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F1 Manager 2023 Update 1.06 for August 29 Skids Out for Version 1.6

F1 Manager 2023 update 1.06 (PS5 version 1.006) is out now, and this is for patch version 1.6! This brings new features such as Team Switching, DLSS support for NVIDIA GPUs and more. Read on for the official F1 Manager 2023 patch notes for August 29.

F1 Manager 2023 Update 1.06 Patch Notes | F1 Manager 2023 Update 1.006 Patch Notes | F1 Manager 2023 Update 1.6 Patch Notes:

NEW FEATURES

  • Added Team Switching
  • Expand your legacy across the whole paddock by choosing to manage a new team at the end of a season
  • Added DLSS support for NVIDIA GPUs
  • Added FSR support for AMD GPUs

CAR MODELS

  • Updated Aston Martin car model
  • Updated Haas car model
  • Added the blue marking to George Russell’s Mercedes
  • Corrected Williams Halo at lower levels of detail

GAME STABILITY

  • General stability improvements
  • Fixed PC-only crash related to DX12
  • Fixed an issue where Epic Store players could not access Deluxe Edition Scenarios after a network error

GAME BALANCE

  • Some teams have had their season objectives adjusted [NEW SAVES ONLY]
  • Mercedes
    • Initial Season Objective: 2nd -> 3rd
    • Constructor’s Championship target season: 2024 -> 2025
  • Alfa Romeo
    • Initial season objective 7th -> 8th
  • Alpha Tauri
    • Initial season objective: 7th -> 8th

TEAM MANAGEMENT

  • Fixed an issue that could prevent the user being able to continue when hiring a reserve driver at end of season
  • Fixed an issue where car part design and research projects were not generating the appropriate amount of expertise gain when the sliders were moved
  • Fixed an issue where Research Complete emails were not showing an increase in next year’s car stats
  • Fixed an issue where the email about Factory fires ending was sent before the factory reopened

RACE SIM

  • Fixed an issue where drivers did not need to use two different tyre compounds after a mid-session save
  • Fixed an issue where drivers would not start pushing for their flying laps early enough on circuits with long straights in Automatic mode
  • Fixed tyre warming behaviour in qualifying so that drivers’ tyres are warm when starting their flying laps
  • Fixed an issue where some drivers were missing driver codes on the standings tower (Sorry Mick!)
  • Fixed an issue where the ‘Need to Refuel’ dilemma in Practice and Qualifying would not pause the game
  • Fixed an issue where rain VFX was not present on PlayStation 4 and Xbox One consoles
  • Fixed a rare soft lock if there was a red flag in Practice or Qualifying while the player team’s cars were exiting the pit lane
  • Fixed an issue where Oscar Piastri could be referred to as “Alex” in team comms

USER INTERFACE

  • Fixed an issue where the UI was not anchored to the left/right side of the screen when widescreen is enabled
  • Fixed a soft lock when scrolling through the standings lists in Data View
  • Fixed a rare soft lock when enabling manual control in Qualifying while the tutorial was enabled
  • Fixed an issue where the Data View lists could appear blank during races

In other F1 news, another F1 game, F1 23, also got an update today, which you can read about here.

Source: F1 Manager

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Alex Co

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

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Need for Speed Unbound Update 1.000.012 for Aug. 29 Released for Small Hotfix

Criterion has raced out Need for Speed Unbound update 1.000.012, which is for patch 4.0.1. This is a small hotfix to the game that’s rolled out for fixes. Read on for the official NFS Unbound patch notes for August 29 posted down below.

Need for Speed Unbound Update 1.000.012 Patch Notes | NFS Unbound 4.0.1 Patch Notes | Need for Speed New Update Patch Notes for August 29:

Size: 380MB (PS5)

The patch notes for today’s patch were revealed over on the EA Help Twitter page. You can read the details down below.

#NeedForSpeed Unbound players, we are releasing a minor hotfix patch (4.0.1) this morning.

This update fixes the issue where decals unlocked via Vol.3 Speed Pass were no longer accessible after Vol.4 began, along with a few stability improvements.

Keep it locked at MP1st to read more about Need for Speed Unbound in the near future. In case you haven’t logged into the game recently, Volume 4 was released earlier this month, which you can read about here.

Source: EA Help

Damien Seeto

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F1 23 Update 1.10 Out This August 29 for Gameplay Improvements

Codemasters has released F1 23 update 1.10 (PS5 version 1.010) for PC, PlayStation, and Xbox. This update comes with lots of gameplay improvements and more. Read on for the official F1 23 patch notes for August 29 below.

F1 23 Update 1.10 Patch Notes | F1 23 1.010 Patch Notes | F1 23 Patch Notes for August 29:

A new patch for F1® 23 patch (v1.10) has begun rolling out across Xbox, PlayStation, and PC.

Here are the changes that will be made with this patch:

  • Addition of Daniel Ricciardo to Scuderia AlphaTauri and driver market*
  • Removal of Nyck De Vries from Scuderia AlphaTauri and driver market*
  • Improvements to the performance of McLaren to accurately represent the F1® 2023 season
  • Addition of F1® Pro Challenge event type in F1® World
  • Marina Bay Street Circuit (Singapore Grand Prix) has been updated to the 2023 track layout
  • Based on player feedback, corner cutting has been set to ‘Strict’ in Ranked sessions
  • Fixed an issue where a post process effect was causing blurring at mid to long range distances
  • Fixed an issue where sponsor boards would be blacked out at Singapore
  • Fixed an issue where players were unable to connect to F1® World after joining a Ranked session
  • Fixed an issue where Brightness, Contrast, and Saturation would not work with HDR enabled in Photo Mode
  • Fixed an issue where, in certain conditions, pixelation could be seen around the halo in cockpit view
  • Fixed an issue where AI drivers can occasionally appear as DNF and achieve a unrealistic fastest lap time despite completing the race
  • Fixed an issue where force feedback levels were too low on the Logitech Pro Wheel
  • Fixed an issue where the F1® logo was stretched in spectator mode
  • Fixed an issue where speed line artefacts could appear when looking backwards during races in ‘Very Wet’ weather conditions
  • Fixed an issue where custom setups were still allowed even if the ‘Preset Only’ option was selected in Multiplayer
  • Fixed an issue where lap or sector times could be inconsistent between different screens and UDP data
  • Fixed an issue where RPM lights would only light up red instead of multicoloured on Fanatec DD2 wheels
  • Fixed an issue where cars could collide in certain conditions during broadcast formation lap
  • Fixed an issue where all drivers of the F1® World Car would have a black race suit if Equal Performance is enabled in Grand Prix
  • General Stability Improvements
  • Various Minor Fixes

*Daniel Ricciardo and Nyck De Vries change will only occur in new Career saves

Source: EA.com

Damien Seeto

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Bus Simulator 21 Update 2.32 Out This Aug. 29 for PS4 to PS5 Transfer

Developer Stillalive Studios has released Bus Simulator 21 update 2.32 on all PlayStation consoles today. This new update allows you to transfer your data from PS4 to PS5. Check out the Bus Simulator 21 August 29 patch notes down below.

Bus Simulator 21 2.32 Patch Notes | Bus Simulator August 29 Patch Notes:

We just released update 2.32 for Bus Simulator 21 Next Stop on PS4 and PS5. The update introduces the possibility to transfer your save games from the PS4 version into the PS5 version of the game!

To make sure you all know how the system works, we’re going to give you a little rundown about how things work and provide additional tips along the way. Let’s go!

How to copy the PS4 save to the PS5 console

Option 1: Transfer your data using an external storage device

  1. Insert the drive into one of the USB ports on the PS4. Then, head to Settings > Application
  2. Saved Data Management > Saved Data in System Storage.
  3. Select Copy to USB Storage Device.
  4. Choose the save files you’d like to move, and click Copy.
  5. When the files are finished copying, remove the drive and insert it into a USB port on the PS5.
  6. Go to Settings > Saved Data and Game/App Settings > Saved Data (PS4), and select USB Drive.
  7. Select Copy to Console Storage.

Option 2: Transfer your data using cloud storage

  1. Make sure the save data is uploaded to the cloud via the PS4.
  2. In the PS5 console, go to Settings > Saved Data and Game/App Settings.
  3. Select Saved Data (PS4) > Cloud Storage.
  4. Select Download to Console Storage. You can select individual game files—or all of them—for download.

How to backup PS5 save (optional, but recommended)

Option 1: Backup PS5 Game Data to External Drive

  1. Connect your external drive, such as a USB drive to your PS5 console and follow the below navigation pattern. Settings > System > System Software > Back Up and Restore > Back Up Your PS5.
  2. You will be asked to select the data type you want to back up. Select the one you want to back up.
  3. After selecting the type, the backup file size will appear. Here, you can also add a description of the backup data to remember what you included.
  4. Select “Back Up” to start the process. Your console will restart multiple times during the entire backup. After completion, the backup will appear on the display screen.

Option 2: Backup Game Data on PS5 to Cloud (requires PS Plus subscription)

  1. On your PS5, open “Settings” from the main menu.
  2. Find and select “Saved Data and Game/App Settings” here.
  3. You will probably see two options; Save Data (PS4) and Saved Data (PS5). Select Saved Data (PS5) for PS5 games.
  4. Now, select “Console Storage” to see the game data of every game on your PS5.
  5. Select Bus Simulator 21 Next Stop as the games you want to create a backup of. You may also choose “Select All” to create a backup of all the games.

Source: Bus Simulator

Damien Seeto

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Battlefield 2042 Update 1.000.045 Released for Patch 5.3.0 This August 29

Battlefield 2042 update 1.000.045 is now out on all platforms this August 29, and this is for patch version 5.3.0! Players can expect the Battlefield 2042 Redux initiative to kick off, alongside changes. Read on for everything new in the new BF2042 patch notes below.

Battlefield 2042 Update 1.000.045 | Battlefield 2042 Update 5.3.0 Patch Notes:

Here is an overview of some of the more important aspects of this update:

  • The in-game Codex – The Lore of Battlefield 2042 now all in one place
  • Conquest-wide Vehicle Count Overhaul for All-Out Warfare maps
  • Vehicle weapon balance and handling improvements
  • Reduced RPG & Recoilless projectile travel speed for Engineers

BATTLEFIELD 2042: REDUX

Redux starts on August 29th and brings back new ways to play across your favorite modes and maps, as well as making new and returning weekly rewards available to earn. From Rush Chaos XL, Tactical Conquest, Breakthrough Chaos to Conquest Assault, Shutdown and more. We’re giving you a wide variety of ways to play and earn rewards.

But we’re not just bringing these modes back as they were. We’ve listened to your feedback, so expect refined modes every week, on more maps, and with new players counts.

Back by popular demand this week, Control will be taking place on a bi-weekly basis during Redux!
AREAS OF IMPROVEMENT

The CodexThe Codex Feature is our one-stop shop for all things Narrative in the World of Battlefield 2042. With its story spread across many features and components, both in-game and external, the Codex brings all of these pieces together.

You’ll be able to read the lore for factions, maps, specialists, themed events, narrative hunts and more!

Update 5.3 will display all story elements up to Season 4: Eleventh Hour, and further updates to the Codex will follow alongside the release of Season 6 in October.

Find the Codex in-game via Profile > The Codex.

Conquest-Wide Vehicle Count Overhaul

Vehicles are an inherent part of the chaotic and immersive gameplay that we want you to experience with Battlefield. As we’ve now concluded reworking all All-Out Warfare launch maps, our focus shifts to how vehicles interact with these reworked locations.

Scheduled for the week following Update 5.3, a server-side change will overhaul the vehicle counts for Conquest on all All-Out Warfare era maps. Areas we reviewed when deciding on improved vehicle counts per map are for example the locations, their fantasy and conflict, and player counts.

The first update to vehicle counts is for our reworked All-Out Warfare Conquest maps. Vehicle counts on Battlefield Portal maps will be reviewed in a later update.

Below we will list two examples of the new vehicle counts, and we encourage you to feel for yourselves how each map plays after this update. Please continue sharing your feedback with us.

Exposure

Exposure offers a significant amount of verticality due its mountainous region, while also providing much needed respite for infantry through its tunnel system and interior layouts.

Air vehicles gameplay are the new focus of Exposure.

Exposure Conquest 128:

  • Light Transport: 4 > 4
  • Armored Transport: 1 > 0
  • Light Armor: 2 > 2
  • Heavy Armor: 2 > 2
  • Gunship: 1 > 1
  • Attack Helicopters: 1 > 3
  • Jets: 1 > 2
  • Utility: 2 > 1
  • Civillian Vehicles: 12 > 6

Exposure Conquest 64:

  • Light Transport: 2 > 1
  • Armored Transport: 1 > 1
  • Light Armor: 1 > 2
  • Heavy Armor: 1 > 1
  • Gunship: 1 > 1
  • Attack Helicopters: 1 > 2
  • Jets: 1 > 2
  • Utility: 1 > 1
  • Civillian Vehicles: 2 > 0

Discarded

Discarded is instead an example of catered towards ground combat focus. Aircraft will be part of its gameplay, but the majority of combat will be between colliding infantry and ground vehicles.

Discarded Conquest 128:

  • Light Transport: 4 > 3
  • Armored Transport: 1 > 2
  • Light Armor: 2 > 1
  • Heavy Armor: 2 > 3
  • Gunship: 1 > 1
  • Attack Helicopters: 1 > 1
  • Jets: 1 > 2
  • Utility: 2 > 1
  • Civillian Vehicles: 12 > 4

Discarded Conquest 64:

  • Light Transport: 2 > 2
  • Armored Transport: 1 > 2
  • Light Armor: 1
  • Heavy Armor: 1 > 2
  • Gunship: 1 > 0
  • Attack Helicopters: 1 > 1
  • Jets: 1 > 0
  • Utility: 1 > 1
  • Civillian Vehicles: 2 > 2

A note from the Vehicles Team

We wanted to take a quick moment to discuss some of the changes taking place with vehicles in this game update.

We have seen attack helicopters not performing as well as we would like them to. Especially in comparison with vehicles such as the MD540 Nightbird and Stealth Helicopters in terms of dealing and receiving damage. The changes we’re making are as follows.

Dealing and Receiving Damage

Currently the gameplay armor/health difference between Attack Helicopters and their lighter variants are not noticeably felt and they equally struggle against anti-air weaponry. To address this we are lowering the damage that Attack Helicopters take from 30mm Cannons on the Wildcat and Flak weapon explosions by 25% which will help with better survivability versus their lighter counterparts.

We’re also changing how damage is dealt to other ground vehicles when using anti-vehicle missiles. These missiles will now deal damage primarily through their blast to ensure they’re more effective as an anti-vehicle option. With this change it’s vital that you aim for direct hits to ensure full damage output.

These changes affect all air vehicles that use anti-vehicle missiles.

Gunner Improvements

We’ve also realigned the weapon and camera positioning of the front gunner. With a wider and better view, this now helps you understand the heading of the helicopter as you traverse across the Battlefield.

We’re also increasing the weapon efficiency of the gunner position through a series of balance changes and the addition of thermal optics. Thermals come at the cost of your ability to zoom, so it’s up to you to decide if the pros outway the cons.

Turn, turn, turn!
In this update you’ll also notice that we’ve slightly lowered the sensitivity of all helicopters. This is to allow for easier target acquisition while giving micro inputs to adjust your aim during those chaotic moments.

Zooming across
We’re also improving the handling of ground vehicles. We’ll be starting off with the LCAA Hovercraft by changing how force is applied with this vehicle as we’ve heard from you that it had too much drift.

We have increased the input response of the hovercraft and you should feel it now accelerates and halts faster than before. It will feel a lot less drifty, alongside the addition of yaw acceleration to help rotate from a stand-still position.

Zooming out
We’ve received a lot of flak for it so let’s also discuss Flak Cannons.

In one of our previous updates we’ve temporarily disabled the Flak Cannon for the LATV4 and LCAA Hovercraft because an issue allowed the Flak to use the vehicle blast values when it explodes on time out.

In this update we’re re-enabling the Flak Cannon, but we’re removing their damage against infantry as we felt it was too powerful, alongside adding to the prevalence of explosions.
CHANGELOG
Soldier & AI

  • Fixed an issue that resulted in running animations getting stuck if the player decelerated rapidly while jumping.
  • Fixed multiple AI navigational issues within Battlefield Portal maps that were preventing AI from going upstairs or through certain doorways.
  • Fixed an issue that caused Ranger to get stuck whilst trying to vault in certain locations.
  • Fixed an issue that prevented AI from using up all of the Polaris vehicles from the US HQ on Arica Harbor.
  • Fixed an issue that prevented AI from being able to navigate through destroyed barriers on Arica Harbor.

Specialists & Gadgets

  • Fixed an issue where you could place some gadgets on top of automated doors and stick them to it like Spider-Penguin.
  • Fixed an issue that caused smoke deployed from the Smoke Grenade Launcher to sometimes not hide spotting information and disrupt stat tracking.
  • Fixed an issue that caused the directional indicator to still be present on the minimap while concussed.

Boris

  • Fixed an issue that caused Boris’ Sentry Gun Turret to be resupplied by the Hazard Zone ammo stations.

Crawford

  • Increased the minimum damage of Crawford’s Mounted Vulcan’s bullet from 10 to 12.
  • Increased the accuracy of Crawford’s Mounted Vulcan after firing for a small period of time.

Dozer

  • Fixed an issue where Dozer could teleport on the map after interacting with Ranger while having his shield equipped.

Engineer

  • Reduced the speed at which the RPG & Recoilless projectile travels by 17%
    • Dev Comment: We saw that players were using the rocket launchers primarily for anti infantry use and sniping vehicles with ease at range, thus we want to make this a bit more of a skillshot to perform at a long distance.

EOD Bot

  • We’re getting intel that the Penguins have tampered with the EOD Bot which caused it to no longer blow up from a gentle impact from stationary vehicles. We can’t decide if this was intentional or not, and we’ve yet to work on a translator for the Penguins.
  • EOD Bot’s health has been lowered from 400 to 300, likely also the Penguins’ doing.
  • Added an impulse modification to the EOD Bot so that when it gets shot with bullets it doesn’t push the EOD Bot around.
  • Increased the weapon sway on the Recoilless M5 while aiming down sights.
    • Dev Comment: This should mostly impact targeting of infantry where we found players were using the Recoilless M5 to snipe infantry at distance as opposed to having it be used against its intended use-case, vehicles and structures.

Weapons

  • Fixed incorrect rate of fire on AC9 Extended and AM40 Subsonic Magazines.
  • Fixed weapons missing the recoil penalty when Underbarrel Launcher Attachment is present
  • Fixed an issue that caused 40mm Underbarrel Incendiary Grenade Launchers to sometimes not deal damage to players
  • Fixed an issue that caused the 40mm Underbarrel Smoke Launchers to have their smoke blown out almost immediately in rainy conditions.
  • Fixed an issue on the SWS-10 that caused shell ejects to be misplaced in third-person perspective.
  • Fixed an issue that caused 4x and higher scopes to not glint on the XM8, Type88 and RPK LMGs

Vehicles

  • Anti-vehicle missiles damage now deal primarily deal blast damage.
  •  Zero point adjustment for Attack Helicopters and Jet anti vehicle rocket pods.
  • Barrage missiles will no longer give impulse to the vehicle it fires from.
  • Vehicle fired Incendiary grenade convergence settings lowered to work for point blank hits
  • RHIB Boats on Noshahr Canals will now be abandoned & destroyed after use much earlier and spawn much sooner, providing players spawning on the aircraft carrier with an easier time getting to land.
  • Fixed an issue that caused the CAV-Brawler’s 40mm Incendiary Grenade Launcher to collide & explode with smoke plumes
  • Fixed an issue that prevented Radar Missiles from being able to lock on to a Stealth Heli in Stealth mode whilst it had been tracer darted
  • Fixed an issue that would cause multiple visual projectiles to spawn from tank cannons when fired (this did not cause multiple instances of damage to be clear)
  • Fixed an issue that caused the LATV4 to not be displayed as neutral when called in by an enemy in Hazard Zone
  • Removed blast damage of 20mm flak to infantry and re-enabled the weapon.

Helicopters

  • Added thermal option to helicopter gunner seats.
  • Fixed an issue where you would use the wrong exit point on the MV-38 Condor.
  • Lowered yaw sensitivity of all helicopters slightly. It should now be easier for target acquisition and controlling of the vehicle.
  • Improvements to Nightbird first perspective crosshair position.

Attack Helicopters

  • Attack Helicopter pilot TOW Ammo increased by 1.
  • Attack Helicopter gunner aiming constraints have been reduced by increasing the min and max degree in pitch the player can move the gun.
  • 3p camera positions adjusted to keep the vehicle more centered and aligned to the cross-hair.
  • Attack Helicopter gunner seat camera position has been moved up on KA-520 Super Hokum Helicopter and gunner seat weapon position on the AH-64GX Apache Warchief.
  • Increased gunner rate of fire from 200 to 600.
  • Attack Helicopter Gunner blast damage has been lowered from 20 to 18.
  • Attack Helicopter Gunner starting damage has been lowered from 40 to 25.
  • Attack Helicopter Gunner overheat adjustment to meet the new characteristics.
  • Attack Helicopter Gunner speed reduced from 800 to 350.
  • Reduced damage Attack Helicopters take from AA of the Wildcat and Flak Explosions by 25%.
  • Drag forces updated for better hover control and maneuverability.
  • Made KA-520 Super Hokum and AH-64GX Apache Warchief more similar, moving the center of mass for more control, adding more horizontal force and adjusting drag to keep top speed the same while making hovering and direction change faster.
  • Inertia tensor adjusted for both Attack Helicopters to be similar in handling.

Jets

  • Lowered the rate of fire of Jet rocket pods 300 to 240.
  • Lowered pitch stickiness of jets, you should feel that there is noticeably less weight after pitching up or down. Let us know your feedback after trying it out!

LCAA Hovercraft

  • Increased acceleration responsiveness of the LCAA Hovercraft, it should feel snappier when you give forward input and when attempting to steer.
  • Turn forces center of mass moved to center of vehicle instead of originating from the drive fan.
    • Dev Comment: This makes the hovercraft turn more like a car and increases the driver control of this vehicle.
  • Tweaked damping values to ensure LCAA Hovercraft drifts less and comes to a halt quicker allowing players to have more control over driving and steering.
  • Increased yaw acceleration to allow for quicker and more responsive turning.

If you’re looking forward to what’s next, it’s Season 6, which is due for release this October.

Source: EA

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Alex Co

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

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BF 2042 Update 1.42 for August 29 Fires Out for Patch Version 5.3.0

DICE has released (Battlefield 2042) BF 2042 update 1.42 on all platforms, and this is for patch version 5.3.0 that ushers in new gameplay tweaks and Battlefield 2042 Redux! Read on for the new BF 2042 August 29 patch notes.

BF 2042 Update 1.42 Patch Notes | BF 2042 August 29 Patch Notes:

Here is an overview of some of the more important aspects of this update:

  • The in-game Codex – The Lore of Battlefield 2042 now all in one place
  • Conquest-wide Vehicle Count Overhaul for All-Out Warfare maps
  • Vehicle weapon balance and handling improvements
  • Reduced RPG & Recoilless projectile travel speed for Engineers

BATTLEFIELD 2042: REDUX

Redux starts on August 29th and brings back new ways to play across your favorite modes and maps, as well as making new and returning weekly rewards available to earn. From Rush Chaos XL, Tactical Conquest, Breakthrough Chaos to Conquest Assault, Shutdown and more. We’re giving you a wide variety of ways to play and earn rewards.

But we’re not just bringing these modes back as they were. We’ve listened to your feedback, so expect refined modes every week, on more maps, and with new players counts.

Back by popular demand this week, Control will be taking place on a bi-weekly basis during Redux!
AREAS OF IMPROVEMENT

The CodexThe Codex Feature is our one-stop shop for all things Narrative in the World of Battlefield 2042. With its story spread across many features and components, both in-game and external, the Codex brings all of these pieces together.

You’ll be able to read the lore for factions, maps, specialists, themed events, narrative hunts and more!

Update 5.3 will display all story elements up to Season 4: Eleventh Hour, and further updates to the Codex will follow alongside the release of Season 6 in October.

Find the Codex in-game via Profile > The Codex.

Conquest-Wide Vehicle Count Overhaul

Vehicles are an inherent part of the chaotic and immersive gameplay that we want you to experience with Battlefield. As we’ve now concluded reworking all All-Out Warfare launch maps, our focus shifts to how vehicles interact with these reworked locations.

Scheduled for the week following Update 5.3, a server-side change will overhaul the vehicle counts for Conquest on all All-Out Warfare era maps. Areas we reviewed when deciding on improved vehicle counts per map are for example the locations, their fantasy and conflict, and player counts.

The first update to vehicle counts is for our reworked All-Out Warfare Conquest maps. Vehicle counts on Battlefield Portal maps will be reviewed in a later update.

Below we will list two examples of the new vehicle counts, and we encourage you to feel for yourselves how each map plays after this update. Please continue sharing your feedback with us.

Exposure

Exposure offers a significant amount of verticality due its mountainous region, while also providing much needed respite for infantry through its tunnel system and interior layouts.

Air vehicles gameplay are the new focus of Exposure.

Exposure Conquest 128:

  • Light Transport: 4 > 4
  • Armored Transport: 1 > 0
  • Light Armor: 2 > 2
  • Heavy Armor: 2 > 2
  • Gunship: 1 > 1
  • Attack Helicopters: 1 > 3
  • Jets: 1 > 2
  • Utility: 2 > 1
  • Civillian Vehicles: 12 > 6

Exposure Conquest 64:

  • Light Transport: 2 > 1
  • Armored Transport: 1 > 1
  • Light Armor: 1 > 2
  • Heavy Armor: 1 > 1
  • Gunship: 1 > 1
  • Attack Helicopters: 1 > 2
  • Jets: 1 > 2
  • Utility: 1 > 1
  • Civillian Vehicles: 2 > 0

Discarded

Discarded is instead an example of catered towards ground combat focus. Aircraft will be part of its gameplay, but the majority of combat will be between colliding infantry and ground vehicles.

Discarded Conquest 128:

  • Light Transport: 4 > 3
  • Armored Transport: 1 > 2
  • Light Armor: 2 > 1
  • Heavy Armor: 2 > 3
  • Gunship: 1 > 1
  • Attack Helicopters: 1 > 1
  • Jets: 1 > 2
  • Utility: 2 > 1
  • Civillian Vehicles: 12 > 4

Discarded Conquest 64:

  • Light Transport: 2 > 2
  • Armored Transport: 1 > 2
  • Light Armor: 1
  • Heavy Armor: 1 > 2
  • Gunship: 1 > 0
  • Attack Helicopters: 1 > 1
  • Jets: 1 > 0
  • Utility: 1 > 1
  • Civillian Vehicles: 2 > 2

A note from the Vehicles Team

We wanted to take a quick moment to discuss some of the changes taking place with vehicles in this game update.

We have seen attack helicopters not performing as well as we would like them to. Especially in comparison with vehicles such as the MD540 Nightbird and Stealth Helicopters in terms of dealing and receiving damage. The changes we’re making are as follows.

Dealing and Receiving Damage

Currently the gameplay armor/health difference between Attack Helicopters and their lighter variants are not noticeably felt and they equally struggle against anti-air weaponry. To address this we are lowering the damage that Attack Helicopters take from 30mm Cannons on the Wildcat and Flak weapon explosions by 25% which will help with better survivability versus their lighter counterparts.

We’re also changing how damage is dealt to other ground vehicles when using anti-vehicle missiles. These missiles will now deal damage primarily through their blast to ensure they’re more effective as an anti-vehicle option. With this change it’s vital that you aim for direct hits to ensure full damage output.

These changes affect all air vehicles that use anti-vehicle missiles.

Gunner Improvements

We’ve also realigned the weapon and camera positioning of the front gunner. With a wider and better view, this now helps you understand the heading of the helicopter as you traverse across the Battlefield.

We’re also increasing the weapon efficiency of the gunner position through a series of balance changes and the addition of thermal optics. Thermals come at the cost of your ability to zoom, so it’s up to you to decide if the pros outway the cons.

Turn, turn, turn!
In this update you’ll also notice that we’ve slightly lowered the sensitivity of all helicopters. This is to allow for easier target acquisition while giving micro inputs to adjust your aim during those chaotic moments.

Zooming across
We’re also improving the handling of ground vehicles. We’ll be starting off with the LCAA Hovercraft by changing how force is applied with this vehicle as we’ve heard from you that it had too much drift.

We have increased the input response of the hovercraft and you should feel it now accelerates and halts faster than before. It will feel a lot less drifty, alongside the addition of yaw acceleration to help rotate from a stand-still position.

Zooming out
We’ve received a lot of flak for it so let’s also discuss Flak Cannons.

In one of our previous updates we’ve temporarily disabled the Flak Cannon for the LATV4 and LCAA Hovercraft because an issue allowed the Flak to use the vehicle blast values when it explodes on time out.

In this update we’re re-enabling the Flak Cannon, but we’re removing their damage against infantry as we felt it was too powerful, alongside adding to the prevalence of explosions.
CHANGELOG
Soldier & AI

  • Fixed an issue that resulted in running animations getting stuck if the player decelerated rapidly while jumping.
  • Fixed multiple AI navigational issues within Battlefield Portal maps that were preventing AI from going upstairs or through certain doorways.
  • Fixed an issue that caused Ranger to get stuck whilst trying to vault in certain locations.
  • Fixed an issue that prevented AI from using up all of the Polaris vehicles from the US HQ on Arica Harbor.
  • Fixed an issue that prevented AI from being able to navigate through destroyed barriers on Arica Harbor.

Specialists & Gadgets

  • Fixed an issue where you could place some gadgets on top of automated doors and stick them to it like Spider-Penguin.
  • Fixed an issue that caused smoke deployed from the Smoke Grenade Launcher to sometimes not hide spotting information and disrupt stat tracking.
  • Fixed an issue that caused the directional indicator to still be present on the minimap while concussed.

Boris

  • Fixed an issue that caused Boris’ Sentry Gun Turret to be resupplied by the Hazard Zone ammo stations.

Crawford

  • Increased the minimum damage of Crawford’s Mounted Vulcan’s bullet from 10 to 12.
  • Increased the accuracy of Crawford’s Mounted Vulcan after firing for a small period of time.

Dozer

  • Fixed an issue where Dozer could teleport on the map after interacting with Ranger while having his shield equipped.

Engineer

  • Reduced the speed at which the RPG & Recoilless projectile travels by 17%
    • Dev Comment: We saw that players were using the rocket launchers primarily for anti infantry use and sniping vehicles with ease at range, thus we want to make this a bit more of a skillshot to perform at a long distance.

EOD Bot

  • We’re getting intel that the Penguins have tampered with the EOD Bot which caused it to no longer blow up from a gentle impact from stationary vehicles. We can’t decide if this was intentional or not, and we’ve yet to work on a translator for the Penguins.
  • EOD Bot’s health has been lowered from 400 to 300, likely also the Penguins’ doing.
  • Added an impulse modification to the EOD Bot so that when it gets shot with bullets it doesn’t push the EOD Bot around.
  • Increased the weapon sway on the Recoilless M5 while aiming down sights.
    • Dev Comment: This should mostly impact targeting of infantry where we found players were using the Recoilless M5 to snipe infantry at distance as opposed to having it be used against its intended use-case, vehicles and structures.

Weapons

  • Fixed incorrect rate of fire on AC9 Extended and AM40 Subsonic Magazines.
  • Fixed weapons missing the recoil penalty when Underbarrel Launcher Attachment is present
  • Fixed an issue that caused 40mm Underbarrel Incendiary Grenade Launchers to sometimes not deal damage to players
  • Fixed an issue that caused the 40mm Underbarrel Smoke Launchers to have their smoke blown out almost immediately in rainy conditions.
  • Fixed an issue on the SWS-10 that caused shell ejects to be misplaced in third-person perspective.
  • Fixed an issue that caused 4x and higher scopes to not glint on the XM8, Type88 and RPK LMGs

Vehicles

  • Anti-vehicle missiles damage now deal primarily deal blast damage.
  •  Zero point adjustment for Attack Helicopters and Jet anti vehicle rocket pods.
  • Barrage missiles will no longer give impulse to the vehicle it fires from.
  • Vehicle fired Incendiary grenade convergence settings lowered to work for point blank hits
  • RHIB Boats on Noshahr Canals will now be abandoned & destroyed after use much earlier and spawn much sooner, providing players spawning on the aircraft carrier with an easier time getting to land.
  • Fixed an issue that caused the CAV-Brawler’s 40mm Incendiary Grenade Launcher to collide & explode with smoke plumes
  • Fixed an issue that prevented Radar Missiles from being able to lock on to a Stealth Heli in Stealth mode whilst it had been tracer darted
  • Fixed an issue that would cause multiple visual projectiles to spawn from tank cannons when fired (this did not cause multiple instances of damage to be clear)
  • Fixed an issue that caused the LATV4 to not be displayed as neutral when called in by an enemy in Hazard Zone
  • Removed blast damage of 20mm flak to infantry and re-enabled the weapon.

Helicopters

  • Added thermal option to helicopter gunner seats.
  • Fixed an issue where you would use the wrong exit point on the MV-38 Condor.
  • Lowered yaw sensitivity of all helicopters slightly. It should now be easier for target acquisition and controlling of the vehicle.
  • Improvements to Nightbird first perspective crosshair position.

Attack Helicopters

  • Attack Helicopter pilot TOW Ammo increased by 1.
  • Attack Helicopter gunner aiming constraints have been reduced by increasing the min and max degree in pitch the player can move the gun.
  • 3p camera positions adjusted to keep the vehicle more centered and aligned to the cross-hair.
  • Attack Helicopter gunner seat camera position has been moved up on KA-520 Super Hokum Helicopter and gunner seat weapon position on the AH-64GX Apache Warchief.
  • Increased gunner rate of fire from 200 to 600.
  • Attack Helicopter Gunner blast damage has been lowered from 20 to 18.
  • Attack Helicopter Gunner starting damage has been lowered from 40 to 25.
  • Attack Helicopter Gunner overheat adjustment to meet the new characteristics.
  • Attack Helicopter Gunner speed reduced from 800 to 350.
  • Reduced damage Attack Helicopters take from AA of the Wildcat and Flak Explosions by 25%.
  • Drag forces updated for better hover control and maneuverability.
  • Made KA-520 Super Hokum and AH-64GX Apache Warchief more similar, moving the center of mass for more control, adding more horizontal force and adjusting drag to keep top speed the same while making hovering and direction change faster.
  • Inertia tensor adjusted for both Attack Helicopters to be similar in handling.

Jets

  • Lowered the rate of fire of Jet rocket pods 300 to 240.
  • Lowered pitch stickiness of jets, you should feel that there is noticeably less weight after pitching up or down. Let us know your feedback after trying it out!

LCAA Hovercraft

  • Increased acceleration responsiveness of the LCAA Hovercraft, it should feel snappier when you give forward input and when attempting to steer.
  • Turn forces center of mass moved to center of vehicle instead of originating from the drive fan.
    • Dev Comment: This makes the hovercraft turn more like a car and increases the driver control of this vehicle.
  • Tweaked damping values to ensure LCAA Hovercraft drifts less and comes to a halt quicker allowing players to have more control over driving and steering.
  • Increased yaw acceleration to allow for quicker and more responsive turning.

If you’re looking forward to what’s next, it’s Season 6, which is due for release this October.

Source: EA

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Alex Co

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The Division 2 Down for Server Maintenance This August 29

Agents who can’t login to the game, it’s not just you, as Ubisoft has taken The Division 2 servers down for maintenance this August 29.

The Division 2 Down for Server Maintenance Schedule for August 29:

We’ll be taking #TheDivision2 servers down for a scheduled maintenance tomorrow, August 29th, at

  • 9:30 AM CEST,
  • 3:30 AM EDT,
  • 12:30 AM PDT.

Duration: 3 Hours

Convert to your timezone (Worldtime)

As you can see, it’s another three-hour maintenance period. However, it has extended beyond that multiple times this year. If anything changes, we’ll be sure to let our readers know. It doesn’t seem like there’s a patch included in the maintenance as well, but if we spot any game updates released, you can bet we’ll have it up ASAP.

Bookmark our The Division game hub for the latest news on the game.

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Alex Co

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

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Cities Skylines 2 Citizen Simulation and Lifepath Deep Dive Released, Game Features Its Own Version of Twitter

Colossal Order has released a new deep dive look into another one of Cities Skylines 2 gameplay mechanics, and this one focuses on the “simulation” and “lifepath” of the people populating your in-game cities.

Watch the trailer and read on for more info.

Happiness

Citizen Happiness is the overall value that represents a citizen’s satisfaction in their life. It is the combination of their Well-being and Health and affects the citizen’s behavior and their ability to work. It is always visible to the player in the citizen’s info panel and hovering over the family’s combined Happiness level with the mouse cursor in the household’s info panel shows detailed information about all the things that contribute to the value.

Well-being

Well-being indicates the citizens’ mental state and sense of safety. Satisfying their basic needs such as having reliable electricity and clean water as well as sufficient sewage treatment so their toilets don’t overflow, will go a long way in building a solid base for their Well-being. Taking care of the garbage piling up and planning residential areas to avoid air, ground, and noise pollution builds on that foundation, while good city service coverage provides a passive boost to citizen Well-being. Furthermore, you will want to ensure your citizens feel safe as living in areas with high crime probability stresses them out and decreases their Well-being.

Health

The physical health of your citizens can be inspected in the Healthcare infoview, which shows the Health of the residential buildings as a whole as well the city’s average Health. If a citizen is sick or injured, it is shown in their info panel. Health is affected by the availability of Healthcare in the form of a passive Health boost received by living in close proximity to a medical facility and receiving treatment at medical facilities in case of a sickness or injury from an accident, both of which severely reduce a citizen’s Health.

Age Groups

Citizens age through four different life stages, and each age group is visually distinct from the others. You will find children, teens, adults, and seniors in your cities, and families (i.e. households) can comprise multiple generations, from children to grandparents.

As citizens get older their education options change and their Health varies. Children and teens have a Health boost while seniors’ Health slowly decreases. Their age also determines their ability to work and every citizen can choose to work once they reach the “Teen” age group, though some will prefer to continue their education before finding a job.

Citizens Lifepath & Chirper

Citizens have a lifepath dotted with different events such as graduating from a school, finding a spouse, landing a new job, and moving to a new home or away from the city. You can keep an eye on these events through the Lifepath Journal by following a citizen. This is done by selecting the citizen and clicking the Follow button, adding them to the list of Followed Citizens found on the right side of the screen right below Chirper.

The Lifepath Journal records everything from the added citizens from the moment they are followed. The journal entry lists their name, home address, current occupation, Happiness, and other information as well as their Chirper feed where they tell the whole world what is going on in their daily life. A keen player can spot the connections between the citizen’s surroundings such as education options, job opportunities, and living conditions to the changes in their lives, the jobs they get, and the choices they make.

Education

There are 5 levels of Education featured in Cities: Skylines II: Uneducated, Poorly Educated, Educated, Well Educated, and Highly Educated. Each school provides one level of education for citizens. Children are Uneducated until they finish Elementary School which increases their Education level to “Poorly Educated”. Children will always go to school if possible, so make sure to provide enough capacity for your city’s children. Only teens can go to High School where they can increase their Education level to “Educated”. Both teens and adults can go to College while adults can attend the Universities available in the city. College graduation rewards citizens with the “Well Educated” status and successfully finishing their University studies grants them the “Highly Educated” level.

Employment

Companies, found in commercial, industrial, and office zones, and most city services have workplaces for citizens to fill. They are divided into complexity levels which reflect the citizen Education levels. City service workplaces remain the same throughout the building’s existence but when a zoned building levels up, the complexity and composition of the available jobs changes. A higher complexity level company requires employees with higher levels of education than a company with a lower complexity level.

Criminal Behavior

Citizens can become criminals. The probability of this is relatively low but the chance is increased if the citizen’s Well-being is low. When this happens, the citizen will commit a crime to earn income by first selecting the target of their criminal activity. The target is a building where the robbery takes place and it is selected by comparing the buildings in the city and their crime probability values. The final choice is a random pick from the group of buildings with the highest crime probability values. The citizens living in the building targeted by the criminal will suffer a temporary loss of Well-being.

Leisure & Tourists

Citizens love their free time and want to spend it in the city visiting parks and other attractions, going shopping, and enjoying entertainment in the various restaurants and bars. This need for Leisure affects their Well-being and when their Leisure decreases, they seek opportunities to increase it. Not all options are created equally though, which means it takes a different amount of time to gain Leisure in different places. Citizens choose the location based on the amount of and how quickly they can gain Leisure while staying there as well as comparing the pathfinding costs to the different locations. More about pathfinding in the Traffic AI development diary.

Tourists & City Attractiveness

Tourists are citizens who visit the city briefly. They stay at a local hotel while in the city and make choices daily whether to visit one of the city’s attractions and commercial areas or to stay at the hotel. The city’s Attractiveness value determines how many tourists are drawn to the city and this value can be increased by building parks and various other attractions such as landmarks.

Citizen Conditions

Certain events can cause Conditions for citizens which are visible on the citizen’s info panel. While there is no direct way to remove Conditions from citizens, the player can investigate the causes and through city management help the overall situation. As an example, if citizens are becoming sick it can be a sign of sewage backing up in pipes, pollution spreading to residential areas, or insufficient Healthcare service in the city causing decreased Health which leads to an increased probability of becoming sick. Depending on the cause you can improve the situation by expanding city services, such as your sewage treatment options, or by building a Medical Clinic or a Hospital to take care of the Sick condition and remove the negative effects from the area making sure that the citizens remain healthy. Below we have an overview of the different conditions citizens can be afflicted with.

Conditions

  • Sick. Sick citizens cannot work. As long as they remain Sick, they are in increased danger of dying. Medical treatment is required to recover from the Sick condition.

  • Injured. Injured citizens cannot work. Citizens become injured when involved in traffic accidents, building fires and collapse, and natural disasters. Medical treatment is required to recover from the Injured condition.

  • Homeless. Citizens who cannot pay the rent where they live and with no means to move to another home or out of the city become homeless. They have no permanent residence and end up living in the various city parks.

  • Unwell. Citizens who are Unwell have a low Well-being value. Their Happiness value decreases and their contribution to work is also negatively affected. Additionally, they are at risk of becoming criminals if their Well-being doesn’t increase.

  • Weak. Citizens who are Weak have a low Health value. This decreases their Happiness and negatively affects their contribution to work. Citizens with low Health are at a high risk of becoming sick, and when a Weak citizen becomes sick, their Health value decreases to very low putting them at an increased risk of dying if they don’t get medical treatment.

  • Distressed. Citizens who are in Danger or Trapped, are Distressed. Citizens are in Danger when they are in a burning building while Trapped citizens are involved in a building collapse and are buried under the rubble. Sometimes citizens who are in a burning building can also become Trapped, unable to escape.

  • Evacuated. Evacuated citizens are in an emergency shelter. Citizens can travel to an emergency shelter by themselves or they can be picked up by an Evacuation Bus which transports them to the emergency shelter.

You can read more about the game’s lifepaths and citizens right here. Head on over here for the rest of the deep dives.

Cities: Skylines 2 releases on October 24, 2023, for Xbox Series X|S, PS5, and PC. It will launch on Xbox Game Pass on the same day.

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Alex Co

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

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League of Legends Pre-Season and Ranked Changes Incoming in 2024 Outlined

Riot Games has quite a few changes in store for League of Legends’ Pre-Season and Ranked mode, and today, the studio lifted the lid on what gamers should expect to be changed in the coming future.

League of Legends Pre-Season and Ranked Changes:

  • Starting in 2024, League will move to three separate Ranked splits per year.

  • Preseason game changes will be shifting to the start of Ranked in 2024.

  • There are a number of exciting changes planned for Preseason, including changes to items, objectives and the Summoner’s Rift map.

  • The Mythic Item System is going away, though some items players have come to love will stay.

  • Ranked is staying open through November and December.

  • Arena is going offline with the Soul Fighter event, but is getting improvements and will be back in December.

  • The Modes Team is exploring features like new augments, improved champion viability, map adjustments, and ways to play with more than just one friend.which

  • The Mythic Item System is going away, though some items players have come to love will stay.

  • Ranked is staying open through November and December.

  • Arena is going offline with the Soul Fighter event, but is getting improvements and will be back in December.

  • The Modes Team is exploring features like new augments, improved champion viability, map adjustments, and ways to play with more than just one friend.

Once we know more about this update or the latest one should be released soon.

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Alex Co

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

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Modern Warfare 2 and Warzone Season 5 Reloaded Launches August 30, Here’s What’s New

Activision has announced that Call of Duty: Modern Warfare 2 and Warzone Season 5 Reloaded is out this August 30 (Wednesday), and this will feature Lara Croft from Tomb Raider as a new Operator, three new weapons and more! Read on for more info on what’s incoming.

Modern Warfare 2 and Warzone Season 5 Reloaded New Content:

Warzone Overview:

  • Fort Resurgence. Al Bagra Fortress in southern Al Mazrah is ready for Resurgence – expect it as part of an unprecedented Call of Duty: Warzone offering of active maps.
  • Armored Royale. It’s back with MRAPs – rally the squad and keep that truck alive to redeploy en route to ultimate victory.
  • DMZ is Reloaded. Additional Shadow Company missions, and upgrade tasks. . . Because the stakes in DMZ have never been higher.

Modern Warfare II Overview:

  • Deploy to DRC – Zone 1. This Building 21 annex is ready for frenetic combat, especially in objective modes.
  • Earned those new Ranked Rewards yet? There is still time to prove dominance in Multiplayer Ranked Play; those rewards, and the ones for Call of Duty: Warzone Ranked Play, are yours now and in Modern Warfare III.

Across both titles:

  • Three New Operators. Mace is back, 21 Savage drops in as a guest feature, and Lara Croft from Tomb Raider is ready for combat.
  • Three New Weapons. A new pistol, an SMG, and a melee weapon all combine to make a formidable midseason assortment for close-range combat fans.
  • Three Additional Free Content Drops: Earn new Weapon

Same as always, once the patch is out, we’ll be sure to let our readers know.

More Call of Duty Reading:

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Alex Co

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

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T-Minus Zero Entertainment to Use Unreal Engine 5; Trying to Do Things That Haven’t Been Done in Multiplayer Games

T-Minus Zero Entertainment, a studio comprised of  veterans who worked on such franchises as Star Wars: The Old Republic and more, may not be ready to show off their upcoming third-person shooter just yet, but that doesn’t mean that the team isn’t aiming high with it, as they reveal it’s a rather ambitious project by trying to do things that haven’t been done yet in multiplayer games, and only done in a few single-player games.

Speaking to MP1st at gamescom 2023, T-Minus Zero Entertainment’s game director, Mark Tucker, shared this tidbit about their upcoming new unannounced online third-person shooter.

As Rich (Studio head) said, it is ambitious. Some of the stuff that we’re trying to do hasn’t been done in multiplayer games. It really hasn’t been done much in singleplayer games. It really has some interesting challenges, but it’s a hero-player fantasy that I think we all have, like we all want to experience it, but its technically been very, very hard to do. I think we’re at a point now with the technology, and just improvements in multiplayer. We have a producer’s team, and I think we have a shot at pulling it off. So as Rich mentioned, really risky things are the first things we’re prototyping to try to make sure we can do it.

Count us as being curious as to what exact mechanic Mark refers to. It’s one that hasn’t been done in a multiplayer game, but he did hint it has been seen in a single-player game. We aren’t sure what it is, but we do hope that the team can make the game they’re trying to make, and hopefully, it won’t be long before we get a glimpse of it.

As for what is powering this ambitious multiplayer title, we got confirmation that the studio is developing with Unreal Engine 5. No platforms have been officially revealed for their upcoming game, though based on recent trends of Unreal Engine 5 built titles, chances are this won’t be coming to last-gen platforms (PS4 and Xbox One)

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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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Atomic Heart Update 1.19 Brings Version 1.10.0.0, Here Are the Patch Notes

Atomic Heart update 1.19 is now out on PlayStation and PC, with Xbox getting it sometime this week. This is called dev version 1.10.0.0 and includes a host of bug fixes and a rebalance of the difficulties in the Annihilation DLC. Read on for the complete Atomic Heart update patch notes for August 28.

Atomic Heart Update 1.19 Patch Notes | Atomic Heart Update 1.10.0.0 Patch Notes:

MAIN

  • Rebalanced Local Malfunction and Armageddon difficulties in the Annihilation Instinct DLC

PLAYSTATION 4 & 5

  • Fixed an issue with the functionality of elemental weapon cartridges (main game)

ALL PLATFORMS

  • Fixed issues with music tracks overlapping during gameplay (Annihilation Instinct DLC)
  • Added localization fixes for various languages (Annihilation Instinct DLC)
  • Fixed a rare issue whereby it was possible to be locked out in tight areas during some encounters due to
  • there being a large number of enemies (Annihilation Instinct DLC)
  • Fixed some rare crashes

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

Source: Steam

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Alex Co

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

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Atomic Heart Update 1.010 for August 28 Brings Rebalance Changes and More

Mundfish has released Atomic Heart update 1.010 this August 28, which is what the devs call version 1.10.0.0! This brings rebalanced local Malfunction and Armageddon difficulties in the Annihilation DLC and more.

While the patch is out on PC and PlayStation platforms, those who got the game via the Microsoft Store can expect the patch later this week.

Atomic Heart Update 1.010 Patch Notes:

MAIN

  • Rebalanced Local Malfunction and Armageddon difficulties in the Annihilation Instinct DLC

PLAYSTATION 4 & 5

  • Fixed an issue with the functionality of elemental weapon cartridges (main game)

ALL PLATFORMS

  • Fixed issues with music tracks overlapping during gameplay (Annihilation Instinct DLC)
  • Added localization fixes for various languages (Annihilation Instinct DLC)
  • Fixed a rare issue whereby it was possible to be locked out in tight areas during some encounters due to
  • there being a large number of enemies (Annihilation Instinct DLC)
  • Fixed some rare crashes

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

Source: Steam

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Alex Co

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

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Sea of Stars Review – An Easy Sail

From the developer of 2018’s Metroidvania The Messenger, we have Sabotage Studio’s latest game, Sea of Stars, a nostalgia-inducing traditional RPG with a few modern flourishes for those that want them. Could this be just the game to finish off your summer with? Read our Sea of Stars review to find out.

Gorgeous Pixels

Sea of Stars is strictly a single-player, offline adventure, with a self-contained story. While it’s technically a prequel to The Messenger, it takes place thousands of years prior to that game, and any references to it within Sea of Stars are slight, intended to give slight nods to those in the know. It’s a game to play when you want to disconnect from the world, and simply play a game that has been lovingly crafted by people who obviously love these kinds of games. The soundtrack scored by Eric Brown, which includes tracks from Yasunori Mitsuda (of Chrono Cross/Trigger fame, among other great titles), would fit right in any other game from the era Sea of Stars was inspired by. It’s also gorgeous, with pixel-perfect artwork and even a dynamic lighting engine that ensures this is one of the best 2D games you’ll ever see.

Sea of Stars is a turn-based RPG, with pretty standard mechanics. Enemies have a turn indicator letting you strategize with who to hit next, and meanwhile you can choose any character who hasn’t performed an action this round to perform an attack, use a skill or item, or team up and perform a combo with another character, provided enough combo energy has been generated by performing other actions.

Jump, Swim, Push, Fight

Diving a little deeper into Sea of Stars, you’ll quickly realize a few things are different here. For starters, your character can traverse the world in numerous ways not typically seen in this genre. Pressing the action button near a ledge can let you jump down or climb up. There’s even swimming at certain parts. Battles also take place in-world (as opposed to temporarily transporting everyone involved in the fight to a slightly different-looking location), and there are no random encounters. While this gets rid of grinding, developer Sabotage Studio has promised that the game has been balanced to ensure you have a good chance of winning most battles without too much trouble, without worrying so much about your level.

One unique feature that Sea of Stars has is the inclusion of rhythm as a way to enhance combat. By simply pressing the action button (A on most controllers if you’re playing that way) when an attack connects, players can deal more damage to an enemy, or negate some damage if they are being attacked. This works for basically every type of move, with only the timing of your press determining whether or not you’ll receive a bonus. There is an item you can pick up to turn on a modifier which makes it much more obvious if you’re timing was right, by firing off a star when the move is performed on time. While the timing required on this bonus move gives you a very small window of opportunity with which to press the action button, as the game tells you it’s not necessary to progress in the game, and it isn’t the end of the world if you can’t time it right. It does kind of feel like some animations were purposely spread out in order to mess with the player’s timing the first time they encounter it, but it is satisfying to get the timing right and see your attacks work a little better.

Powered-up Combat, and Side Activities Between Fights

Another neat option for players is powering up attacks. Every time a regular attack is performed by a player character, some energy spills out onto the battlefield. Prior to performing any attack, you can hold the power-up button and press action to pick up a packet of that energy, which will power up your next attack by one level. This can be done up to three times, if there is enough spilled energy. Combining this with skills or combos results in some powerful moves at the player’s choice.

Sea of Stars may have the look and feel of much older games, but it also seems to deal with the reality that many people may not want to spend all their spare time with a game. So, some items that can be acquired at certain spots in Sea of Stars make things easier. As mentioned, there is a relic which, when equipped, gives you more obvious feedback when you successfully perform a timing-based boost, while other Relics perform some actions automatically, usually by applying a nerf to some other stat. Blue relics help make the game easier, while red ones make things more challenging in some way. These items are great inclusions to help those of us who would like to have an easier go of it, punish those of us who want a more demanding game, and are completely optional for the purists out there.

Outside of the main story, there are some side activities in Sea of Stars which will no doubt attract those who like to beat 100% of their games. Camp can be set up at certain spots in the adventure, as well as manually at any point if you’re in the overworld view. Here, the characters in your party gather around a campfire, and you can talk to them a couple of times as they react to events that have just taken place in the story. You can also cook various dishes, using resources collected around the world and dropped by enemies. At the campfire, you can also designate either of the main characters to play as, which doesn’t have much effect on the game other than perhaps a few lines of dialogue. Some areas have lakes, which include fish that can be caught and optionally filleted for resources. There is also a whole dedicated mini-game called Wheels, which involves figurines slotted onto a machine, and the mechanics of which would probably take a whole other review to explain. It’s turn-based as well, and rewarding to figure out on its own.

A Lot of Game for the Money

Games from the ‘90s were usually pretty lengthy, and Sea of Stars continues in this tradition. With an estimated playthrough time of somewhere around 30 hours for most players, for about half the cost of most games at $34.99 on Steam, there is a lot of entertainment for your money on offer here. The story has emotional moments, as well, and plenty of lore to take in. There’s even a few moments where the narrative breaks the fourth wall, and commentary about the gaming industry can be found.

If any fault can be found in Sea of Stars, it is that some enemies can and will cheese you until you’re sick of them. For instance, they’ll use abilities that spawn one, two, or even three other enemies, and sometimes you might get stuck in a loop where you’ve killed one enemy, only for two more to pop up in its place thanks to the summon capability of another. Patience, and perhaps a well-timed boost to your attacks, will usually prevail at times like these, even if it means a battle that should’ve taken just a few minutes winds up taking a dozen or more.

Verdict

Sea of Stars will take any seasoned gamer back to a simpler times, when the games were colorful, flat, and lengthy. If you want a turn-based RPG that is easy to pick up and yet quite challenging, then you’ll want to check out Sea of Stars. Some of the enemies can occasionally cheese you to death, but it’s nothing that can’t be overcome. The added accessibility options are appreciated, and the imaginative story is entertaining. If you ever want to just chill with a simple game after a long day, Sea of Stars would be a good choice.

Score: 9/10

Pros:

  • Pixel-perfect artwork
  • Timing-based addition to combat is useful
  • Entertaining, lengthy campaign
  • Relics can add accessibility or challenge

Cons:

  • Enemies can sometimes cheese things up

Sea of Stars review code was provided by the publisher. You can read MP1st’s review and scoring policy right here.

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Paulmichael Contreras

Paulmichael has been writing in the gaming industry since 2008. Living just outside of Los Angeles, he has been lucky enough to attend numerous gaming events around the world, including the last ten E3 shows (RIP)! A thoughtful reviewer, every game you see scored by PmC has been given careful attention. Paulmichael is also an aviation fan and an avid snowboarder. Favorite games include: No Man's Sky, Gran Turismo 7, skate., CloverPit.

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Wo Long: Fallen Dynasty Update 1.15 for August 28 Released for Version 1.40

Team Ninja has released Wo Long: Fallen Dynasty update 1.15 (PS5 version 1.015) and this is for the game’s version 1.40 patch that houses bug fixes. Read up on everything new in the Wo Long: Fallen Dynasty version 1.40 patch notes for August 28.

Wo Long: Fallen Dynasty Update 1.15 Patch Notes | Wo Long Update 1.15 Patch Notes | Wo Long Update 1.40 Patch Notes:

All Platforms

Adjustments

  • Made upward adjustments to the amount of Morale Points that can be acquired during battles with enemies in the optional battlefield “Crouching Dragons’ Fierce Rumble.”

Major Bug Fixes

  • Fixed a bug that would sometimes cause the game to crash while players were fighting the boss Demonized Lu Bu during multiplayer sessions.
  • Fixed a bug that would sometimes cause the game to crash while players were fighting the boss Demonized Dian Wei during multiplayer sessions.
  • Fixed a bug that would sometimes cause the game to crash upon carrying out certain procedures within Character Creation.
  • Fixed a bug that caused the boss Yan Liang to indefinitely repeat certain actions.
  • Fixed a bug that prevented players from acquiring Genuine Qi, Coppers, and Morale Points upon defeating the boss Blindfolded Boy in the optional battlefield “Crouching Dragons’ Fierce Rumble.”
  • Fixed a bug that unintentionally caused players running Ver1.120 of the game and those running Ver1.130 to match with each other in multiplayer sessions.

That’s about it. Once a new patch is released, we’ll let our readers know.

Source: Team Ninja

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Alex Co

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

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Alan Wake 2 Preview – New York Nightmare

MP1st got the opportunity to sit down with the team at Remedy for a full 40-minute hands-off demo for one of this year’s highly anticipated sequels, Alan Wake 2.

Our hands-off gameplay demo begins with the man himself, Alan Wake, roaming the streets of what appears to be New York City. It is revealed that the sequel takes place thirteen years after the original events, with Wake having been trapped in this nightmarish version of New York City the entire time.

He’s a different person than when we last saw him, surviving through the horrors of this alternative version of New York City. It is a brooding sight, as the streets lack signs of humanity outside Wake’s own. An eerie sense follows you around, pressing against you as if it were a constant feeling of claustrophobia, and no matter how far you tried to get away, it always seemed to have you trapped. This was an atmosphere that Capcom’s own Resident Evil 2 perfectly captured, and it seems that Remedy has taken note of the successful remake and channeled that into Alan Wake 2. Of course, it has that Remedy “magic” that we’ve seen in past games, adding a layer of creepiness and mystery amongst the gore and horror. It feels and looks like the closest thing we’d get to a Silent Hill game without being Silent Hill.

On a graphical scale, Alan Wake 2 is proving very early on to be one of this gen’s best, not just in realism but in overall art direction, as the environments ooze with creativity from the minds of the people who brought us the original Alan Wake, Quantum Break, and Control. If you pay close attention to the details in the environments, you might come across various Easter eggs and nods to the game itself and Control, as this is a connected universe, after all.

The gameplay seems to be more in line with the original game that being a third-person shooter with a flashlight is Wake’s best weapon. While players can go in and expect light sources to be the best countermeasure against The Taken (people possessed by the mysterious dark presence), it also plays a pivotal role in how players will traverse levels. The Angel Lamp is a new tool that allows you to absorb nearby light sources for protection, as well as change the environment itself by moving light sources from one spot to another. We saw this mechanic in action as Wake made his way to the subway, with his path blocked by trash and other debris. Transferring the light from the lamp to a light post illuminated the area, warping reality and shifting a new one into it, revealing a path Wake could take. It was a glimpse of how the studio was taking advantage of the speeds from an NVMe SSD.

Elsewhere, Alan has his own “Mind Place” that the other Protagonist, Saga, has called the Writer Room. Here, players can lean into the detective side of the game, piecing clues together and using the plot board to visit different parts of the story to progress. Long-time fans will recognize this writer’s room as the same room that Alan used in the cabin in the first game for his writing. Perhaps a subtle hint into Alan’s mind, though from the very start of the demo, we assumed something was off with Alan, as he seemingly tries to battle his insanity, not knowing what is real and what is a hallucination.

This was portrayed at the start of the demo, where Wake wakes up in what appears to be a waiting room, with a talk show being played (in live action) on an old ’90s colored tubed TV.  Interacting with the television set suddenly transported Alan into the talk show, blending and transitioning from in-game gameplay to live action. With him being confused about how he arrived here. Wake appears confused, wondering how he got there and looking around as if he almost realizes the live-action shift himself. He then walks on stage and is greeted by the host, Mr. Door, a mysterious figure that ties the Alan Wake series with Remedy’s Control.

Mr. Door then begins interviewing a dazed and confused Wake, asking him how it feels to publish a new book, which Wake assumes is Departure, his book from the first game. Things get even more puzzling for Wake as it is revealed that Mr. Door is talking about the sequel, Initiation. Confusion and fear engulf Wake’s face as he realizes that things aren’t as they seem.

The demo ends on a rather shocking note, though that’ll be something you’ll have to wait to experience yourself this October.

Alan Wake 2 releases digitally October 27 for the PS5, Xbox Series, and PC.

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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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T-Minus Zero Entertainment Says Upcoming Online Third-Person Shooter IP Based on Globally Recognized Public Domain

Just last week, NetEase announced the formation of T-Minus Zero Entertainment, a new AAA gaming studio led by former SWTOR (Star Wars: Knights of the Old Republic) producer Rich Vogel, with their first title being an online third-person shooter of sorts. The team also confirmed that it would be an “original” IP, which according to some new details, just so happens to be based on an existing IP currently in the public domain. 

Speaking to Mp1st during gamescom 2023, T-Minus Zero Entertainment’s studio head, Rich Vogel, confirmed a few things about their upcoming online shooter, including that it would be session-based, as well as being recognizable as it’s based on a public domain property. 

So we’re working on a third-person shooter. It’s going to be an online game. It’s going to be session-based. We’d like to get people to enjoy themselves, even for a few minutes, and then they can continue playing if they want to, or they can come back another day to play. We will have assistance with the game, and there are reasons. We are working on IP I’d say that’s a public domain, but we can’t talk about it. It’s something that’s globally recognized, and when we do it, and people see it, they’ll understand it, but we’re going to make it our own, we’re going to actually make it our own. So we have a lot of leeway to do so, a we want to build, epic, immersive worlds that form vibrant communities. Basically, for lasting relationships in online games. So that’s my passion. That’s the team’s passion. And we have a really good critical team of very senior people we’re working with, with lots of experience.

We humored Rich with a few of our guesses, including Winnie the Pooh, though the team was very tight-lips, and for good reason.

Now, we’re not announcing what we’re doing exactly, because I’ll tell you why. Because as that journey happens, it’s going to take a lot of course corrections along the way. What we talked about today may not be what we ended up with.

So we like to keep it quiet, and so we have what we call a vertical slice, and then we show it off. It’s that point, we call it find the soul of the game. We know what we’re building, we have a build, and that’s when we’re going to ramp up our team. Really small and tight, we have about almost ten, but we’re gonna go to about thirty-five-ish, but there’s no pressure on us. The key to today’s wants is to make sure we build a player experience where players will come back to play all the time.

Hopefully it won’t be long before we see their project, though we’d wager it won’t be anytime this year. 

If you’d had to guess yourself, what public domain IP do you think they could possibly be basing their IP on? It could be anything, from a movie, TV show, to books, and comics. Let us know!

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James Lara

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

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Warframe Next Major Update “Whispers in the Walls,” Cross-Platform Save, and More Revealed at TennoCon 2023

At this year’s TennoCon 2023 show where Digital Extremes celebrated 10 years of Warframe, a ton of info was unveiled for the franchise for what’s incoming this year and beyond! Details on the Warframe next major update “Whispers in the Walls,” the next Warframe incoming, and loads more!

Players can expect the introduction of Warframe cross-platform save, a gameplay demo reveal for the next major Warframe story expansion and more.

Warframe Next Major Update “Whispers in the Walls” and More – TennoCon 2023 Highlights:

  • HEIRLOOM COLLECTIONS (TODAY): to celebrate 10 years of Warframe, the team has released limited edition Heirloom Collections – distinctive, unique skins for Frost and Mag designed by Warframe’s original Art Director, Mynki, along with an entirely new class of customization, the Signa.
  • WHISPERS IN THE WALLS (WINTER 2023): the beginning of an epic new narrative arc for Warframe that brings a new cinematic storyline answering questions players have had since the game’s origin.
  • ABYSS OF DAGATH (OCTOBER 2023): the faceless rider Dagath, the 54th Warframe arrives as part of our Abyss of Dagath seasonal update – a new weapon, seasonal content and a suite of QoL improvements await.
  • CROSS SAVE (THIS YEAR): players will be able to continue their game across any platform they want, when they want, and how they want with this paramount feature coming 2023.
  • WARFRAME: 1999 (2024): a major 2024 update which will take players back to the beginning – featuring classic Warframe hack and slash action and a licensed track from Nine Inch Nails – discover who Arthur is in Excalibur’s suit and more at next year’s TennoCon.
  • WARFRAME MOBILE (2024) the same high-quality experience console and PC players have been known to expect comes to mobile in 2024. Mobile iOS preorders will be live today.

Tennos have a lot to look forward to in 2023 and beyond. Same as always, once an update is issued out, we’ll be sure to let our readers know ASAP.

Don’t forge to check out the Soulframe gameplay blowout at TennoCon 2023 right here.

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Alex Co

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

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Soulframe Gameplay Demo From TennoCon 2023 Looks Amazing; New Prelude Trailer & Official Screenshots Released

At today’s TennoCon 2023 event, Digital Extremes showed off our first look at Soulframe gameplay, and it’s a good one! Not only does it show off some of the game’s cinematics and combat, but we got a boatload of it.

Alongside the Soulframe gameplay demo video, we also got a new Soulframe “Prelude” trailer, and a load of screenshots as well.

Check out the Soulframe Preludes: Gameplay Spotlight video below (which honestly doesn’t show a lot of gameplay).

Not really impressive given it’s in-game cinematics, right? Well, the video below showcasing actual gameplay should do the trick! We get to see loads of combat and exploration, during which, we also see the various enemy types and the game’s environments.

It honestly looks very, very impressive especially if you consider that this is a free-to-play game.

Finally, the studio also shared a load of official Soulframe screenshots, which are available below.

Soulframe has no release date set just yet but it’s confirmed to be coming to PC and current-gen consoles.

Check out our interview with the studio regarding the game back when it was revealed right here. Stay tuned here on MP1st, as we’ll be posting the Warframe details from TennoCon 2023 within the day.

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Alex Co

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

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Warframe Down With Server Issues During TennoCon 2023 This August 26

If you’re seeing Warframe down reports this August 26, it’s not just you, as multiple reports have surfaced recently on all platforms, and on the day TennoCon 2023 is unleashed too!

Warframe Down With Server Issues Status and Updates for August 26:

Loads of reports have surfaced on Reddit about the outages, with some stating their account was wiped:

I tried logging into servers and my account was wiped
byu/Immikasa inWarframe

Where were you when the Servers imploded?
byu/TJ_Dot inWarframe

When will the servers go back up?
byu/Lord_Wivern inWarframe

Server site downdetector also noticed the huge uptick of Warframe outage reports. Thankfully, TennoCon is happening right now, so if the servers are not working, you can watch the show for what’s in store for Warframe’s future.

There is also TennoLive starting at 4:30 pm/1:30 pm PT/4:30 am HKT. MP1st will report on all the releant announcements, so make sure to check back on the site throughout the day.

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Alex Co

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

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