damage model: the propeller shaft pairs with the specific engine room and operates as a part of it. If the shaft is damaged, the ship loses speed in proportion to the force generated by this shaft. If there is no damage to the engine room, the maximum speed will still drop until the shaft is repaired. For now, shafts are separated only on battleships. With each new upcoming update, other vessels will also receive separate shafts.
  • The damage model for battleships has been improved – the crew of a battleship is now distributed mainly in the citadel. Modules covered with armour are now of great value. A situation where significant losses might be inflicted on the crew located outside the armour protected area in auxiliary calibre mounts, on or below the upper deck has been fixed. Now another battleship or battlecruiser can deal serious one-time damage to a battleship if it successfully penetrates its armour and hits the most important internal modules. Note that this approach more clearly demonstrates the tactics of battle on battleships: choosing the distance to the enemy, choosing the angle by which the ship’s hull is turned, etc. And let us recall that the losses in the ship’s crew show not only and not so much the “killed and wounded”, but, mainly, people who have lost the opportunity to perform their combat duties. The crew is always tied to a specific module, such as a boiler room, gun, or gun mount. A disabled mount is conditionally equal to the loss of its entire crew, before replenishment and repair.
  • Damage models of the torpedo bulges have been fixed — a bug fixed that allowed a bulge to take multiple torpedo hits.
  • IJN Tone — a bug has been fixed where the internal anti-torpedo bulkhead was displayed in front of the external one. Position of the engines has been corrected in xray mode. A bug has been fixed that prevented highlighting of the rudder armour.
  • HMS Daring — a bug has been fixed where torpedo tubes did not rotate in xray mode.
  • Dugauy-Trouin — position of the plotting room has been corrected, also the position of ammo and fuse magazines. The shape of the magazines and rudder room armour has been corrected.
  • IJN Mogami — size of the stern magazines for the main guns has been corrected.
  • HMS Tiger — size and position of magazines have been corrected, central director rooms have been added.
  • USS Arizona — thinning-out gradient of the main armour belt has been widened.
  • MN Aigle — interference of the torpedoes with torpedo tube doors has been fixed.
  • IJN Fuso — interference of the conning tower with its own armour has been fixed where it was possible to damage it with any weapon without penetration.
  • USS Newport News (CA-148) — ammo stowages of the auxiliary and AA guns have been redistributed. 76mm and 20mm ammo are grouped into separate ammo stowage.
  • SMS Bayern — shape and thickness of the lower part of the main turret barbettes, as well as protection of the duct under the stern main turret have been corrected.
  • SKR-7 — interaction of shells with the stern air duct hoods has been corrected.
  • HMS Diana — a bug has been fixed where the fire control turret crew remain stationary while the turret rotates.
  • IJN Hyuga — interference of the conning tower with its own armour has been fixed. Radio room is now smaller and located in one area in the bow superstructure.
  • HMS Southampton (C83) — fixed the type of armour of the deck part above the aft main stowage.
  • Krasniy Kavkaz — heeling of the ship in a turn has been adjusted.
  • MS-53 — a bug has been fixed where the torpedo stabilisers protruded from the rear doors of the torpedo tubes.
  • Type T-51a, Type T-51b — hull material has been changed from steel to wood.
  • Pfeil — fixed a bug that caused incorrect averaging of the boat’s maximum speed in Arcade naval battles.

Naval Visual models and visual parts:

  • Aigle – A bug that caused torpedoes and torpedo tubes not to rotate in the ship’s X-Ray view has been fixed.

Localization:

  • HMS Nepal – the country affiliation of the ship has been changed (HMS -> HMAS)
  • Z47 – year of construction has been changed to “project”.
  • Missing numbers have been added to Royal Navy vessels.

Interface

  • The lead point calculation indicator has been shifted to the side so as not to block the distance to the target in binoculars at certain angles and in zoom.
  • Operation of multiple tooltips has been reworked:
    • Battle tooltips for survivability, ammo, etc. have been moved to the left side of the screen (toward the game chat window) and made smaller. Almost all hints on the purpose of the keys have been moved from the battle to the loading screen and to the hangar.
    • Battle tooltips about repairs and floods with the assigned key have been added. They also appear more remote from the main interface and disappear over time or by pressing the appropriate key.
    • All battle tooltips which had a long wording have been rephrased into more concise form.
    • A situation where the screen could display many hints on the same topic at the same time has been fixed. For example about critical roll, caulking and ship sinking. Now they are sorted according to their importance. The clue that includes other processes of the same order will be demonstrated.
    • All hints that can be seen on the loading screen will be now duplicated in the hangar, in the search window of the game session.
  • The training system for new players have been reworked:
    • Help for assigned keys, events, and abilities has been added, It will be shown more proportionally, no more than two or three tips/hints per battle. Displayed will be only the information which a new player needs and the function has not been used yet.
    • The loading screens for the first naval battles have been redesigned to include up-to-date and visual information on targets and missions.
    • The control help window (F1) has been redesigned – all information has been updated.
    • Help on the orientation in the hangar between the first battles has been added.
    • Help for modifications and ammo has been added.
    • Dynamic training for blue water ships control has been integrated in the first sea battle.

Economy and research

  • PT-76 (China) – The tank will be hidden (in two weeks from the major update release) from the Chinese ground vehicles tree and will be not available for research. Vehicle will be added to the group with the new unit from this update – the Object 211 and will remain with players who have researched and purchased this unit.
  • R3 T20 – BR in RB/SB has been changed from 5.0 to 5.7.
  • Kfir C.2 – BR in AB has been changed from 10.3 to 10.7, in RB from 10.7 to 11.0 and in SB from 10.3 to 10.7.
  • Kurnass 2000 – BR in RB has been changed from 11.7 to 11.3, in SB from 11.7 to 11.3.
  • CR.32 — Possibility for a second flight without the use of back-up has been added in AB and RB game modes.
  • New reserve aircraft BF2C-1 has been added for the US research tree.
  • P-26A-33P-26B-35 — Have been moved from the reserve US aircraft tree to the regular vehicles with BR of 1.0 in all game modes.
Customization
  • Camouflage presets for the coastal fleet for all nations available for completing tasks and for purchase with GE have been added. The order of getting camouflages is as follows: first the player gets a monochrome then a spotted deforming one. When adding camouflages in past updates there was a technical bug and the order of getting camouflages for large ships was broken; it means first players received spotty and then monochrome. Since fixing the order of getting camouflages of previous updates affects many players this change will be applied in the next major update so that everyone can get what they want under the old conditions. After the next major update the order of getting camouflages for all ships will be brought to the same design.
  • “Four-colour Geometric camouflage” available for GE has been added to the postwar Soviet destroyers and frigates.
  • Colours of the “CARC Tri-color camouflage” have been corrected for the Chinese ground vehicles.
  • Colours for “Deforming Tri-color camouflage” for South African ground vehicles have been corrected.
  • Set of camouflages for Indian ground vehicles has been added.

Interface

  • Control window for keyboard shortcuts, text symbols have been replaced with icons.
  • The visual style for showing keyboard buttons in tooltips has been updated.
  • Some of the tips above the action panel have been reduced in size and moved to the damage indicator in the ship’s HUD, so as not to block the view in the centre.
  • The server selection system has been improved. It now takes into account the user’s ping to determine the best server cluster.
  • Indication of the laser radar has been redesigned for ground vehicles and helicopters equipped with the appropriate systems, the notification now uses two indicators – one for quick notification of the player similar to hit “arcs”, second on the azimuth scale for accurate determination of the direction. The ability to fine tune these indicators has been added (ground vehicles and helicopter battle settings).
  • Battle Pass challenges have been removed from the “Achievements” section of the player’s profile. All functionality for interacting with challenges will be available in the Battle Pass window. You can track the progress of current challenges during the battle through the personal task window.

Game mechanics

  • The mechanics of the prohibited zones and detection zones near respawn points has been improved:
    • Highlighting of these zones on the minimap has been separated. Now when approaching any prohibited zone, only prohibited zones will be displayed on the minimap; and when approaching any detection zone, only detection zones.
    • The distance at which prohibited zones will be displayed has been changed from 100 to 50 m.
    • The distance at which detection zones will be displayed has been changed from 150 to 100 m.
    • A bug that caused the detection zone to be shown to the player 50m later than it was detected by that zone has been fixed.
    • A tooltip when being in the detection zone has been added.
  • New radio commands in the new categories “Request” and “Targeting” have been added:
    • Targeting – air – when aiming at an enemy aircraft or if the aircraft is highlighted in the modes with markers the command sends to the chat message “Air” as well as the direction to the air target and its approximate altitude. If the target is not highlighted or the sight has not been pointed at it, the message “Air” will be sent to the chat without any additional information.
    • Request – Request Air Support – in this case the marker of the requester of the air support will be displayed on the minimap.
    • Request – Request air reconnaissance
    • Request – Request Technical Assistance
    • Request – Request a target for an air attack (for aircraft)
    • Request – Requesting air reconnaissance (for aircraft)
  • New fortification mechanics — fortifications with different sets of guns have been added in the mission [Domination] “Franz Josef Land” that will provide cover for bases, fire at the enemy and give extra points when they are destroyed.

Graphics

  • Flare effects have been updated.
  • The effect of exploding air-to-air missiles in the air has been updated.
  • The visual effect of oil leakage has been added.
  • All visual effects of guided missile and unguided rocket engines have been updated
  • Tracer effects for guided missiles have been updated.
  • Visual effect of the control cable for wire-guided ATGMs has been added.
  • Visual effect of soot from muzzle gases when firing from onboard aircraft weaponry has been added.
  • Decals of shrapnel hits when hitting ground vehicles have been added. The appearance of the decal depends on the material damaged by shrapnel – armour, structural steel, wood, armoured glass, rubber side skirts.
  • Decals of damage from direct hits of ammunition to armoured glass have been added, as well as a separate visual effect of the hit.
  • The appearance and logic of decals of direct hits of ammunition on ground vehicles have been improved. Special decals for high angles of shell impact with armour of APFSDS shells have been added. New decals for the APFSDS shells have been added.
  • Appearance of afterburner flare on aircraft has been improved.
  • Visual effect of shell ricochet with tracer destruction has been improved.

Sound

  • All voice localizations of ground vehicle crews have been re-worked and also received a new command system.
  • Feature based on the dependence of the degree of tension of the situation around the vehicle: medium tension, high tension. This change doesn’t apply to Israeli vehicles yet, but work is in progress.
  • The US ground vehicles research tree has received its own crew voices different from crews of the British vehicles.
  • 4 new voice localizations for ground vehicle crews have been added: Hungarian, English (Australia), Finnish and English (South Africa).
  • If a crew belongs to a sub-vehicle tree, for example Finnish, Vietnamese or any other and if the crew voice language in the settings is set to the country of the vehicle, it will be voiced accordingly.
  • Guns of ground vehicles now sound correctly when switching views from first and 3rd person. That is when firing from the first person view sounds an internal shot and external one which is muffled by the hull of the vehicle. Or not muffled in case of an open turret. Also when switching from gunner’s view to 3rd person view the sounds of the gun mechanisms as well as falling shells and belt fragments will be muted by the hull of the vehicle.
  • Sound of flying artillery shells (whistling, hissing) are now tied directly to the shells. Previously it was a backing sound for the duration of the artillery strike for those who received it.
  • The positioning of the engine sounds of ground vehicles has been improved and the range of their audibility to the players has been increased.
  • New sounds for Gatling system automatic cannons have been created. Ground vehicles: 20 mm M168. Aircraft: 20 mm M61A1, 20 mm JM61A1, 7.62 mm M134 Minigun. Fleet: 20 mm JM61, 30 mm AK-630.

Other

  • A bug in the display of a vehicle’s turret position for other players in online games in vehicles with gun stabilisers has been fixed.
  • A bug when detonated ground vehicle wheels might fly vertically upwards in some cases has been fixed.

Matchmaking

  • Night battles are temporarily disabled.
  • Changing the matching settings for high-rank battles in order to collect more complete battles at the cost of a minimal increase in waiting time.
  • Strike UAV moved to higher ranks (vehicle BR above 9.7, matching BR above 10.7) to allow players to have SAM systems capable of countering them.
  • Hydroplane respawn points moved to the map centre, allowing them to spawn over the friendly airfield.
  • Reduction of the effectiveness of AI anti aircraft guns located on fields and convoys in all aircraft modes.

Source: War Thunder

Damien Seeto

Home > News

Diablo 4 Down With Slow Login Attempts Caused by Authentication Server Issues This June 14 (Update)

Those having a hard time logging in to Diablo 4, or seeing Diablo 4 down reports this June 14, it’s not just you. Blizzard has acknowledged the issues as well and are investigating.

Diablo 4 Down With Slow Login Issues This June 14:


Here’s the latest statement sent by Blizzard regarding the D4 server issues:

Same as always, we’ll be updating the article as more news develops. Hopefully, this will be sorted fairly quickly. In the meantime, go check out the latest gameplay-related changed made with yesterday’s server-side patch called hotfix 9.

More Diablo 4 Reading:

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Alex Co

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

Home > News

Black Desert Online Update 2.80 Out for Land of the Morning Light DLC This June 14

Pearl Abyss has released Black Desert Online update 2.80 this June 14 to implement the new Land of the Morning Light DLC. Other gameplay balancing and improvements have also been made. Check out the full patch notes down below.

Black Desert Online Update 2.80 Patch Notes | Black Desert Online June 14 Patch Notes:

Black Desert Online Land of the Morning Light New Content:

Release Date: June 14 (PC)

Expansion description

Black Desert Online’s latest expansion takes players on a perilous journey through the mythical Land of the Morning Light. Along the way, Adventurers will become embroiled in a crisis engulfing the continent, falsely accused of wrongdoing and forced to prove their innocence. After defeating powerful foes, they will discover the true evil lurking in the shadows.

Explore breathtaking landscapes filled to the brim with life, marvel at intricate architecture inspired by the Joseon period characteristic for medieval Korea, and experience thrilling combat with unique boss monsters that resemble villains and characters from traditional Korean folklore and myth. Dolswe, a new trusty companion, will join Adventurers on this exciting journey and offer advice and assistance along the way.

New Gameplay Features:

  • New Region: Land of the Morning Light, a land filled with mysteries and creatures inspired by Korean
    folktales and legend
  • New Progression Method: A non-linear questline, featuring 8 unique stories (15 chapters) where players
    are able to choose the order they want to complete each quest
  • New Starting Experience: Players can select Land of the Morning Light as their starting point in the game
  • New Combat Content: “Boss Blitz” where players will experience eight unique boss fights, each one starting with a series of missions and connected storylines leading up to, and finishing with, a Boss Blitz. Players can compete with other players for the highest score
  • New Player Hub: Visit Dalbeol, a picturesque village that exudes an authentic Korean ambience with distinct terrain and architecture
  • New Ship: Introducing Panokseon, a boat customizable with special gear and crew members, making it a versatile option for various naval content in Black Desert Online
  • Revamped Lifeskill Activities: Newly added mini-games can reduce the required time for various lifeskill
    activities and provide an opportunity to acquire a rare item that grants a special buff
  • New Housing and Furniture: Two Korean-style residences and traditional furniture for player housing
  • New Gear Piece: Top-tier gear Dahn’s Gloves can be crafted with materials found in the new region and can be specialized in damage reduction or evasion

Additional Notes:

  • Land of the Morning Light is Black Desert Online’s second new player starting zone where level one players immediately can jump in and start playing the main questline
  • Land of the Morning Light moves away from repetitive grinding in the usual monster zones and invites
    players to challenge a variety of fearsome bosses with unique mechanics that can be defeated on various difficulty levels
  • The newly implemented ‘attribute’ system makes Boss Blitz content more accessible for novice players
    without high-stat gear
  • The improved Crystal system provides two additional slots for crystals and there will be three new crystals that provide significant buff to character stats
  • The Expansion features more than 100 minutes of fully rendered cut-scenes with 5,000+ lines of voice acting, providing an immersive storyline that reads like a novel. Completed quests will be stored in the ‘Storybook’, in which players will be able to revisit the endings at any time

June 14 Patch Notes:

New Additions and Improvements

Class Changes

Woosa

Main Weapon

Butterfly Step

  • Increased the rotation speed when using Butterfly Step.

Yangban Step

  • Changed the movement animation when using Yangban Step during cooldown after using another skill.

Awakening

Mark of the Moon, Sahee’s Descent

  • Changed so that you can use the Mark of the Moon and Sahee’s Descent in the direction of the camera when comboed into after Tigerfly.

Black Spirit: Mark of the Moon

  • Changed the skill description to correctly relay how to use the skill.
  • Changed the skill’s animation, and damage and effects have been balanced appropriately.
Preview Description

Life Lure

  • Changed the level to learn Life Lure to Lv. 58.

Bloomburst

  • Changed the description to fit the actual damage of Sari Flower effects.
  • Sari Flower’s explosion damage: 2420% x 5 → 2420% x 7

Soul Shower

  • Fixed the issue where the skill guide UI in a combat zone would display the command key as ↑+Q.

Flow: Seocheon Field

  • Fixed the issue where the Sari Flower effect of the skill was invisible in certain situations.

Perilous Waltz

  • Changed so that when attempting to combo into the skill with SPACE it would not active when presseing ↑.

Flitting Step, Chain: Flitting Step

  • Increased the speed of comboing into other awakening skills when using the skill backwards.
Item

Added green grade box processing methods

  • These five types of green grade Defense Gear Boxes will give the following items when used in process – heating (L).
    • You can get the same items by going to a blacksmith in towns and exchanging (E) the green grade defence gear boxes,
Item Names Obtainable Items
Rocaba Defense Gear Box

[Guaranteed]
Melted Iron Shard x5-9
Blue Crystal x1-3
Taritas Defense Gear Box
[Guaranteed]
Melted Iron Shard x5-9
Violet Crystal x1-3
Hercules’ Strength Defense Gear Box
[Guaranteed]
Flax Fabric x5-9
Green Crystal x1-3
Heve’s Stamina Defense Gear Box
[Guaranteed]
Flax Fabric x5-9
Blue Crystal x1-3
Fortuna’s Luck Defense Gear Box
[Guaranteed]
Flax Fabric x5-9
Translucent Crystal x1-3

 

[August 2022 Update] The following items obtained from monster zones can be used in Heating (L) to obtain materials. However, you can exchange them with the Blacksmith of the following towns instead to obtain some materials instantly without having to heating them.

  • Green grade main/sub Weapon Box, Defense Gear Box, Faint Magic Crystal Box, and Reliable Adventurer’s Accessories Box.
  • The maximum amount of items that can be obtained through exchanging with an NPC may differ from the amount obtained during heating.
Blacksmiths that can make the exchange
Velia Village: Tranan Underfoe
Heidel: Techthon
Calpheon City: Grandus
Altinova: Mevo Muranan
Valencia City: Elfa
Grána: Dikzipo
Duvencrune: Hughol
O’draxxia: Limitte
Eilton: Tazral

 

[Main Weapon Box]

Items Materials Obtainable Items Materials Obtainable
Bares Main Weapon Box [Guaranteed]
Melted Iron Shard x5-7
Trace of Battle x1-3

[At a set probability]
Pure Platinum Crystal x1
Kalis Main Weapon Box [Guaranteed]
Melted Iron Shard x5-7
Trace of Violence x1-3

[At a set probability]
Pure Iron Crystal x1
Yuria Main Weapon Box [Guranteed]
Melted Iron Shard x5-7
Trace of Ascension x1-3

[At a set probability]
Pure Zinc Crystal x1
Ain Main Weapon Box [Guranteed]
Melted Iron Shard x5-7
Trace of Savagery x1-3

[At a set probability]
Pure Tin Crystal x1
Krea Main Weapon Box [Guranteed]
Melted Iron Shard x5-7
Trace of Despair x1-3

[At a set probability]
Pure Silver Crystal x1
Rosar Main Weapon Box [Guranteed]
Melted Iron Shard x5-7
Trace of Memory x1-3

[At a set probability]
Pure Titanium Crystal x1
Seleth Main Weapon Box [Guranteed]
Melted Iron Shard x5-7
Trace of Death x1-3

[At a set probability]
Pure Lead Crystal x1

[Sub-weapon Box]

Items Materials Obtainable Items Materials Obtainable
Krea Sub-weapon Box [Guranteed]
Melted Copper Shard x1-3
Melted Zinc Shard z1

[At a set probability]
Pure Silver Crystal x1
Offensive Sub-weapon Box [Guranteed]
Melted Iron Shard x5-7

[At a set probability]
Pure Lead Crystal x1
Rosar Sub-weapon Box [Guranteed]
Melted Iron Shard x5-7

[At a set probability]
Pure Titanium Crystal x1
Defensive Sub-weapon Box [Guranteed]
Melted Iron Shard x5-7

[At a set probability]
Pure Iron Crystal x1
Accuracy Sub-weapon Box [Guranteed]
Melted Iron Shard x5-7
Melted Copper Shard x1-3

[At a set probability]
Pure Iron Crystal x1

[Defense Gear Box]

Items Materials Obtainable Items Materials Obtainable
Rocaba Defense Gear Box [Guranteed]
Melted Iron Shard x5-6
Blue Crystal x1-2
Agerian Defense Gear Box [Guranteed]
Melted Iron Shard x5-6
Translucent Crystal x1-2
Taritas Defense Gear Box [Guranteed]
Melted Iron Shard x5-6
Violent Crystal x1-2
Zereth Defense Gear Box [Guranteed]
Melted Iron Shard x5-6
Green Crystal x1-2
Hercules’ Defense Gear Box [Guranteed]
Flax Fabric x5-6
Green Crystal x1-2
Talis Defense Gear Box [Guranteed]
Melted Iron Shard x5-6
Red Crystal x1-2
Heve’s Defense Gear Box [Guranteed]
Flax Fabric x5-6
Blue Crystal x1-2
Grunil Defense Gear Box [Guranteed]
Melted Iron Shard x5-6
Black Crystal x1-2
Fortuna’s Luck Defense Gear Box [Guranteed]
Flax Fabric x5-6
Translucent Crystal x1-2

[Faint Magic Crystal Box & Reliable Adventurer’s Accessory Box]

Items Materials Obtainable Items Materials Obtainable
Faint Magic Crystal Box [Guranteed]
Black Stone Powder x25-35
Reliable Adventurer’s Necklace Box [Guranteed]
Melted Silver Shard x3-4

[At a set probability]
Diamond x1
Ruby x1
Sapphire x1
Emerald x1
Topaz x1
Reliable Adventurer’s Earring Box [Guranteed]
Melted Silver Shard x1-4

[At a set probability]
Diamond x1
Ruby x1
Sapphire x1
Emerald x1
Topaz x1
Reliable Adventurer’s Ring Box [Guranteed]
Melted Silver Shard x1-2

[At a set probability]
Diamond x1
Ruby x1
Sapphire x1
Emerald x1
Topaz x1
Reliable Adventurer’s Belt Box [Guranteed]
Melted Silver Shard x1-2

[At a set probability]
Diamond x1
Ruby x1
Sapphire x1
Emerald x1
Topaz x1


 

Applied riding crop equipment speed increase effect to the wagon.

  • Improved so the following riding crop effects are applied upon riding a wagon.
    • Max Wagon Speed +10/20/30%.
    • Max Wagon Auto-run Speed +10/20/30%
    • Forest Path Wagon Forest Rush Speed +10/20/30%
      • Added the following description to riding crop items:
Additional effects
Loggia Riding Crop Izaro Riding Crop Manos Riding Crop, Fughar’s Riding Crop
Max Wagon Speed  +10%
Max Wagon Auto-run Speed +10%
Forest Path Wagon Forest Rush Speed +10%
Max Wagon Speed +20%
Max Wagon Auto-run Speed +20%
Forest Path Wagon Forest Rush Speed +20%
Max Wagon Speed +30%
Max Wagon Auto-run Speed +30%
Forest Path Wagon Forest Rush Speed +30%

  • Added exchange items to Golden Seal – [Imperial Training].
    • You can exchange Golden Seals – [Imperial Training] x12 with Variel at the Old Wisdom Tree for Powder of Ascension x1.
  • Changed the icon of the following items to be more intuitive.
Some Farmer’s Sack
Some Fisherman’s Sack
Some Miner’s Sack
Some Archaeologist’s Sack
  • Updated the the number of Concentrated Boss’s Aura crystals in the description of the Boss’s Latent Auras item which can be obtained upon completing the weekly quest from Jetina from 115 to 155 to match the actual reward amount.
Monster

Atoraxxion: Sycrakea – Lahtron

  • Changed the appearance animation of the discharged Lahtron in [Syca’s Cradle] Atoraxxion: Sycrakea,
Discharged Lahtron Charged Lahtron
  • Fixed the issue where the following monsters of Elvia would suddenly stop pursuing adventurers and turn back in certain situations:
    • [Violent Soul] Altar Imp Trainer, [Violent Soul] Altar Imp Fighter
Quest & Knowledge
  • Fixed so the following smuggled item knowledge can be obtained through the smuggler.
    • You can obtain the following knowledge through the below smugglers by consuming 10 energy.
Town and NPC Smuggled Items Town and NPC Smuggled Items
Mysterious Man in Glish Glishnomicon
Heathen’s Torture Device
Heathen Amulet
Mysterious Man in Olvia Pumpkin Ghost Seed
Undiluted Poisonous Herb Solution
Eschatological Prophecy
Roxanna in Sand Grain Bazaar Bottle of Scorpion Venom
Elionian Doctrine
Rainbow Pill
Mysterious Man in Calpheon Emperor’s Artifact
Unauthorized Whisky
Protester Supplies
Zahad in Valencia City Scale of Black Dragon
Valencia City Blueprint
Ruin Guardian’s Core
Mysterious Man in Keplan Big Black Stone Nugget
Improved Gunpowder
Red Birthstone
Mysterious Man in Velia Slate of Ancient Stone Chamber
Angelic Powder
Forbidden Novel
Mysterious Man in Trent Treant Heart
Treant Root
Tree of Luck
Telshir in Altinova Barbarian Tonic
Valencia Enchanting Fragrance
Royal Jewelry Box
Destruction Spell Scroll
Black Spirit Control Stone
Copy of Book of Cartian
Mysterious Man in Heidel Honorable Right Foot
Forged Aristocracy Certificate
Xian Merchant Guild Bribe Accounts
  • Improved some parts of the Mediah Meal knowledge to better reflect actual gameplay.
Node & Conquest War
  • Fixed the issue where the occupied territory’s information was not displayed in the Guild Rankings – Guild Information window for alliance member guilds, excluding the leader of the alliance.
NPC, Background, Sound
  • Adjusted the positions of certain background objects to ensure smoother movement at the following locations while engaging in trade activities on a wagon.
Western Guard Camp
Alejandro Farm
  • Added some background objects to allow smoother transportation at the following locations while engaging in trade activities on a wagon.
Marcha Outpost
  • Improved movement at specific locations in the Souther Neutral Zone near Orc Camp while on Auto-run while mounted to ensure smoother movement during travel.
  • Improved certain navigation route for Stonetail Horse Ranch.
  • Improved some background elements upon encountering Koo Mi-Eun during Woosa’s Awakening quest.
  • Adjusted the subtitles displayed during cutscenes so they do not extend beyond the game window.
UI

Another Adventurer’s Choice

How many stacks are needed to enhance TRI (III) Tuvala gear? Please recommend me an enhancement stack for Ring of Crescent Moon. We have added Gear enhancement: Another Adventuerer’s Choice for adventueres who are both new to the game and new to enhancement. Now, you will be able to see the percentage of other adventurers who have attempted enhancements at specific stacks. We hope this information can be a useful reference for adventurers who are still inexperienced in enhancing.
  • Added Another Adventuerer’s Choice as reference for gear enhancement.
    • You can see the reference by clicking the button next to Current Enhancement Chance when enhancing through the Black Spirit (,).
      • This button is displayed when there is gear registered for enhancement.
    • You can check the enhancement chances used by other adventurers in the Another Adventurer’s Choice window when you have a gear registered.
      • Info from Another Adventurer’s Choice will refresh when the window is opened.
      • Gear without enough data on enhancement chances will be displayed once there is enough data to be assessed.
※ The following equipment will not display information on other adventurers’ choice of enhancement chance.
– Accessories for guaranteed PEN (V) accessory enhancement, equipment for guaranteed PEN (V) Boss Gear enhancement, and Naru equipment.
Web
  • Changed to disallow new sign-up and account linking with Twitter OpenID.
  • Fixed an issue where the PC/Mobile view icon was not displayed at the bottom of the popup slider that appears when an image is clicked.
  • Improved the screen ratio of the popup window that appears when a video is clicked to 16:9.
Translation
  • Changed and unified the following terms in English:
    • Earth’s Sand Coral Floor → Great Sands Coral Floor
    • Mountain Sheep Horn Decorated Bedside Table → Mountain Sheep Horn Bedside Table
    • Mountain Sheep Horn Decorated Bed → Mountain Sheep Horn Bed
    • Mountain Sheep Horn Decorated Bookshelf → Mountain Sheep Horn Bookshelf
    • Mountain Sheep Horn Decorated Chair → Mountain Sheep Horn Chair
    • Mountain Sheep Horn Decorated Drawers → Mountain Sheep Horn Drawers
    • Mountain Sheep Horn Decorated Dining Table → Mountain Sheep Horn Dining Table
    • Mountain Sheep Horn Decorated Furniture Set → Mountain Sheep Horn Furniture Set
    • Mountain Sheep Horn Decorated Sofa → Mountain Sheep Horn Sofa
    • Mountain Sheep Horn Decorated Table → Mountain Sheep Horn Table
    • Mountain Sheep Horn Decorated Wardrobe → Mountain Sheep Horn Wardrobe

Modified or Changed

  • Fixed the issue where quest progression in [Sage Awakening] Shattered Trust was not smooth when you are in party.
  • Fixed the character control issue during interaction with the Skill Instructor NPC in certain situations.
  • Fixed the issue where scrolling was unable in the Family Inventory while moving the item function was activated.
  • Fixed the issue where the key guide for cutscene fast-forward playback function was displayed based on the keyboard for Gamepad UI.
  • Fixed the issue where Fish Workshop and Mineral Workshop were displayed as Specialty Workshop in Crafting Notes.
  • Fixed the issue where some background disappeared when approaching a specific location in Hasrah Ancient Ruins.
  • Fixed the issue where the already saved name was not displayed when trying to modify the name of a different Crystal Preset without changing the name of the current preset.
  • Fixed the issue where the currently selected Crystal Preset was not displayed in certain situations and the applied preset was displayed instead.
  • Fixed the issue where some NPCs did not appear in the Mountain of Eternal Winter area.
    • Normalized the progress of the following quests, which were temporarily unavailable:
      • [Daily] Rebellious Papus, [Daily] Under Similar Circumstances, [Daily] Patrolling the Town
  • Fixed the following during the progress of Woosa Awakening questline:
    • Certain voices were disabled.
    • Certain weapons or objects were invisible in the cutscene.
    • It was possible to skip the cutscene for acquiring a skill.
    • Fixed the issue where some quest objectives were displayed unnaturally for Gamepad UI.
    • Changed the method of moving to Shinhyang as well as the quest summary and requirement in the Quest List.
      • Before: Talk to the Unidentified Light at the entrance of the Hasrah Ancient Ruins to move to Shinhyang.
      • After: Talk to Node Manager Illen at Hasrah Cliff to move to Shinhyang.
    • Fixed the issue where the quest navigation for the [Woosa Awakening] New Plane of Enlightenment was unnatural.
  • Fixed the issue where the Work Status UI did not turn off when pressing the ESC key when checking the node being worked on in the world map (M).

Source: Play Black Desert

Damien Seeto

Home > News

Modern Warfare 2 Patch 1.020 Preload for Season 4 Now Live (Update)

The Call of Duty: Modern Warfare 2 patch 1.020 preload is now live, and this is the data for Season 4! The new season will launch later today, but the data can be downloaded right now for those on PS4, PS5. Read on to see what’s incoming this season.

Modern Warfare 2 Patch 1.020 Preload Patch Notes and New Content:

https://www.youtube.com/watch?v=zvn_tHug8FI

Size: 16GB (PS5)

Update: The full patch notes are here! Grab a cold drink, as this is a long one.

GLOBAL

Welcome to Season 04!

We’ll dive deep into all of the new content coming this Season below, but just a few highlights include:

  • Run this town: welcome to Vondel, our all-new medium-sized map!
    • Jump into the Assault on Vondel Event at Launch
  • Fight your way through six new Multiplayer Maps, including new Core, Gunfight, and Battle Maps
  • Update your Loadouts with three new weapons:
    • Tempus Razorback Assault Rifle
    • ISO 45 SMG
    • Tonfa Melee Weapon
  • The introduction of DMZ’s new Forward Operating Base (FOB), a centralized hub for all communications and Operator upgrades within DMZ

STABILITY

  • This update contains several fixes to reduce the number of known crashes. We continue to prioritize increased stability and crash fixes across all platforms.
  • Studio teams have made meaningful progress in deploying several server-related fixes and upgrades over the last few weeks. We have seen significant performance improvement in several areas of concern including crashes. We remain committed to tracking and pursuing these issues and will continue to share progress.

OPERATORS

New Operators

Nikto

  • The former FSB deep-cover agent was first spotted in Modern Warfare® (2019), using his menacing signature black mask to cover the disfiguration of his face caused by Mr. Z. A methodical and calculated soldier, Nikto is a natural-born leader who appears to fear nothing, with next to no gaps in his skill set as the ultimate soldier of fortune.

Ana Vega

  • The daughter of paramedics and Army reservists with family roots in Cuba, Ana Vega never had the opportunity to get to know her parents. Both were killed during rescue operations in the early days of the Urzikstan conflict. The Gold Star child followed in their footsteps in attempt to reconnect with her fallen parents, graduating with top honors from the United States Military Academy and enlisting in the Army’s Combat Medic Specialist Training Program (CMSTP). Proving her exemplary proficiency in combat and as a medic, she eventually caught the attention of her commanding officer, who fast-tracked her to a position on a prestigious Special Forces unit with the 75th Ranger Regiment.

Io (BlackCell)

  • [[REDACTED]].

 

WEAPONS

New Weapons

Tempus Razor Back: Assault Rifle

  • A masterclass in exceptional manufacturing, this Tempus Armament assault rifle features a bullpup design and frame-vibration control, resulting in a smooth and controllable full-auto 5.56 weapon.
    • Unlock in Battle Pass Sector D13

ISO 45: Submachine Gun

  • The ISO Platform’s answer to room clearing. This SMG dominates with a high fire rate and the stopping power of .45 Auto rounds.
    • Unlock in Battle Pass Sector D19

Tonfa: Melee

  • This hard-polymer, edgeless melee weapon delivers blunt trauma without risk of dulling or breaking. Versatile, comfortable, and lethal in the right hands.
    • Unlock via Assault on Vondel Event

General

  • Shotgun
    • Pellets now use damage priority
      • If more than four pellets hit a target, the highest damage among those hit pellets will be used
  • Melee
    • Fist Lunge Range decreased
    • Gunbutt Lunge Range decreased
    • Gunbutt Damage decreased | Warzone Only

WEAPON BALANCING

These changes to Player Health and the application of Armor Damage ultimately result in the Time to Kill feeling slower, more consistent, and more reactable at every engagement distance.

While a select few Weapons are listed below, it is important to note that most Weapons will see their effectiveness altered as a result of the change to Armor Damage. For now, we will be retiring the term “Armor Damage” and any future changes that are Warzone specific will be followed by “Warzone Only.”

» Battle Rifles « 

  • Cronen Squall 
    • Full-Auto
      • Bullets to Kill increased by 2 | Warzone Only
      • Maximum Damage increased | Warzone Only
      • Minimum Damage added | Warzone Only
    • Semi-Auto
      • Bullets to Kill increased by 1 | Warzone Only
      • Maximum Damage decreased | Warzone Only
      • Minimum Damage increased | Warzone Only

» Shotguns « 

  • Bryson 800 
    • Minimum Damage decreased | Warzone Only
    • Head Multiplier increased
    • Neck Multiplier increased
    • Upper Torso Multiplier increased
    • Arm Multipliers increased
    • Leg Multipliers increased

 

  • Bryson 890 
    • Minimum Damage decreased | Warzone Only
    • Head Multiplier increased
    • Neck Multiplier increased
    • Upper Torso Multiplier increased
    • Arm Multipliers increased
    • Leg Multipliers increased

 

  • Expedite 12 
    • Minimum Damage added | Warzone Only
    • Leg Multipliers increased

 

  • KV Broadside 
    • Mid Damage decreased

 

  • Lockwood 300 
    • Minimum Damage decreased | Warzone Only
    • Head Multiplier increased
    • Neck Multiplier increased
    • Upper Torso Multiplier increased
    • Arm Multipliers increased
    • Leg Multipliers increased
    • Hip to ADS Spread transition speed increased
      • Becomes accurate faster after aiming down sights
    • Mid Damage Ranges increased
    • Mid Damage decreased slightly

 

» Submachine Guns « 

  • Fennec 45 
    • Bullets to Kill decreased by 1 | Warzone Only

Attachments

  • FTAC Siege 
    • Akimbo FTAC Siege (NEW)
      • Unlock through in-game Challenge: 25 Hip Fire Operator kills with the FTAC Siege
  • Kastov-74u 
    • KSTV-17 Barrel (NEW)
      • Added to Kastov-74u progression, replaces 5.45 Tracer at Level 9
        • Players who have progressed beyond this level will have it retroactively granted to their account following the launch of Season 4 
  • KV Broadside 
    • 12 Gauge Dragon’s Breath
      • Close-range Damage increased slightly

Bug Fixes

  • Fixed an issue with the SZ Aggressor-IR Optic where its ADS penalty was higher than intended
  • Fixed an issue with 12-Gauge Dragon’s Breath residual damage where it would be counted as a headshot for scoring
  • Fixed an issue that caused Death Effects to intermittently occur on incorrect bodies
  • Fixed numerous incorrect Attachment unlock criteria
  • Fixed an issue where the in-game challenge completed overlay for the KL40-M2 Drill underbarrel Attachment showed a placeholder name
  • Fixed an issue causing the .300 BLK Overpressured +P ammunition to remain locked without unlock requirements, despite the Weapon being at max level
  • Fixed an issue where Bipod Attachments were not blocked on some Weapons when using the canted iron sights

 

EVENTS

  • NEW: Assault on Vondel
    • Your mission is to fight back against Nikto’s clandestine army, and reclaim the city in our seasonal event. The Assault on Vondel begins at the launch of Season 04 and goes through July 7. Earn rewards through two types of challenges during the event:
      • Community Challenges: All Players must work together to gather medals through classic challenges, unlocking gameplay rewards such as the Taxi Boat and Trams,  Reinforcement Flare Field Upgrade, the Favorite Supply Box and a brand new Tonfa melee Weapon.
      • Mastery Challenges: Individual challenges that are directly tied to a cosmetic reward while also contributing to the Community Challenge. The most efficient way to get all cosmetic rewards is to land on Vondel, but playing across the game is also supported.

Find more details on how the Assault on Vondel Launch Event will work in the Warzone section of these Patch Notes. 

BATTLE PASS

Battle Pass

  • Unlock 100 tiers of content in this season’s Battle Pass, featuring 2 new weapons, Nikto and more! Check out the Season 04 Battle Pass blog for all the intel, including BlackCell.

GAMEPLAY

Movement 

  • Parachute: Weapon Quick Raise is now always used when cutting your parachute or landing for improved responsiveness on landing

PERKS

Adjustments

  • Bomb Squad now scales both explosive damage and clamps the maximum damage unless the damage was a direct impact

FIELD UPGRADES

Bug Fixes

  • Field Upgrades now refund properly when shocked by a shock stick mid-deployment
  • Throwing Star kills now properly extend Battle Rage and Dead Silence

 

AUDIO

Adjustments

  • Added ability for War Tracks to play in 3D positions from Vehicles in the world, rather than only to Players riding in a Vehicle

UI/UX

New Features

  • Multiple Attacker Notifier Quality of Life
    • When a Player is downed while simultaneously under fire from multiple enemy Players, a text notifier will appear near their crosshair indicating the total number of recent attackers.

Adjustments

  • Added a new splash that calls out when a Player is downed or killed by more than one attacker
  • Players  can now view Skins for locked Operators
  • Added the ability to select Skins for Tacticals and Lethals… check out the new Wumpa grenade!
  • Added the ability to remove all of your equipped attachments on your weapon by pressing and hold RT/R2 in Gunsmith.
  • Improved clarity on which Attachments have Skins, are Tunable, or are Pro-Tuned
  • Added the Pro-Tuned tag to the loadout preview widget for Blueprint-tuned Weapons
  • Added Pros and Cons for all Attachments
  • Improved usability of Loadout select
  • Perk Packages now use a double-stacked row
  • Additions and improvements to the HUD for Search and Destroy and Rescue Modes
  • Added reticles and tracers to the Loadout preview in Gunfight
  • Added a POI label under the Compass in Gunfight
  • General visual improvements to the HUD in Gunfight
  • Redesigned AAR and Scoreboard to accommodate 6v6 and larger matches

 

GLOBAL BUG FIXES

  • Fixed an issue where exiting the Tactical Camera would sometimes leave a blurry screen
  • Fixed an issue where the Player would have their controls locked if they tried to re-enter a Recon Drone as it dies, while looking through a Spotter Scope
  • Fixed an issue where the Wheelson could be deployed on top of other vehicles
  • Fixed an issue where the Player’s FOV would remained zoomed in after leaving control of the Gunship
  • Fixed an issue that prevented bots from being able to revive downed teammates
  • Fixed an issue where Weapon progress trackers could become misaligned with their Weapons in the Weapon Challenges menu
  • Fixed an issue where the Buy Battle Pass menu launched abruptly when accessed for the second time while on View Map in the Battle Pass tab
  • Fixed an issue where the Operator could disappear when the Player enters the Emblem or Calling Card tab and goes back
  • Fixed an issue where Players could experience dropped frames when switching Calling Card tabs
  • Fixed an issue where loot could be destroyed if a Player died on top of an exploding vehicle
  • Fixed an issue where the Player would exit the Light Helo but still remain inside of it
  • Fixed an issue that could cause Players to end up in a broken state when performing a roof exit on a vehicle as it blew up
  • Fixed an issue where vehicles didn’t collide with Players reviving other Players
  • Fixed an issue where collision sounds on the armor of the armored pickup truck didn’t play
  • Fixed an issue causing a number of missing vehicle icons in Ground War’s Tac Map legend

SPECIAL OPS

COOPERATIVE

  • Added display information when interacting with previously-claimed intel fragments
    • The number of intel fragments remaining for you in this missions
    • The distance to the nearest unclaimed intel fragment

BUG FIXES

  • Fixed an issue with timers conflicting with one another during the puzzle in Atomgrad Raid Episode 01
  • Fixed an issue where Players could crash if they used the Restart from Checkpoint feature in the maze in Atomgrad Raid Episode 01
  • Fixed an issue where Players could crash if they lingered at a puzzle for a long time in Atomgrad Raid Episode 01
  • Fixed an issue where the Oxygen Tank would disappear while ledge hanging in Atomgrad Raid Episode 01
  • Fixed an issue where enemies would plant bombs in the wall in Defender: Hafid Port
  • Fixed an issue where Players that have not made a Custom Loadout will see overlapping default Loadout UI

MULTIPLAYER

MAPS

Kunstenaar District (Core 6v6)

  • Located west of the Museum in Vondel, the Kunstenaar District (translation: Arts District) features a row of townhouses, boutique shops, a central plaza, and a swimmable canal along its west flank.

Showdown (Core 6v6)

  • The iconic map returns! It’s a great place to practice for those hot drops . . . or just drop airstrikes and helicopter Killstreaks with Gold weapons just like old times.

Mawizeh Marsh (Battle Map)

  • Mawizeh Marshlands is from the region of the Al Mazrah map containing the infamous River Diamond Luxury Resort . . . or what’s left of it.

Ahkdar Village (Battle Map)

  • Action is mostly contained in the village (where Showdown is also located), and its most notable borders are the railroad to the south and the stepped farms and base of the mountain to the north. Vehicular combat may be frequent within the city walls, although infantry can take to the battlements, rooftops, and alleyways to counter them.

Mercado (Gunfight)

  • The Mercado is a section of Las Almas cleared out for Gunfight and Face Off battles. Combat within this large, covered structure will be frenetic on multiple levels, so get ready to stay close to your duo or trio, get in, and get out.

Penthouse (Gunfight)

  • Time to take Gunfights all the way up to the top. The Penthouse, situated in the heart of Chicago, features a lap pool, an outdoor firepit, and a tight-angled modern interior.

Bug Fixes

  • Fixed various collision and/or geometry issue on MultiPlayer maps
  • Fixed an issue on Guijarro where the Overwatch Helo would drop from the sky when leaving the Map

PLAYLIST

  • Added Battle Map (12v12) Search and Destroy
  • Added Battle Map (12v12) Prisoner Rescue
  • Added to Quickplay:
    • 10v10
    • 3rd Person
    • Infected
    • Gun Game
    • Drop Zone
    • Grind

GENERAL

Adjustments

  • Tuned spawns for Breenbergh Hotel, Black Gold, Exhibit, and Himmelmatt Expo
  • Updated the rate at which UAV sweeps are performed for the infected team in Giant Infected:
    • One sweep every 20 seconds by default
    • One sweep every 3 seconds when less than 24 survivors remain
  • Updated class tables to include Blueprints through Season 03 Reloaded
  • Moved the bag locations from the top of barrels to the ground on Black Gold in Knock Out
  • Added “Score Limit” and “Time Limit” options for Bounty
  • Adjusted Weapon locations on Blacksite in Gunfight O.S.P.

BUG FIXES

  • Fixed several exploits with the Tactical Camera
  • Fixed an out of bounds issue with the Recon Drone
  • Fixed an issue where Players would sometimes not receive the proper rewards when killing Players downed in Last Stand
  • Fixed a connection timeout issue some Players would encounter in Drop Zone
  • Fixed a bug where some melee kills would not count as one-hit-kills in One in the Chamber
  • Fixed an issue where some in-game Weapon challenge camo unlock text was cutoff and did not include the Weapon name
  • Fixed an issue in Private Matches where the Player could not earn Killstreaks properly with the “Retain Streaks on Death” and “Persistent Streak Progress” options tuned on

MWII RANKED PLAY

MWII Ranked Play continues in Season 04, featuring NEW Seasonal Rewards including the Pro Re-Issue Vaznev-9k! Whether you’re jumping into your first Ranked Play match or continuing your grind, there’s more to unlock and competition to face. Below are the Season 04 specific details to keep in mind for returning competitors and further below is a full refresher for all players.

Season 04 Highlight Changes

Here are the highlights for returning Season 03 competitors.

Competitive Game Modes, Maps, and Settings

  • Updated Minimum Level requirement for Ranked Play entry: Level 45
  • New Season 04 Restrictions
    • Assault Rifles
      • Tempus Razorback
    • SMGs
      • ISO 45
    • Melee
      • Tonfa

SR (Skill Rating) & Divisions

  • End of Season Skill Setback Update: At the end of each Season, your ending Skill Division will determine where you start the following season:
    • Bronze through Crimson I players are set back three Tiers below where they finished in the previous season.
      • Example: A player ending Season 03 in Gold III will begin Season 04 in Silver III.
    • Players Crimson II and above will start Season 04 in Diamond I.
  • Season 04 Rewards
    • Season 04 Win Rewards
      • Throughout the Season 04, players can earn the following rewards:
        • 5 Wins: ‘Season 04 Competitor’ Weapon Sticker
        • 10 Wins: Pro Re-Issue Vaznev-9k Weapon Blueprint
        • 25 Wins: ‘Please Rotate’ Weapon Charm
        • 50 Wins: ‘Lock it Down’ Large Weapon Decal
        • 75 Wins: ‘MWII Ranked Play Season 04’ Loading Screen
        • 100 Wins: ‘MWII Season 04 Ranked Veteran’ Weapon Camo
    • End of Season Division Rewards
      • At the end of each Season, players will be awarded Skill Division rewards that represent their highest attained Division that Season.
        • Division Skins:
          • Earn a Skill Division Skin for use with both CDL Male & Female Operators on both Factions to represent your highest Skill Division. Once the Skins from one Skill Division have been unlocked they can be permanently used in following Seasons and anywhere you play:
            • Top 250: Unlock the ‘Top 250 Competitor’ Skin by finishing a Season in the Top 250 Skill Division. Players must be in the Division at the end of the Season to qualify for this reward.
            • Gold – Iridescent: Earn the applicable ‘Gold Competitor’, ‘Platinum Competitor’, ‘Diamond Competitor’, ‘Crimson Competitor’, or ‘Iridescent Competitor’ Skin based on your highest Skill Division reached over the course of the Season.
    • Seasonal Division Rewards
      • Each Ranked Play Season features a unique set of Division Rewards awarded at the end of the Season to celebrate the player’s highest Skill Division reached that Season.
      • The Season 04 rewards are as follows:
        • Top 250: ‘Season 04 Top 250’ Weapon Charm, Emblem, and Calling Card
        • Iridescent: ‘Season 04 Iridescent’ Weapon Charm, Emblem, and Calling Card
        • Crimson: ‘Season 04 Crimson’ Weapon Charm and Emblem
        • Diamond: ‘Season 04 Diamond’ Weapon Charm and Emblem
        • Platinum: ‘Season 04 Platinum’ Weapon Charm and Emblem
        • Gold: ‘Season 04 Gold’ Weapon Charm and Emblem
        • Silver: Emblem
        • Bronze: Emblem
      • Ranked Play First Place: The player who finishes Season 04 in the #1 position on the Top 250 Leaderboard will receive a unique, one-of-a-kind Calling Card and Emblem for the ultimate bragging rights.

Complete MWII Ranked Play Refresher

Here’s a complete overview of MWII Ranked Play for new Season 04 players!

Competitive Game Modes, Maps, and Settings

  • Ranked Play continues in Season 04! Play competitive, 4v4 matches using the same maps, modes, and settings used in the Call of Duty League 2023 ruleset.
    • Updated minimum Level requirement for Ranked Play entry: Level 45
  • Select Weapons, Attachments, Equipment, Perks, Field Upgrades, and Streaks are restricted.
    • New Season 04 Restrictions
      • Assault Rifles
        • Tempus Razorback
      • SMGs
        • ISO 45
      • Melee
        • Tonfa
  • Game Modes and Maps:
    • CDL Search and Destroy
      • Al Bagra Fortress
      • Breenburgh Hotel
      • El Asilo
      • Embassy
      • Mercado Las Almas
    • CDL Hardpoint
      • Al Bagra Fortress
      • Breenburgh Hotel
      • Embassy
      • Mercado Las Almas
      • Zarqwa Hydroelectric
    • CDL Control
      • Breenburgh Hotel
      • El Asilo
      • Himmelmatt Expo

SR (Skill Rating) & Divisions

Test yourself against your peers and track that progress with a visible SR (Skill Rating) that determines your place across 8 Skill Divisions.

  • All new Ranked Play players begin their journey in Bronze I with 0 SR.
  • Players increase their SR by winning matches and lose SR whenever they lose matches.
  • Both individual and team performance will impact how much SR you gain or lose per match. In higher Skill Divisions, team performance has a bigger impact on SR gained or lost so that all winning playstyles are more consistently rewarded.
  • Players can progress through eight Skill Divisions by reaching SR milestones:
    • Bronze – Starting Division
    • Silver – 900 SR
    • Gold – 2,100 SR
    • Platinum – 3,600 SR
    • Diamond – 5,400 SR
    • Crimson – 7,500 SR
    • Iridescent – 10,000 SR
    • Top 250 – 10,000+ SR
  • End of Season Skill Setback: At the end of each Season, your ending Skill Division will determine where you start the following season:
    • [Updated] Bronze through Crimson I players are set back three Tiers below where they finished in the previous season.
      • Example: A player ending Season 03 in Gold III will begin Season 04 in Silver III.
    • Players Crimson II and above will start Season 04 in Diamond I.

Ranks & Rewards

MWII Ranked Play is the most rewarding competitive Call of Duty experience ever, with a variety of valuable rewards available to players at launch and Season after Season.

  • Unlocked Rewards can be used in Modern Warfare 2 and Call of Duty®: Warzone™ 2.0. Unlock what the mode has to offer to show off your Rank and Skill wherever you play.
  • Ranked Play now features brand new Season 04 Rewards!
  • Ranks and Rank Rewards
    • Separate from the player’s SR and Skill Division is Rank. Rank persists across Seasons to celebrate the player’s lifetime win total across their Ranked Play career.
    • All players start at Rank 1 and can progress to Rank 50.
    • Players increase their Rank by winning matches to earn Stars. Each win grants one (1) Star. Win enough matches and you’ll earn enough Stars to reach the next Rank.
    • Every 5 Ranks players will progress their Rank icon and unlock a set of Rank rewards:
      • Rank 5: Ranked Competitor Skin for use with both CDL Male & Female Operators on both Factions.
      • Rank 10: ‘Press F’ Emblem
      • Rank 15: Pro Issue X12 Weapon Blueprint
      • Rank 20: ‘Ace’ Weapon Charm
      • Rank 25: ‘Turn It Up’ Emblem
      • Rank 30: ‘Ranked Win Tracker’ Gun Screen that displays the player’s lifetime Ranked Play win total.
      • Rank 35: ‘I’m Cracked’ Large Weapon Decal
      • Rank 40: Pro Issue Combat Knife Weapon Blueprint
      • Rank 45: ‘Sweep’ Weapon Charm
      • Rank 50: Ranked Veteran Emblem & Skin for use with both CDL Male & Female Operators on both Factions.
    • Each Rank Milestone also unlocks a Calling Card that represents the player’s achieved Rank.
  • Season 04 Rewards
    • In addition to Rank Rewards, each Ranked Play Season will give players the opportunity to earn exclusive limited-time rewards.
    • Throughout the Season 04, players can earn the following rewards:
      • 5 Wins: ‘MWII Season 04 Competitor’ Weapon Sticker
      • 10 Wins: Pro Re-Issue Vaznev-9k Weapon Blueprint
      • 25 Wins: ‘Please Rotate’ Weapon Charm
      • 50 Wins: ‘Lock it Down’ Large Weapon Decal
      • 75 Wins: ‘MWII Ranked Play Season 04’ Loading Screen
      • 100 Wins: ‘MWII Season 04 Ranked Veteran’ Weapon Camo
  • End of Season Division Rewards
    • At the end of each Season, players will be awarded Skill Division rewards that represent their highest attained Division that Season.
      • Division Skins:
        • Earn a Skill Division Skin for use with both CDL Male & Female Operators on both Factions to represent your highest Skill Division. Once the Skins from one Skill Division have been unlocked they can be permanently used in following Seasons and anywhere you play:
          • Top 250: Unlock the ‘Top 250 Competitor’ Skin by finishing a Season in the Top 250 Skill Division. Players must be in the Division at the end of the Season to qualify for this reward.
          • Gold – Iridescent: Earn the applicable ‘Gold Competitor’, ‘Platinum Competitor’, ‘Diamond Competitor’, ‘Crimson Competitor’, or ‘Iridescent Competitor’ Skin based on your highest Skill Division reached over the course of the Season.
    • Seasonal Division Rewards
      • Each Ranked Play Season features a unique set of Division Rewards awarded at the end of the Season to celebrate the player’s highest Skill Division reached that Season.
      • The Season 04 rewards are as follows:
        • Top 250: ‘MWII Season 04 Top 250’ Weapon Charm, Emblem, and Calling Card
        • Iridescent: ‘MWII Season 04 Iridescent’ Weapon Charm, Emblem, and Calling Card
        • Crimson: ‘MWII Season 04 Crimson’ Weapon Charm and Emblem
        • Diamond: ‘MWII Season 04 Diamond’ Weapon Charm and Emblem
        • Platinum: ‘MWII Season 04 Platinum’ Weapon Charm and Emblem
        • Gold: ‘MWII Season 04 Gold’ Weapon Charm and Emblem
        • Silver: Emblem
        • Bronze: Emblem
      • Ranked Play First Place: The player who finishes Season 04 in the #1 position on the Top 250 Leaderboard will receive a unique, one-of-a-kind Calling Card and Emblem for the ultimate bragging rights.

Competitive Integrity Features

  • From Start to Finish: Players who disconnect or quit matches will receive SR penalties as well as temporary suspensions, with escalating penalties for repeat offenders.
  • SR Forgiveness: If a player disconnects or quits in the middle of the match, all team members outside of that player’s party will not lose ANY SR.
    • It is still possible to earn SR if players can overcome their disadvantage, but a loss at a numerical disadvantage will not yield SR loss for players outside of the leaving player’s party.
  • Fair Fights, Even Teams: If a player quits or disconnects before the start of a match, the match will be canceled and will not count. The remaining players will be returned to the main menu.
  • Professional Conduct Only: Friendly Fire is enabled in Ranked Play per CDL rules. Repeated Friendly Fire will result in players being kicked from games and receiving penalties and suspensions.
  • Demotion Protection: After advancing to a higher Skill Division, players will be granted temporary Demotion Protection and will not lose any SR within the first three games in the new Division. Following that initial protection, if players were to lose enough SR to be demoted, they will first be dropped to the minimum threshold of their current Skill Division instead of being demoted. Losing their next match will result in a demotion.
  • Demotion Protection is also applied for the player’s first 3 games of each Ranked Play Season.
  • Party SR Restrictions: To ensure competitive fairness and balance of matches in higher Skill Divisions, players in certain Divisions can only party up with players around their current SR. The player with the highest Skill Division in the party determines which Party SR Restrictions are used:
    • Iridescent (Including Top 250) & Crimson: Can party with players within 1 Skill Division
    • Diamond: Can party within 2 Skill Divisions
    • Bronze – Platinum: Can party up without any restrictions

WARZONE 2.0

ALL WARZONE

EVENTS

Squad with heli support dropping into Vondel.

New Event

  • Assault on Vondel Limited-Time
    • The Assault of Vondel will be the first community event in which players can secure (and restore) the city by earning medals through completing challenges.
    • Completing a community challenge will unlock the following:
      • Taxi Boat and Trams
      • Reinforcement Flare
      • Favorite Supply Box
      • New Melee Weapon – Tonfa
    • On top of that, securing medals also contribute to your standard Challenges which can unlock several types of rewards including Weapon Blueprints.

MAPS

Squad dropping into new map Vondel.

New Map

  • Vondel
    • Developed by Beenox, the new Vondel map offers 15 distinct points of interest and a dynamic blend of urban streets, canals, and expansive structures to explore. It presents a unique topography centered around an intricate canal system, allowing Players to navigate through water using watercraft and the new Tactical Amphibious Vehicle (TAV). Additionally, the map features verticality and strategic opportunities to counter those who seek to take the upper hand.

Beenox is super proud to be behind the creation of Vondel, the first urban medium sized map in Warzone. European by inspiration, we created an immersive and diverse layout including a Zoo, a Castle, a Floating District, multiple townhouses and so much more.

Our team also made sure that our visually striking map has seamless navigation. From top to bottom, from rooftop to water canals, from the Graveyard to the University, you will always find your way to the next encounter in Vondel. We built this map considering all our previous Warzone experiences in mind, and like we did with Rebirth Island in the past, we wanted to create something fun, unique and engaging with enough depth so that there’s always something cool to try and learn from every time you play in Vondel.

Our focus was to deliver something fresh to delight our players. Throughout the process of working on this map and its content, we engaged in ongoing discussions with the development teams, considering the importance of delivering a novel experience to our community. The goal here from the beginning was to create something new enough that you would love to immerse yourself in, and learn every corner of it. We will continue to look at the feedback from the community to continue improving and evolving the experience in the near future for Vondel.

In addition to the new map, we continue to evolve and improve the Resurgence game mode we created for Warzone to provide a rich experience in every match. Resurgence is on our roots as a Studio, and now we’re kicking it up a notch for Season 04. With that and the new Dynamic Fog system, the new gameplay elements, and so much more, we can’t wait for you to play some matches on Vondel.

Grab your gear and weapons! Welcome to Season 04!

– Beenox

Squad dropping into new map Vondel.
  • The primary Points of Interest that Players will be able to explore include:
    • Castle
    • Central Station
    • City Hall
    • Cruise Terminal
    • Exhibit
    • Fire Department
    • Floating District
    • Graveyard
    • Mall
    • Market
    • Museum
    • Police Station
    • Stadium
    • University
    • Zoo
Squad dropping into new map Vondel.

Adjustments

Al Mazrah

  • Sandstorm
    • The sandstorm in Al Mazrah has subsided.
    • Al Mazrah City now has several sand banks to climb upon, which offer new and creative ways to approach some of the city’s prominent buildings. Specifically, expect a massive sand dune up the side of the TV tower, the Embassy, and the “Highrise” building. The dunes also piled up across some roadways, including covering parts of the highway system, and nearly flooded entire small structures in the main downtown area. There is also some partial destruction that will offer new approaches to maneuvering in, within, and out of the city.
  • Landscape 
    • Added vibrancy to vegetation throughout the map.

MODES

Squad with heli support dropping into Vondel.

New Mode

  • Lockdown Vondel | Limited-Time | In-Season
    • Inspired by the Multiplayer mode Hardpoint — Lockdown will task teams with capturing and holding zones around Vondel rather than being the last Squad standing. The first team to reach the score limit wins.
    • Key highlights:
      • Objective-based gameplay
      • Allows for Custom Loadouts right at the start of the match
      • Frequent engagements

GAMEPLAY

Adjustments

All Maps | All Modes

  • Player Health
    • The base Player Health pool has been increased to 150, up from 100.
    • With full Armor Plates, the combined total will equal 300.
    • Regen Delay increased to 7 seconds, up from 5.
    • Note: The above changes apply across all Modes in Warzone including Ranked Play and DMZ.

We’ve extended the number of bullets required for the down, while increasing the time to regenerate full health enabling Players to capitalize on damage done and providing increased value to the stim tactical.

  • Armor Plates Quality of Life
    • Players will automatically pick up 9 Armor Plates – 3 in the active Loadout slot and 2 full stacks in the Backpack. Players will have to manually pick up Armor Plates beyond that threshold to create more stacks in their Backpack.
  • Armor Box Quality of Life
    • Players will now receive a fixed number of 6 Armor Plates from Armor Boxes regardless of how many they already have.
  • Munitions Box Quality of Life
    • Players will now receive a fixed stack of Weapon ammo from Munitions Boxes regardless of how much they already have.
    • To clarify, Lethal and Tactical Equipment will still only Refill to the maximum the Player can hold in their active Loadout slots.

Both of the above Quality of Life improvements for the Armor Box and Munitions Box are designed to improve the gameplay loop, where previously you would have to remember to drop your Armor Plates and Ammo in order to fill them, whereas now you are awarded the maximum amount regardless as to your current number.

  • Vehicle Fuel
    • Gas Cans will now drain a percentage of total Gas while refueling a Vehicle.
    • You can now siphon Gas out of a Vehicle using a Gas Can.
    • Rather than catching fire when out of fuel, the Heavy Chopper will now drop out of the air.

BATTLE ROYALE, RESURGENCE, PLUNDER, & MORE

PLAYLIST

Squad with heli support dropping into Vondel.

As a reminder, we will continue to rotate modes in and out of the Playlist on a weekly basis. And for those wondering, Ashika Island will return!

GENERAL

New Features

  • Rejoin (BETA)
    • Players that experience a client crash on their device will be able to reconnect to their match within 4 minutes.
    • Criteria:
      • Players must have at least 1 Squad member remaining alive.
        • This does not apply to Solo Playlists.
      • There must be at least 5 Squads remaining in the match.
    • Note:
      • Playlist updates that go live during a match in progress will prevent Players from using the Rejoin feature.
    • Known Issues:
      • Last remaining teammate disconnecting may result in an undesirable spectator experience while the final teammate attempts to reconnect.
      • Rejoining while still in the Driver seat of a vehicle will remove the player’s hands. Can be resolved by switching weapons.
      • The functionality of Rejoin in Ranked Play is detailed in the Ranked Play section below.

Adjustments

  • Gulag Killcam
    • The killcam has been enabled in the Gulag.
  • Pre-Match Lobby Audio Quality of Life
    • Proximity Voice Chat has been disabled in the pre-match lobby.
  • Exfil Sequence Quality of Life
    • Players are now able to skip the Exfil sequence animation.

GAMEPLAY

Squad with heli support dropping into Vondel.

New Features

Please note that the Vondel features outlined below will come to other Maps and Modes in later updates.

Vondel | All Modes

TAV can drive in and out of water.
  • TAV (Tactical Amphibious Vehicle) New Vehicle
    • Amphibious vehicle that is able to traverse land and water
    • Accommodates 1 driver, 1 passenger and 4 players in the back
    • Mid range armor vehicle
  • Dynamic Fog System New Environmental System
    • Though typically sunny, Players will encounter a varying degree of fog as they play through matches on Vondel.
    • Billboards found around the map will serve as a way for Players to plan around the weather forecast.
    • Note: The visual obfuscation caused by fog is reduced in Resurgence compared to DMZ.

Vondel | Resurgence

  • High Stakes New Public Event
    • During this event, Players will be prompted to capture any of several crates that are dropped from the sky. Capturing one of these will provide Players with some very useful loot such as a Portable Buy Station, Armor and/or Munitions Box, alongside some Cash.
    • In addition, a successful capture will grant Players with Double Weapon & Player XP for the duration of the match.
    • Note: This multiplier stacks with active XP tokens.
  • Reinforcement Flare New Field Upgrade
    • This Field Upgrade will redeploy an eliminated Squad member that is randomly selected.
  • Favorite Supply Box New Supply Box Type
    • This is a rare Supply Box that arms Players with their 2 favorite Weapons.
      • Players are able to dictate their favorite Weapons in the front-end menu by navigating to Custom Loadouts and using the “Set to Favorite” option by either right-clicking or pressing LS/L3.
Squad in ghillie suits on the hunt.

Adjustments

All Maps | All Modes

  • Loot Update
    • Loot found on the ground and via Supply Boxes has been updated to include:
      • New Season 04 Weapons
      • Revised Attachments for most Weapons
  • Armor Box
    • Buystation price increased to $2,500, up from $2,000.
  • Munitions Box
    • Buystation price increased to $2,500, up from $2,000.
  • Backpack Inventory Quality of Life
    • While attempting to loot an item that a Player already has in an active Loadout slot, they will be presented with the option to stow the duplicate in their Backpack.
  • Marker Smoke Effects Quality of Life
    • Differentiated the color of the smoke produced by various markers for easier at-a-glance legibility:
      • Loadout Drops = Red
      • Deployable Buy Stations = Green
      • Smoke Grenades = Grey
  • Resupply Perk
    • The time to recharge equipment has been increased to 50 seconds, up from 30.
  • Redeploy Drone Destruction Damage
    • The explosion damage caused by a Redeploy Drone when it impacts the ground has been adjusted.
      • Minimum damage increased to 50, up from 10.
      • Maximum damage increased to 150, up from 50.
  • Bounty Contract Quality of Life
    • The Bounty Contract will prioritize selecting a target that is on the ground and within close proximity of the Player.
  • Most Wanted Contract Quality of Life
    • The Most Wanted target Player will now carry a flag on the back of their Operator for the duration of the Contract to better help enemy Players track the target.
  • Data Heist Public Event Quality of Life
    • Players will now receive a Circle Peek reward of the upcoming circle when they complete the Data Heist Public Event on Ashika Island.
  • Gas Circle Finale Behavior
    • The number of “Moving Circles” in the final phase of a match has been decreased to 2, down from 4.
    • These circles move and collapse in size slower than before.

The “pull” is an interesting peak in the climax of combat, however it has often decided the finale due to a lucky pull in a squads favor. This change keeps the need to reposition but enables a wider, slower rotation to take a more even fight.

  • Gulag
    • The time to capture the overtime flag has been increased to 4 seconds, up from 3 seconds.
  • Vehicle Fuel
    • The Heavy Chopper no longer catches fire when it runs out of fuel. Instead, it will now drop out of the air, surviving if close enough to the ground
    • Gas Cans now spawn with a fill percentage of 100%
    • Filling a vehicle now drains a portion of the total gas in the can, depending on how much the vehicle needed
    • You can now siphon gas out of a vehicle and into your gas can

All Maps | Battle Royale, Resurgence

  • Gas Damage
    • Reduced Gas damage to 6 while not wearing a Gas Mask, down from 9.
    • During the first 4 Circles, reduced Gas damage while wearing Gas Mask to 5, down from 6.

Al Mazrah | Battle Royale

  • Armor Plates
    • The number of Armor Plates that Players spawn with in the Gulag has been decreased to 1, down from 2.
      • Players will continue to spawn with a full 3 Armor Plates in Warzone Ranked Play.
  • Gulag Overtime
    • The time it takes to capture the domination point in the Gulag has been increased to 4 seconds, up from 3.
  • Strongholds
    • Inactive Strongholds have been renamed to Abandoned Supply Caches.
    • Active Strongholds and Abandoned Supply Caches are now enabled from the moment the match starts during Infil.
    • Active Strongholds and Abandoned Supply Caches now have floating POI indicators that can be seen from above in the world space during Infil.
    • White Supply Boxes have been removed from active Strongholds.
      • We’re putting the focus of strongholds on the loadout acquisition and UAV benefits for owning the structure. Abandoned supply caches are intended to be fruitful loot locations worthy of a visit.
    • Enemy NPC Combatants have been removed from active Strongholds.
      • Players will now be prompted with the “Hold the Line” capture objective.
    • The “Bomb Defuse” objective has been removed from active Strongholds.
      • With Strongholds activating at the start of each match, we are balancing the rewards to reflect the challenge.
    • Completing an active stronghold will only reward the black site key upon first capture. The loadout is awarded when the stronghold is captured and can only be acquired once per squad.
    • Players are now able to recapture a stronghold that has been captured by another squad.
    • Subsequent captures will only reward Players with access to the custom Loadout crate and the Stronghold UAV effect.The UAV effect from completing a Stronghold will now be shown to enemy Players on the Tac Map.
    • The mission tracker widget on the UI while progressing through Stronghold and Black Site completion has been removed for a cleaner interface.

 

  • Black Sites
    • The UAV effect from completing a Black Site will now be shown to enemy Players on the Tac Map.
    • The potency of enemy NPC Combatants in Black Sites has been reduced.

All Maps | Resurgence

  • Dynamic Resurgence
    • The Resurgence Countdown Timer is now dynamic and will adapt based on the current number of Players in your Squad.
    • To clarify, a Solo Player that queues into a Quads Playlist will play with Solo Countdown Timer rules.
  • Vengeance Icon
    • When a Squad member pings an enemy that recently eliminated a friendly Player,  they will now observe an icon above the enemy to indicate that said Player will reduce the Resurgence Countdown Timer more than others.
  • Tracked Squad Indicator
    • Squads will receive a HUD warning similar to the one used for the Interrogation mechanic when a Squad member has been eliminated and the enemy Squad is able to see the position of remaining Squad members.
  • Redeployment Loadouts
    • Players will now encounter more variety in the Loadouts that they redeploy with as we’ve added Submachine Guns to the pool of Weapons for the third circle onwards.
      • First Circle = Handgun without Attachments
      • Second Circle = Handgun with Attachments
      • Third Circle and Beyond = Either Assault Rifle, Battle Rifle, or Submachine Gun without Attachments and Handgun with Attachments
  • Interrogation
    • This feature, which allows a Player to interrogate a downed enemy Player to reveal their Squad’s position, has been enabled in Resurgence.

Al Mazrah | Plunder

  • Strongholds
    • Active Strongholds has been disabled in this mode.
    • Abandoned Supply Caches will now be enabled from the moment the match starts during Infil.

UI/UX

  • Perk Package Name Quality of Life
    • Players will now be able to see the name of their equipped Perk Package in various areas of the interface.
  • Buy Station Pings Quality of Life
    • A floating icon will now appear above a Buy Station to indicate an item that a Player has pinged for purchase.
  • Scoreboard in Gulag
    • Players are now able to view the scoreboard while in an active Gulag match or in the holding pen.

Ranked Play

  • Text Chat Quality of Life
    • Players are now able to disable Global Text Chat while leaving Team Text Chat enabled.

WZ RANKED PLAY

Warzone Ranked Play continues with its first FULL Season and introduces new rewards to earn during Season 04. Whether you’re jumping into your first Warzone Ranked Play match or continuing your grind, there’s more to unlock and fierce competition to face. Below are the Season 04 specific details to keep in mind for returning competitors and further below is a full refresher for all players.

Season 04 Highlight Changes

Here are the highlights for returning Season 03 competitors.

Global Battle Royale Changes

Season 04 brings many new changes and updates for all Warzone Modes, like increased Player health and the new Rejoin (Beta) feature, which also apply to Warzone Ranked Play. Check out the Battle Royale, Resurgence, Plunder General section and Gameplay All Maps | All Modes section for all the details. For Warzone Ranked Play-specific Rejoin (Beta) callouts check out the Competitive Integrity Features section below.

Restricted Weapons & Equipment

  • Items
    • Gas Cans

SR (Skill Rating) & Divisions

  • Deployment Fee Update
    • Iridescent: -110 SR + 10 SR every 500 SR above 10,000, up to a max Deployment Fee of -230 SR.
      • [Updated] Max Fee increased from -210 to -230
  • End of Season Skill Setback Update: At the end of each Season, your ending Skill Division will determine where you start the following season:
    • Bronze through Crimson I players are set back three Tiers below where they finished in the previous season.
      • Example: A player ending Season 03 in Gold III will begin Season 04 in Silver III.
    • Players Crimson II and above will start Season 04 in Diamond I.

Season 04 Rewards

  • Season 04 Challenge Rewards
    • Throughout the Season 04, players can earn the following rewards:
      • Placement Challenges
        • Finish ‘Top 15’ 25 Times: ‘Cash Out’ Large Decal
          • Finish ‘Top 5’ 25 Times: Pro Issue Lachman Sub Blueprint
            • Finish 1st Place: ‘Team Wipe’ Weapon Charm
      • Kill & Assist Challenges
        • Get 25 Kills or Assists: ‘WZ Season 04 Competitor’ Sticker
          • Get 250 Kills or Assists: ‘WZ Ranked Play Season 04’ Loading Screen
            • Get 1000 Kills or Assists: ‘WZ Season 04 Ranked Veteran’ Camo
  • End of Season Division Rewards
    • At the end of each Season, players will be awarded Skill Division rewards that represent their highest attained Division that Season.
    • Seasonal Division Rewards
      • Each Ranked Play Season will have a unique set of Division Rewards awarded at the end of the Season to celebrate the player’s highest Skill Division reached that Season.
      • The Season 04 rewards are as follows:
        • Top 250: ‘WZ Season 04 Top 250’ Weapon Charm, Emblem, and Calling Card
          • Iridescent: ‘WZ Season 04 Iridescent’ Weapon Charm, Emblem, and Calling Card
            • Crimson: ‘WZ Season 04 Crimson’ Weapon Charm and Emblem
            • Diamond: ‘WZ Season 04 Diamond’ Weapon Charm and Emblem
            • Platinum: ‘WZ Season 04 Platinum’ Weapon Charm and Emblem
            • Gold: ‘WZ Season 04 Gold’ Weapon Charm and Emblem
            • Silver: Emblem
            • Bronze: Emblem
      • Ranked Play First Place: The player who finishes Season 04 in the #1 position on the Top 250 Leaderboard will receive a unique, one-of-a-kind Calling Card and Emblem for the ultimate bragging rights.

 

Complete Warzone Ranked Play Refresher

Here’s a complete overview of Warzone Ranked Play for new Season 04 players!

Match Ruleset

  • Play competitive 150 Player Battle Royale Trios matches using competitive settings developed by Treyarch, Raven Software, and Infinity Ward. Moving forward, Players can expect 1:1 synchronized settings between Ranked Play and World Series of Warzone.
  • Map
    • Al Mazrah
  • Mode
    • Battle Royale
  • Squad Size
    • Trios
  • Max Player Count
    • 150

Gameplay Adjustments

  • Spawn Protection
    • Reduced to 2.5 seconds, down from 10 seconds in standard Battle Royale
  • Assist Timer
    • The minimum assist time has been increased to 10 seconds, up from 2 in standard Battle Royale
      • This is the minimum amount of time a player will remain on a defenders “Attacker List” – meaning that we more accurately capture assists in the middle of an engagement.

Warzone Ranked Play Restrictions

  • Gameplay
    • Gulag Entry Kit
    • Redeploy Pack
    • Squad Assimilation
    • Multi-Circles
  • Weapons
    • Riot Shield
  • Attachments
    • Specific Thermal Optics
    • SZ Holotherm
    • VX350 Thermal Optic
    • Teplo-op3 Scope
    • Thermo-Optic X9
    • Teplo Clear Shot
    • Drexsom Prime-90
  • Killstreaks
    • Cluster Mine
    • Bomb Drone
  • Items
    • [New] Gas Cans
  • Events
    • Fire Sale
    • Jailbreak
    • Restock
  • Vehicles
    • Turreted Land Vehicles
    • Turreted Water Vehicles
    • Heavy Chopper
  • Social Features
    • Global Text Chat
    • Proximity Voice Chat

SR (Skill Rating) & Divisions

Test yourself against your peers and track that progress with a visible SR (Skill Rating) that determines your place across 8 Skill Divisions.

  • All players begin our first Competitive Season in Bronze I with 0 SR.
  • Players earn SR based on match performance, with SR awarded for Kills and Assists, being alive when their Squadmates earn Kills, and outlasting other Squads.

Breakdown: Earning SR

  • Kills and Assists
    • Players gain SR over the course of each match each time they get a Kill or assist, with Kills and assists being treated equally to encourage teamwork between Squadmates.
    • Players will also receive some SR if they are alive when their Squadmates get a Kill that they didn’t contribute to.
    • To reward high-stakes Kills late in the game, SR increases over the course of each match based on the number of Squads left alive:
      • 21+ Squads Remaining: +5 SR per Kill/Assist, +2 SR per Squadmate Kill
      • 3 – 20 Squads Remaining: +7 SR per Kill/Assist, +3 SR per Squadmate Kill
      • 1-3 Squads Remaining: +15 SR per Kill/Assist, +7 SR per Squadmate Kill
  • Final Placements
    • Additionally, players earn SR based on final placement at the end of the match:
      • Top 40: +10 SR
        • Top 30: +20 SR
        • Top 20: +30 SR
        • Top 10: +40 SR
        • Top 5: +50 SR
        • 3rd: +60 SR
        • 2nd: +80 SR
        • 1st: +100 SR
    • Player’s will see this SR added throughout a match. Reach Top 40 and you’ll gain 10 SR. Reach Top 30 and you will see another 10 SR for a total of 20 SR
  • SR Tracker
    • Players will be able to see and track SR earned via Kills, Asists, Unassisted Squadmate Kills, and Placements on a visible tracker in-game.
      • The SR Tracker will be visible while alive or spectating a Squadmate and will always display your own SR for the current match.
      • If your team is eliminated, the SR Tracker will be hidden when spectating an Enemy Squad, and your final earned SR will be shown in the After Action Report.

Breakdown: Deployment Fees

  • At the beginning of each match, a Deployment Fee is deducted from each player’s current SR total.
  • The higher the player’s Skill Division & Tier, the higher the Deployment Fee. This ensures that each division has increasing performance expectations and player’s must exceed those expectations to progress.
  • Players must earn this amount of SR in the following game if they wish to advance towards the next Skill Division or Tier. Failing to earn back the Deployment Fee will result in players losing SR for the match.
    • Bronze I-III: No Deployment Fee
    • Silver I: -10 SR
    • Silver II: -14 SR
    • Silver III: -18 SR
    • Gold I: -23 SR
    • Gold II: -28 SR
    • Gold III: -33 SR
    • Platinum I: -39 SR
    • Platinum II: -45 SR
    • Platinum III: -51 SR
    • Diamond I: -58 SR
    • Diamond II: -65 SR
    • Diamond III: -72 SR
    • Crimson I: -80 SR
    • Crimson II: -90 SR
    • Crimson III: -100 SR
    • Iridescent: -110 SR + 10 SR every 500 SR above 10,000, up to a max Deployment Fee of -230 SR.
      • [Updated] Max Fee increased from -210 to -230
  • Players can progress through eight Skill Divisions by reaching SR milestones:
    • Bronze – Starting Division
    • Silver – 900 SR
    • Gold – 2,100 SR
    • Platinum – 3,600 SR
    • Diamond – 5,400 SR
    • Crimson – 7,500 SR
    • Iridescent – 10,000 SR
    • Top 250 – 10,000+ SR
  • Division Tiers: All Divisions except for Iridescent and Top 250 have 3 Tiers – Tier I, Tier II & Tier III. Climb into higher Tiers as you advance your way through each Division.
  • Show Off Your Skill: It’s easy to see which Division someone is in in Warzone Ranked Play. Your entire Rank Icon will change color and material depending on your current Skill Division. Your current Tier is also prominently shown in the center of your Rank icon.
  • End of Season Skill Setback Update: At the end of each Season, your ending Skill Division will determine where you start the following season:
    • Bronze through Crimson I players are set back three Tiers below where they finished in the previous season.
      • Example: A player ending Season 03 in Gold III will begin Season 04 in Silver III.
    • Players Crimson II and above will start Season 04 in Diamond I.

Top 250 Leaderboard & Division

  • The Top 250 Division drops into Warzone, ranking the top 250 Ranked Play players in the world on an in-game Leaderboard that all players can view from within the Warzone Ranked Play lobby.
    • The Top 250 will be active from Day 1 of each Season.
    • Players will qualify for the Top 250 and appear on the Leaderboard as they surpass 10,000+ SR. The top 250 players with the highest SR above 10,000 will remain on the board and compete for 1st place over the remainder of the Season.
  • Ultimate Bragging Rights: In addition to new Rank and Seasonal Rewards in Warzone, the #1 Ranked Play player will receive a unique, one-of-a-kind Calling Card and Emblem at the end of each Season.

Ranks & Rewards

  • Warzone Ranked Play joins Modern Warfare 2 Multiplayer Ranked Play to deliver the most rewarding competitive Call of Duty experience ever, with a variety of valuable rewards available to players at launch and Season after Season.
  • Unlocked Rewards can be used in Modern Warfare 2 and Call of Duty®: Warzone™ 2.0. Unlock what the mode has to offer to show off your Rank and Skill wherever you play.
  • Ranks & Rank Rewards
    • Separate from the player’s SR and Skill Division is Rank. Rank persists across Seasons to celebrate the player’s journey across their Ranked Play career.
    • All players start at Rank 1 and can progress to Rank 50.
    • Players increase their Rank by earning Stars. Each match has the ability to award three (3) Stars dependent on match placement. Earn enough Stars to reach the next Rank.
      • Stars awarded by Placement:
        • Top 25: 1 Star
        • Top 10: 2 Stars
        • 1st Place: 3 Stars
    • Every 5 Ranks players will progress their Rank icon and unlock a set of Rank rewards:
      • Rank 5: ‘Ranked and Reckless’ Vehicle Skin for use with the GMC Hummer EV.
      • Rank 10: ‘Good Sweat’ Emblem
      • Rank 15: ‘Lost Full’ Sticker
      • Rank 20: ‘Bot Collector’ Weapon Charm
      • Rank 25: ‘Hot Drop’ Animated Emblem
      • Rank 30: ‘Ranked Play Win Tracker’ Gun Screen that displays the player’s lifetime Warzone Ranked Play win total.
      • Rank 35: ‘Bot Patrol’ Sticker
      • Rank 40: ‘Ranked Demon’ Large Decal
      • Rank 45: ‘Frying’ Weapon Charm
      • Rank 50: ‘Ranked Veteran’ Emblem & Skin for use with both CDL Male & Female Operators on both Factions.
    • Each Rank Milestone also unlocks a Calling Card that represents the player’s achieved Rank.
  • Season 04 Challenge Rewards
    • In addition to Rank Rewards, each Ranked Play Season will give players the opportunity to earn exclusive limited-time rewards.
    • Throughout the Season 04, players can earn the following rewards:
      • Placement Challenges
        • Finish ‘Top 15’ 25 Times: ‘Cash Out’ Large Decal
        • Finish ‘Top 5’ 25 Times: Pro Issue Lachman Sub Blueprint
        • Finish 1st Place: ‘Team Wipe’ Weapon Charm
      • Kill & AssistChallenges
        • Get 25 Kills or Assists: ‘WZ Season 04 Competitor’ Sticker
        • Get 250 Kills or Assists: ‘WZ Ranked Play Season 04’ Loading Screen
        • Get 1000 Kills or Assists: ‘WZ Season 04 Ranked Veteran’ Camo
  • End of Season Division Rewards
  • At the end of each Season, players will be awarded Skill Division rewards that represent their highest attained Division that Season.
    • Seasonal Division Rewards
      • Each Ranked Play Season will have a unique set of Division Rewards awarded at the end of the Season to celebrate the player’s highest Skill Division reached that Season.
      • The Season 04 rewards are as follows:
        • Top 250: ‘WZ Season 04 Top 250’ Weapon Charm, Emblem, and Calling Card
        • Iridescent: ‘WZ Season 04 Iridescent’ Weapon Charm, Emblem, and Calling Card
        • Crimson: ‘WZ Season 04 Crimson’ Weapon Charm and Emblem
        • Diamond: ‘WZ Season 04 Diamond’ Weapon Charm and Emblem
        • Platinum: ‘WZ Season 04 Platinum’ Weapon Charm and Emblem
        • Gold: ‘WZ Season 04 Gold’ Weapon Charm and Emblem
        • Silver: Emblem
        • Bronze: Emblem
      • Ranked Play First Place: The player who finishes Season 04 in the #1 position on the Top 250 Leaderboard will receive a unique, one-of-a-kind Calling Card and Emblem for the ultimate bragging rights.

Competitive Integrity Features

  • Rejoin: Players that unintendedly disconnect from a match will be able to reconnect to the match within 4 minutes.
    • In order to uphold the Competitive Integrity of Ranked Play, certain criteria must be met in order to rejoin a match:
      • Players must have at least 1 Squad member remaining.
      • There must be at least 5 Squads remaining in the match.
      • Players can only rejoin the same match once.
      • To protect against abuse, players can have their ability to Rejoin temporarily limited if they repeatedly disconnect from matches.
    • Callouts:
      • Players that have been eliminated for over 3 minutes and intentionally disconnect  via ‘Leave Match’ will not be presented with the option to Rejoin.
      • Players that disconnect while operating a vehicle will be ejected from the driver’s seat.
  • Squad Backout / Match Cancel: If you lose a matchmade teammate before the match begins, your squad will be taken back to the lobby so you don’t start the match shorthanded. If too many squads get backed out before the match begins, we will return everyone to the lobby to find a better match.
  • Suspensions & Penalties: Disconnecting from matches early and not rejoining will result in SR Penalties and Matchmaking Suspensions. Repeated disconnects will result in higher SR Penalties and longer Suspensions.
    • Note: Players that have been eliminated for over three minutes can disconnect from the match via “Leave Match” without penalties.
  • SR Forgiveness: If a matchmade teammate disconnects during a game and does not rejoin, you won’t lose any SR for the match. You’ll still be able to gain SR if you manage to gain more than your Deployment Fee.
  • Demotion Protection and Division Stickiness: Everytime you are promoted to a new Division, you’ll gain 3 games of Demotion Protection where you won’t lose any SR. Once those games have passed, if you happen to lose enough SR where you would normally get demoted, we will set you at the Division SR floor (Gold would be 2100 SR for example) to give you one more chance before getting demoted.
  • Party SR Restrictions: To ensure competitive fairness and balance of matches in higher Skill Divisions, players in certain Divisions can only party up with players around their current SR. The player with the highest Skill Division in the party determines which Party SR Restrictions are used:
    • Iridescent (Including Top 250) & Crimson: Can party with players within 1 Skill Division
    • Diamond: Can party within 2 Skill Divisions
    • Bronze – Platinum: Can party up without any restrictions

Additional Features

  • Find A Party: Warzone Ranked Play players can utilize the ‘Find a Party’ feature to find Squadmates of similar Skill before searching for a match.
    • This feature includes the following preference filters:
    • In-Game Communication Style: No Preference, Voice, Ping Only, and Text
    • Main Language: Select up to 3 language preferences: English (EN), French (FR), German (DE), Italian (IT), or Spanish (EU) (ES)
  • Playstyle: Competitive has been pre-selected and will remain locked for Party Finder.
  • Hot Streaks: Win a Ranked Play game to earn Victory Streak Flames that appear behind your Rank Icon in the lobby and in-game. Extend your win streak to progress the flames. Victory Streak Flames expire when you are eliminated or after 72 hours without playing a Ranked Play match. Go on a roll and the competition will know the heat is coming.
  • Social Profile: Your WZ Ranked Play Rank icon will be added to your Social profile anywhere your profile is viewed across Modern Warfare 2 and Call of Duty®: Warzone™ 2.0.

BUG FIXES

  • Fixed an issue that prevented the Apply All Plates setting from taking into consideration any new Armor Plates that were looted while plating.
  • Fixed an issue that prevented spectators from hearing Proximity Voice Chat.
  • Fixed an issue that caused the Deployable Buy Station icon on the Tac Map to remain white during Fire Sale Public Events.
  • Fixed an issue that caused an elimination to not count if the target Player disconnected in the middle of an execution animation.
  • Fixed an issue that caused the Player Buyback cost in the Squad widget to not properly reflect the Firesale Public Event discount.
  • Fixed an issue that prevented Players from being able to pick up ground loot while in a Weapon reload animation.
  • Fixed an issue that caused Players to receive 100% of Progression XP as Weapon XP when completing Contracts, which has now been appropriately reduced to 20% as originally intended.
  • Fixed an issue that prevented Players returning from the Gulag from seeing Most Wanted Contract target icons on the Tac Map.
  • Fixed an issue that caused the Deployable Buy Station Tac Map icon to remain white during Fire Sale Public Events.
  • Fixed an issue causing an equipped heartbeat sensor to drop with 1% battery life after equipping a loadout. The heartbeat sensor will now drop with the correct remaining battery percentage.
  • Fixed an issue causing the gas to do less damage to the Players health during the first three circles.
  • Fixed an issue that prevented Players from receiving a Killstreak warning when the backpack UI was open.
  • Fixed an issue that caused the Plunder scoreboard to not display completed Contract total and Supply Box total.
  • Fixed an issue in Battle Royale that caused inactive Contracts to disappear from the Tac Map if Players picked up an active Contract.
  • Fixed an issue where Perk Packages were impossible to pick up on the train.
  • Fixed an issue that caused the Train to unintendedly eliminate Players within close proximity while not in motion.
  • Fixed an issue that was causing Players to resist more Gas damage than intended with Gas Masks during the first 4 Circles.
  • Fixed a number of incorrect Buy Station spawn locations across Al Mazrah.
  • Fixed an issue that caused the Birdseye Perk to not function properly in Battle Royale.
  • Fixed an issue causing missing UI elements for the Champion’s Quest objective.

DMZ

The patch notes detailed in the section below are exclusive to DMZ.

GAMEPLAY

NEW FEATURES

Introducing the Forward Operating Base

Consider the Forward Operating Base (FOB) , a central hub for DMZ. Here, Operators will complete objectives to unlock upgrades across DMZ.

The FOB is divided into four categories of upgrades (elements of which are shown in the image above, for exemplary purposes only):

  • Weapons Locker
    • Insured Weapon Slots
    • Insured Weapon cooldown time
    • Contraband Weapon stash size increases

 

  • Stash
    • Wallet Unlock
    • Wallet capacity
    • Key and Contraband Stash Size increases

 

  • Bounty Board
    • Personal Exfil
    • Barter recipes
    • Buy Station discounts

 

  • Communications Station
    • Urgent Missions access

 

The F.O.B. contains passive objectives – a new set of mission types for Players to pursue that reward permanent upgrades for DMZ.

 

  • Phalanx New DMZ Faction
    • With Season 04 comes the arrival of a new faction, Phalanx. Meanwhile, the REDACTED faction whom we met in Season 03 has unceremoniously disappeared from operations in the DMZ. No further intel is available on their whereabouts…Station Chief Kate Laswell is conducting operations with Phalanx directly as she has an interest in the unknown enemy faction that has invaded Vondel. Phalanx and Black Mous will execute on missions together, gaining intel to uncover the force’s identity.

 

  • Mission Objectives Menu
    • Added new UI/UX menu where Players can view and track their Faction Missions, upgrades, location challenges, and notes.

 

  • Seasonal Reset
    • Key and Mission item stashes are resetting
    • Faction Missions are resetting
    • Insured Weapon Slots are resetting
    • Active Duty Slots are NOT restting
    • Contraband weapon inventories are NOT resetting

Vondel

  • Signals Intelligence New DMZ Contract 
    • Signals Intelligence allows you to hack 3 other Contracts to earn passive income
  • New Weapons Case and Rewards
    • Travel to Vondel to track down the Bullfrog and earn all new rewards

ADJUSTMENTS

  • Enemy Combatants killed with suppressed weapons will now take longer to call in reinforcements
  • Running a helicopter into the DMZ boss chopper will now aggro it
  • AI combatant damage has been adjusted relative to the increased Player health
  • Stealth Vest:
    • Now protects against Advanced UAV effects, Players can no longer be revealed by Players with a Comms Vest
    • Players using the Stealth Vest will not trigger a callout from enemy Players with a Comms Vest

BUG FIXES

  • Fixed an issue where enemy combatants were not using Gas Masks
  • Fixed an issue preventing several Blueprints from working properly in DMZ
  • Fixed an issue where, when a Player defusing the charge at a supply site is downed (interrupting the defusing), the charge is no longer incorrectly defused
  • Fixed an issue where pleading for help while on the train could cause the camera to act incorrectly
  • Fixed an issue where some laser traps were not visible in the Koschei Complex
  • Fixed an issue where Players were unable to join in progress when part of the Squad transitions to the Koschei Complex from Al Mazrah
  • Fixed an issue where stowed Weapons weren’t reporting mission progress

The patch notes won’t be available until much later as we’re nearer to the season’s launch. In the meantime, go check out what’s incoming with the info below straight from Activision.

Warzone: 

  • Welcome to Vondel. This medium-sized map is ready to host Resurgence, DMZ, and the Lockdown LTM at launch, with standard Battle Royale in-Season.
  • Over a Half Dozen New Features. Tactical Amphibious Vehicle (TAV) for Vondel, the return of Favorite Supply Boxes, a new Field Upgrade, and more.
  • The Sandstorm Continues in Al Mazrah. In addition to Vondel’s introduction, Al Mazrah sees some slight topographical changes during Season 04.
  • A New, Full Ranked Season Arrives in Season 04. Ready yourself for a full Ranked Season with more rewards to claim.
  • More at Mid-Season, Including Traditional Battle Royale in Vondel, New Vondel Gulag. The action will only get hotter as we look towards a summer Mid-Season Update.

 Modern Warfare II:

  • A Six-Pack of New Multiplayer Maps at Launch. Showdown. Kunstenaar (pronounced “khun-steh-nawr”) District. Mercado. Penthouse. Mawizeh Marsh. Ahkdar Village. Plus one more Core MP map planned for mid-season.
  • Search & Destroy, Prisoner Rescue to Expand to 12v12 for a Limited Time. Expect the Playlist rotation to include these intense modes with double the number of players on each team.
  • A New Ranked Season. Rise and grind; shoot for a new top Division and unlock those cool Ranked Rewards as you prepare for the exciting conclusion to the Call of Duty League season.

Across both titles:

  • The Assault on Vondel Begins at Launch. Complete challenges to unlock new items not just for yourself, but also for the entire community, including a new melee weapon: the Tonfa.
  • New Weapons. In addition to the Tonfa, ready yourself with the Tempus Razorback Assault Rifle and ISO 45 SMG, both available for free in the Battlepass.
  • New Operators, Including Nikto. The masked ex-cover agent returns with a vengeance. Other Operators include a total badass working for SpecGru and .
  • Prestige Levels Continue, New Challenges Available. Reach Level 850 to unlock a special Weapon Blueprint.

Once the official patch notes are out, we’ll update the article to reflect it. You can check out the new BlackCell, Battle Pass and cosmetics available in Season 4 right here.

Update: The full patch notes are live and updated.

Source: Call of Duty

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Alex Co

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

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COD Modern Warfare 2 & Warzone 2 Season 4 BlackCell, Battle Pass, and Bundles Revealed

Call of Duty Modern Warfare 2 & Warzone 2 Season 4 introduces yet another round of cosmetics, a new Battle Pass, and another BlackCell premium Battle Pass! Here’s a list of everything up for grabs in Season 4 for both Call of Duty titles.

For those not caught up, BlackCell is a new premium battle pass of cosmetics that players can pay $29.99 for to receive exclusive cosmetics, including operators, weapon blueprints, and more. For reference, you can check out all the goodies from Season 3’s BlackCell battle pass here.

Modern Warfare 2 & Warzone 2 Season 4 BlackCell, Battle Pass Contents:

BlackCell Season 4

BlackCell Season 4 includes cosmetics totaling over 7,000 COD Points in value for $29.99. Here’s what you get:

  • Access to the full Season 04 Battle Pass and 20 Tier Skips (25 on PlayStation®). This includes 1,400 COD Points awarded throughout the Battle Pass.
  • The BlackCell Sector, which includes 1,100 COD Points, a new BlackCell Operator named Io, a Pro-Tuned Weapon Blueprint and a Finishing Move. Plus, for the first time in Modern Warfare® II, a custom Parachute and Contrails (the smoke behind your Operator when the Parachute is deployed).
  • Immediate unlocking of adjacent Battle Pass Sectors to the BlackCell Sector, an alternate position on the Battle Map compared to the normal starting position. You are free to unlock Battle Map Sectors adjacent to either starting Sector at will after BlackCell purchase.
  • Additional BlackCell-only Battle Pass content: six BlackCell Alt Operator Skins, six BlackCell Tracer Weapon Blueprints, and two Vehicle Skins.
  • Operators using specific BlackCell Blueprint variants marked in-game as having Tracer Rounds should expect black and gold flourishes and other effects for these armaments.
  • Players who upgrade to BlackCell after purchasing the Battle Pass will also receive 1,100 COD Points back.

Nikto

Players who purchase the Season 04 Battle Pass can unlock the D0 Bonus Sector and gain immediate access to Nikto’s default Skin.

In addition to unlocking this Operator, the Bonus Sector also awards “Weights and Measures” Gun Screen, the silent and versatile “First Step” SMG, the punchy and precise “Death Blow” Assault Rifle, and a 10% Battle Pass Boost.

BlackCell owners also get an alternate, black-and-gold Nikto Skin in addition to the above rewards.

New Weapon HVTs in Sectors D13, D19

  • Tempus Razorback Assault Rifle (Sector D13, HVT, Free)
  • ISO 45 SMG (Sector D19, HVT, Free)

New Weapon Blueprint HVTs

  • No Tomorrow — SMG (Sector D1, HVT, Free)
  • Heavy Weight — Sniper Rifle (Sector D6, HVT)
  • Raining Death — “Marksman Rifle” (Sector D11, Non-HVT)

New HVT Operator Skins

  • “Swamped” Skins for Alejandro (Sector D10, HVT)
  • “Out for Blood” Skins for Valeria (Sector D12, HVT)
  • “Ocean Fog” Skins for Kleo (Sector D15, HVT)
  • “Desert Ghost” Skins (Sector D20, HVT)

Complete the Map for Victory Sector Tier 100 Rewards

  • “Uninvited Guest” Assault Rifle Weapon Blueprint
  • “Powercell” Tier 100 Skin for Nikto
  • BlackCell Benefits – Additional Weapon Blueprint, Operator Skin
  • 300 COD Points, Emblem and Sticker

Alert — New Battle Map Sector to Open at Mid-Season

Following the Assault on Vondel, a new Sector of the Battle Pass AO is set to open to everyone at mid-season. Anyone can be rewarded for their efforts — specifically, a new [[REDACTED]] and other items — by playing the game and using their Battle Pass progress toward this new Sector.

Store Highlights: Launch Window Bundles

  • Tracer Pack: Crash™ Bandicoot
  • Pro Pack 5: Griffin
  • Tracer Pack: Cyber Riot 2

In-Season Store Highlights

  • Tracer Pack Elementals: Magma Flow
  • Tracer Pack: The Ghost of Akihabara
  • Tracer Pack: Butch Operator Bundle
  • Tracer Pack: Cthulhu
You can find the full list of information on Season 4’s BlackCell, battle pass, and bundles via the official website here.

Carlos Perez

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The Sims 4 Update 1.77 Released for Fixes

Maxis has pushed out The Sims 4 update 1.77 and this is for a short list of fixes that include issues associated with the Gallery and more. Read on for the official patch notes below. The studio has also issued an updated statement regarding the issues with the Gallery as well.

The Sims 4 Update 1.77 Patch Notes:

PC: 1.98.158.1020 / Mac: 1.98.158.1220

Console: Version: 1.77

Bug Fixes

Base Game

  • We have some good news for El Capitan and Sierra macOS users. This update re-enables access to the Gallery, so be sure to try it out. It’s so fast!
  • Some Simmers on the new generation of PlayStation and Xbox could find themselves in a loop where the game would shut down before reaching the Main Menu if the console wasn’t set to be offline first. This should no longer occur, and you can now launch The Sims 4 while remaining online.
  • Removing an upload from the Gallery will no longer leave it as being in your profile if it was part of your Showcase.
  • When filtering on Households in the Gallery, selecting Size of 1 Sim would show all Households with 1 or more Sims. While it was technically accurate, there was 1 Sim in the results, it was meant to, and does, only return Households that have 1 Sim total now.

Per the dev team:

As part of our roll-out of the updated Gallery servers, we are continuing to monitor the system health as well as continuous work on addressing your feedback and issues, such as duplicate thumbnails showing up from one upload in the Gallery.

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

Source: EA

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Alex Co

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

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Rocket League Update 2.29 Rushes Out This June 13

Psyonix has deployed Rocket League update 2.29 and this is an unannounced title update, though we can confirm it’s for fixes involving a few bugs. Read on for the complete Rocket League June 13 patch notes.

Rocket League Update 2.29 Patch Notes:

Here are the known issues fixed with patch v2.29:

  • Fixed the Disconnect Icon appearing when no internet issues are present
  • Fixed Bubbly, Fireworks, and Fireworks (Multichrome) Decals appearing too bright when equipped to the Nissan Silvia S13 and Nissan Silvia S13 RLE Car Bodies

Speaking of known issues, here are the current known issues that have yet to be patched out:

CURRENT KNOWN ISSUES

  • Some players may see a visual box artifact in the middle of Estadio Vida arena
  • Ball indicator no longer appears under the ball when a player goes to Spectator mode and then back to a Team
  • Paint finishes on the Nissan Z are larger than expected
  • [Dropshot] Ball does not do damage after 0:00
  • The Ombre Decal for the Nissan Silvia S13 is classified as Common instead of Limited
  • [PC] Party invites sent from players are not received by players while in a Match or Training
  • For some players New Item “None” appears and upon dismissing the pop up and UI navigation stops functioning properly
  • Bugatti Centodieci paint finish changes when focus is moved to an unequipped item
  • [Nintendo Switch] Upon leaving any match the game will randomly freeze forcing players to exit out of the game and restart
  • Some Blueprint thumbnails may disappear when rapidly switching between tabs
  • [Custom Training] Replay may show car being moved across the field after a shot is mirrored
  • Some Boosts may be partially visible to splitscreen players even when it is not being actively used
  • [Nintendo Switch] Accounts with high density inventories (3000+ items) may experience a hang in the Car Customization Body tab
  • [PC] Game does not launch upon initial attempt to boot the game

That’s about it. If there’s a patch released, we’ll let our readers know.

Source: Rocket League

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Alex Co

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

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Microsoft Acquisition of Activision Blizzard Temporarily Restrained Until Preliminary Injunction Ruling Request is Decided On

Yesterday it was reported that the FTC had filed for an injunction and restraining order against Microsoft in order to temporally block the purchase of the Activision Blizzard acquisition. Well we finally have an update, and it seems that the courts have ruled partially in favor of the FTC, as a temporary restraining order has now been issued. 

In a newly published court doc, (via The Verge) it has been revealed that the courts have granted a temporary restraining order against Microsoft from buying Activision Blizzard while they are still looking into the requested injunction. 


The Federal Trade Commission (FTC) brings this action for provisional relief pursuant to Section 13(b) of the Federal Trade Commission Act (“FTC Act”), 15 U.S.C. § 53(b). The FTC seeks a temporary restraining order (TRO) and preliminary injunction enjoining Defendants Microsoft and Activision from consummating a proposed transaction while the FTC’s administrative review of the transaction is pending.

The Court, having read and considered the TRO, finds that temporary relief pursuant to Federal Trade Commission Act § 13(b), 15 U.S.C. § 53(b), is necessary to maintain the status quo
while the Complaint is pending, preserve this Court’s ability to order effective relief in the event it determines a preliminary injunction is warranted, and preserve the FTC’s ability to obtain an effective permanent remedy in the event that it prevails in its pending administrative proceeding, In re Microsoft Corp. & Activision Blizzard, Inc., Docket No. 9412 (FTC). Accordingly, the
FTC’s TRO is GRANTED, as follows:

  1. Microsoft and Activision shall not close or consummate their proposed transaction or a substantially similar transaction until after 11:59 p.m. Pacific Time on the fifth business day after the Court rules on the FTC’s request for a preliminary injunction under Federal Trade Commission Act § 13(b), 15 U.S.C. § 53(b), or a date set by the Court, or whichever is later, and 
  2. Microsoft and Activision shall prevent any of their officers, directors, domestic or foreign agents, divisions, subsidiaries, affiliates, partnerships, or joint ventures from closing or consummating, directly or indirectly, the proposed transaction or a substantially similar transaction.

The Court sets an evidentiary hearing on the preliminary injunction for June 22 and 23, 2023, in Courtroom 8 at 450 Golden Gate Ave. San Francisco, California before the Honorable
Jacqueline Scott Corley. Microsoft and Activision will submit their brief in opposition to the motion for preliminary injunction by June 16, 2023; the FTC shall submit its reply by noon, June
20, 2023. The Court will issue a further order with instructions for format for the preliminary injunction evidentiary hearing.

IT IS SO ORDERED.

Dated: June 13, 2023


For clarification, this does not mean that the deal itself is completely blocked, nor does it indicate that it will end up being blocked. As of now, the deal is still expected to close by mid-July, though if an injunction is approved, then the deal’s closing will likely be delayed. A hearing for the preliminary injunction is currently scheduled for June 22 and 23. 

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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 Pre-Launch Celebration Q&A – Square Enix Talks Development

Just the other day, Square Enix held a Final Fantasy 16 launch party where a demo for the game was announced, we got an awesome live-action trailer that we wished were a real movie, and even a Final Fantasy 16 pre-launch celebration Q&A!

Taking part in it are Creative Director Kazutoyo Maehiro, and Localization Director Michael-Christopher Koji Fox. Read on for the full interview since it’s a look at the design process devs go through with a massive game like Final Fantasy 16.

Final Fantasy 16 Pre-Launch Celebration Q&A:

Q:  I’ve seen online a few comparisons to Game of Thrones; there’s definitely a dark fantasy vibe going on. Do you agree with those comparisons, and if so, in what ways?

Kazutoyo Maehiro: Game of Thrones is a fantastic piece of fantasy, and I’m a fan myself. I think the most significant inspiration we took from it was the art direction. As you all know, Game of Thrones is a work of fantasy, and that means it has these really unique character designs, settings, and worlds, but at the same time, they all feel like they could exist in real life. That’s throughout the whole of the series, everything is sort of really directed with this great balance and keeping it all together. 

You know, this might look quite easy, but it’s actually super difficult to achieve. It’s because it’s a real case of balance, and as soon as that balance gets thrown off, people watching or reading are going to think, “there’s something not quite right here,” and as soon as that gets into their heads, it’s going to completely break immersion. 

What we wanted to do with 16 is achieve something similar with that really high level of immersion. That’s the way we approached it from the story, game design, levels, even the background music, we really want to create this immersive world. But of course, 16’s story is its own unique story. It’s the tale of Clive Rosfield. There will be political aspects, there will be moral quandaries within the story, but first and foremost, it’s just a real focus narrative on Clive Rosfield’s story. 

Michael-Christopher Koji Fox – I wouldn’t say though, that Games of Thrones gets to lay sole claim to all of the brothels, and evil mothers, and brutal beheadings in fantasies. But that said, we did use Game of Thrones television series as kind of a guideline as how we’re going to approach the level of tone of dialogue in the game. We wanted to do something that was fantasy, and felt really fantasy, but was not going to alienate users that weren’t really familiar with that older type of English that is attributed to fantasy literature. 

Game of Thrones had this really good balance of authenticity mixed with this maturity and also familiarity that ultimately felt really dramatic, as well as accessible, and we wanted to emulate that. It has that feeling, when they say something, oh that’s something I would say if I lived in that time. 

Q: So, moving on from Game of Thrones, the game spans three decades of Clive’s life. The protagonist, of course. What can we expect from these different time periods?

Kazutoyo Maehiro: So you know, as I mentioned in my previous answer, 16 is the story of Clive Rosfield. And by taking these three different time periods, so his privileged teenage years, his revenge-driven twenties, and his thirties, where he’s experienced a little bit more and sort of has that under his belt. By depicting these three different eras in Clive’s life, we’re able to show you how his life progresses and how Valisthea changes from his perspective and through his eyes.

And, of course, as you move through these different time periods, the world itself will change, and there will also be all kinds of encounters and partings with different characters waiting for you in each one.

Michael-Christopher Koji Fox: I mean, ultimately, Final Fantasy 16 is about finding what exactly it is that drives Clive. How he navigates through this kind of period of self-loathing and then self-discovery, and then ultimately, how he comes to accept himself and his role in the world.

But that said, finding oneself is not something that usually happens in a day or a day and a half, 40 hours of gameplay. It’s something that takes years.

It’s driven by a lifetime of experience and encounters. And to make that progression feel very natural, the only reasonable course was to stretch the story out over multiple periods of Clive’s life.

Q: Something that I know the team has done to make it easier for players to actually track all of Clive’s relationships throughout this course of time is Active Time Lore. This is something in the game that can be activated during cutscenes and it’ll tell you who’s who, what’s happening with them, how you’re related to them. I can’t think of many games that have done this. How did you come up with the idea and how do you feel it will help players?

Kazutoyo Maehiro:  So, first of all, that’s a really great question. Thank you. I have a question for you guys. Have you ever been playing a game, watching a film, watching some TV, and then this character comes up and you’re like, “Oh, no, who’s that guy?” Or the scene changes, and you’re like, “Wait, where is this?” Yeah, I get that all the time.

And, you know, if you keep trying to play or keep trying to watch, but you just have that question gnawing away at you, it really takes you out, it ruins the immersion, and it’s just constantly on your mind, right?

So we put this Active Time Lore system into the game because I thought, wouldn’t it be great if you could just resolve that question inside the game itself? 

So Active Time Lore gives you access to lots of information in the game, but it doesn’t give you access to all information at all times. It selects the information that’s most important to the player at that moment in time. So, for example, if you call it up during a cutscene, it might give you the information on the characters that are actually appearing. And if you call it up when you’re playing in a particular location, it might give you information on where you are at that point in time.

And so that means that you can just look up the information that you want to know straight in the game and then jump straight back into playing. So I think that it should really help out players in that sense.

Q: And no spoilers. Apart from Active Time Lore in the State of Play, you guys briefly showed us a few in-game characters I thought would be very cool in regard to keeping up with what’s going on in the story and the LoreActive Time knows.

Michael-Christopher Koji Fox: In Fantasy 16, we have these two great characters you see up on the screen. We have our lords man Harpocrates, and we have Vivian Ninetales, who help out with the game’s lore.

Q: So again, no spoilers. I’m not going to ask you for their full backstories, but could you tell us what their function is and how you think they’ll help players?

Kazutoyo Maehiro: So both Vivian and Hippocrates are available to tell players more about the world of Final Fantasy 16 whenever there’s something they want to know. So let’s talk a little bit about Hippocrates first. His name is a little bit of a MOUSEFUL, but he is a lovely and kind gent.

Hippocrates is someone who researches the history and customs of Valisthea. And when Clive comes back from his adventures and tells him about what he’s seen and heard, Hippocrates will note that down in his record. And for example, he’ll make a note of everything that appears in the Active Time Lore system we were just discussing. So you don’t need to worry about missing anything in the heat of the moment. We had a little bit of a video earlier showing you this, but as you give him more and more information about Valisthea, Hippocrates will level up, and when he does, he’ll also discover new lore for you that you can uncover that way.

So if there’s anyone out there who’s interested in learning more about the lore and the world of Valisthea, I really recommend that you speak to him very often.

Michael-Christopher Koji Fox: All right. And so Maehiro talked a little bit about Hippocrates, so I’ll talk a little bit about Vivian Ninetales. So while Hippocrates is more of an expert on Balacia’s past, Vivian is more in tune with what’s going on currently.

And so Clive is a very busy man. He’s off saving the world, saving people, doing all of these different things. But while he’s doing all that, a lot of other stuff is happening in the very large realm of Valisthea. And so he doesn’t always know what’s going on. So he’ll come back to the hideaway. He’ll want to figure out what’s going on. He can go to Vivian, and Vivian will tell him all about what’s happening in the other nations.

And so Vivian will give you these kinds of reports and these updates. You can kind of compare it to the Brave story from Final Fantasy Tactics. But the one thing that’s different is that with Brave story, it was all text, so the player would have to read a lot of stuff, and we didn’t want to have that be a barrier for the players this time. So we wanted to make that a lot more visual. And that means using lots of maps. We have videos that she will show you and also have that you saw that wonderful, kind of the little circles, crazy person looking to find out where the killer was and have all the strings attached. That is something we also wanted to do because we wanted to make it a very visual experience so that you would look at it and know exactly what was going on.

Beyond the lore, probably the coolest thing about these two characters is they’re not just there for the lore. They’re actually characters that are in the game, that are a part of Clive’s lives and have their own stories as well. So Clive will be able to learn more about these two via these great side quests to learn about what drives them and how they came to be with Clive.

Q:  There’s some more stuff that you guys showed in the state of play that I’m also excited about. One thing you showed up was side quests. I’m a big side quest person. I imagine everyone in this room is, too, where Final Fantasy is concerned. I mean, it just helps us get immersed in the world and learn more about what’s going on even outside of these two characters. So what can players expect from the side quests in this game? And do we get any bonuses or what kind of experience do we get from doing side quests?

Kazutoyo Maehiro: There are lots of different ways to approach making quests for games. And the approach that we took for 16 was to ensure that each and every quest had a proper story.

So, for example, say you have a quest that’s like, go defeat three goblins. We’ve made sure to really put a story around it. So it’s why are the goblins there? Why do you need to go and defeat them? And so by engaging with the side quests, players will be able to sort of learn more about Valisthea, more about what’s going on, and really engage with that content there.

We have, of course, made sure that quest placement has been done from a game-wide overall perspective. So they won’t be, the side quest won’t be there getting in the way of the main story. They’re there, and they’re available for players to do when they want to take a little bit of a breather. And, of course, as you mentioned, completing quests will get you gill, get you experience points, but it will also earn Clive renown. The more Clive’s renown builds, he’ll find that he gets donations from people who support his cause. Some of those donations may be items, and some of those items may be quite rare.

Depending on the quest, there may be some other ones as well that give you sort of improvements and upgrade your systems, your skills, your gear, like giving you more maximum number of potions that can be held, things like that. So I hope you’ll all get out there and enjoy playing lots of the side quests.

Michael-Christopher Koji Fox: But I think what is kind of important is what Maehiro said about how these quests don’t really get in the way of the main scenario. While some players want to learn everything they can about the world. Myself being one of those players, some want to just focus maybe on just the main story or want to focus just on the action and not feel like they’re being forced into that side content in order to progress.

So we wanted to create this system that catered to all those types of players. And so while Final Fantasy XV’s content and that side content is intricately woven into the main scenario and it supplements it and it enhances it, skipping it will not affect your ability to join the game and understand that central narrative. Although I do recommend you play them because they’re really good questions.

Q: I have one last question for you before we have to go. I think to both of you, maybe a complicated question. What do you think makes a Final Fantasy story?

Kazutoyo Maehiro: So this isn’t just applicable to Final Fantasy, but one of the things that I think makes a really good story is making sure that it doesn’t break the immersion. So, for example, if you’re playing a game and the game design and the scenario, the narrative aren’t aligned very well, that could be very jarring. So, for example, if you’re playing it and the main character’s thoughts and feelings don’t match up with what the player feels, that can really take you out of it. And, you know, if you were really immersed in this game and then all of a sudden you find yourself taken out of it and just completely can’t get back into it, it ruins the experience. And some people might just walk away, stop playing the game. I’m sure that’s happened to lots of people here.

What we’ve really aimed for with Final Fantasy 16 is to create this story, this narrative experience, where once you pick up the controller, you’re not going to be able to put it down again, you’re not going to want to be able to put it down. And so to me, that’s what I really think a good story and a good narrative is. And, you know, with Final Fantasy 16, we’ve really put our all in our hearts into creating this. So I really hope that you’ll all play the story, enjoy it, and once you’ve got to the end of it, you’ll let us know what you thought.

Michael-Christopher Koji Fox: Yeah, I think that what is most important in the game is that the storytelling doesn’t just take place in the quest, doesn’t just take place in that main scenario, that it takes place throughout the whole world. Whether that means random NPC chatter or maybe some signs on stores or some books that you find in a house lying about town, or maybe on maps or in letters or maybe even in the names of places that you see on a map or item help text, Valisthea is full of tales beyond just Clives. There are tens of thousands of people living in this realm, and they all have their own stories. And we want to put those stories in the game as well, so players can see that as well. And they’re there. I mean, we don’t push that on the player, but if you look, you’re going to find that stuff.

And one more thing about great storytelling, you always gotta have some bad puns. 


Final Fantasy 16 will be released this June 22 exclusively 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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The Elder Scrolls Online: Necrom Review – Arcanists and Mushrooms

Tamriel keeps on growing, one expansion at a time, as Bethesda releases the new The Elder Scrolls Online: Necrom update. The acclaimed MMORPG is about to turn the decade mark and remains as fresh and relevant as it was years ago, with a considerable amount of content and a player base that similar games would kill for. With Necrom, adventurers get a whole new peninsula and a new class, but is this appealing enough to convince you to discover the new areas?

A Certain Shade of Green

The short answer is, yes, Necrom is a worthy expansion and one that will appeal to fans of the series. It’s a carefully crafted new world filled with quests that are never too taxing or overly complicated, maintaining a pleasant flow to the main story, along with a host of side-quests that are sure to encourage you for a few detours. Some may complain about the lack of challenge in a few quests as the objectives are marked by default and the experience is fairly linear, but as most MMOs go, this isn’t the focus of the game; instead, your aim is to explore as much as you can, develop your character in any way possible, and enjoy progression without cumbersome barriers.

The new Telvanni Peninsula is a place of towering mushrooms as far as they eye can see, beautiful rivers gently flowing and filled with fish waiting for your bait, and the occasional tentacular creatures that aren’t too keen on your presence, but that would make Cthulhu shed a compassionate tear or two. In a sense, it’s not too distinct from Vvardenfell, although with less volcanoes. It may not feel like a tremendously new place for regular Elder Scrolls Online players, and this is where it somewhat disappoints, but as you explore the area you will discover new places with different aesthetics and landmarks, adding some welcome variety to the place. Besides, it still looks very good occasionally for a game that isn’t getting any younger.

Elder Scrolls Online Necrom Review

The capital city of Necrom is a flourishing place of business and missions, of guilds and merchants, a place for respite and to get rid of the junk that is cluttering your inventory. The mystifying green hue, the bedazzling alien environment, and the endless books of the Apocrypha are one of the main appeals here, a place  so mysterious that is even more riveting when you notice those awe-inspiring towers in the distance, almost as if you suddenly landed on another planet.

There’s a considerable amount of content to plough through, with main and side-quests piling up at a faster rate than you can complete them, a stroll to an objective taking you to the location of another NPC that just happens to need our help.

A Class of Its Own

Elder Scrolls Online Necrom Review

The introduction of a new class, the Arcanist, is making waves in the community, considering that the last one harkens back to 2019, as part of the Elsweyr chapter. With so much content available and endless story branches, it sounds like a true nightmare to balance a new class without breaking something in the middle, and to make it feel relevant to the ongoing story. It’s hard to judge Bethesda’s ability to overcome this challenge, one that will ultimately be evaluated by the devoted players in the long run, but for now, the Arcanist is shaping up to be a resounding success.

The Arcanist doesn’t break any new ground and will feel familiar in a sense, as it’s a class that is easy to grasp in little time. It’s a variation on the mage template that is very well designed, with three intrinsic main skill lines to build upon – Herald of the Tome, Soldier of Apocrypha, and Curative Runeforms, all of them with active, passive, and ultimate abilities.

Herald of the Tome can be summed up into your attack spells, with some eye-catching rune effects, especially the Fatecarver. A blinding beam of green energy, it chars everyone in front of you with a low cost of Magicka, and surely an ability to become a fan favorite, as it deals damage to every foe unfortunate to come in its path. Soldier of Apocrypha is the skill path versed on protection runes, with shields and armor that protects you and other characters in your group. Finally, Curative Runeforms is the healing branch, crucial for parties where you want to play the support character.

Two new companions find their way into Tamriel with Necrom, eager to battle by your side after you give them a hand for a few story quests. One of them is the Argonian mercenary called Sharp-as-Night, and the other one is Azandar, a Redguard Arcanist.

The Good Kind of Scrolls

Elder Scrolls Online Necrom Review

The new region is vast and interesting to explore, but in a way, it may feel visually unassertive to some, as the similarities to Vvardenfell are difficult to ignore. I also stumbled upon a few issues that were frustrating, such as one quest with our good old Hezehk, where an innocent act of talking to him just happened to reset the entire mission, forcing me to endure the missing secret search all over.

The Elder Scrolls Online: Necrom is a good expansion that finally brings a new class into the mix, a task that was neglected for so long. What’s better is that it is fun to play, with a balanced build that seems to cover all fronts, no matter your favorite play style. Dive in expecting a content update that pushes for quality in continuity, and you will be pleased with the time you will spend exploring libraries and taking out tentacular creatures.

Score: 8.5/10

Pros:

  • The Arcanist class is a blast to play
  • Dozens of hours of lore and quests
  • Two new companions

Cons:

  • Telvanni Peninsula does look a lot like Vvanderfell

The Elder Scrolls Online: Necrom review code was provided by the publisher. You can read MP1st’s review and scoring policy right here.

Vitor Braz

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Diablo 4 Update for June 13 Brings Hotfix 9, Fixes Legendary Aspects and More

Blizzard Entertainment has released a Diablo 4 update for June 13 and this is for hotfix 9! Players can expect an adjustment to elite monster density in dungeons, fixes to Legendary Aspects and more. Note that this is a server-side patch, so there is no need to download anything.

Diablo 4 Update for June 13 Patch Notes | Diablo 4 Hotfix 9 Patch Notes:

HOTFIX 9 – JUNE 12, 2023 – 1.0.2

Dungeons

  • Further adjustments to elite monster density in dungeons.

Developer Note: We are standardizing the density of elite monsters that spawn in dungeons to ensure that no particular dungeon is clearly more efficient to run through than others.

Bug Fixes

Legendary Aspect Changes

  • Fixed an issue where the damage bonus from the “Edgemaster’s Aspect” Legendary Affix was incorrectly reapplied to Whirlwind when a Shout was used.
  • Resolved issues relating to “Aspect of Berserk Ripping” and Barbarian’s Two-Handed Sword Expertise that were allowing players to deal unintended amounts of damage.

Miscellaneous

  • Fixed an issue where the World Tier 3 quest was given to players who have not yet met the requirements needed to advance to that World Tier.
  • Fixed an issue where an event in the Dilapidated Aqueducts subzone had improper level scaling.
  • Further stability improvements.

In other Diablo 4 news, Blizzard has announced that the game has amassed over $666 million in just five days alongside some other impressive stats.

Source: Blizzard Forums

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Alex Co

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

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The Last of Us Update 1.1 for June 13 Brings Slew of Optimizations and Fixes on PC

Iron Galaxy and Naughty Dog have released The Last of Us update 1.1 this June 13 for the PC version. There’s quite a lot of bug fixes, optimization and stability improvements included in this patch. Read on for the TLOU June 13 patch notes.

The Last of Us Update 1.1 Patch Notes | TLOU June 13 Patch Notes:

Downloading this patch will trigger a full shader rebuild.

  • Optimizations to improve global CPU and GPU performance throughout the game
  • Overall improvements to texture and environment loading
  • Improved shader compilations times
  • Fixed a crash that could occur after changing custom controller settings
  • Fixed a crash that could occur in Photo Mode when saving images in 4K
  • Fixed a crash that could occur when playing on Ultra graphics preset with DLSS enabled
  • Fixed a crash that could occur when using a mouse with a high DPI
  • Fixed a crash that could occur when entering Options > Graphics
  • Fixed multiple crashes affecting players with Intel GPUs
  • Fixed an issue where players could lose the ability to aim or shoot immediately after exiting menus
  • Fixed an issue where the Flashlight tutorial would not leave the screen if ignored
  • Fixed an issue where exiting Photo Mode could cause the player to throw an equipped item
  • Fixed issues where players could see outside the game world in some locations
  • Addressed issues where screen tearing could still occur with V-Sync enabled
  • Fixed an audio issue that could occur when using a USB audio device alongside Spatial Audio Plug-Ins
  • Added support for players using third-party audio drivers
  • Fixed an issue where changing graphics presets (Options > Graphics > Graphics Presets) in-game would not save
  • Fixed an issue where the Speedrun timer could roll back after a crash or when quitting to desktop
  • Fixed an issue where scrollable menu descriptions could not be navigated with a mouse scroll wheel
  • Updated the QTE button UI to correctly display when using Xbox controllers
  • Corrected several in-game, menu, and text-to-speech translation errors
  • GPU Performance HUD more accurately displays usage when launched, CPU Performance HUD now more accurate
  • Corrected an issue where the Aiming Mirror settings did not affect motion sensor aiming
  • Fixed an issue where settings would not Reset to Defaults if players had any of the menu drop downs still open
  • Fixed an issue so that scrolling in Photo Mode does not affect the in-game camera
  • Fixed an issue where the game could reset a user’s Monitor setting when launching the game
  • Fixed an issue where the shader loading could be shown as complete before it actually was
  • Fixed an issue with Corsair and Logitech device LEDs turning off on start-up
  • Display settings are now saved per device and not shared through cloud saves
  • [The Suburbs] Fixed a crash that could occur in the sniper fight
  • [The Suburbs] Fixed an issue where Sam would appear wet during a cinematic in a dry area
  • Added a new Very Low graphics preset (Options > Graphics > Graphics Presets)
  • Added a new AI Quality setting in the graphics menu (Options > Graphics)
  • Added a new Dynamic Lights Quality setting in the graphics menu (Options > Graphics)

AMD

  • Fixed an issue where the game could crash while shaders were building on AMD hardware
  • Fixed an issue where FPS could be impacted while enabling the GPU Usage monitor (Options > HUD > GPU Usage)

Epic Games Store

  • Fixed a crash that could occur when quitting to the main menu
  • Fixed an issue where vibrations did not work for some players

Steam

  • Fixed a crash affecting players missing a Steam user folder

Steam Deck

  • Overall improvements to performance while playing on Steam Deck
  • Addressed a memory leak issue that could cause crashes
  • Fixed an issue where certain button prompts would be misaligned
  • Fixed an issue where changing (Options > Graphics > Graphics Preset) could trigger an intense lighting effect
  • Fixed an issue where in-game HUD did not match Steam Deck Performance Overlay FPS value
  • Fixed a crash that could occur during loading screens
  • Effects Density now defaults to Very Low instead of Low
  • [Lakeside Resort] Fixed a crash that could occur at the start of a cutscene
  • [Pittsburgh] Fixed a crash that could occur at certain checkpoints
  • [The Outskirts] Fixed an issue where locked FPS could make it difficult to move pushable objects

In case you missed that last part, The Last of Us on PC is now Steam Deck verified!

Source: Naughty Dog

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Alex Co

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

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Naruto x Boruto Ultimate Ninja Storm Connections: Boruto (Karma), Kawaki and Jigen Character Trailer Released, Playable Demo at Anime Expo

Ahead of the game’s launch later this year, CyberConnect2 and Bandai Namco Entertainment have unveiled a combined character trailer for Boruto’s Karma form, the genin Kawaki and Isshiki Ōtsutsuki’s vessel Jigen in Naruto x Boruto Ultimate Ninja Storm Connections. The game is still set for a 2023 release on all platforms. The developers will be providing a playable demo of the game at Anime Expo from July 1 – 4 at the NARUTO booth (#2600).

Watch the character trailer below:

Announced at PlayStation’s State of Play event in February this year, the latest Ultimate Ninja Storm title will feature the largest character roster of any Naruto game and supports 60fps on current-gen consoles. The three new characters’ abilities are described as follows:

  • BORUTO (KARMA) – Boruto (Karma) is one of Boruto’s forms, allowing him to draw upon the power of the Karma seal, an implant of one of the series’ overarching villains Momoshiki Otsutsuki’s memories and abilities, to become even more powerful against enemy players.

  • KAWAKI – Kawaki was raised in a secret society to be the future vessel for Isshiki Otsutsuki. Equipped with a Karma seal and microscopic Shinobi-Ware, he can attack with a variety of mystical and technological skills.

  • JIGEN – Jigen was a young monk who was implanted with Isshiki Otsutsuki’s Karma seal and is now the leader of the secret society Kara.  Armed with exceedingly powerful Karma skills and highly powerful Chakra, Jigen is one of the BORUTO series’ most powerful villains.

The “latest version of the game” (including the three characters) will be available at Anime Expo in Los Angeles in July. Those interested in attending the event can find more details here.

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Salman Haider Zaidi

That's a nice argument, Senator.

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“Demonschool” Tactics RPG Trailers Creep Out, Showcasing the Game’s Characters and Bosses

A couple of new trailers for “Demonschool,” a tactics RPG by Necrosoft Games, have recently been published. The trailers highlight the game’s vibrant art style, colorful cast of characters, and out-of-this-world bosses.

Have a look at both trailers below:

Demonschool is a tactics RPG inspired by the likes of the Shin Megami Tensei and Persona series while also adding its own creative flair through a unique combat system. Here’s an official description of Demonschool via press release:

As the final heir to the last-standing demon hunters family, college freshman Faye finds more than she bargained for from her school experience. While most students are bogged down with assigned reading, she finds herself whisked away on supernatural investigations. Could these hellspawned creatures be the ones from her family’s lore?

As seen in the Guerrilla Collective Showcase, a sentient stack of CRT TVs interrupts her study sessions, electrifying the battlefield with a retro flair. This villian forecasts static discharge strikes and a 100% chance of television precipitation! The next demon on the docket, first shown during IGN Summer of Gaming, unleashes a bouquet of barbed tongues on a circular battlefield. Shake up a new strategy to defeat this ghoul before it swallows the world!

Survive a whole semester by strategizing study sessions, building up classmates skill sets, and setting schedules to fit combat training, side quests, and school activities. Blossom friendships and relationships with 15 characters to choose from. Revealed in this week’s showcases are two more champions: Ti, a professional powerlifter whose special attack knocks back enemies in all directions, and Kestrel, a fitting rival for Faye who passes through enemies and strikes their pressure points.

Enter a purgatory where 2D and 3D art collide in battles with armies of macabre beings. With grotesque visuals summoned from Japanese manga and Italian horror cinema of the 60s and 70s, paired with structure and color pigment of JRPG favorites like Shin Megami Tensei and Persona, a semester at university couldn’t get creepier.

Demonschool launches sometime in 2023 on PS4, PS5, Xbox Series X|S, Nintendo Switch, PC, and Mac, with a Steam Deck release planned for a later date.

Carlos Perez

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Battlefield 2042 Community Survey for May Asks Players What They Think of Season 5

DICE has released the Battlefield 2042 community survey for May, and this one is all about Season 5: New Dawn. Players can expect the usual “would you recommend Battlefield 2042 to a friend” questions, as well as what people think of the weapon balancing, and more.

Battlefield 2042 Community Survey for May Link

Speaking of Season 5, DICE outlined some of the early weapon feedback they’ve noticed after the patch went out.  Also incoming this season is news about Season 6, which was confirmed to last week!

For those on consoles, DICE has said that they are looking to matchmake console players against other console gamers, which I’m hoping we’ll see in the mid-season update.

Would you recommend Season 5? Make sure to take the survey and let your voice be heard.

More Battlefield 2042 Reading:

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Alex Co

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

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Fallout 76 “Once in a Blue Moon” Update Creeps Out This June 20

Fallout 76’s Once in a Blue Moon update is right around the corner, with the horror-themed update set to launch next week on June 20. Once in a Blue Moon will include new public events, side quests, and a Daily Ops mutation.

A trailer for the update has also been published. Check it out:

The Blue Moon rises over the hills of Appalachia, bringing forth new Cryptids to threaten the mercantile progress of the Blue Ridge Caravan Company. Defend their Brahmin herds and trade routes from crazed Cultists and monstrous creatures in two new Public Events and side quests, plus face enemies infected with a deadly new Daily Ops mutation for a chance to earn new rewards!

Here are the official descriptions of the two new public events, taken from the official Fallout website:

SAFE AND SOUND
Blue Ridge has renovated the Middle Mountain Cabins to be their latest and greatest Brahmin pitstop, but they just can’t seem to keep the local critters at bay. The Repeller Speaker system they use to repel the creatures and keep their Brahmin safe has been damaged. To retake the pitstop and create a safe haven for their Brahmin to rest, they will need your help! Clear out the creatures, defend the Repeller, and the Blue Ridge Caravan will reward you handsomely for your assistance!

BEASTS OF BURDEN
After a trade deal goes wrong, Luca Costa finds himself in need of some help. A group of local Cultists has stolen his Brahmin and cargo of makeshift explosives. His Uncle Vinny will not be happy if he catches wind of it.
Be extra careful not to disturb the local wildlife, however, as Cultists have recently noticed strange rumblings in the woods nearby.
Please note that the Daily “Costa Business” Quests will not be active during this iteration of the PTS.

Fallout 76’s Once in a Blue Moon update launches on all available platforms next week.

Carlos Perez

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Dead Island 2 Story DLCs Announced: “Haus” Drops Q4 2023, “Sola Festival” Launches Q2 2024

Dambuster Studios and Deep Silver have now unveiled Dead Island 2‘s story DLCs, both of which will be included in the Expansion Pass. The first story DLC “Haus” is set for a Q4 2023 release, while the second story DLC “Sola Festival” will launch in Q2 2024.

Besides adding the Premium Character Packs and the free ‘Til Dawn’ skin collection to Dead Island 2 with today’s patch, the developers have also unveiled a ‘From Dusk’ skin collection exclusive to Amazon Prime members. Additionally, both story DLCs included in the Expansion Pass have been revealed today, detailed as follows:

  • First expansion: How does a billionaire prepare for the zompocalypse? A techno-death cult with a healthy splash of debauchery and gore! The first story expansion, Haus, will release in Q4, 2023.
  • Second expansion:  Welcome to the SOLA festival, where LA’s party people can greenwash their way to ecstasy and save the planet, one rave at a time. So L.A! SOLA Festival, will launch in Q2, 2024.

Finally, players can also earn rewards by watching Twitch streams of the game and subscribing to its newsletter:

  • Twitch Drops: Watch participating Twitch streamers playing Dead Island 2 until July 9th, for as little as 20 minutes, and claim the Maulibu Panga machete
  • Sign up for PROS and bisect 1,000 limbs to win the Maulibu Nights(tick) baton

Dead Island 2 is available now on PC, PS5, PS4, Xbox Series X|S, and Xbox One. Those interested in picking the game up now before its story DLCs are released should check out our review of the title, where we found it “a worthy pulp adventure filled with humor, guts and perhaps some glory.”

Source: Dead Island

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Salman Haider Zaidi

That's a nice argument, Senator.

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Amnesia: The Bunker Update 1.50 Released for Patch 1.1 This June 13

Frictional has released Amnesia: The Bunker update 1.50, which is what the devs call patch version 1.1! This brings in a host of fixes to the first-person horror game. Read on for every fix in the Amnesia: The Bunker June 13 patch notes.

Amnesia: The Bunker Update 1.50 Patch Notes | Amnesia: The Bunker Update 1.1 Patch Notes:

Patch Log – Amnesia: The Bunker (Version 1.10)
Bug Fixes:
  • Fixed an issue where the game would crash when changing levels.
  • Resolved a crash occurring when a monster completed its pathfinding.
  • Got the LevelEditor to work as expected for mod makers
  • Fixed a bug causing the lamp to become stuck while pulling the string after level load.
  • Adjusted the behavior of the prisoner to prevent them from screaming in panic when hit with a gas grenade, providing an alternative way to deal with them without attracting the monster.
  • Rectified a situation where fog silhouettes would run in circles after the shotgunner was injured.
  • Fixed a bug causing the run toggle to stop functioning after changing the gamepad preset to “alt” and entering another map.
  • Corrected an issue where players could find one extra pocket bag beyond the available inventory slots on easy mode.
  • Fixed bug where you alt-tab to to accept changes to keybinds.
  • Fixed a scenario where the monster would appear in the main menu after starting a custom story.
  • Resolved an issue where the monster would get stuck in the maintenance map room after destroying a table, specifically due to an indestructible pox with cloth.
  • Fixed a problem with the cinematics of the game where the image distortion effects option would not deactivate properly, hindering gameplay and missing parts of the story.
  • Investigated and resolved an issue where the player could blow up the shortcut padlock from the wrong side of the door using a grenade, implementing a local fix.
  • Corrected a bug with the collision padlock that caused the shortcut door to remain locked and prevented the player from going through it.
  • Addressed an issue where the player could still get shot by the sniper even after leaving the pillbox.
  • Restored sound effects to the bandage animation in player_clean.ent.
  • Implemented measures to prevent the monster from clipping through doors, specifically addressing the safe room door where it was most noticeable.
  • Fixed several doors in the Maintenance area that couldn’t be fully opened, causing the stalker to get stuck in an open door loop until the player intervened. The affected doors include the Pantry door and Workshop doors.
  • Improved the ability to rotate locker combinations using the scroll wheel.
  • Restored sound effects to the Save lamp in Tunnels when it goes out.
  • Added a sound effect when disarming traps with the cutters.
  • Fixed the lack of physics sounds for the broken version of the Roman doors.
  • Corrected various geometry issues, including holes, flying decals, and see-through surfaces in multiple areas such as Maintenance stairs, Prison, Arsenal, Tunnels, and the Hub.
  • Ensured the prisoner would react appropriately when hit by a prop.
  • Resolved an issue where the sniper would only shoot one of the two helmets in the pillbox.

If you haven’t played the game yet, we suggest you do, but maybe have a light on? Read our review of it here.

Source: Steam

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Alex Co

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