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Wo Long: Fallen Dynasty Update 1.07 Slices Out This April 28

Team Ninja has released Wo Long: Fallen Dynasty update 1.07 and this is adds new features alongside a host of gameplay adjustments. Read on to know what got changed in the Wo Long April 28 patch notes.

Wo Long: Fallen Dynasty Update 1.07 Patch Notes | Wo Long April 28 Patch Notes:

All Platforms

Additional Features

  • Added a function allowing players to carry over their Battle Flag and Marking Flag progress when returning to a previously completed battlefield.
    • This option can be enabled or disabled via the Travel menu by choosing which battlefield to return to.
    • When enabled, some of the shortcuts such as doors and ladders will have been unlocked by default.
  • Added diagrams to the Learn Wizardry Spells screen, Set Wizardry Spells screen, and “Five Phases Affinities” under Tutorial allowing players to better understand the affinity between each of the Five Phases.
  • Added functions to the Online Lobby, Recruit, and Recruit Allies screens allowing players to part ways with companions.
  • Added Five Virtues to the Tutorial screen in the Documents menu.

Adjustments

Deflect

  • Made upwards adjustments to the shrinking of the Spirit Gauge’s lower limits and downward adjustments to the Spirit damage dealt upon successfully performing deflect.

Weapon Categories

All Weapon Categories
  • Optimized the timing at which players can activate deflect to cancel the recovery sequence after attacks.
  • Increased the Spirit damage dealt with Spirit attacks.
  • Decreased the boost in Spirit attack power when Spirit is high.
Straight Sabre
  • Improved the turnaround between normal dash attacks.
Curved Sabre
  • Improved the turnaround between normal dash attacks.
Sword
  • Improved the turnaround between normal dash attacks.
  • Shortened the startup sequence of normal attacks.
Glaive
  • Shortened the startup sequence when activating a follow-up Spirit attack after a normal attack.
Halberd
  • Increased the movement distance of the first swing of normal attacks.
  • Shortened the recovery sequences between normal attack combos.
  • Increased the movement distance of the follow-up Spirit attack after a normal attack, and optimized the hitbox.
Spear
  • Increased the movement distance of the first swing of normal attacks.
Slashing Spear
  • Shortened the recovery sequences between normal attack combos.
Staff
  • Shortened the recovery sequence after normal dash attacks.

Martial Arts

All Martial Arts (except Thunderous Impact and Tigertail Lash)
  • Increased Spirit damage dealt.
Lightspeed Gust
  • Shortened the startup sequence.
  • Increased the speed and range of the thrust.
  • Reduced the openings in defense after attacks.
Meteoric Strike
  • Improved the turnaround between attacks.
Dawning Sky
  • Made adjustments so it is possible to perform an Aerial Skill after jumping.
Starlight Blade
  • Shortened the time it takes to build up energy.
  • Shortened the startup sequence.
Cosmic Syzygy
  • Shortened the startup sequence.
  • Increased the speed of the thrust.
  • Increased the speed of the backward leap upon successful hits.
  • Added sound effects to signify the timing for additional input.
  • Added a visual effect for successful attacks.
  • Reduced the openings in defense after attacks.
Gouging Star
  • Adjusted the hitbox.
  • Adjusted hit stop.
Whirlwind Advance
  • Increased the movement distance of the first swing.
Violent Sandstorm
  • Shortened the startup sequence.
  • Adjusted the speed of consecutive attacks.
Ill Wind
  • Reduced the openings in defense after attacks.
Thunderous Impact
  • Adjusted hit stop.
  • Decreased Spirit damage dealt.
Shimmering Sun
  • Shortened the startup sequence.
Looming Cloud
  • Increased movement distance during secondary action.
  • Adjusted pushback.
Mongrel’s Rampart
  • Added an active hitbox accompanying the thrust.
  • Reduced the openings in defense after attacks.
Prancing Dragon
  • Shortened the startup sequence.
  • Adjusted the timing of the transition to the secondary action.
  • Increased the swing speed of the weapon.
  • Reduced the openings in defense after attacks.
Dragon Flash
  • Adjusted hit stop.
Python Turnover
  • Adjusted pushback.
  • Adjusted the hitbox.
Panther’s Grit
  • Adjusted pushback.
Emerging Dragon
  • Shortened the startup sequence.
  • Increased movement distance upon successful attack.
  • Made changes so that the enemy is thrown down by a successful attack.
  • Added a visual effect for successful attacks.
Tigertail Lash
  • Shortened the startup sequence.
  • Shortened the distance of the backstep at the beginning.
  • Increased the distance of the subsequent forward movement.
  • Decreased Spirit damage dealt.
Fanning Peacock
  • Adjusted the hit intervals.
Falcon Strike
  • Shortened the startup sequence.
Stag Hunter
  • Added an active hitbox accompanying the swinging movement.
  • Shortened the startup/recovery before swinging down.
Soaring Phoenix
  • Made it possible to launch a secondary attack in midair after the first attack hits.
Feasting Ursine
  • Shortened the startup sequence.
Nightbird Spin
  • Adjusted pushback.
  • Adjusted the hitbox.
  • Removed damaging capabilities upon retrieving the weapon.
Horn Strike
  • Shortened the startup sequence.
  • Made changes so that the enemy is thrown back when hit with the upward swing.
  • Made adjustments so it is possible to perform an Aerial Skill after jumping.
Plummeting Ape
  • Reduced the openings in defense after attacks.
Serpent’s Torment
  • Shortened the startup sequence.
  • Increased the movement distance at the beginning.
  • Reduced the openings in defense after attacks.
Marching Dragon
  • Shortened the startup sequence.
  • Adjusted the speed of flurry attacks.
  • Shortened the recovery sequence while transitioning to the finishing blow.
Parting Grass
  • Shortened the startup sequence.
  • Reduced the openings in defense after attacks.
Heaven Divide
  • Made changes so that players withstand enemy attacks (excluding Critical Blows) while their Qi veins are active.
Mountain Strike
  • Reduced the openings in defense after attacks.
Rising Tides
  • Shortened the startup sequence.
  • Increased the rotation speed.
  • Adjusted the timing of the transition to the finishing blow.
  • Made changes so that the enemy is thrown down in the final stage of the attack.
Mountain Buster
  • Shortened the startup sequence.
  • Adjusted the speed of flurry attacks.
  • Expanded the area of effect of the final shock wave.
Undercurrent Sprint
  • Adjusted pushback.
  • Shortened the recovery sequence while transitioning to strike.
  • Reduced the openings in defense after attacks.
Rock Crash
  • Adjusted the hitbox while falling.
Boulder Glide
  • Changed the shock waves into Stone damage.
Sea Split
  • Shortened the time it takes to build up energy.
  • Adjusted the intervals between stages of building up energy.
  • Shortened the recovery sequence while transitioning to strike.
Heaven Reversal
  • Increased the movement distance of each sequence.
Skyward Evergreen
  • Increased the movement distance.
  • Made adjustments so it is possible to perform an Aerial Skill after jumping.
Endless Flowering
  • Adjusted the fastest possible timing for the transition to the final sequence.
  • Increased the movement distance.
Sudden Tornado
  • Shortened the startup sequence.
Waving Willow
  • Shortened the startup sequence.
Thorn Cleave
  • Shortened the startup/recovery sequence.
Crescent Gale
  • Made changes so that the player can move in any direction during activation.
  • Reduced the openings in defense after attacks.
  • Adjusted pushback.
Blossom Stream
  • Made changes so that this Martial Art technique consumes Spirit in every frame, rather than only in certain frames during flurry attacks.
  • Reduced Spirit consumption of flurry attacks.
  • Made changes so that the barrage of hits ends when Spirit is depleted.
Falling Leaf
  • Shortened the startup sequence.
  • Increased the movement distance.
Falling Leaves
  • Shortened the startup/recovery sequence.
Scattered Leaves
  • Improved visibility.

Wizardry Spells

Barbed Conductor
  • Reduced Spirit consumption.
Scorch Sweep
  • Reduced Spirit consumption.
Scorch Stream
  • Reduced Spirit consumption.
Scorch Spinner
  • Reduced Spirit consumption.
Frozen Arrow
  • Reduced Spirit consumption.
Force Blow
  • Reduced Spirit consumption.
  • Increased attack speed.
  • Increased Stone accumulation when landing hits.
Bursting Fireball
  • Made changes so that the spell effect does not manifest if the projectile is successfully deflected.
Venomous Discharge
  • Made changes so that the spell effect does not manifest if the projectile is successfully deflected.
Venom Snare
  • Made changes so that the spell effect does not manifest if the projectile is successfully deflected.
  • Increased Toxin accumulation when landing hits.
  • Extended intervals between the moments when damage is received over time.
  • Reduced Toxin damage.

Bosses

Zhang Rang
  • Made adjustments to the AI.
  • Made changes to his actions at the start of the battle.
  • Added more attack combo patterns.
  • Changes specific to re-summoning of clones:
    • Made adjustments so that the re-summoning would take place even if there are some clones remaining.
    • Zhang Rang no longer re-summons his clones more than once per battle.
  • Reduced damage dealt by lightning attacks to a wide area of effect.
  • Adjusted how far the player is pushed back when hit by the tornado attack.
  • Extended the amount of time between the indicative effect before the strike and the actual strike during consecutive lightning attacks.
  • Shortened the duration of the ball of lightning. Fine-tuned his behavior accordingly.
  • Changes specific to the real Zhang Rang:
    • Increased Spirit damage dealt.
    • Increased Spirit recovery speed to make it equivalent to that of other characters.
    • Extended the time before his Spirit starts recovering.
    • Slightly reduced the maximum amount by which his Spirit Gauge’s lower limit can be reduced.
  • Changes specific to clones:
    • Slightly increased HP damage received.
    • Reduced HP damage dealt.
    • Reduced Spirit damage received.
    • Slightly increased Spirit recovery speed.
    • Reduced the maximum amount by which their Spirit Gauges’ lower limits can be reduced.
  • Adjusted the lock-on camera.
  • Made other minor adjustments.
Taotie
  • Made adjustments to the AI.
  • Reduced Spirit consumption of Critical Blows.
  • Made adjustments to the durability of hardened parts to make it easier for part destruction to occur.
  • Extended the time before its Spirit starts recovering.
  • Increased Spirit recovery speed.
  • Reduced HP damage received.
  • Reduced Spirit damage received.
  • Increased the amount of Spirit recovered when Taotie lands attacks.
  • Changes specific to the first phase of the battle:
    • Added one additional fireball attack and expanded the area of effect.
    • Fixed a bug that prevented some hits from landing.
    • Changed targetable parts to torso, right hoof, and left hoof.
  • Added a sequence in the second phase of the battle that involves its parts recovering from damage.
  • Improved the efficiency of Critical Blows in the second phase of the battle.
  • Adjusted the lock-on camera.
  • Made other minor adjustments.
Demonized Xiahou Dun
  • Made adjustments to the AI.
  • Adjusted the lock-on camera.
  • Made other minor adjustments.
Demonized Lu Bu
  • Made adjustments to the AI.
  • Slightly increased Spirit recovery speed.
  • Extended the time before his Spirit starts recovering.
  • Adjusted the timing before the transition to the latter phase of the battle.
  • Made other minor adjustments.
Yan Liang & Wen Chou
  • Increased Morale Rank.
    • In Path of the Crouching Dragon: 12
    • In Path of the Rising Dragon: 14
  • Increased the amount of Morale Points earned by attacking Yan Liang and Wen Chou using actions that consume Spirit.
  • Reduced the amount of Morale Points earned by attacking minor enemies using actions that consume Spirit prior to the battle against Yan Liang and Wen Chou.
  • Slightly increased Spirit recovery speed.
  • Extended the time it takes for Spirit recovery.
  • Increased Spirit damage received.
Demonized Yuan Shao
  • Made adjustments to the AI.
  • Added more attack combo patterns.
  • Reduced HP damage received.
  • Reduced Spirit damage received.
  • Added ice projectiles to the step action sequence.
  • Adjusted the impact position of ice projectile attacks..
  • Adjusted attributes of two types of actions that involve generating icy pillars.
  • Reduced damage received when elemental attacks hit the shield.
  • Made other minor adjustments.
Yu Ji
  • Made adjustments to the AI.
  • Reduced HP damage received.
  • Slightly increased Spirit recovery speed.
  • Extended the time before his Spirit starts recovering.
  • Reduced the amount of Morale Points obtained in battle.
Embodiment of Demonic Qi
  • Made adjustments to the AI.
  • Added more attack combo patterns.
  • Made overall adjustments to defense, Spirit, and attack power.
  • Made it easier for part destruction to occur.
  • Adjusted the lock-on camera.
  • Changed targetable parts to head and torso.
  • Reduced Spirit consumption of Critical Blows.
  • Made adjustments to smooth out the movements when downed or during recovery.
  • Slightly reduced the speed of lightning pillar attacks.
  • Added a tracking ability to one of the fireballs in the fireball attack.
  • Changes specific to poison bog attacks:
    • Decreased the number of bogs generated.
    • Adjusted the timing between the warning before the strike and the actual strike during bog attacks.
    • Shortened the attack activation duration.
    • Changed the reaction when attacks hit.
  • Slightly reduced the height at which pillars are generated and adjusted the fall speeds for icy pillar attacks.
  • Shrank the hitbox for Critical Blows using balls of Demonic Qi.
  • Made other minor adjustments.

Other

  • Revised the conditions for online matching and improved certain conditions that made it difficult to match.
  • Improved action synchronization in environments with significant online delays.

Major Bug Fixes

  • Fixed crash-prone situations that occurred in certain environments.
  • Fixed a bug that allowed players to go outside the bounds of the current stage from certain locations in some stages.
  • Fixed a bug allowing enemies to be hit with attacks through certain walls in some stages.
  • Fixed a bug that would increase the amount of Spirit that could be obtained while in High Spirit.
  • Fixed a bug that would sometimes cause Fatal Strikes against Zhupolong to fail if performed from certain directions.
  • Fixed a bug in which players granted the positive effect Lion’s Roar from the Wizardry Spell Lion’s Roar were rendered impervious to damage from Fatal Strikes.
  • Fixed a bug causing the duration of positive and negative effects to decrease while the game was loading, including the period prior to boss fights.
  • Fixed a bug in which the BGM for the second phase of the fight against the demonized Sun Jian would not play correctly.
  • Fixed a bug in which some of the Shuigui would not respawn when restarting in the main battlefield “Darkness over the Hanshui River.”
  • Fixed a bug that caused the Morale Ranks of minor enemies to be elevated to the equivalent of bosses in the sub battlefield “Massacre of Meiwu Fort” in “Path of the Rising Dragon.”
  • Fixed a bug that caused the game to show an interface notifying that the player acquired arrows/projectiles when the special effect Ammo Replenish upon Fatal Strike was activated, even if they possessed the maximum number of projectiles.
  • Fixed a bug that would sometimes cause Baishe’s movements to cease during multiplayer sessions.
  • Fixed a bug that would sometimes cause the information above guest players’ heads to disappear from the host player’s screen during Recruit sessions.
  • Fixed a bug that would cause the Titles Obtained rate in Battle Summary to be stuck at 99%, even though all Titles had been acquired.
  • Fixed a bug in which damage values for ballista attacks were reflected in the damage values recorded in Battle Summary.
    • After applying the update, the value for Highest Damage Dealt in Single Attack will be reset.
  • Fixed a bug that would sometimes cause the copyright to appear twice when taking pictures in Photograph mode.
  • Fixed a bug that prevented equipment weight from being taken into account for jumping and landing action sounds.
  • Fixed other minor bugs.

Steam®/Microsoft Store Versions

Major Bug Fixes

  • Reduced the processing load in environments using CPUs with a large number of cores.
  • Fixed a bug that would sometimes cause the mouse cursor to appear while using the pad to perform UI operations, even though the mouse was not being moved.

For more on Wo Long: Fallen Dynasty, make sure you bookmark our game hub for it.

Source: Team Ninja

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Star Wars Jedi: Survivor – Which Skills to Get First (and Most Important)

In Star Wars Jedi: Survivor, Respawn Entertainment has made it so that Cal Kestis doesn’t need to re-learn all the Force powers he obtained in Fallen Order. While there are still abilities from that game you need to earn once again, there are new skills available as well. If you’re musing which ones to spend your hard earned skill points on first, MP1st is here to help and tell you which skills you need to get first in Star Wars Jedi: Survivor.

Star Wars Jedi: Survivor – Which Skills to Get First:

Note that this is based on the writer’s preference in combat and survivability, and is by no means the only upgrade path you should follow. But if you need help deciding which ones to spend points on first, these are the ones we recommend.

Check out the complete list of Force powers, skill trees and abilities right here.

SURVIVAL

RESILIENCE:

Survival Skills
Skill Point: 1
Cal’s maximum Life is increased.

Improved Survival Skills
Skill Point: 2
Cal’s maximum Life is increased.

Expert Survival Skills
Skill Point: 2
Cal’s maximum Life is increased.

Improved Stim Formula
Skill Point: 1
Cal recovers additional Life when using a stim canister from BD-1.

Perfected Stim Formula
Skill Points: 2
Cal recovers additional Life when using a stim canister from BD-1.

Note: This one is pretty self explanatory. The more health you have, the less chance you’ll die. Get these ASAP since you’ll need it. As for the stims, you’ll want to maximize each stim that you use, so naturally you want the most life you can get from each. If you find yourself in a rougher spot than expected in most encounters, get the “Teamwork” skill as well, so BD-1 can administer heals faster.

FORCE

JEDI CONCENTRATION:

Channelled Energy
Skill Point: 1
Cal regains more Force when he defeats an enemy, and regains some Force when he hits a blocking enemy.

Attunement
Skill Point: 1
Cal’s maximum Force is increased.

Lucid Attunement
Skill Points: 2
Cal’s Maximum Force is further increased.

Enlightened Attunement
Skill Points: 2
Cal’s Maximum Force is further increased.

Note: Channelled Energy is something you will be using from start to finish, and super useful since you will be fighting lots of enemies, and will be needing that Force metered topped up all the time. This is even more important than raising your maximum Force capacity, as fighting enemies non-stop will ensure you have it full all the time.

TELEKINESIS

Wrenching Pull
Skill Point: 1 (Uses Force)
Press L2 and R2 to wrench groups of nearby enemies closer.

Howling Push
Skill Points: 2 (Uses Force)
Hold R2 to push enemies in a much larger radius, and with a greater effect.

Unrelenting Pull
Skill Points: 3 (Uses Force)
Hold L2 to affect the largest and most Force-resistant enemies.

Power Slam (Unlocks via Story)
Skill Points: 2 (Uses Force)
Hold R1 and (X) for bigger hit reactions from affected enemies.

Note: While there are a lot of Force powers that can be earned in the game, none are as useful as the ones listed above. Wrenching Pull is needed not just since it opens the upgrade path, but given how swarms of enemies will be crowding up on Cal later in the game, this is dead useful to mass execute foes. Howling Push is the same as in Fallen Order, and is useful for pushing enemies off ledge saving time and health. Unrelenting Pull meanwhile is useful in dealing with large sub bosses (pulling them down nets you extra hits), while Power Slam is a more powerful variant of it that can be used on large enemies, and even bosses (once they’re slammed to the ground, you will be able to land a few hits freely).

LIGHTSABER

Dancing Blades
Skill Points: 3 (Uses Force)
Hold L1 and (△) to throw both lightsabers that bounce between multiple targets.

Twin Vipers
Skill Points: 2 (Uses Force)
Hold L1 and (△) then press (△) again to throw the second blade at a target to double up damage.

Note: While there are a ton of skills linked to each stance, none is more effective than Dancing Blades (and its souped up variant Twin Vipers). How useful is the move? You can use it not only on enemies, but even on Legendary Bosses and main story bosses too! Couple this with Channelled Energy, you can cheese your way against large enemies and boss encounters.


We might add a few more skills into the list but for the most part, these are the ones you want to allocate skill points for ASAP.

Which skill points do you deem necessary? Leave a comment below and let us know. You can check our review of Star Wars Jedi: Survivor right here.

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Alex Co

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

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Sony Ships Over 38.4 Million PS5 Units, Sets Console Record for Q1 2023 With Over 6 Million Units Shipped

Sony continues to do banner business with the PS5, as the company’s latest quarterly financial report for Q4 2022 has been revealed. In it, Sony announces that to date, the company has shipped over 38.4 million PS5 units.

In addition to that, Sony has also established a new console record, as PS5 shipments for Q1 2023 has hit 6.3 million units. This marks a record for any games console during the Q1 window. For reference, this is double the PS4’s all-time best number during the same time period. Comparing it the PS5’s past performance, it triples that number during the same time last year, though people should note that PS5 units were still hard to come by then.

While sales of first-party games are slightly lower at 68 million compared to 86.5 million in the previous quarter, Sony’s Game and Network Services division has reported an increase of 61% year-on-year to $9.7 billion (¥1073.19 billion). Sony’s PlayStation Plus and PlayStation Network numbers have increased in monthly active users (MAUs) as well.

Given how stock constraints for the PS5 are no longer an issue for the majority of the world, Sony’s P5 sales figures should continue to break records.

Source: Sony (pdf)

More PlayStation Reading:

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Alex Co

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

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Star Wars Jedi: Survivor Complete Force Abilities, Stances, and Skill Trees Revealed

In Star Wars Jedi: Survivor, skills are what allow Cal to improve in combat through various ways, either by learning new moves from his five stances, improving his Force abilities, or simply upgrading his base stats such as his Life and Block Meter. In this guide, we show you every single skill available to Cal in Jedi: Survivor, broken down into three categories: Force, Lightsaber, and Survival. Each skill tree has its own benefits and changes your overall playstyle, so you may want to plan out which ones to grab first as you’re starting out your journey.

With that being said, here are all the skills and abilities you can unlock in Star Wars Jedi: Survivor.

Star Wars Jedi: Survivor Complete Force Abilities, Stances, and Skill Trees

FORCE SKILLS

JEDI CONCENTRATION

Attunement
Skill Point: 1
Cal’s maximum Force is increased.

Greater Fold
Skill Point: 1
(L3 and R3) Increase the duration of Slow’s effect on enemies.

Extended Hold
Skill Points: 3
(L3 and R3) The first strike against enemies affected by Slow will not break the Slow effect.

Superior Hold
Skill Point: 1
(L3 and R3) Further increase the duration of Slow’s effect on enemies.

Channelled Energy
Skill Point: 1
Cal regains more Force when he defeats an enemy, and regains some Force when he hits a blocking enemy.

Swift Focus
Skill Point: 1
(O) Increases Force recovery when performing a successful Precision Evade.

Lucid Attunement
Skill Points: 2
Cal’s Maximum Force is further increased.

Enlightened Attunement
Skill Points: 2
Cal’s Maximum Force is further increased.

TELEKINESIS

Wrenching Pull
Skill Point: 1 (Uses Force)
Press L2 and R2 to wrench groups of nearby enemies closer.

Twin Pull
Skill Points: 2 (Uses Force)
While holding an enemy with Pull, press (△) to pull and hold a second target.

Unrelenting Pull
Skill Points: 3 (Uses Force)
Hold L2 to affect the largest and most Force-resistant enemies.

Radial Push
Skill Point: 1 (Uses Force)
Press R2 and (△) to Push a wide area, causing multiple enemies to stagger.

Howling Push
Skill Points: 2 (Uses Force)
Hold R2 to push enemies in a much larger radius, and with a greater effect.

Parry Push
Skill Points: 2 (Uses Force)
Press R2 right before an enemy attacks to send them flying.

Soaring Lift
Skill Points: 2 (Uses Force)
Hold R1 and (△) to Lift your target as well as nearby enemies.

Mass Slam
Skill Points: 2 (Uses Force)
Hold R1 and (X) to Slam groups of enemies.

Power Slam
Skill Points: 2 (Uses Force)
Hold R1 and (X) for bigger hit reactions from affected enemies.

Gravitational Mastery
Skill Point: 1 (Uses Force)
Increase Soaring Lift and Mass Slam radius.

Power Lift
Skill Points: 2 (Uses Force)
Hold R1 and (△) to Lift larger enemies.

CONFUSION

Addled Mind
Skill Point: 1
Increase the amount of time enemies will attack other enemies while Confused.

Confounded Mind
Skill Points: 2
Increase the amount of time enemies will attack other enemies while Confused.

Greater Confusion
Skill Point: 1 (Uses Force)
Hold R1 then press (O) after Confusing a target to Confuse an additional enemy.

Superior Confusion
Skill Points: 2 (Uses Force)
Successfully Confuse otherwise resistant humanoid enemies.

Confusion Mastery
Skill Points: 2 (Uses Force)
Successfully Confuse even the most resistant humanoid enemies.

Redirected Strength
Skill Points: 2 (Uses Force)
Hold L2 and press R1 while holding a Pulled enemy to force them to fire their weapon. Works on humanoids only.

Amplification
Skill Points: 2
Confused enemies deal additional damage.

LIGHTSABER SKILLS

SINGLE

Lunging Strike
Skill Point: 1 (Uses Force)
Hold (△) to perform a long-reaching thrust attack.

Aerial Assault
Skill Points: 2 (Uses Force)
Press (△) while in the air to attack straight down at a target below.

Improved Footwork
Skill Point: 1 (Uses Force)
Lunging Strike now reaches further.

Twofold Reflection
Skill Point: 1
Press L1 just before contact to reflect up to two blaster projectiles in a row.

Dash Strike
Skill Points: 2 (Uses Force)
Hole L1, then press (▢) to dash and strike a target out of normal melee range.

Aerial Dash Strike
Skill Point: 1 (Uses Force)
Unlock the ability to perform Dash Strike while airborne.

Aerial Ace
Skill Point: 1 (Uses Force)
(△) Aerial Assault does more damage and staggers enemies hit by it.

Cyclone Slash
Skill Points: 2
Hold (▢) after a basic attack to perform a powerful overhead swing.

Charged Throw
Skill Points: 2 (Uses Force)
Hold L1 and (△) for a stronger lightsaber throw that hits for more damage and moves a short distance through the target.

DOUBLE-BLADED

Gathering Tempest
Skill Point: 1
Hold (▢) to deal fast strikes towards a single enemy.

Vortex Drive
Skill Point: 1 (Uses Force)
Hold L1 and press (▢) to dive forward while spinning the lightsaber.

Double Orbit
Skill Point: 1 (Uses Force)
Press (△) again to perform a second lightsaber throw around Cal.

Endless Hurricane
Skill Point: 1
Continue pressing (▢) to add additional attacks to the end of the double-bladed attack chain.

Repulsing Burst
Skill Points: 2 (Uses Force)
Press (△) while airborne to slam down, dealing damage in an area.

Rising Storm
Skill Points: 2 (Uses Force)
Hold (△) to perform an attack that pulls enemies in a small area and takes Cal into the air.

Multifold Reflections
Skill Points: 2
Hold L1 right before blaster shots connect to reflect them back towards nearby targets.

Controlled Throw
Skill Points: 2 (Uses Force)
Hold L1 and (△) to throw the lightsaber. Keep (△) held to maintain the lightsaber’s position and use (L) to direct it around.

DUAL WIELD

Backstep Slash
Skill Point: 1 (Uses Force)
Hold L1 then press (▢) to attack and leap backwards, creating distance from the target.

Uncoiled Strikes
Skill Points: 2
Delay (▢) input to perform a flurry of quick, targeted swings.

Serpent’s Bite
Skill Point: 1
Hold (▢) through the flurry to execute a strong final overhead swing.

Focused Parry
Skill Point: 1 (Uses Force)
Perform a spinning strike on releasing (△).

Precision Release
Skill Points: 2
Release (△) right as an enemy hits to perform an even more devastating follow-up attack and stagger nearby enemies.

Split Reflection
Skill Points: 2
Press L1 right before a blaster bolt hits to split the incoming bolt and reflect at an additional target.

Twin Vipers
Skill Points: 2 (Uses Force)
Hold L1 and (△) then press (△) again to throw the second blade at a target to double up damage.

Dancing Blades
Skill Points: 3 (Uses Force)
Hold L1 and (△) to throw both lightsabers that bounce between multiple targets.

BLASTER

Flying Lunge
Skill Point: 1
Hold (▢) to close the distance to your enemy with a leaping thrust.

Blaster Cooldown
Skill Point: 1
Gain additional ammunition each time you strike an enemy with the lightsaber.

Improved Clip
Skill Point: 1
Increase maximum blaster ammunition by three.

Energizing Flurry
Skill Points: 3 (Uses Force)
Hold L1 and press (▢) to perform a sequence of quick swings that rapidly replenish ammunition if they connect.

Efficient Heat Transfer
Skill Points: 2
Reduces time required to fully charge a blaster shot.

Quick Draw
Skill Points: 3 (Uses Force)
Hold L1 and (△) to focus and target multiple enemies at once with the blaster.

Point Blank
Skill Point: 1
Press (△) just before an enemy hits to blast them away.

CROSSGUARD

Rending Strike
Skill Point: 1 (Uses Force)
Hold (▢) to perform a single, high-damage swing with a long windup.

Impact
Skill Points: 2 (Uses Force)
Press (△) while airborne to slam into the ground, causing a shockwave.

Greater Impact
Skill Point: 1 (Uses Force)
(△) Increased shockwave range.

Greater Cleaving Swing
Skill Point: 1 (Uses Force)
Reduces focused attack charge-up time.

Reaching Cleave
Skill Point: 1 (Uses Force)
Increases range of Cleaving Swing.

Sundering Swipe
Skill Points: 2 (Uses Force)
Hold L1 and press (▢) to perform a wide, sweeping lightsaber attack.

Charged Reflection
Skill Point: 1
Press L1 right before a bolt makes contact to send back a charged bolt that hits the target and nearby enemies.

Rolling Thunder
Skill Points: 2 (Uses Force)
Hold L1 and (△) to throw the lightsaber in a line through multiple targets.

SURVIVAL SKILLS

RESILIENCE

Survival Skills
Skill Point: 1
Cal’s maximum Life is increased.

Improved Survival Skills
Skill Point: 2
Cal’s maximum Life is increased.

Expert Survival Skills
Skill Point: 2
Cal’s maximum Life is increased.

Focused Sight
Skill Points: 2 (Uses Force)
Hold (O) to automatically evade incoming melee attacks.

Greater Reflexes
Skill Point: 1
Block Meter refills faster.

Improved Stim Formula
Skill Point: 1
Cal recovers additional Life when using a stim canister from BD-1.

Perfected Stim Formula
Skill Points: 2
Cal recovers additional Life when using a stim canister from BD-1.

Teamwork
Skill Point: 1
Reduces time required to heal with a BD-1 stim.

The Power of Friendship
Skill Points: 2
BD-1’s stim canisters refill some Force Meter.

And that’s everything! Consider checking out our review of Star Wars Jedi: Survivor here, and for more Jedi: Survivor content, browse through our game hub here.

Carlos Perez

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Star Wars: Jedi Survivor Best Settings for PS5, Xbox Series X|S

Respawn’s follow up to its highly successful Star Wars game is here! If you’re planning to play Star Wars Jedi: Survivor on consoles, you’ll be glad to know that the game features a slew of options for the various settings available in the game. With that in mind, MP1st is here to help with our Star Wars Jedi: Survivor best settings guide for PS5 and Xbox Series X|S.

Star Wars: Jedi Survivor Best Settings:

Accessibility

  • Shortcut Controls – On – This is a must-have, in my opinion. It replaces the map button with another menu that brings up four other mappable buttons. You can customize those to whatever you want, we reserved two of the slots for the map and photo mode to make it easy to access while in-game, rather than opening the main menu.

Controls

  • Control Scheme – Most will keep this at default, but if you want, Star Wars Jedi fully supports custom bindings, so if there is something you don’t like about the controls you can change them here.
  • Vibration – 100
  • Trigger Effects – On (DualSense controller)
  • Disable UI Input Hold – On – I’m impatient, so I prefer button presses to be instant rather than waiting for it to confirm with a hold meter.

Gameplay 

  • Dialogue Line Skipping – On – Some characters can be really talkative and we get that not everyone wants to wait for them to finish. Turning this on will let you skip a line at a time.
  • Auto-switch target on enemy death – Visible enemies only
  • Auto-lock target in combat – Off – We prefer having control over what the camera locks too.
  • Button Mash Options – Default or Auto Complete – If you like QTE keep this on, if you don’t, turn it to auto-complete.
  • Toggle Hold Pull – Off – The force pull can be finicky at times, and being able to release the button to stop it rather than press it again is easier.
  • Navigation Assist – On – The 3D map in Jedi Survivor can be confusing, so having this option on will put an icon to guide players on where to go on the map.
  • Camera Lock Follow – We kept this at default.
  • Arachnophobia Safe Mode – If you hate spiders, turn this on, otherwise, keep off.
  • Human Dismemberment – On – I mean, come on, why wouldn’t you want this on
  • Slow Mode – If the combat is too fast for you and you want the game to run in slow motion, well, they have options for that. We kept it off, but it’s there if you need it.

Visuals

  • Performance Mode – Off – As we noted in our review, Jedi Survivor performance mode isn’t exactly what we would say is a good experience. There will be patches coming that hopefully address those issues, but until then, we strongly recommend you toggle this off and stick with 30fps quality mode.
  • Field of View – Widest – Outside of default, there are four options; Narrowest, narrow, wide, and widest. To fit the most on your screen, go with the widest. We didn’t notice it impact performance any more than any of the other options, so you should be fine with this setting.
  • Motion Blur – On – I usually say turn this off for better image quality, but given some of the technical issues, keep this on. We found it helps hide the screen tearing.
  • Film Grain – Off, unless you like a grainy picture?
  • Chromatic Aberration – Off
  • Camera Shake – 100% – I kept this at default, but if it’s too much, lower it.
  • Ambient Camera Sway – Again, default at 100.
  • Subtitles – On
  • HUD Scale – 100% – The HUD is pretty big as is, so I don’t recommend going any larger than the default.
  • Hide HUD – Perfect for those wanting total immersion. If you just want to play normal, keep this on then.
  • Color Profile Settings – Keep everything at default, but if you are colorblind, there are a number of things that have specific colors that can be changed.
  • Stabilizing UI Dot – Off – Unless you really need a dot on the center of your screen, turn this off.

Audio

Keep all this at default. If you are a YouTube or content creator, then it may benefit you to turn the music audio all the way down.

If you’re unsure whether Survivor is the right game for you, go read our review of it here where we mention how it’s a fun game, but has quite a number of technical issues.

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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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Neverwinter Update 12.14 Adds Gameplay Changes This April 27

Cryptic Studios has released Neverwinter update 12.14 for PC and PS4 today. The update includes many general gameplay changes and improvements. Take a look below at the full Neverwinter April 27 patch notes today.

Neverwinter Update 12.14 Patch Notes | Neverwinter April 27 Patch Notes:

Release Notes

Content and Environment

General

  • A mailbox has been added to the Whispering Post to address your Post-al needs.

Combat and Powers

Companions

  • Blacksmith
    • Improved Anvil passive refactored to allow Anvil to briefly stun the target.
    • Rebalanced as a Single Target companion.
  • Blaspheme Assassin
    • ​Updated description of Faerie Fire to correctly indicate the stat it modifies -> ‘Deflect’ and not ‘Dodge’
    • Removed the loud audio that was occurring every time Spiteful Presence triggered.
  • Green Slime
    • ​Acid Aura now ticks every 3 seconds, hits a much larger area, and only applies to targets in combat
    • Slightly increased the hit area of Engulf.
    • Rebalanced as a Multi-Target Companion.
  • Shadow Demon Companion
    • ​Rebalanced as a Single Target companion.
  • Traveling Entertainer
    • ​Fixed Entertainer’s fire debuff to apply when it has its passive
    • Rebalanced as a Multi-Target Companion.

User Interface

Collections

  • The Silverback Bear mount has been moved from the “Foundry” location (which no longer exists) into the “Special Promotions” location.
  • The Book Imp companion has been moved from the “Foundry” location (which no longer exists) into the “Special Promotions” location.
  • The Icosahedron Ioun Stone companion has been moved from the “Foundry” location (which no longer exists) into the “Special Promotions” location.
  • Lich has been added to the companion collections.

Source: Play Neverwinter

Damien Seeto

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Rust Update 1.64 Squeaks Out for Second Anniversary Items This April 27

Double Eleven has shared Rust update 1.64, and this is a patch that’s connected to the incoming Second Anniversary event scheduled for May. Read on for what’s new in the Rust April 27 patch notes.

Rust Update 1.64 Patch Notes | Rust April 27 Patch Notes:

Survivors! Here are the patch notes for 1.64. This is a more contained update as the team is working to bring “Cultivator” to the game at the end of May. Keep your eyes on our website so you don’t miss our next Dev Blog, releasing tomorrow (April 28th) at 4PM UTC.

Happy rock day everyone.

ADDED
– Added items for the Second Anniversary event coming up late in May. More on these later!

OTHER CHANGES
– Fixed various issues with skin graphics in the Locker and Preview screens.
– Removed Easter event from all servers.

We’ll keep our readers posted for the dev blog details tomorrow, so stay tuned for that. You can bookmark our Rust game hub for the latest news on the game.

Source: Rust

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Alex Co

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

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Tiny Tina’s Wonderlands Update 1.012 Fires Out for Crossplay Fixes This April 27

Gearbox Software has released Tiny Tina’s Wonderlands update 1.012, and this seems to be just for the PS5 version of the game. Check out what’s new in the Tiny Tina’s Wonderlands April 27 patch notes.

Tiny Tina’s Wonderlands Update 1.012 Patch Notes:

Gearbox has not released the patch notes, but the studio has acknowledged crossplay issues affecting the PS5 version, which stemmed when a patch was released a few days ago,

We are aware of cross-play issues affecting our PlayStation 5 users and are currently working to resolve. We appreciate your patience.

We’re on the lookout for any changes made. Chances are, there are no player-facing changes given we haven’t had any for quite some time. If there are other fixes or if an official changelog is shared, we’ll update the article with the info.

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Alex Co

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

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Might & Magic: Clash of Heroes – Definitive Edition Announced With Exciting Gameplay Trailer; Releases Summer 2023

Capybara Games’ beloved Heroes of Might and Magic 5 prequel is being refreshed for modern audiences. Dotemu and Ubisoft have announced Might & Magic: Clash of Heroes – Definitive Edition, which will remaster the iconic puzzle RPG’s visuals and add several quality-of-life improvements. The new edition launches this summer on PC, PS4, and Nintendo Switch.

Watch the reveal trailer below, which shows off the refined gameplay and visuals of the Definitive Edition:

Might & Magic: Clash of Heroes – Definitive Edition is a faithful reimagining of the original 2009 turn-based puzzle RPG title. The Definitive Edition features refreshed art and character portraits, as well as a full rework of the multiplayer mode and the addition of a new boss. It also includes the “I Am the Boss” DLC, which lets players assume the role of four powerful bosses in gameplay, and adds Asian localization as well. From the developers:

Taking place 40 years before the Heroes of Might & Magic V saga, Might & Magic: Clash of Heroes tells the tale of five heroes scattered across five different regions of Ashan. Each must travel their own dangerous paths to grow in strength, unravel a demonic plot, and ultimately save their world from devastation.

Features:

  •  A unique mix of genres: Be creative, always be one step ahead of your opponent. The more combos you make, the more damage your enemy will take!
  • Be the leader of your army…: Choose the perfect combination of units for your troops, artifact and spell for your hero and lead them to victory!
  • … and get stronger: Gain XP after every battle and level up your hero and their attributes!
  • Single player mode: Put your tactical skills to the test in the 20+ hour-long story mode. It will not be an easy journey but you’ll have to succeed and save the world from devastation.
  • Multiplayer mode: A very addictive and extensive multiplayer mode. 1v1, 2v2, against bots or other players, online or offline, it doesn’t matter, your goal remains the same: lead your army to the top of the ladder!
  • Included in this definitive version, the I Am the Boss DLC: Switch to the side of Chaos and play as one of the 4 villains of the game in any mode other than the campaign! A newly-created exclusive Multiplayer boss (Euny the Archdruid) is included in this DLC!

Might & Magic: Clash of Heroes – Definitive Edition will release sometime this summer for PC (through Steam and the Ubisoft Store), PS4, and the Nintendo Switch. Stay tuned here at MP1st for all upcoming news and announcements about the game.

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Salman Haider Zaidi

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Respawn CEO Would “Love” to See Titanfall 3 Happen, But “It Has to Be the Right Thing”

Despite its success, Respawn Entertainment’s sci-fi FPS franchise Titanfall has not seen a new mainline title in years. Other than the Apex Legends spinoff, plans to expand the universe have not materialized so far in the six years since Titanfall 2’s release. However, that apparently does not mean that the studio is opposed to developing Titanfall 3 per CEO Vince Zampella, who would “love to see it happen,” but “it has to be the right thing.”

The reported canning of a “Titanfall Legends” single-player title has left fans wondering whether or not Respawn and EA have abandoned the franchise altogether. In a new interview, Zampella discussed the development of the upcoming Star Wars Jedi: Survivor as well as the state of Apex Legends and upcoming projects. Asked about the possibility of reviving the Titanfall IP with a Titanfall 2 sequel, the visionary executive hesitated to definitively state the likelihood of such a project:

We’re not working on anything currently. I hate to say yes, then people latch onto that, and then skewer you when it doesn’t come. But I would love to see it happen is the real answer. There’s no exact dedicated plans for that.

It has to be the right thing. It’s such a beloved franchise for the fans and also for us. If it is not the right moment in time, the right idea, then it just doesn’t make sense. Apex [Legends] is the Titanfall universe, right? There’s how do you do something that doesn’t confuse people that are Apex fans, but not necessarily Titanfall fans yet. It’s a hard question to answer, but ultimately I would love to see something.

While Respawn’s Titanfall 3 plans appear to be far off in the future at best, a host of maps from the franchise’s games were mentioned in an Apex Legends datamine from last September, though these have not been added to the game or even verified as authentic yet. Elsewhere, a hilarious faux behind-the-scenes video of Star Wars Jedi: Survivor shows off Mark Hamill “coaching” Cameron Monaghan’s Cal Kestis in the ways of the Jedi.

Source: Barron’s(login required)

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Salman Haider Zaidi

That's a nice argument, Senator.

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Star Wars Jedi: Survivor: Mark Hamill Coaches Cameron Monaghan in Hilarious New Behind-the-Scenes Video

Ahead of the April 28 release date, Respawn Entertainment and EA have released a faux Star Wars Jedi: Survivor behind-the-scenes video, featuring Mark Hamill and Cameron Monaghan as the  Luke Skywalker actor “teaches” Monaghan (as Cal Kestis) the authentic mannerisms of the Jedi.

Watch the video below:

Having portrayed the beloved Star Wars protagonist Luke Skywalker across five decades, Hamill coaches Monaghan to authentically channel the Force in the latter’s supposedly-386th mocap session as Cal Kestis. The grumpy Hamill critiques his junior’s expressions and lightsaber technique, and even throws popcorn at him while the blindfolded Monaghan struggles to defend himself with his mocap lightsaber prop. Things come to a head when Hamill discovers Kestis’s ability to split and dual-wield his lightsaber, and storms off frustrated while Monaghan’s mocap moves are shown translating into fluid in-game actions and combat abilities.

The sequel to Star Wars Jedi: Fallen Order deploys April 28, 2023 on PC, PS5, and Xbox Series X|S. If you’re wondering whether or not to pick it up, check out our spoiler-free review of the title where we found it “a fun action game and a worthy follow-up” to Fallen Order, even if marred by numerous tech issues.

Additional Reading:

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Salman Haider Zaidi

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Layers of Fear Unreal Engine 5 Tech Showcase Details Terrifying New Graphics & Tech Improvements

Bloober Team has released a Layers of Fear Unreal Engine 5 tech showcase video, detailing the game’s immensely-improved, horrifyingly-realistic visuals, and the advanced graphics technology used in the new title. Using the powerful Lumen illumination system and Niagara VFX tech, the developer’s reimagination of the original games provides a superlative horror experience in terms of gameplay immersion and design depth.

Watch the tech showcase video below:

Bloober Team and Anshar Studios’ Layers of Fear combines both games in the franchise into a seamless, refreshed experience. Switching to Unreal Engine 5 for its advanced graphical systems and powerful controls, the developers have managed to massively improve the graphics while remaining faithful to and heightening the ambience and paranoia that the original visuals convey. A 4K HDR experience has been promised on both PC and consoles, with support for NVIDIA DLSS and Intel XeSS on the former.

Unreal Engine 5‘s systems lent themselves well to the layered, puzzle-based gameplay of the title and its development, but the Lumen illumination and Niagara VFX systems (along with hardware ray tracing) allowed the developers to particularly enhance the presentation and realism in each scene. Two comparisons of a given original scene versus the reimagined version are shared below:

layers of fear remake graphics layers of fear remake release date
layers of fear remake free layers of fear remaster

Layers of Fear releases in June 2023 for PC, PS5, and Xbox Series X|S. Stay tuned here at MP1st for all upcoming news and announcements about the game.

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Salman Haider Zaidi

That's a nice argument, Senator.

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Dauntless Update 2.03 Released for Patch 1.14.0 This April 27

Phoenix Labs has released Dauntless update 2.03 (PS5 version 1.000.033), which is for the game’s 1.14.0 patch and brings Gauntlet Season 4, new Cells, new Hunt Passes, a Reward Cache refresh, and bug fixes. Read on for the Dauntless 1.14.0 patch notes.

Dauntless Update 2.03 | Dauntless Update 1.000.033 Patch Notes | Dauntless April 27 Patch Notes:

Gauntlet Season 4

Gauntlet Season 4 arrives with a myriad of levels, complete with new and returning modifiers. Toxic Shields is a brand-new modifier which causes you to lose the equivalent in health whenever you gain shields.

Gauntlet cycles are now 16 levels instead of 20. This means that the rewards you earn every 5 levels will not be distributed on the same set of encounters every cycle.

Earn new weapon trackers from the Research Lab, and climb the Gauntlet leaderboard to secure brand-new exclusive titles this season, such as Elemental ConquerorElemental Scion, and more! You can learn more about Gauntlet Hunts here.

New Cells

Three new themed cells are available in the Research Lab this season.

– Impulse: Gain 10% increased movement speed. Critical hit damage is increased by a percentage for every percentage of increased movement speed, benefitting from up to 50% increased movement speed.
– Inertia: While sprinting, build up to a percentage of increased critical chance over 4 seconds. This critical chance lasts for 2 seconds or until critical damage is dealt.
– Conservation: Losing bonus movement speed grants an increasing number of shields for every 5% movement speed lost. This effect cannot happen more than once every 2 seconds.

If you haven’t gotten the EarthWater, and Fire cells from Season 3, you can use your leftover crests from Season 3 for a guaranteed +1 cell from the Last Chance tab of the Research Lab. After two weeks, the Season 3 cells will no longer be available for direct redemption. They will only appear in random core drops thereafter.

Hunt Passes: ORRERY SCIENTISTS & SHAMANIC WISDOM

The Orrery scientists and Krolachi shamans return to the Shattered Isles with battle-ready weapons and mystical armour.

Unlock the Orrery Scientists cosmetic Hunt Pass to earn state-of-the-art Orrery gear, or harness the wisdom of Krolachi shamans with the mystic rewards in the Shamanic Wisdom cosmetic Hunt Pass.

Reward Cache

The Reward Cache has been refreshed with new items to earn. Collect the new currency of Cache coins and redeem them for the frosty Polar-themed armour set, the Paladin’s armour set, the complete Frostform weapon set, and more!

Bug Fixes

Weapons:

  • Koshai axe and hammer descriptions now correctly reflect that they gain 1 stack of increased damage normally, and 2 stacks when power-surged.
  • Alyra weapon icons will no longer remain when changing loadouts.
  • Gnasher weapon unique effect will no longer remain active when changing loadouts.
  • Serrated Blades will now be removed if Slayers change loadouts while it is active.

Gauntlet:

  • Fixed an issue where the Unshakable modifier was preventing part breaks.
  • Fixed an issue where the Vitality modifier was killing Behemoths when parts are wounded instead of broken.

Source: Play Dauntless

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Salman Haider Zaidi

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Redfall Launch Trailer Shows Off Co-op Gameplay & Powerful Bosses, Set to “Black Hole Sun” Cover

Ahead of the game’s May 2 release, Arkane Studios Austin and Bethesda Softworks have released the Redfall launch trailer, set to an electrifying cover of Soundgarden’s Black Hole Sun. Featuring a host of god-like vampire bosses from the game, the trailer shows off Redfall’s variety of environments and the unique combat synergy and advantages against these monsters that co-op gameplay brings.

Watch the Redfall launch trailer below:

After years of development and Microsoft’s acquisition of ZeniMax, the Windows/Xbox-only Redfall is all ready for launch. Incorporating themes from both sci-fi cinema and American horror media, the vampire FPS takes place in the devastated island of Redfall, Massachusetts, where a scientific experiment by a mysterious organization has resulted in an outbreak of bloodthirsty mutant horrors. To combat these monstrosities, players will find themselves naturally gravitating towards the co-op aspect of the gameplay, combining crowd control abilities with focused ally-provided damage to bring down what may seem to be invincible enemies.

Redfall creeps out on PC and Xbox Series X|S on May 2, 2023. A Performance mode for the game on Xbox consoles will not be included at launch, but Arkane promises that it will be added in a later update. Players can now pre-load the game on all platforms.

More Redfall Reading:

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Salman Haider Zaidi

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Xbox Games With Gold for May 2023 Revealed

Microsoft has revealed the Xbox Games With Gold May 2023 selection, and it’s not a pretty sight for Xbox gamers, as this is probably the weakest lineup I’ve seen from the subscription service yet.

Xbox Games With Gold May 2033 Selection:

Star Wars Episode I Racer ($14.99 ERP): Available May 1 to 31

limb on and strap in for some old-school “Star Wars Episode I” podracing action. Play as young Anakin Skywalker or any of the over twenty-one podracers. Fire up your two massive jet engines and rev up to 600 MPH as you race by and over flaming methane lakes, through meteor showers, past Tusken Raiders, and more. May the Force be with you!

Hoa ($14.99 ERP): Available May 16 to June 15

Travel through the beautiful, mythologically inspired world of Hoa. Play as the titular fairy returning to her homeland to reinvigorate the terrain and its inhabitants. This is a soothing, meditative puzzle-platformer which will utterly charm you with hand-painted art and a beautiful score. Lose yourself in the little wonders.

That’s about it. Hopefully, this will be enough for Xbox gamers.

Source: Xbox 

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Alex Co

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

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Minecraft Update 2.64 Rolled Out for 1.19.81 Fixes This April 27

Mojang has sprung Minecraft update 2.64 and this is for patch 1.19.81! This brings fixes to some of the issues that cropped up from yesterday’s big quality-of-life and adjustments patch. Read on for the complete Minecraft April 27 patch notes.

Minecraft Update 2.64 Patch Notes | Minecraft Update 1.19.81 Patch Notes | Minecraft April 27 Patch Notes:

A new update has been released to address some issues that were introduced with the 1.19.80 update. The update is available on all supported platforms except Switch, which will be available soon.

Please continue to upvote and report any new bugs at bugs.mojang.com and leave us your feedback at feedback.minecraft.net!

Fixes:

  • Fixed a crash with the ‘/tell’ command (and some other commands) that could occur on Realms
  • Fixed an issue with Purchase buttons loading infinitely on Featured Servers
  • Fixed Featured Server offers not displaying the “Show More” button
That seems to be it. If there’s another update released, we’ll be sure to let our readers know ASAP. If you spot anything that got changed that’s not mentioned in the notes, leave a comment below to let us know.

Source; Minecraft

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Alex Co

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

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Dead Cells Clean Cut Update Patch Notes; New Content Now Live on PC

Dead Cells players have something new to chew on starting today, as Motion Twin has released the Clean Cut update on PC (consoles getting it “soon”). This includes new weapons, adjustments to Boss Rush and more!  Read on for the complete Dead Cells Clean Cut update patch notes.

Dead Cells Clean Cut Update Patch Notes:

TLDR
  • 2 new weapons
  • Change your head to Bobby with most outfits
  • Speedrun mode
  • Boss Rush now has customisation options and Return to Castlevania bosses (including upgraded versions)
  • Training Room has a ton of new customisation

Complete Patch Notes:

  • New Survival Weapon: Sewing Scissors.

    Instakills all enemies it hits, as long as at least one of them dies to the weapon’s standard damage.

  • New Brutality Weapon: Giant Comb.

    Throws your enemies upwards, and deals critical damage to airborne mobs!

  • New NPC: Tailor’s Daughter.

    Find her in the Tailor’s Room, and talk to her to freely change the look of your head.

  • New Speedrun Mode option.

    Activate it to track and display the completion time of each biome. Also tracks your previous bests and compares them!

  • New Boss Rush DIY Mode, that lets you choose whichever bosses you want to face in a run.
  • The 3 Bosses from Return to Castlevania are now accessible in Boss Rush.
  • Lots of rework on the Training Room! We added a bunch of options to streamline the experimentation process, such as:
    – New UIs to spawn a specific weapon with a set Level, Quality and Legendary-ness.
    – New UI to choose a certain number of scrolls
    – New UI to choose the overall scaling level of the Training Room, based on the values of a selected biome.
    – Added the mini-bosses to the mob spawners
    – Added a bunch of different traps to the mob rooms.
    – Added the Return to Castlevania Bosses.
    – Bosses aren’t scaled down to level 1 anymore! (no more 20 minutes fights)
    – Changed the UI to select mobs to a grid-based one.
    – Added a Training Dummy for DPS calculation.

Balancing

  • Slow effects now stack up to 5 times. Each stack has a greater slowing effect, then the affected enemy is frozen at the fifth stack.
  • Bunch of Mutation Reworks:
  • Combo: Enable a damage increase with every melee hit in a 2.5 sec window (of course the window refreshes after every hit). It scales exponentially, go crazy with it!
  • Tainted Flask: Can recharge even if your flask is not totally empty. It also adds 1 more elite into every biome when equipped.
  • Networking: Marks enemies with ranged attacks now, there doesn’t need to be an actual projectile stuck in the mob’s body anymore.
  • Berserker: Can now stack, and renders you immune to stuns.
  • What Doesn’t Kill You: Now grants recovery instead of healing.
  • Necromancy: Also now grants recovery instead of healing. It scales with the max health of the mobs you kill, which means you can get more recovery by killing a stronger enemy. The cap has been removed, but it’s less effective as you get closer to max health.
  • Frostbite: Now stacks with slow effects and acts as a full stack on frozen targets.
  • Dead Inside: Doubles your life but prevents ALL healing sources.
  • Disengagement: No more cooldown!.. but can only trigger once per biome.
  • Return to Castlevania balancing:
  • Whip Sword – Whip Form now passes through shields.
  • Whip Sword’s transformation attack hitbox tended to bug, it should now be consistent with its visual FX, which means it won’t only hit one single target anymore.
  • The ghosts gathered by Death’s Scythe now have a slightly smaller explosion radius.
  • Bible is now considered to be a heavy weapon.
  • Alucard’s Shield has better parry windows, and the whole combo will now crit after a parry.
  • Rebound Stone now deals slightly more damage, and has a smaller but longer window before being able to “catch it” (i.e., trigger the crit). Its cooldown now starts upon its destruction.
  • Holy Water has a bigger vertical hitbox, and the flame now deals damage.
  • Medusa Head deals more damage and bumps further.
  • Added a long cooldown when the Cat is killed by the Queen.
  • Throwing Axe can no longer roll the Fire Bullet affix.
  • Medusa’s flurry attacks should now have a small pause after the end of the attack.
  • Haunted Armor (the one with an axe) should now activate at a slightly longer range.
  • Elite Mermans should now fire 2 big fireballs instead of a big one and a normal one.
  • Dracula (Humanoid)’s fire pillars are now slightly easier to avoid (in terms of intervals) but are not rollable anymore.
  • Dracula (Demon), Buer, Werewolves and Medusa are now considered to be Beasts (crits with the Crowbar).

Level design

  • The Mimic can now appear randomly in shops outside of the BankMwahahahah
  • Switched the Dracula Castle (Hard) Cursed Chest chance to 10%.

Graphics & UI

  • Added a new Petrification affect icon.

Bug fixes

  • Fixed Agitated Pickpocket being able to hit through Global Shields.
  • Fixed a crash when an Automaton falls off a platform while using its Dash Attack.
  • Fixed a crash when saving a reloading while a Petrified enemy is on screen.
  • Fixed a softlock when falling off the map during Dracula – Final Form, while all platforms were destroyed.
  • Fixed a crash when using the Emergency Door during the Queen boss fight.
  • Fixed the Shop Mimic’s hitboxes being too big compared to the visual.
  • Fixed Cursed Sword not disabling other inventory items when switched slots.
  • Fixed a crash in Shipwreck, when a platform is destroyed at the same time as Mushroom Boi is spawned.
  • Fixed being able to duplicate Turrets using the Emergency Door.
  • Fixed Diverse Deck – Foresight tagging the blocked attacks as if they were blocked by a shield.
  • Fixed Serenade destroying deployables when activated.
  • Fixed Gold Plating not protecting against Dracula – Final Form’s grab.
  • Fixed Bobby Head’s disappearing in the Tailor’s Room.
  • Fixed Bible’s projectile disappearing after a cutscene.
  • Fixed Heal Flask glow effect also affecting the player’s glow effect.
  • Fixed weapons’ crit indicator sometimes not displaying.
  • Fixed Morning Star’s chain detaching itself from the base.
  • Fixed Pets’ behavior being broken in Dracula’s opening cutscene.

Source: Dead Cells

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Alex Co

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

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Gotham Knights Update 5.000 Drops for The Kelvin Incident Content This April 27

WB Games Montreal has released Gotham Knights update 5.000, which is a surprise patch that ushers in new content! Called “The Kelvin Incident,” the achievements for it have surfaced on Steam earlier today as well. Read on for everything new in the Gotham Knights April 27 patch notes.

Gotham Knights Update 5.000 Patch Notes | Gotham Knights April 27 Patch Notes:

Size: 1.3GB (PS5)

New Content/Features

  • The Kelvin Incident is now available! This is a new 15 floor raid available in new game plus or after unlocking the raid area and defeating all the side villain missions.
    • Mythic gear.
      • This is a new tier of stronger gear which only drops in the raid.
      • New material will drop from raid as well.
    • A new suit transmog can be unlocked
    • 4 new batcycle transmogs can be unlocked
    • New stronger enemies

Accessiblity

  • Controller Remapping
    • Controller remapping implemented
    • Gameplay Controls can be remapped
    • Buttons that need to be held down can be changed to a toggle
  • Text-to-Speech
    • The game supports your device’s built-in screen reader for all text and certain menus
    • Improved screen reader support in areas where it existed previously
    • Text-to-Speech is available in English only
That seems to be it. If there are any other gameplay changes included in the patch that’s found, we’ll update the article to reflect it.

Source: Gotham Knights

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Alex Co

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Report: Gotham Knights DLC Achievements Surface, Mentions Harley Quinn, Mr. Freeze and More (Update)

Those looking for something new to do in Gotham Knights, you’re about to get your wish soon it seems, as Gotham Knights DLC achievements have surfaced on Steam.

The as-of-yet-untitled DLC includes six new achievements/trophies which lists the requirements and corresponding Bat villain players need to face and defeat in order to obtain ’em.

Image

While there hasn’t been a formal DLC announcement for the game just yet, with the list now appearing for those who on the game on Steam, chances are the formal announcement is incoming very soon. In case you’re wondering, given that the DLC includes new trophies/achievements, chances are this is a paid expansion pack.

If you haven’t played the game yet, go read our review of it here.

Stay tuned, as if the DLC is formally announced, we’ll be sure to let our readers know ASAP.

Update: And just like that, WB Games Montreal has dropped the patch as a surprise today! Read up on all the details for “The Kelvin Incident” title update here.

Thanks, Batman Arkham Videos!

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Alex Co

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

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For Honor Update 2.43 Brings Y7S1.2 Death by Metal and More This April 27 (Update)

Ubisoft has sliced out For Honor update 2.43 for the Y7S1.2 patch, which brings in a new in-game event, gameplay fixes and more! Read on for what’s new in the For Honor April 27 patch notes.

For Honor Update 2.43 Patch Notes | For Honor Y7S1.2 Patch Notes | For Honor April 27 Patch Notes:

File Size:

PC: 2.0 Gb
XB: 2.0 Gb
PS: 5.6 Gb

Update (April 28): Ubisoft has finally released the complete patch notes.

IMPROVEMENT

FIGHTERS

Valkyrie

  • Shield Tackle Strike now deals 18 damage (down from 20)
  • Shield Tackle now moves forward 0.5m less
  • Shield Tackle no longer chains on Miss
  • Chained Heavies now deal 26 damage (down from 27)
  • Heavy Finishers now deal 28 damage (down from 30)
  • Zone Attack is now 600ms (up from 500ms)
  • Adjusted Zone Attack’s weapon trajectories to have less reach and fixed their start and end positions

Developer’s Comment: Valkyrie has consistently been outperforming our expectations since her rework, so we are taking steps to lower her strengths.

One notable change we want to explain further is Shield Tackle no longer chains on Miss: as the move is fully unreactable even at the top level, there is no real need to give the move even more safety.

We will be keeping an eye on the hero and adjust further if necessary.

Tiandi

  • Light Finishers now deal 10 damage (down from 12)
  • Top Tiger Dodge now deals 10 damage (down from 12)
  • Dragon Kick Recovery on Miss is now 700ms (up from 600ms)
  • Dragon Kick Follow-up now deals 20 damage (down from 24)
  • Heavy Finishers now deal 28 damage (down from 30 damage)
  • The first hit of Zone Attack now causes a Medium hit reaction (instead of a Heavy hit reaction)
  • Opener Light and Heavies now chain to Light and Heavy Finishers on Miss from 200ms to 300ms (instead of from 100ms to 300ms for when locked and 100ms to 400ms when Out of Lock)
  • All versions of Tiger Dodge and Dragon Dodge now chain to Light and Heavy Finishers on Miss from 200ms to 300ms (instead of from 100ms to 300ms)

Developer’s Comment:* Tiandi has also been outperforming our expectations since their rework – we are also taking steps to lower their strengths to be less frustrating to fight against.*

We will be keeping an eye on the hero and adjust further if necessary.

Kensei

  • Top Heavy Finisher Miss Recovery is now 700ms (down from 1300ms)
  • Side Heavy Finisher Miss Recoveries are now 700ms (down from 1100ms)

Developer’s Comment:* Kensei was too vulnerable when using their Heavy Finishers; with these new recoveries on miss, the hero should be able to use these attacks with more potency, especially when target swapping them.*

Shugoki

  • Heavy Finisher Miss Recoveries are now 700ms (down from 1000ms)
  • Heavy Finishers now gain Uninterruptible Stance at 100ms

Developer’s Comment:* Similarly to Kensei, missing with Shugoki’s Heavy Finishers made the hero too vulnerable, so we significantly reduced their recovery timings to make them safer in group fights.*

With the change to Dodge Attacks, we are also now in a position to give Shugoki back their Uninterruptible Stance on Heavy Finishers; they were problematic when you could chain Side Dodge Headbutts on Miss, as Shugoki was able to use them defensively, and even on a correct read their opponents were unable to punish them with Dodge Attacks. Since this ability is gone, we can confidently give the property back at full strength.

Shaman

  • Heavy Finisher Miss Recoveries are now 700ms (down from 1000ms)

Developer’s Comment: Like Kensei and Shugoki, Shaman was left open for too long when missing her Heavy Finishers, especially in group fights. This should let her use them more effectively.

Centurion

  • Zone Attack now costs 9 Stamina for each Strike (down from 12)
  • Adjusted weapon trajectories for Zone Attack strikes to better match the weapon visuals

Developer’s Comment: We’re adjusting Centurion’s Zone Attack to cost less Stamina as well as have better Weapon Trajectories to ensure the move is better usable in outnumbered situations.

Warmonger

  • Side Heavy Openers and Finishers have had their trajectories adjusted to better match the weapon visuals.

Gryphon

  • Side Light Openers, Chained and Finishers have had their trajectories adjusted to better match the weapon visuals
  • Side Heavy Openers, Chained and Finishers have had their trajectories adjusted to better match the weapon visuals

PC

  • Improved CPU usage to better leverage total CPU availability when allocating tasks

BUG FIXES

FIGHTERS

Raider

  • [Bug Fix] Fixed an issue that allowed Raider to chain a Zone Attack after going Out of Stamina when leaving Guard Mode (FH-5005)

Nobushi

  • [Bug Fix] Fixed an issue that caused Nobushi dodges forward into Viper’s Retreat to perfom a Light Attack in some situations (FH-4671)

Aramusha

  • [Bug Fix] Fixed an issue that caused Aramusha’s weapon trail visual effect to be out of sync with the attack animation when performing a Left Side Deadly Feint from a Right Side Heavy Finisher (FH-4796)

Tiandi

  • [Bug Fix] Fixed an issue that caused Tiandi Palm Strike to switch Guard to Top after a whiff and also caused the duration before a guard change to be higher (FH-5122)

Gryphon

  • [Bug Fix] Fixed an issue that caused Gryphon to be missing Top Bad Block animation (FH-5204)

Nuxia

  • [Bug Fix] Fixed an issue that caused Nuxia “Glass Waltz” to dash erratically in the direction of the player’s movement (FH-5311)

SOUND

  • [Bug Fix] Fixed an issue that caused Kyoshin executions sound effects to be sometimes missing in Breach VS AI (FH-5046)

CUSTOMIZATION

  • [Bug Fix] Fixed an issue that caused Afeera to be unable to get Arcade rewards (FH-5254)
  • [Bug Fix] Fixed an issue that caused Shaolin’s Kuaisu chest to change Pants color when changing Skin Tone (FH-5176)
  • [Bug Fix] Fixed an issue that caused Afeera Hell Gate effect to have the wrong unlock condition (FH-5301)
  • [Bug Fix] Fixed an issue that caused Pirate Behind Blue Eyes effect to be misaligned (FH-5298)
  • [Bug Fix] ] Fixed an issue that caused Kyoshin Kagemi Helm to not take color or material (FH-5222)
  • [Bug Fix] Fixed an issue that caused Afeera idle animation to freeze after moving (FH-5194)
  • [Bug Fix] Fixed an issue that caused Kensei Azuchi Chest Tassels to not take colors on default body type (FH-4647)
  • [Bug Fix] Fixed an issue that caused Berserker Gleip, Glamr, Haugbui and Grettis Helm to not take material color (FH-4475)
  • [Bug Fix] Fixed an issue that caused Warden Folville Chest Cloth to not take color on Default Body type (FH-4457)
  • [Bug Fix] Fixed an issue that caused Valkyrie Fjara and Arkadia Chests paint patterns do not cover the entire back (FH-4347)
  • [Bug Fix] Fixed an issue that caused Warden’s execution A Moment of Silence to be missing blood visual effects (FH-4266)
  • [Bug Fix] Fixed an issue that caused Hellfire effect sound effects to play in loops after performing an execution (FH-4227)
  • [Bug Fix] Fixed an issue that caused some Pirate Chest Pieces to have glitched paint patterns when applied on the legs part (FH-4135)
  • [Bug Fix] Fixed an issue that caused Tempest Smokkfiskur embossing to appear to be debossed (FH-2713)
  • [Bug Fix] Fixed an issue that caused Hitokiri Okuribito and Kijin chest to not take material (FH-2764)

Ubisoft has not revealed the complete patch notes just yet, but here’s what was shown in this week’s Warrior’s Den Recap.

Year 7 Season 1 Title Update 2 will be live April 27th, this article will summarize the Warrior’s Den that took place on the 26th of April.

Test Your Metal is back! Death by Metal Game mode

The Fanatics are roundly defeated at the Battle of Secluded Keep. But rather than executing the remaining survivors, the Inquisition challenges them to a trial by combat.

The Fanatics must face judgment in battle while dressed as the legendary figures they revere-the relic heroes. The Inquisition also forces warriors from around Heathmoor to test their metal in fights to the death. With the event will come a free event pass.

  • Battle Outfit: Inquisition’s Rule
  • Ornament: Inquisition Trials
  • Mood Effect: Shadow Cult

We’re also bringing back the black armor sets retrofitted for all heroes. The black weapons will also return but are not retrofitted. The colour swatches Blackstone Elite & Iron Legion will also be making a return and will be available to loot during the entire event. There will also be 3 weeks of time-limited lootable rewards.

  • Battle Outfit: Age of Wolves (Time Limited Available Week 1) April 27th – May 4th
  • Embossing: Apollyon’s Might (Time Limited Available Week 2) May 4th – May 11th
  • Emote: I AM WAR (Time Limited Available Week 3) May 11th – May 18th

We’re also bringing back realistic duel from May 18th to May 25th. Players will be able to loot the black color swatch Apollyon during the event.

[FH] News - WD Recap (April 2023) - Release Schedule

Below is the release schedule for armor variations. We’ll be following this armor release plan moving forward.

  • Y7S1: Knight and Samurai Armor Variations
  • Y7S2: Viking, Wu Lin, and Outlanders Armor Variations
  • Y7S3: Knight and Samurai Armor Variations
  • Y7S4: Viking, Wu Lin, and Outlanders Armor Variations

On April 27th, we will be releasing the Gladiator armor set 5A and 5B.

Once the official patch notes are out, we’ll update the article.

Update: Ubisoft has finally released the official patch notes for yesterday’s title update.

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Alex Co

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