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PSN Is Down and Having Issues on Sept. 3, With Gamers Having Issues Creating Parties, Changing Status

Can’t see friend invites to games or can’t see your friends list on your PS5 and PS4? It’s not just you, as players have reported issues with the PlayStation Network on September 3 (Sept. 4 for those outside the US), with most reporting issues creating parties or with their friend lists.

What’s odd here is, some players are able to log in normally, while others are having issues connecting to PSN as it says services are busy and that they should try later.

There is no maintenance announcement from Sony, so this is something unexpected for a lot of gamers.

PSN Parties, Friends List and Connection Issues Affecting PS5 and PS4 Gamers

Multiple reports have surfaced on Reddit about the PSN connection issues, with gamers bombarding downdetector with tickets, which saw over 3,000 new reports.

The official Ask PlayStation X (formerly Twitter) account hasn’t said anything or acknowledged the server issues yet, though that should be changing soon. Even the official PlayStation Network status page lists everything as “all services up and running.”

We suspect that will change soon. Again, we want to point out that some people are able to connect normally, while others are having issues. It might be a DNS issue, hence why some aren’t affected.

While you’re waiting for the servers to go back up, why not check the new PSN Store sale “Ready, Set, Play!” promotion to see if there are any titles you might want to pick up.

We’ll be monitoring the situation and will update the article as more info surfaces. If you can connect (or can’t), leave a comment and let us know which country/area you’re connecting from, so that other gamers are aware.

In other PlayStation news, a State of Play dedicated to 007: First Light airead earlier, where we not only got our first gameplay look at the action game, but also its release date, pre-order bonuses, info on its voice cast and more.

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Alex Co

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

Home > Title Updates and Patches

Path of Exile 2 Version 0.3.0b Released for Update 1.052

Grinding Gear Games has released a new patch for Path of Exile 2, and this brings Rise of the Abyssal changes via patch 0.3.0b! This houses a long list of changes on all platforms, with a lot of gameplay adjustments included.

Console gamers should see this as Path of Exile 2 update 1.052 (complete 01.052.000), and has the same changelog as its PC brethren.

Path of Exile 2’s New Update for September 3 Brings Abyssal changes via Patch 1.052

Path of Exile 2 Download Version 1.013

Rise of the Abyssal Changes

  • Abyssal Monsters can now be bound as Spectres.
  • The Vessel of Kulemak’s Teleport Slam can no longer be avoided, and the damage it deals has been reduced.
  • Improved the telegraphing for the Vessel of Kulemak’s arena-wide cleave. The cleave has also been made easier to dodge in the final part of the fight.
  • The “Area is overrun by the Abyssal” Map Modifier now spreads Pits over a larger amount of the area.
  • The Strider of the Pit’s Spear Slam now has a global cooldown, and they now stop tracking you with their Storm skill when you are far enough away.
  • Reduced the damage of the Crystal Wall used by Abyssal Stranglers.
  • Reduced the movement speed of the Shepherd of the Pit, and reduced the damage dealt by their ground effect.
  • Additional projectiles now adds the correct amount of projectiles for the Lightless Abomination.
  • Improved the invulnerability visual effect for the Lightless Moray. The ignite chance and damage from its shade form explosion has also been reduced.
  • Abyssal Monsters now introduce some of their skills over the first 3 Acts instead of being able to use all of their skills from Act 1.
  • Removed the motion blur effect played when Abyssal Pits closed.

Other Changes and Improvements

  • Added the ability to convert Stash Tabs that were upgraded to Premium Tabs to Merchant’s Tabs. This only applies for Stash Tabs that were upgraded to Premium Stash Tabs prior to the 0.3.0 launch. You can convert these here after the 0.3.0b patch has been deployed.
  • One-time Rare Monsters found in the Campaign no longer have their fixed hidden modifiers when used as tamed beasts, or spectres.
  • You will no longer remain locked onto enemies while sprinting. This improves cases where you would sprint away from an enemy then unintentionally turn around to use a skill targeting that enemy.
  • You can now use Instance Manager (Ctrl+click) on the button to jump in the Well of Souls.
  • You can now use /hideout and similar commands from the Well of Souls.
  • Maps without a Map Boss no longer spawn a boss arena with only a rare monster pack.
  • Vendor windows will now remember any search text you’ve entered on a per NPC basis, until you exit to character selection.
  • Boss fights with two bosses should now correctly restart from the beginning when a player Resurrects at Checkpoint after killing just one boss.
  • The Soul Siphoner monster modifier has been reworked. The inner ring now reduces damage dealt, and the outer ring reduces Skill Speed for each time you use a Skill while standing in it. Both rings deal Physical Damage over Time (previously both rings prevented Mana recovery, drained Mana and dealt Lightning Damage over time).
  • The Husk of Dreams Unique Body Armour now has 50% less Flask Charges used instead of 50% chance for Flasks you use to not consume Charges. This affects existing versions of the item.
  • Forge Hammer no longer costs mana when used to recall the Hammer, and other skills such as Warcries cannot empower that use.
  • Doedre’s Dark Design, triggered by the Doedre’s Undoing Support, now deals Spell Damage instead of Secondary Damage.
  • Added missing Duration and Ground Effect types to the His Foul Emergence Skill to allow it to function with relevant support gems.
  • Temporarily disabled the following Rogue Exiles: Taua, the Ruthless, Ulfred, the Afflicted, Drusian, the Artillerist, and Doran, the Deft.
  • The Derelict Mansion Map Boss arena no longer requires finding a tome to open.
  • The boss arena in Derelict Mansion Map will now be open if you die to the bosses after opening it once.
  • The Razed Fields Map no longer stops you from entering the boss arena after it has been started.
  • The barrier outside the church in Arastas can no longer be broken early.
  • You can no longer return to Kriar Village from Glacial Tarn.
  • Improved the telegraphing of Yama the White’s future sight skill.
  • Increased the cooldown for some of Torvian, Hand of the Saviour’s skills. The projectile speed of their bouncing axe skill has been reduced, and the amount of freeze build up Torvian causes when under the effects of the Twilight Order’s Sword buff has been reduced.
  • The Scourge of the Skies bird storm skill can no longer be avoided.
  • The slam combo skill used by Krutog, Lord of Kin can no longer be avoided.
  • Some of the skills used by Great White One can no longer be avoided.
  • The tracking of Azmadi, the Faridun Prince’s triple lacerate skill is now more lenient.
  • You can now use portals after defeating Siora, Blade of the Mists.
  • Oswin, the Dread Warden now removes all the debuffs he has applied to the player when he is killed.
  • Reduced the likelihood of Treant Foulspawns firing projectiles whilst walking.
  • Reduced the damage of Quill Crab’s quill projectiles.
  • Updated the description of Lifetap Support to clarify it turns a Supported Skills Mana cost into a Life cost, rather than stating “a portion of”.
  • Updated the Tabana’s Pillar World Map Icon to correctly describe the benefits it provides.
  • Updated the Navali’s Rest World Map Icon to indicate it provides a permanent benefit.
  • Corrected and simplified Meditate’s description. This is purely a description change.
  • Clarified the Skill Description for Infernal Cry to indicate that it only Empowers Melee Attacks.
  • Thunderous Leap’s description no longer inaccurately mentions that it only detonates spear skills. As with any detonator skill, it detonates anything that is capable of being detonated.

Bug Fixes

  • Fixed an issue where Ancestral Spirits, granted by the Warbringer’s Answered Call Notable Passive Skill, was failing to summon Ancestral Spirit Minions.
  • Fixed a bug where you were unable to dodge roll past enemies when you were partially surrounded.
  • Fixed a bug where newly created characters could not access the Currency Exchange until they reached act 4 even if you had already unlocked the Currency Exchange with another character in the same league.
  • Fixed a bug where the “Abyssal Pits in Area always have Rewards” modifier was not functioning correctly.
  • Fixed a bug where Whirling Slash’s travel distance could no longer change based on your attack speed.
  • Fixed a bug where Spectres and Tamed Beasts could benefit from the out-of-combat life regeneration common to all persistent minions while in combat.
  • Fixed a bug where reloading could fail on Crossbows, most noticeably when weapon swapping.
  • Fixed a bug where Persistent Skills could not be activated when shapeshifted into Demon Form.
  • Fixed a bug where the Brutus’ Brain Support which causes supported Minions to take no damage, still worked with the Damage from hits is taken from your Damageable Companion’s Life before you, from the Starkonja’s Head Unique Helmet.
  • Fixed a bug where increases to Frost Bomb limit was not functioning correctly with Spell Cascade Support.
  • Fixed an issue where the Ahn’s Citadel Support was not obtainable.
  • Fixed a bug where Defy II Support was only disallowing Insufficient Mana from preventing the use of supported Melee Attacks rather than any supported Attacks.
  • Fixed an issue where the Twin Bow’s Attack Speed was unintentionally higher than other Bow base types with the same implicit (Dualstring Bow and Gemini Bow). It now has an Attack time of 1.1 seconds (previously 1.2).
  • Fixed a bug where Ember Fusillade when supported by Wildshards would be able to “keep” the additional projectiles from a Wildshards proc by interrupting it fully firing.
  • Fixed a bug where Resonating Shield, Shield Wall, and Fortifying Cry’s shockwaves did not scale with area damage modifiers.
  • Fixed an issue where some Infusion Duration small passives were labelled as “Infusion Damage”. A Notable in the Sorceress starting area has also been renamed from “Infused Spell Damage” to instead be “Principal Infusion”.
  • Fixed a bug where Grisly Pyre from the His Winnowing Flame Skill did not describe how much damage it was dealing from consuming ignites on enemies.
  • Fixed a bug which allowed Forge Hammer to be used in cases where it should be unusable.
  • Fixed a bug where endgame Maps could fail to open with the “Area is inaccessible” error.
  • Fixed a bug where some Map Device microtransactions would place you inside the Map Device when returning from a Map, and others were missing their interactable object.
  • Fixed a bug where Yama, the White was not making clones of Infernalists that were in Demon Form.
  • Fixed a bug where resurrecting at checkpoint after defeating the final Act 4 Boss would restart the fight.
  • Fixed a bug where the final Act 4 Boss could spawn a duplicate version during the fight.
  • Fixed a bug where Travel Skills could not be used in Azmadi, the Faridun Prince’s Boss arena.
  • Fixed a bug where the Wayward Isle Map sometimes could not be completed.
  • Fixed a bug where Siora, Blade of the Mists, and Thariel, the Umbral Wraith had a lingering damage reduction buff.
  • Fixed a bug where defeating Manoki, the Chosen in The Jade Isles Map did not complete the Map.
  • Fixed a bug where the Wetlands Map Boss was not attacking as they were constantly trying to path to a rock that doesn’t exist.
  • Fixed a bug where you could be unable to enter the Boss arena in the Razed Fields Map.
  • Fixed a bug where the Wetlands, Lofty Summit, Derelict Mansion, and Ornate Chambers Maps sometimes did not allow you to use a portal in the Boss arena after defeating the Boss.
  • Fixed an issue where some of the Mighty Silverfist’s attacks were not correctly telegraphing that they were unavoidable.
  • Fixed a bug where rare monster packs could spawn in invalid locations in the Rugosa and Hidden Grotto Maps.
  • Fixed a bug where the Omen of Abyssal Echoes was able to be used after already revealing Desecrated modifiers on an item.
  • Fixed a bug where Skeletal Cobras and Tawhoa Mystic monsters were missing their Monster Categories.
  • Fixed a bug where invulnerable Stone Soldiers and Feral Kin could appear in Ritual encounters.
  • Fixed a bug where the slowing debuff from the water in Solitary Confinement was not affected by Slow Potency, for reals this time.
  • Fixed a bug where the Tawhoan Tower Shield, Golden Targe, Blacksteel Crest Shield and Desert Buckler basetypes did not have any block chance, or grant Raise Shield or Parry for the respective basetype. This change does not apply to existing items.
  • Fixed an issue that prevented you from completing The Grand Quest (quest) and from obtaining your first 2 Expedition Skill Points if you had held a Logbook before talking to Dannig and obtaining your rewards.
  • Fixed a bug where the travelling merchant in the Khari Crossing sometimes did not come out of hiding after killing the surrounding monsters.
  • Fixed a bug where you were unable to store more than 300 Simulacrum Splinters in the Delirium Stash Tab.
  • Fixed a bug where Uncut Gems would not be sorted correctly in the Gem Stash.
  • Fixed a bug where Unique Items introduced in 0.3.0 could not be stored in the Unique Stash Tab.
  • Fixed a bug where the cutscene for entering Endgame from the Interludes was not playing.
  • Fixed a bug where Player 2 was unable to interact with The Well of Souls in Couch Co-Op.
  • Fixed a bug with UI navigation in Couch Co-Op after interacting with the salvage bench.
  • Fixed a bug where you were unable to travel to The Ziggurat Refuge from a waypoint when using a controller.
  • Fixed a bug where the game would not always unpause after applying a Vaal Orb to an Essence when using a controller.
  • Fixed a bug where the Amanamu’s Void debuff was missing a description.
  • Fixed a bug where items for sale at the Gambler were sometimes not detailing whether the base type provided Armour, Evasion Rating, or Energy Shield.
  • Fixed a bug where you could not filter using negative numbers in the in-game Trade Market.
  • Fixed a bug where some players would not have a selected Hideout after logging into a different platform.
  • Fixed a bug where some microtransactions that are unavailable to be purchased directly could show up in the Microtransaction Shop’s ‘New Items’ section.
  • Fixed a bug where the “Show only Available” option in the Cosmetics window did not work until you un-ticked and re-ticked it.
  • Fixed a bug where part of the Passive Skill Tree was not visible when using right-panel mode on controller.
  • Fixed a bug where Forge Hammer could cause desync in specific circumstances.
  • Fixed desync that could occur when placing a totem.
  • Fixed desync that could occur with Earthshatter.
  • Fixed a client crash that could occur on controller input mode when certain items were placed into the crafting slot of the Essence Stash Tab.
  • Fixed a client crash that could occur when equipping the Merit of Service Unique Shield.
  • Fixed a client crash that could occur with Tempest Bell in party play.
  • Fixed a client crash that could occur with Storm Lance.
  • Fixed two other client crashes.
  • Fixed two instance crashes.

That’s one big hotfix patch by Grinding Gear Games.

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Alex Co

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

Home > Title Updates and Patches

Valorant New Update 1.000.049 for Patch 11.05 Now Out on Consoles

Riot Games has released patch 11.05 for Valorant on consoles, which players will see as version 1.000.049. This brings visual effect adjustments for Agents, bug fixes and increased penalties.

Alongside the changes, there are also console-specific fixes as well, affecting Competitive mode.

Read on for the complete patch notes straight from the developers.

Valorant Update 1.000.049 for Sept. 3 Applies Patch 11.05 on Consoles

TLDR;

  • Agents
    • Made some visual effect adjustments for clarity on Harbor.
    • General bug fixes
  • Esports
    • Pick’Ems are back in time for Champs- this time with new Factions to join!
  • Game
    • Remake abusers beware- increased penalties are coming your way.

ALL PLATFORMS

AGENT UPDATES

  • Harbor
    • Visual effects updated for clarity. Hold your horses 🏇– these aren’t the larger updates we’ve been talking about. But you will hear more about those at Champs, so stay tuned. For the moment, we’re updating the visual clarity of his abilities.
  • Reckoning
    • Reduced visual noise. Updated ground indicator to more clearly show its impact range. The yellow wisp is now closer to the Agent being hit, so it’s easier to see where someone is hiding before the concuss comes down. Shortened water splash on the ground for visibility.
  • Cove
    • Improved visual clarity of shield health states. The health state is now more reflected in the visual water animation.

ESPORTS FEATURES UPDATES

  • It’s time to make a choice—Pick’ Ems have returned in time for Champions Paris! Starting on September 4th, you will have access to the Group Stage in-client and on the web. Predict the advancing teams for points, earning extra points for correctly guessing the exact placement. You’ll be able to earn rewards for participating.
  • This year, we’re adding something extra to up the ante—you can align yourself with your favorite creator’s Faction! Choose carefully, as you can only join one faction. Each group offers a unique in-game reward.
  • If you do well, the points you earn in Groups and Playoffs stage will contribute to the Faction leader’s score. See if your Faction wins it all!

PLAYER BEHAVIOR UPDATES

  • We have adjusted our behavior system to address Remake Abuse and Gameplay Participation.
    • Penalties will increase for those who repeatedly AFK and dodge queues. This affects those who consistently abuse and disrupt our systems so don’t worry, we won’t be unfairly penalizing players who are genuinely trying to play.

BUG FIXES

General

  • Improved the backend technology around detection abilities (i.e. Prowlers, Wingman, Dizzy, etc) so they can more reliably detect opponents within their field of view.
  • Added audio cleanup logic to make sure unexpected audio events don’t continue playing across round transitions.

Agents

    • Astra
      • Fixed an issue where bullet tracers pass through Astra’s Cosmic Divide. This fix does reintroduce an audio bug where there is a slight audio hitch when passing through Astra wall.
    • Chamber
      • Fixed an issue where Chamber’s Trademark in-world icon would not change color when aimed at.
    • Clove
      • Fixed an issue where Clove’s Pick-Me-Up cast sound was silent for enemies.
    • Deadlock
      • Fixed an issue where Deadlock’s Sound Sensor and Cypher’s Trapwire were more difficult to place than intended.
      • Fixed a Spectator bug with Deadlock’s Annihilation deafen where audio processing was not cleaning up as expected after a spectated player was impacted by the ability.
      • Fixed issue where use of Deadlock’s Annihilation on Yoru’s Fakeout clone would apply audio effects to the real Yoru.
    • Gekko
      • Fixed a bug where “Spike Down” VO would play if Wingman was destroyed right after planting the Spike.
    • Jett
      • Fixed a bug where Jett’s Tailwind audio would continue into the next round.
    • Sova
      • Fixed audio issue where the “being watched” sonic feedback of Sova’s Owl Drone wouldn’t trigger if the drone had line-of-sight to the player when the drone spawned.
    • Vyse
      • Fixed issue where Vyse’s Steel Garden audio could trigger twice after Observers swap targets.
      • Fixed a bug where Vyse’s Razorvine would leave circles on the minimap for observers when Vyse died.
    • Waylay
      • Fixed a bug where Waylay’s Saturate could affect enemies after they left the range of the area of effect.
    • Yoru
      • Fixed an issue where Yoru’s Gatecrash in-world icon would not change color when aimed at.
      • We have fixed a bug where in some cases after turning invisible, Yoru and Reyna would reappear in their original location when the invisibility ends.

PC ONLY

BUG FIXES

  • Premier
    • Fixed an issue on the Awards tab where long names were not displayed correctly in some languages.

CONSOLE ONLY

  • Competitive Updates
    • Updated leaderboards to display Immortal+ ranked rating thresholds
  • Bug Fixes
    • New Player Tips have been switched off while we fix an issue where they are being displayed for a much shorter time than intended to new players. We are actively investigating having the feature switched back on as soon as possible.

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

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Alex Co

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

Home > Title Updates and Patches

PGA Tour 2K25 New Update 1.020 Scores a Birde With Decent Amount of Fixes Applied

HB Studios has released a new PGA Tour 2K25 patch on September 3, and even if this is an unannounced title update, the latest patch download has good amount of fixes touching on not just MyPlayer, but also challenges, and issues with online, and a lot more.

Console virtual golfers will see this appear as PGA Tour 2K25 update 1.020 (complete version 01.020.000), and this should be out on all platforms too.

Read on for the official word from the developers on what changed.

PGA Tour 2K25’s Update for September 3 Fixes Affects Various Modes via Patch 1.020.000

General

MyPLAYER

  • Addressed reported concern related to club fittings attribute displaying improperly when upgrading limited edition clubs with the same fitting.

Online

  • Addressed reported concern related to network error displaying when player begins Quick Match within Casual Online Matchmaking

Challenges

  • Addressed reported concern related to players being unable to complete objectives during Pot Bunker Escape on St Andrews within Challenges
  • Addressed reported concern related to players being unable to switch back to PUNCH shot type with wedges after pressing Reset Shot button during “Low Rider” in Map of Magic Challenge
  • Addressed reported concern related to overlapping targets within Challenges
  • Addressed reported concerns related to tracking with the “Get Up-and-Down 3 times” objective in the “Welcome to Plan B” Challenge.

Other

  • Addressed reported concern related to target numbers displaying backwards in Training scenario “Touch: Don’t Go Long” in MyCAREER
  • Addressed reported concern related to 50 target market adding points when playing Less Grip More Zip in Challenges
  • Addressed reported concerns related to placeholder text appearing in the “New!” category of Course Designer.

Alongside the fixes, HB Studios has also shared what to expect for the golf sim this week.

PGA Tour 2K25 New Weekly Challenges for Sept. 3 to Sept. 10

RANKED TOURS

The competition heats up this week at Lone Grove. Join us at The Championship and compete in Ranked Tours events to gain merits, climb the leaderboard, and snag rewards for both participation and promotion.

WEEKLY WEAR & EARN

On Wear & Earn Wednesday, you’ve got 24 hours to rep a specific item type the featured brand from the PGA TOUR Superstore. Complete 9 holes wearing apparel from this week’s featured brand between 10 AM PT Wednesday and 9:59 AM PT Thursday, and you’ll earn 250 VC, and a LVL↑ Token —just for looking sharp on the course.

This week’s featured brand is: Nike Footwear, a brand new drop available NOW!

Find them in the Featured section of the PGA TOUR Superstore, in-game.

QUESTS

Don’t miss your shot at this week’s rewards! Head to the Quest tab to take on this week’s objectives.

One of many quests available in-game this week is Fitz’s Formula

Today’s title update doesn’t feature anything new, which is understandable given Season 3 was released just last month. Once a new patch is out, expect it here on MP1st.

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Alex Co

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

Home > News

007: First Light Releases March 27; Gameplay, Pre-Order Bonuses, Legacy Edition and Voice Cast Revealed

IO Interactive has partnered with Sony for today’s Direct show where our first gameplay look at 007: First Light was revealed. Not only that, but the developers also confirmed the action game’s release date, and it’s March 27, 2026!

The gameplay, being honest here, looks like Uncharted and the Hitman franchise had a baby — not saying that’s a bad thing, mind.

Not only that, but we also have info on the game’s pre-order bonuses, the pricey Legacy Edition, the voice cast, and more.

007: First Light Gameplay Impresses Even If It Looks Familiar

The press release sent out by IO Interactive also talks about the game’s core tenets.

At the core of 007 First Light’s gameplay is the Creative Approach. Using its expertise in the spy fantasy genre, IO Interactive developed a Bond experience that allows players to take on objectives using different sets of skills, from pure stealth, direct action, or using a bit of both with some improvisation:

  • Spycraft ensures that stealth and observation are just as powerful as any weapon in Bond’s arsenal. From eavesdropping on key conversations and pickpocketing vital items, to inspecting the environment for hidden clues and gathering critical information, these mechanics open new pathways and opportunities in every mission.

  • Instinct is a signature gameplay feature in 007 First Light, giving players a versatile resource to turn the tide in any situation. Bond can use his instincts to lure enemies into vulnerable positions, bluff his way out of suspicion when discovered, or sharpen his focus for greater precision and power in combat. This mechanic captures Bond’s quick thinking and adaptability, allowing players to respond to changing circumstances with style and control.

  • Gadgets from Q Branch are a core part of Bond’s toolkit in 007 First Light, woven directly into moment-to-moment gameplay. From hacking and cutting locks to creating distractions or incapacitating targets, these versatile tools open up new possibilities for stealth, misdirection, and tactical improvisation in any mission. Players will unlock new gadgets as they progress through the missions, which will expand their loadout and strategies to deal with the challenges they will have to face.

  • Combat in 007 First Light is designed to be fast, fluid, and true to Bond’s character, blending precision ranged shooting, visceral and impactful melee encounters, and a unique escalation system that reflects his measured use of force. In close quarters, Bond can deliver dynamic takedowns, throws, and parries that feel weighty and cinematic, often using the environment to his advantage. When enemies escalate to lethal force, Bond is granted his License to Kill, unlocking his expert marksmanship with firearms that can be seamlessly integrated into the flow of action. This interplay between ranged and melee combat, which integrates Bond’s gadgets, ensures every confrontation feels personal, responsive, and grounded in the 007 fantasy.

Alongside the game’s first gameplay look, IO Interactive has also revealed the pre-order bonuses, and this includes a free upgrade to the Deluxe Edition, granting a 24-hour Early Access and more.

007: First Light Pre-Order Bonuses

24-Hour Early Access

  • Play the game 1 day before official launch (March 26, 2026).

Exclusive In-Game Content:

4 Exclusive Outfits:

  • Skeleton Suit
  • Blue Casual Jacket
  • Naval Uniform
  • Covert Ops Tactical

1 New Weapon Skin (custom pistol)

Gleaming Skin Pack:

  • Gold earbuds
  • Gold lighter
  • Gold smartphone
  • Gold pen

The Legacy Edition has also been revealed, and will cost $299.99, and will include a slew of content, which includes a Golden Gun figurine with a stand and secret compartment.

007: First Light Legacy Edition

Physical Items:

  • Golden Gun Figurine (with bullets + secret compartment)
  • Steelbook Case with magnet
  • Certificate of Authenticity

Digital Content:

Everything from the Deluxe Edition DLC Pack

  • 4 Outfits
  • 1 Weapon Skin
  • Gleaming Gadget Skin Pack

Exclusive Skins:

  • Golden Gun weapon skin
  • Obsidian Gold Suit

24-Hour Early Access

  • Play the game 1 day before the official launch (March 26, 2026).

Finally, the game’s voice cast has been revealed as well, and it features some familiar voices from games and other media.

007: First Light Voice Cast

  • James Bond – Patrick Gibson (Dexter: Original Sin, The OA)
  • John Greenway – Lennie James (Feat the Walking Dead, Save Me)
  • M (Head of MI6) – Priyanga Burford
  • Moneypenny – Kiera Lester
  • Q (Quartermaster) – Alastair Mackenzie
  • Miss Roth – Noemie Nakai

Expect more gameplay and info about the game to be released leading up to launch.

007: First Light is in development by IO Interactive for the PS5, Xbox Series X|S, Switch 2, and PC.

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Alex Co

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

Home > News

Marvel Rivals Season 4 Kicks Off on Sept. 12, With PS4 Version Releasing Same Day

It’s going to be a big month for Marvel Rivals fans, as not only is Season 4 kicking off next week, but the hero shooter is now also confirmed for PS4, proving the earlier leaks were right.

Season 4 of Marvel Rivals kicks off on September 12, bringing a new Vamguard (tank) hero, a new map and more. There’s a lot to take in, so read on for the details as well as the trailers.

The fourth season of Marvel Rivals is titled “Heart of the Dragon,” and the trailer also confirms Daredevil will be the second hero we’re getting in the mid-season refresh.

Marvel Rivals Season 4 Starts Season 4 and Here’s What to Expect

New hero at season launch:

Angela (Vanguard) – As a Vanguard and a formidable warrior, the one-winged angel can shape her Ichors, a type of liquid metal, into various weapons, wielding them with unparalleled skill! Angela can take the fight to the skies, transforming her Ichors into a razor-sharp spear, diving into enemy lines, and opening up opportunities for her team. In times of danger, she can morph her weapon into a shield to block incoming damage. And when the moment is right, she descends from above, transforming her spear into dual axes to crush foes and protect her allies!

New Convergence Mode map out on Sept. 25 : Heart of Heaven (K’un-Lun) – Release

“After three epic seasons, the storm at the center of the Timestream Entanglement has finally swept to the ancient East. The Capital Cities of Heaven, led by K’un-Lun, can no longer hide away in their pocket dimensions. The shifting currents of time have drawn these realms together, forming the Heart of Heaven. The Immortal Dragon, Shou-Lao, lies frozen in time, deep in slumber, creating the perfect opportunity for Doctor Doom to execute his sinister plans. The Heart of Heaven’s convergence brings together story threads that have been weaving since Season 0, such as the mystery of the baby Iron Fist adopted – who has attracted her sister, the Hand of Heaven, once Asgard’s Assassin – Angela. Also unveiled is that the ruler of the Eighth City, Dizang, is none other than Daredevil, who sacrificed everything in the war between gods and demons to cleanse the souls of the lost and give humanity a fighting chance. With angels and devils locked in conflict, and Doom’s schemes brewing in the shadows, the fate of K’un-Lun rests on its guardians and whether they truly possess the “Heart of the Dragon.”

Season 4 will also introduce new features, modes, special events, quality-of-life updates and Team-Ups.

Moreover, NetEase mentioned that there will be new Team-Ups and updates to existing ones. Expect a major update to Arcade Mode with fan-favorites like Clone Rumble and Giant-Sized Brain Blast coming back to be permanent parts of the game.

ANother new adddition is Free Fight, a mode with no restrictions on duplicate heroes, and a Conquest (Annihiliation) mode where players rack up points via KOs. Conquest, Doom Match, Conquest (Annihilation), Free Fight, Giant-Size Brain Blast, and Clone Rumble will now all be accessible from a single Arcade Mode hub.

A new quality-of-life feature incoming is that players will now be able to queue for one mode or several at once, and there will also be a “Favorites Bar,” which lets players pin their most-played heroes to find them more easily at the hero select wheel.

The costume trial program for university students will also continue for Season 4, with a new batch of 10 costumes and MVPs.

For more on the hero shooter, check out our recent interview with the studio.

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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.

Home > Title Updates and Patches

Minecraft Preview Update 1.21.120.20 Now Live via Patch 1.85/1.068

The preview/beta branch of Minecraft has just been updated today on all platforms. Mojang calls this patch version 1.21.120.20, though console players will see it as version 1.85/1.068.

There are some additions for this new update outside of bug fixes.

When it comes to Blocks, tadpoles now spawn in the water block below the Frogspawn block, and there are fixes to the first-person camera, graphical issues, and a lot more.

Minecraft Preview and Beta Update on Sept. 3 Slots in a Slew of Fixes via Patch Version 1.85/1.068.000

Minecraft Preview New Update

Features and Bug Fixes

Blocks

  • Tadpoles now spawn in the water block below the Frogspawn block (MCPE-225997)
  • Fixed an issue with being unable to continue destroying valid blocks in Adventure Mode when they are behind water

Shelf

  • Adding or removing Redstone power to or from the Shelf now emits vibrations
  • Anvil and Wall Blocks have been repositioned on the Shelf and Item Frame (MCPE-225309)
  • When a Player places/removes/swaps an item on an Unpowered Shelf a vibration of frequency 3 is emitted
  • When a Player places/removes an item on a Powered Shelf a vibration of frequency 3 is emitted
  • When a Player swaps item with one on a Powered Shelf a vibration of frequency 6 is emitted

Commands

  • Fixed an issue where the Damage Command would incorrectly report failure when applying damage to an Ender Crystal (MCPE-191379)
  • Fixed /locate biome command to no longer direct the player into wrong biome areas (MCPE-159992)

Gameplay

  • Fixed loading of text for Sign blocks from very old worlds

General

  • Starting a world with a missing Marketplace template will now correctly redownload the template and start the world
  • The first person camera will now offset backwards slightly when facing and climbing blocks such as Ladders and Vines

Graphical

  • Restored Java parity on how ambient occlusion is computed for partial blocks (MCPE-226160)
  • Added TAA upscaling to weather effects like snow
  • Fixed enchantment glint animation still playing when the game was paused (MCPE-190569)
  • Fixed snowflakes flickering during player movement
  • Improved quality of gamma correction on PC and Consoles and fixed the brightness of Creeper textures in the gamma calibration screen in Vibrant Visuals
  • Mobs will now become slightly transparent when the camera gets too close or passes through them

Items

  • Suspicious Stew is now present in Creative Mode with effect description (MCPE-51173)

Mobs

  • Chicken Jockeys now drop the Lava Chicken music disc when killed by the player or tamed Wolves
  • Copper Golem now drops its carried item when player interacts while holding an item in offhand, or when player has armor equipped (MCPE-225249)
  • Copper Golem Statue no longer has cutoff pixels when in the sitting pose (MCPE-225999)

Sounds

  • Copper Chest Opening and Close sounds now use a natural attenuation curve (MCPE-224011)
  • Copper Golem Step and Spin sounds now use a natural attenuation curve

User Interface

  • Clicking on text fields now places the cursor in the correct spot even for scrolled message boxes (MCPE-186409)
  • Keyboard button on the chat screen is now only visible for touch controls (MCPE-105710)
  • Fixed a bug that could cause Armor Trims to appear applied to untrimmed armor in the inventory
  • Updated the text that is shown when more players are required to sleep to skip to dawn (MCPE-183832)
  • Brightness adjustment was renamed to gamma adjustment in Vibrant Visuals
  • A “Reset to Defaults” button was added to the gamma adjustment screen in Vibrant Visuals
  • The slider widget that controls the Vibrant Visuals gamma value shows the current gamma value, and the center of the slider corresponds to the default value
  • Fixed issue where worlds backed by Xbox cloud storage would show a default tile when local data was present but invalid
  • Fixed a bug where players could not move items from creative inventory to inventory in Pocket UI (MCPE-226829)

World Generation

  • Structures no longer build on top of features (e.g. trees) at chunk borders

Minecraft Preview Update 1.66

Technical Updates

API

Optionally set version property to “beta” to always choose the latest beta version of the module. Example from manifest.json:

"dependencies": [
{
  "module_name": "@minecraft/server",
  "version": "beta"
}
  • Fixed Player.graphicsMode not returning the correct graphics mode when a player has switched to Vibrant Visuals
  • LootTableManager’s loot generation methods now properly recognize tools enchanted with looting
  • Moved type ScriptBiomeType from beta into 2.3.0
  • Moved API Dimension.getBiome(location: Vector3) from beta into 2.3.0

Blocks

  • Custom blocks using a non-opaque render_method in the minecraft:material_instances component that are placed above water will no longer incorrectly cull the top face of the water block

Components

  • The “all_slots_empty”, “any_slot_empty”, “has_equipment” filters now support “main_hand” as an equipment location

Editor

  • Added confirmation dialog in Keyboard Settings when resetting, restoring or closing the modal without saved changes
  • Fixed a bug that caused lightning bolts to not despawn when entities are paused
  • Fixed a bug that caused text to speech narration to read shortcuts incorrectly
  • Removed unusable entities from Summon tool list
  • Fixed a bug that enables to select volumes using Enter key and Shift+Enter key while in Selection’s Freehand Brush Mode
  • Added gradient background color on the Color timeline that interpolates between the colors of two adjacent nodes
  • Added optional boolean property in Timeline API (renderGradientBackground) that allows the rendering of the background color to be turned off. By default it is ON

Item Components

  • Items with the new “minecraft:fire_resistant” item component no longer visually disappear on the client when thrown in fire while persisting on the server, as the property is now synced correctly across both

Items

  • Starting with format version 1.21.110, when a custom item’s menu_category’s category is set to “none” (or not specified) the item will be usable in commands (MCPE-177866)
  • Fixed issue with rendering custom blocks as “flying items” (MCPE-180489)

Molang

  • Fixed query.graphics_mode_is_any not being correct when switching to Vibrant Visuals
  • Added 21 new Molang expressions:
    • “math.inverse_lerp(start, end, value)”, returns the normalized progress between start and end given value
    • “math.ease_in_quad(start, end, 0_to_1)”, output goes from start to end via 0_to_1, starting slow and accelerating toward the end
    • “math.ease_out_quad(start, end, 0_to_1)”, output goes from start to end via 0_to_1, starting fast and decelerating toward the end
    • “math.ease_in_out_quad(start, end, 0_to_1)”, output goes from start to end via 0_to_1, starting slow, accelerating in the middle, then slowing again at the end
    • “math.ease_in_cubic(start, end, 0_to_1)”, output goes from start to end via 0_to_1, starting slow and accelerating strongly toward the end
    • “math.ease_out_cubic(start, end, 0_to_1)”, output goes from start to end via 0_to_1, starting fast and decelerating strongly toward the end
    • “math.ease_in_out_cubic(start, end, 0_to_1)”, output goes from start to end via 0_to_1, starting slow, accelerating strongly in the middle, then slowing again at the end
    • “math.ease_in_quart(start, end, 0_to_1)”, output goes from start to end via 0_to_1, starting slow and accelerating rapidly toward the end
    • “math.ease_out_quart(start, end, 0_to_1)”, output goes from start to end via 0_to_1, starting fast and decelerating rapidly toward the end
    • “math.ease_in_out_quart(start, end, 0_to_1)”, output goes from start to end via 0_to_1, starting slow, accelerating rapidly in the middle, then slowing again at the end
    • “math.ease_in_quint(start, end, 0_to_1)”, output goes from start to end via 0_to_1, starting slow and accelerating sharply toward the end
    • “math.ease_out_quint(start, end, 0_to_1)”, output goes from start to end via 0_to_1, starting fast and decelerating sharply toward the end
    • “math.ease_in_out_quint(start, end, 0_to_1)”, output goes from start to end via 0_to_1, starting slow, accelerating sharply in the middle, then slowing again at the end
    • “math.ease_in_sine(start, end, 0_to_1)”, output goes from start to end via 0_to_1, starting slow and accelerating smoothly toward the end
    • “math.ease_out_sine(start, end, 0_to_1)”, output goes from start to end via 0_to_1, starting fast and decelerating smoothly toward the end
    • “math.ease_in_out_sine(start, end, 0_to_1)”, output goes from start to end via 0_to_1, starting and ending slow, with smoother change in the middle
    • “math.ease_in_expo(start, end, 0_to_1)”, output goes from start to end via 0_to_1, starting slow and accelerating very rapidly toward the end
    • “math.ease_out_expo(start, end, 0_to_1)”, output goes from start to end via 0_to_1, starting fast and decelerating gradually toward the end
    • “math.ease_in_out_expo(start, end, 0_to_1)”, output goes from start to end via 0_to_1, starting and ending slow, with very rapid change in the middle
    • “math.ease_in_circ(start, end, 0_to_1)”, output goes from start to end via 0_to_1, starting slow and accelerating along a circular curve toward the end
    • “math.ease_out_circ(start, end, 0_to_1)”, output goes from start to end via 0_to_1, starting fast and decelerating along a circular curve toward the end
    • “math.ease_in_out_circ(start, end, 0_to_1)”, output goes from start to end via 0_to_1, starting and ending slow, with circular acceleration and deceleration in the middle
    • “math.ease_in_bounce(start, end, 0_to_1)”, output goes from start to end via 0_to_1, starting with bounce oscillations and settling into the end
    • “math.ease_out_bounce(start, end, 0_to_1)”, output goes from start to end via 0_to_1, approaching the end with bounce oscillations that diminish over time
    • “math.ease_in_out_bounce(start, end, 0_to_1)”, output goes from start to end via 0_to_1, starting and ending with bounce oscillations, smoother in the middle
    • “math.ease_in_back(start, end, 0_to_1)”, output goes from start to end via 0_to_1, overshooting backward before accelerating into the end
    • “math.ease_out_back(start, end, 0_to_1)”, output goes from start to end via 0_to_1, overshooting past the end before settling into it
    • “math.ease_in_out_back(start, end, 0_to_1)”, output goes from start to end via 0_to_1, overshooting at both start and end, with smoother change in the middle
    • “math.ease_in_elastic(start, end, 0_to_1)”, output goes from start to end via 0_to_1, starting with elastic oscillations before accelerating into the end
    • “math.ease_out_elastic(start, end, 0_to_1)”, output goes from start to end via 0_to_1, overshooting the end with elastic oscillations before settling
    • “math.ease_in_out_elastic(start, end, 0_to_1)”, output goes from start to end via 0_to_1, oscillating elastically at both start and end, with stable change in the middle

Mojang hasn’t updated the retail Minecraft build, but once they do, we’ll have it up on the site.

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Alex Co

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

Home > Title Updates and Patches

Gears of War: Reloaded New Update on Sept. 3 Brings It to Version 1.006.001, But Doesn’t Fix Major Issues

The Coalition has released a new Gears of War: Reloaded update today, September 3, on all platforms, and this is a minor patch for the remaster.

For console gamers, you’ll see this appear as Gears of War: Reloaded update 1.006.001, which clocks in at just 339 MB. Unfortunately, the issues that surfaced when the game launched still persists and this patch didn’t resolve some of the major ones that are plaguing the game.

Gears of War: Reloaded’s New Update 1.006.001 Out Now as a Minor Patch

Update: Hours after the patch has been pushed out, The Coalition has finally released the changelog, and it adjusts the Gnasher!

Gnasher weapon tuning

Based on community feedback, we’ve tuned the Gnasher:

  • Reduced power at mid-range:
    Damage modifications: medium-range damage reduced by 15% – does not affect close range damage.
  • Bullet spread not as tight when aiming down sights:
    The Shotgun Pellet Spread when aiming down sights is now less tight when targeting compared to the launch version, but it is still tighter than the beta.

Crash & Stability Improvements

Several rare crashes and bugs have been fixed across all platforms, making your experience smoother.

Performance & Visuals

Ultrawide 21:9 monitors supported in benchmark mode Support for Variable Refresh Rate (VRR) on Xbox Series X|S in campaign mode.

Original Story:

For now, The Coalition has not said anything about today’s update. That could change within the day, though.

In the meantime, here are the known issues that were not fixed with today’s patch:

  • Achievements/Trophies not tracking properly
  • Gnasher remains untouched
  • Visual issues with shadows
  • Crashing issues (mainly on PC)

The patch could very well be for multiplayer matchmaking stability, as this was an issue regarding the game as recently as the other day, though The Coalition did say they have resolved it.

Once the developers release the official patch notes, we’ll let our readers know, though I wouldn’t expect much given the major issues remain untouched.

Before the game’s release, the developers released a day-one update that addressed a few key issues.

Technical issues aside, the core gameplay is still fun, though a bit date, which is something we noted in our review.

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Alex Co

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

Home > News

Cronos: The New Dawn Review – Let Them Merge

After the success of the Silent Hill 2 remake for Konami, expectations for Bloober Team’s next project is sky high. Thankfully, we don’t have to wait long for that, as the Polish studio already had another game waiting in the works in Cronos: The New Dawn.

While Cronos is also a third-person survival horror game, this one is based on an entirely new IP. It’s been in development in secrecy for quite some time now, given that the title was announced just last year, and here we are, seeing it hit retail already.

The big question here is: Does Bloober manage to hit two home runs in a row? It’s a question that doesn’t have a clear-cut answer, given that Cronos’ strength and weaknesses might vary from player to player.

It’s an Alternate Timeline, But It’s the Future Past

In Cronos, you play as the Traveler, a being tasked to collect essences that will help in finding a way to reverse the disease that wiped out humanity and made everyone grotesque monsters.

While it might seem that the plot is simple, it’s anything but. There are numerous story beats that keep it twisting and turning. As is the case in any story involving time travel, it’s quite complicated — sometimes a little too much, so that your head might reel trying to understand what’s happening.

I’m not sure whether it’s something lost in translation from Polish to English, but there were instances that made me scratch my head trying to understand what just happened, or why it happened.

There is a resolution at the end, though it depends on which of the multiple endings you managed to obtain. By our count, there are at least three, though there might be more. If there is, I expect the community to find it once the game’s out.

I commend Bloober for setting the game in Poland, rather than the US, which is the backdrop for most horror franchises more often than not. Everything in the game stays true to this; from the scribbles on the walls, character names, and whatnot, which further adds to the immersion.

Expect to meet a few characters along the way that will further deepen the storyline, and in most cases, complicate it even more. There are also newspaper clippings, notebooks, audio logs, and more, which add to the game’s lore and explain what happened to humanity. There are a lot of COVID allegories

Cronos: The New Dawn doesn’t have the tightest of narratives, so expect to check out videos and articles explaining what happened in the game.

Don’t Let Them Merge!

The moment you boot up Cronos and encounter your first enemy and get to your first upgrade station, you’ll be reminded a lot about Dead Space. – EA’s sci-fi horror classic that recently got remade.

Not only does the Traveler move the same as Isaac Clarke, but you even have the same stomp and melee animation. Even the game’s upgrade station/shop reminded me of Dead Space’s — not that there’s anything wrong with that, as what’s there is serviceable enough.

Same as in Dead Space, you’ll want to conserve ammo by stomping on enemies whenever you can, though it will be a lot harder to do here, as enemies are tougher and are usually more agile than your character.

cronos the new dawn new game+

If Dead Space had dismemberment as its gimmick, Cronos: The New Dawn has monsters merge with other dead monsters to create a super monster that’s a lot harder to take down. In order to stop this, you’ll need to burn down the dead monster’s body before another monster can merge with it.

That might be what Bloober was going for (which is even explained in the game), but in reality, you won’t or can’t do that at all. You only have one torch available at a time (maximum of two with an upgrade), and you will never waste it on one dead body to stop another monster from merging. It’s way easier to just use the torch on a group of enemies, which will damage and stun them in an area.

If you followed the game’s advice and used the torch on a dead monster’s body, you’d be running back and forth to a save station every five minutes. There are literally dozens of dead monster bodies strewn about, and it’s a toss-up which ones will come to life once you’ve interacted with the trigger object.

The merge enemy mechanic is a nice touch, though midway through the game, you’ll probably not be fussed with it; there are moments when it does hike up the tension.

Fighting for Your Life

It’s expected that in survival horror games, combat is usually slow-paced, with a methodical way of dispatching enemies so you can save up on resources. That’s the same thing you can expect in Cronos, as resources will be quite limited, though not to the point that you’ll get stuck.

Scattered around the game’s various dark corridors are crates that house either energy, bullets or healing items. Not only that, but it pays to explore everything you can, as these usually reward the player with huge chunks of Energy (which is the game’s currency for buying bullets, health, to upgrading weapons), items to sell in the in-game shop that can be converted to Energy, Core upgrades, and more. Cronos is entirely linear, but there are hidden pathways, rooms, and whatnot to keep things fresh when you move from one area to the next. It’s not a simple matter of going from Point A to Point B. I mean, sure, you can do that, but doing so will leave you out of a lot of resources, secrets, and even lore-building.

Cronos: The New Dawn dismemberment

When fighting off enemies, the combat itself is decent enough, as you’ll be using the usual gamut of weaponry available in most survival-horror games. There’s a handgun, a shotgun, a machine gun, and a few other surprises. The weapons feel fine enough, but it’s sometimes hard to tell if you’re damaging the enemies or not since they don’t always flinch or react when getting hit. You’ll get a gun attachment later on that should let you know an enemy’s health status, but I honestly didn’t find it useful at all, since it’s hard to check it when there are multiple enemies rushing at you.

That’s another thing to be mindful of. While it’s understandable that your character is slow, given the bulky armor you wear throughout the game, the same cannot be said about the enemies, which can move much faster than you. I’m OK with that, but a quick-turn feature would have helped a lot. The Traveler’s stiffness was never an issue to me for most of the game, even when going toe-to-toe with the game’s bosses, save for the final boss.

As a whole, combat is OK, but don’t expect anything revolutionary or a step-up from what you’ve experienced in other survival-horror games.

Limited Space

Look, I get it, inventory management is part of the survival-horror genre’s staples, right? It’s in almost all games of the genre, from Resident Evil, Silent Hill, and even Dead Space. However, Cronos: The New Dawn takes it to a whole new level, and one that I think most people won’t be happy with.

Your character has very limited space in their inventory, to the point that you’ll more often than not have to run back and forth to your stash crate. Every item takes up space. Weapons? Yeah, they take up a slot. Bullets, key items, sellable stuff you find? Yep. While other titles do this, they give you enough character inventory to make it manageable. In Cronos, it’s maddeningly made to artificially inflate the game’s difficulty. Shotgun bullets are capped at five per inventory space. So if you have 10 bullets? Take takes up two inventory slots. At most, when you have the inventory upgrade maxed out, it’s at 12. Add in 2-3 weapons, health, torch, bullets foe each weapon, and key items that you’ll need to open doors and whatnot, you’ll see your space capped almost always. This means that if you see an item you can sell, extra bullets, or even sometimes key items, you won’t have space to pick them up. Just be prepared to run back to the save room often, and it’s not even just to upgrade your weapons or suit, but just to store stuff, which does get annoying after a while. I wouldn’t be surprised if this gets an update in the future, since it just feels like your character inventory space was made to be super limited in order to make the game feel harder than it is.

There’s no map of any kind either. While Cronos is smaller than games like Resident Evil, the environments do tend to look similar in some cases, which might make players lose their bearings. The fact that door placements don’t really make sense adds to that too. Sometimes a door leading to a large area is tucked away inside a small room that connects the two areas. It’s a minor gripe, sure, but it’s still annoying sometimes when you’re backtracking to save room and just want to return to where you were previously.

On the plus side, the anti-gravity parts of the game feel fresh. There’s also a “rebuild” or time-effect gadget you get early on that’s used to great effect throughout the game. This is where Cronos shines, as Bloober carves its own gameplay path when it comes to exploration, traversal and the like.

Such Is Our Calling

I played Cronos on a base PS5, and overall, the graphics are more than adequate, though it don’t look as good as the Dead Space remake, which was released in 2023. Its performance has issues, as there are multiple instances of frame drops, especially if you square up against multiple enemies at once, and there are all sorts of effects happening at the same time.

bloober console exclusive

It’s not game-breaking, but it’s definitely noticeable, and something people might have issues with. I expect Bloober will release a patch or two to shore this up, alongside other minor bugs.

Another gripe I have is that some parts of the game felt, well, cheap. Not cheap in the sense that it lacked production values, but cheap in how some enemies are off-screen and will damage you unless you already know they’re there. This goes hand-in-hand with the super-limited inventory space, wherein it feels like it’s there to artificially hike up its difficulty. The last boss fight in the game highlights both the inventory issue and the enemy cheapness in full effect, and I wouldn’t be surprised if Bloober tweaks it a bit post-release.

However, possibly the biggest issue I have with Cronos is how confusing its story is. I’m not sure if it’s something lost in translation, but even after reading the letters and diary entries, listening to the audio logs, and finishing the 13-15 hour horror ride, I’m still unsure just what happened. I recall the main story beats, understand that there’s a sickness that plagues humanity, but I’m still unclear on how it originated and why it persists.

Even the game’s big twist is kind of predictable, which lessens its impact. At first, I thought it was just me being obtuse or something, but after speaking with another staff member who had played through the game, they also didn’t fully grasp what was happening.

There are multiple endings to the game, and it’s unknown which direction Bloober is going with if it ever gets the chance to do a sequel.

The Vocation, Successful

Cronos The New Dawn Gameplay

If it reads like I’m ragging on Cronos: The New Dawn a bit much, I’m not. It’s just that I really liked what I played of the Silent Hill 2 remake, and because of that, Cronos is one of my most anticipated games of the year. I was expecting the same level of polish, gameplay depth, and while Cronos delivers in a lot of areas, it stumbles in some that I wouldn’t think were issues.

However, at its core, Cronos: The New Dawn is still a good horror game with some interesting level design (the gravity stuff is ingenious). Technical issues aside, Bloober proved that its success with the Silent Hill 2 remake wasn’t a fluke and that it can establish its own IP, and even hang with the genre’s heavyweights.

Cronos: The New Dawn might not revolutionize the genre, but it’s still one journey worth taking. Hopefully, Bloober gets the chance to explore the game’s universe more in future entries, and if that happens, I’ll be there.

Score: 8/10

Pros:

  • Theme and enemy design are well-made
  • Multiple endings and New Game+ add replay value
  • Combat is good
  • Memorable boss fights

Cons:

  • Story is confusing
  • Performance issues (PS5)
  • Artificially inflated difficulty due to inventory space
  • No difficulty slider/level, which might be off-putting to some

Cronos: The New Dawn review code was provided by the publisher. You can read MP1st’s review and scoring policy right here.

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Alex Co

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

Home > Title Updates and Patches

Dave the Diver Latest Hotfix Improves Input System via Update 1.28/1.028

Developer Mintrocket has pushed out a new Dave the Diver hotfix on consoles and PC, and this improves the controller and input system based on community feedback when playing the Ichiban’s Holiday DLC.

Console gamers will see this download appear as Dave the Diver update 1.28/01.028.000, and this is a minor patch that doesn’t bring in any new content.

Read on for what specifically got fixed by the dev team today.

Dave the Diver Hotfix 1.28/1.028 Improves Control and Button Inputs

Here are the confirmed improvements for today’s hotfx:

ICHIBAN’S HOLIDAY DLC

<Improvements>

Improved the control and button input system based on user feedback

Improved Special Attack activation from simultaneous key input to single key input

  • Keyboard: Ctrl
  • Controller
    • XBOX, Nintendo Switch: B Button
    • PlayStation: O Button
  • Increased character movement speed
  • Reduced delay on character basic attacks
  • Fixed an input issue where pressing jump and attack simultaneously did not work sometimes

That’s about it, which isn’t surprising given most of the patches for the game have been fixes, with the last content drop being the Ichiban’s Holiday DLC, which was released five months ago.

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Alex Co

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

Home > News

Dying Light: The Beast PC Specs – Here’s What You Need to Run the Game

The release of Dying Light: The Beast is almost upon us, as we are just a few short weeks away from the next Dying Light adventure. While there’s much to be excited about, those who played Dying Light 2, or are jumping into the franchise for the first time, may want to make sure their PC is capable of running Dying Light: The Beast, as the PC specs are rather demanding this time around. 

Lucky for you, Techland has released a complete spec list to let you know precisely what you need to run Dying Light: The Beast. 

Dying Light: The Beast PC Specs for Desktops

MINIMUM: 

Performance: 1080p 30FPS

Graphic settings: LOW

  • GPU: 
    • NVIDIA GeForce GTX 1060
    • AMD Radeon RX 5500 XT
    • Intel Arc A750
  • GPU Memory: 6GB
  • CPU: 
    • Intel i5-13400F
    • AMD Ryzen 7 5800F
  • RAM: 16GB
  • OS: Windows 10 or newer
  • Storage: 70 GB SSD

RECOMMENDED:

Performance: 1440p 60FPS

Graphic settings: MEDIUM

  • GPU:
    • NVIDIA GeForce RTX 3070 TI
    • AMD Radeon RX 6750 XT
    • Intel Arc B580
  • GPU Memory: 8GB
  • CPU:
    • Intel i5-13400F
    • AMD Ryzen 7 7700
  • RAM: 16GB
  • OS: Windows 10 or newer
  • Storage: 70 GB SSD

HIGH:

Performance: 4K 60FPS

Graphic settings: HIGH

  • GPU:
    • NVIDIA GeForce RTX 4070 TI
    • AMD Radeon RX 7900 GRE
  • GPU Memory: 12GB
  • CPU:
    • Intel i7-13700K
    • AMD Ryzen 9 7800 X3D
  • RAM: 32GB
  • OS: Windows 10 or newer
  • Storage: 70 GB SSD

ULTRA: 

Performance: 4K 60FPS

Graphic settings: ULTRA (RT w/ Frame Generation)

  • GPU:
    • NVIDIA GeForce RTX 5070
    • AMD Radeon RX 9070
  • Intel Arc B580
  • GPU Memory: 12GB
  • CPU:
    • Intel i9-14900K
    • AMD Ryzen 9 7950 X3D
  • RAM: 32GB
  • OS: Windows 10 or newer
  • Storage: 70 GB SSD

Dying Light: The Beast PC Specs for Laptops

MINIMUM:

Performance: 1080p 30FPS

Graphic settings: LOW

  • GPU:
    • NVIDIA GeForce RTX 3050 80W+ Laptop
    • AMD Ryzen AI 7 350 / 360
    • Intel Core Ultra 7 258V with Arc 140V
  • GPU Memory: 6GB
  • CPU:
    • Intel Core i5-12450H
    • AMD Ryzen 5 6600H
    • Intel Core Ultra 7 258V with Arc 140V
  • RAM: 16GB
  • OS: Windows 10 or newer
  • Storage: 70 GB SSD

RECOMMENDED:

Performance: 1080p 60FPS

Graphic settings: MEDIUM

  • GPU:
    • NVIDIA GeForce RTX 3080 Laptop
    • AMD Ryzen AI 9 370
  • GPU Memory: 8GB
  • CPU:
    • Intel Core i7-12700H
    • AMD Ryzen 7 6800H
  • RAM: 16GB
  • OS: Windows 10 or newer
  • Storage: 70 GB SSD

HIGH:

Performance: 1440p 60FPS

Graphic settings: HIGH

  • GPU:
    • NVIDIA GeForce RTX 4070 Laptop
    • AMD Ryzen AI Max+ 395
  • GPU Memory: 8GB
  • CPU:
    • Intel Core i7-14700HX
    • AMD Ryzen 9 8940HX
  • RAM: 32GB
  • OS: Windows 10 or newer
  • Storage: 70 GB SSD

Compared to Dying Light 2, where an RTX 3080 was the required GPU to run the game at Ultra presets and with ray-tracing, the new title is going to require at least an RTX 5070 with frame-generation enabled to achieve 60 FPS with ray-tracing. Though don’t take that as the “definite” requirement, as these are more of a baseline, and cards that are equivalent, or more powerful (but older gen, such as the RTX 4090) should be able to run the game at 4K 60 FPS Ultra. 

Still, the game does look pretty demanding based on these specs, so it’s better to be prepared going into it. 

As for console players, we’re expecting to see both a quality and performance mode, with the PS5 Pro likely making use of PSSR based on statements from the game’s director last year. 

Dying Light: The Beast launches on September 18, 2025, on the PS5, Xbox Series X|S, 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.

Home > News

Report: Battlefield 6’s Season 1 Will Feature Three Free Maps, Will Be Set in California

While Battlefield 6 won’t be released for another month, info about its first season has already surfaced, and it’s good news. We all know that Battlefield 6 will be another live-service title from publisher Electronic Arts, and if you got burned by Battlefield 2042’s sesaonal content, it seems BF6 won’t have that problem — at least in terms of maps.

Thanks to a recent datamine, information about Battlefield 6’s Season 1 maps has surfaced, and it seems to be the real deal.

While a lot of what’s been datamined in Battlefield 6 via BF Labs seems to be legit, it’s still worth noting that this is still unofficial info, and as such, must be taken with a grain of salt. There is a chance, though highly unlikely, that the data gathered has been scrapped, or from earlier code. Plans can also change, so bear that in mind.

Battlefield 6 Season 1 Will Feature Three Free Maps

Just a few weeks ago, we reported on how map outline images of one of the purported Season 1 maps called “Eastwood” has confirmed that it’s a large-scale map. Well, it seems we now know info about the other new map incoming along with it.

Thanks to the 1BF leaker group, we have our first look at Badlands, and even a recreation of Eastwood’s layout! Not only that, but it’s also been spotted in the game’s files that the third map is none other than Downtown from Battlefield Hardline! According to the datamine, all three maps are set in California, which, based on the datamined info, is where Eastwood is located.

Check out fan-made renders of Eastwood below:

Given we don’t want EA to send us a takedown notice again, check out the video by the leaker hosted on Chinese video platform bilibili.

Per datamined info, it points to the third map being Downtown from now-defunct Visceral Games’ Battlefield Hardline. Previous leaks had the map listed alongside Operation Firestorm, and we all know Firestorm is one of the nine maps the game will launch with. Curious what it looked like then? Here’s a fly-by of the map, though I’m not expecting a 1:1 recreation.

Adding more weight to the leaked info, reliable Battlefield dataminer temporyal has also chimed in and mentioned how the BF6 Season 1 maps will most likely be set in California.

Again, I want to reiterate that the info above are from datamines, and EA has not announced anything regarding Battlefield 6’s Season 1. Although I expect that to change within the month, as we inch nearer Battlefield 6’s launch.

More leaks about BF6’s Battle Royale mode has surfaced, and we even get a good look at some of the mode’s points of interests. Not interested in Battle Royale? Our first look at the game’s weapon camos have been unearthed as well, and they look grounded, though there’s a few there that some purists might have an issue with.

For something more official. our first look at the Engineer class’ EOD Bot has been revealed, and it’s been upgraded. Not only that, but DICE has confirmed the game wil feature persistent servers.

Battlefield 6 will be released on October 10 on the PS5, Xbox Series X|S and PC.

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Alex Co

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

Home > News

PNY’s Nvidia GeForce RTX 5080 Drops Below MSRP, But You May Want to Hold Off a Bit Longer

The last few years have been pretty tough to be a PC builder. With crypto miners increasing demand, COVID-19 and worldwide shortages, Nvidia taking advantage of consumers and price gouging them, along with partners, scalpers, and now this year, tariffs, I think we can all agree that it has become an even more unnecessarily expensive hobby. Just the other day, I was glancing over on PCPartPicker to find out how much it would cost to build a new PC. Mind, it was using some of the most expensive components, but I’m still shocked by the overpricing of some components that have pushed well past the standard MSRP.

So, in a market where price increases have become more common than price drops, in a rare instance, we have found an Nvidia GeForce RTX 5080 that is actually being sold for less than its $1000 MSRP. However, don’t get too excited, as the discount is only about 1% and comes with some strings attached.

With the Super Looming, We Should Expect Nvidia GeForce RTX 5080 to Continue Dropping Below MSRP

Good news to people looking to get their hands on an RTX 5080, as the California-based PC chain, Central Computers, is offering a discount on a PNY RTX 5080. How much, you ask? Well, brace yourself, because it’s a whopping $10.

Now you may be wondering, what’s the catch on this acceptable deal? Well, if you aren’t a resident of California, shipping the cost to your home will end up putting it over the MSRP mark. Depending on the state you live in, there may be taxes on that online order. I suppose an extra $30-$100 isn’t all too much if you’re dropping $1000 on a GPU. The deal itself isn’t that bad, considering what the cards are typically running for since their launch, with only the last month or two seeing them return to MSRP. If you’re in for one, then by all means grab it. I do, however, suggest waiting a bit more.

With rumors that Nvidia is preparing to launch the RTX 5080 Super soon, your best bet in getting a “real” deal on this card is probably to wait. The RTX 5080 Super is currently rumored to launch with an MSRP of $999, though we’re skeptical that will be the case. That, and the chances of board partners even launching near that price are pretty low considering past releases.

Still, with an improved card costing essentially the same, that will drive the price of the 5080 down to stay “competitive.” Of course, you’ll then have to deal with the high demand as the Super is likely going to replace the standard 5080 production entirely. It’s a bad situation, regardless. You can either decide to pay near MSRP for a card that is getting a refresh for the exact cost (but deal with scalper pricing) or not worry about the extra VRAM and buy now. The $10 discount can be put towards something like Hollow Knight Silksong, the perfect game to put the RTX 5080 to maximum use. Hey, $10 is $10, and you’d be surprised what you can do with that much.

The Super’s extra VRAM probably won’t be as helpful right now unless you’re building a workstation. By the time you even need the rumored 24 GB of VRAM for a game, we’d probably be in the RTX 9000 series cards. I still use my 4090 RTX to this day, and we’ve yet to come close to hitting that VRAM usage unless I’m doing heavy workload like Adobe and and 3D modeling software.

But if you absolutely must get an RTX 5080 within the next few months, then that’s probably when I suggest getting one. Not right this moment, where they are finally coming back down to MSRP, but rather give it a month or two, and we’ll probably see better discounts.

But you do you, as that’s part of the joy of PC building.

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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.

Home > Title Updates and Patches

Fallout 76 New Update 2.10 Brings CAMP Revamp Patch

As expected, given today’s maintenance, Bethesda has released a title update for Fallout 76 on September 2, and this is for the CAMP Revamp patch.

Players will see this download appear as Fallout 76 update 2.10, and this relaxes build rules, adds item locking, and a lot more.

This is a significant download, so prepare to allocate some disk space on your gaming device of choice.

Fallout 76 Camp Revamp Update Additions and New Features via Patch 2.10

Update Highlights

  • Relaxed Build Rules – Unleash your creativity! With relaxed building rules allowing you to build new styles of C.A.M.P.S.
  • Reworked Workshop UI – The Workshop UI has been revamped to make it easier for you to get to the C.A.M.P. items you’re looking for.
  • Item Locking – Never accidentally scrap your gear again with this highly requested feature.
  • Combat – Improvements to manual aiming and V.A.T.S. plus a bunch of damage and range increases.
  • Season 22: Modern Living – A modern dweller needs a modern home.

Update Version 1.7.21.25 Sizes

  • PC (Steam): 9.9 GB
  • PC (Microsoft Store): 23 GB
  • Xbox: 26.4 GB
  • PlayStation: 25.6 GB

Relaxed Build Rules

For those of you who like to build C.A.M.P.S. in Fallout Worlds, you already know the benefits that relaxed build rules provides. Let’s go over some of the more common situations where you’ll experience these relaxed build rules and talk about how they’ll change what you’ll be able to do!

Snapping Items

Items can still snap together in the way that they used to, but now items that used to require snapping are allowed to not snap. Over-snapping your walls to get wallpaper on both sides is also possible now. Walls can also be built beneath the floor, and upper floors can be attached to walls without the need for a staircase.

Placement Mode Toggles

Three placement modes are available to help you place items in your C.A.M.P.:

  • Snap Mode (Normal) – Place items the way you’re used to.
  • Collision Mode – Items will not auto-snap but will consider collisions.
  • Free Mode – No snapping and no collisions.

Placement Restrictions

While there are still some items that require ground placement (e.g. crops, extractors, items that require water to be placed), placement restrictions have been loosened for others. Allowing you to place them freely. Yes, this means in the air too.

Foundations

Items that used to require a foundation to be placed no longer have that requirement. Also, when removing an item, you no longer have to worry about part of your structure being inaccessible.

Power Cables

Can now be built even if the cable intersects with another object!

Blueprints

No changes here in relation to the new build rules. You can build blueprints with intersecting, floating or unsupported objects in it.

Workshop 2.0

Coming along in this update is a complete rework of the Workshop menu! With a refreshed focus on findability and organization, this new UI should make it a lot easier for you to get to the items you need. We’ve been testing this internally and are excited for you to get your hands on it.

New Main and Subcategories

One of the first things you’ll notice (other than the new UI), is the consolidated main categories and new subcategories which will host all your Workshop items. We believe that this new categorization will allow you to get to what you’re looking for a lot quicker than before.

The categories are:

  • Quests
    • Objectives (This category only appears when a quest is active and will disappear after the quest is completed.
  • Recent
    • Quickly find your last used items.
  • History
    • New
    • Recent
    • Blueprinted
    • Stored
  • C.A.M.P. Pieces
    • Foundations
    • Porches
    • Floors
    • Walls
    • Roofs
    • Stairs
    • Doors
    • Columns
    • Fences
    • Shelters
  • Defense
    • Barricades
    • Turrets
    • Traps
  • Power
    • Generators
    • Power Connectors
  • Lights
    • Candles
    • Ceiling Lights
    • Fire
    • Lamps
    • Signs
    • Wall Lights
  • Resources
    • Crafting
    • Collectors
    • Food
    • Producers
    • Water
  • Utility
    • Instruments
    • Player Benefits
    • Services
    • Vending Machines
  • Furniture
    • Appliances
    • Beds
    • Electronics
    • Seating
    • Shelves
    • Surfaces
  • Decorations
    • Balloons
    • Clutter
    • Crockery
    • Entertainment
    • Fauna
    • Holiday
    • Lawn and Garden
    • Novelties
    • Outdoor
    • Rugs
    • Signs
    • Statues
    • Taxidermy
    • Toys
    • Vehicles
  • Wall Décor
    • Accents
    • Ceiling
    • Holiday
    • Mounted
    • Novelties
    • Signs
    • Tapestry
    • Wall Art
    • Wall Letters
    • Window
  • Storage
    • Additional Storage
    • Displays
    • Stash Boxes
  • Structure
    • Farm
    • Frontier
    • Industrial
    • Military
    • Modern
    • Rustic
    • Scavenger
  • Dwellers (formerly Allies)
    • Allies
    • Pets
    • Pet Furniture

Modify Menu

The Modify Menu is your main tool for customizing your C.A.M.P. This feature has received a major facelift. Now giving you more direct access to crucial editing features.

  • Edit Mode:
    • Pick up and move items
    • Scrap or store things you’ve already built Wallpapers:
    • Add wallpaper to give your C.A.M.P. a fresh style
    • Remove wallpaper if you want to go back to basics
  • Locks:
    • Doors
    • Generators
    • Resource collectors
    • This helps prevent other players from taking your things.
  • Blueprints:
    • Save your creations
    • Place them again later, even if you move your C.A.M.P.
  • Replace:
    • Swap out placed items without needing to scrap and rebuild!

Miscellaneous Notes

We wanted to list out some neat features that we think builders will appreciate that don’t necessarily require a whole section to themselves.

  • Build/Modify Mode: On keyboards you can change modes by pressing Q. On a controller you can click the Left Stick.
  • New Navigation Option: Use Shift + WSAD to move around menus faster. On controller the left and right bumpers allow you to quickly navigate the categories.
  • You can filter by Buildable, Unlockable, and Known items.
  • Social Menu is blocked while in Workshop menus giving you more space to work with.
    • Quest Markers and Team List are also hidden while building.
  • The menu will remember which mode you were in when you re-enter it.
  • In the Options Menu, you can minimize or maximize the Variants panel as well as expand the info card.

“]

Caravans

We’re restructuring the objectives in Caravans to ensure players will get their rewards if the Brahmin is left alive, even if they are unable to complete the route. The event will now take a maximum of 7 minutes to complete.

Caravans will now reward all players with the same number of Supplies, regardless of who started the event.

Item Locking

Say NO to accidental scrapping because you can now protect your favorite items by locking them!

Lock your weapons, lock your armor, lock your Power Armor. Heck, you can even lock your meds too!

This new feature will prevent locked items from being sold, scrapped, traded, and even dropped. Item Locking has been a long-requested quality-of-life request from many in the community. We’re really excited about bringing this feature to you.

Add or remove a lock anywhere you can interact with items including:

  • Pip-Boy
  • Stash
    • Including looking at your stash through the My C.A.M.P. device.
  • Workbench
  • Ammo Box
  • Player to player trading
  • NPC vendors
  • Vending machines
  • Allies
  • Display cases
  • Corpses and loot bags

A Few Notes: Locking an item will not prevent loss of junk on death or prevent items from being used as a material for crafting (cooking etc.). Also, by default, locking consumables will prevent their use. You may adjust this in your settings.

Accessibility

We’ve made strong strides towards making sure Fallout 76 is more accessible to more players. If you would like a look at all the accessibility features offered at the time of this update you can find that listed out here.

“]

Mischief Night Returns

Mischief Night returns on October 7! Prepare to head over to Rapidan Camp in Skyline Valley to enjoy this refreshed take on a fun and chaotic event.

Ping and Emote Swap

Thanks to community feedback we’ve decided to flip the Press (currently set to Ping in the live game) and Press and Hold (currently set to bring up the Emote wheel in the live game) command for Ping and Emote. With this update, when playing with a controller, Ping can be activated by Pressing and Holding the Down D-Pad button. Emote is now set to Press on the Down D-Pad button.

Fallout 76 Season 22 New Improvements

Combat Balancing

In the Gone Fission release notes, we shared an update on how we felt the combat rebalancing project we kicked off during Skyline Valley was going. We mentioned that we’ve seen a significant improvement in the variety of ranged weapons being used, fewer difficulty spikes in the early to mid-game experience, and increased build diversity amongst the player base.

Today’s update continues this process with a focus on:

  • Improving the manual aiming experience.
  • Improvements to the V.A.T.S. formula.
  • Providing significant buffs to melee and ranged weapon damage.
  • Boosts to damage-over-time effects.
  • Increases to weapon ranges.

There’s a lot to dig into. If you’re interested, head over to our Fallout 76: C.A.M.P. Revamp Combat Release Notes article for all the nitty and gritty details.

Manual Aim Improvements

We’ve made changes to all ranged weapons to improve players’ ability to hit targets outside of VATS.

These changes vary by weapon and include:

  • Smaller cone of fire.
  • Reduced recoil.
  • Additional shots can be fired before reaching peak recoil.
  • Cone of fire now increases less as a result of moving.
  • Reduced cone of fire while crouching/sneaking.
  • Reduced cone of fire while aiming down sights.
  • Spin-up weapons such as the Minigun and Gatling Laser now have reduced recoil after firing for a short period of time.
  • Reduced camera movement for many weapons’ actions in First Person view.
    • This includes firing, reloading, and post-fire actions such as bolt-action animations.
  • Medium and long scopes have additional zoom levels. Press the VATS button to toggler between 2 or 3 zoom levels, depending on the scope.

V.A.T.S.

The formula for calculating hit chances in VATS has been rewritten to be more consistent and intuitive. Overall, hit chances with most weapons will be higher. Distant, smaller, and more difficult enemies will sometimes be harder to hit.

Here’s a basic overview of how it works:

  • The formula begins with an assumption of max hit chance (95%).
  • Various factors reduce your hit chance, such as distance to the target, visibility of the target, difficulty of hitting each of the target’s body parts, your weapon’s range, cone of fire, recoil, fire rate, etc.
    • Perks, weapon mods, etc. can improve each of these factors or directly increase your hit chance.
    • Perception reduces some of the penalties of a large cone of fire and long distance to the target relative to your weapon’s maximum range.
  • Beyond about half of a weapon’s range, hit chance steadily decreases to 0%.
  • Below about half of a weapon’s range, penalties to hit chance are reduced. As you close in on point blank range, hit chance will increase until you have a very high chance of hitting the target.

Weapon Mods

The vast majority of melee and ranged weapon mods have been updated to have more consistent and intuitive effects, and to offer additional choices for a variety of play styles.

There are far too many changes to list (well over 1,000 mods updated), so instead here’s some highlights for common mods.

Stub Barrels

Stub barrels now make a weapon easier to use while moving at short range.

Medium & Long Barrels

While the longer range for Medium and Long barrels makes it easier to hit targets both in manual aim and VATS and preserve more of your damage when firing at distant targets, they’re now a bit more difficult to use on the go.

Weapon Scopes & Sights

  • Glow sights now increase VATS accuracy and reduce a weapon’s AP cost by 20%.
  • Front sight rings now make a weapon more precise while aiming and reduce the weapon’s maximum cone of fire.

Muzzle Mods

  • Compensators now reduce a weapon’s initial recoil and greatly increase the amount of shots that can be fired before reaching maximum recoil.
  • Muzzle Brakes reduce a weapon’s minimum and maximum recoil and reduce the amount of lateral movement from recoil.
  • Along with reducing the volume of each shot and slightly reducing recoil, Suppressors now grant a 50% bonus to sneak attack damage.

Bleed, Fire, and Poison Mods

Changes have been made to Fire and Poison mods to offer better damage over time. We’ve also made changes to some of these mods to convert more of their original damage to Fire or Poison.

Mods that add blades to weapons now more consistently have a Bleed (physical) damage over time effect. The damage from this effect has been greatly increased.

Receiver Mods

Mods which change the ammo type of a weapon have been modified to better reflect the increase or decrease in ammo strength. Stronger ammo will typically have higher AP costs, lower durability, and be harder to control in manual aim. Weaker ammo will typically have lower AP costs and be easier to control and maintain. Now the choice of which ammo to use on a weapon is more about whether you want a more comfortable, lower-maintenance experience with a weaker ammo type – or instead push the weapon further with stronger ammo at the cost of increased difficulty of use and more expensive maintenance.

Similar to ammo type conversion mods which use a stronger ammo type, Hardened receivers now have additional recoil and higher AP costs. Critical receivers now also increase a weapon’s AP cost.

Stocks and Bayonets

Paired with the damage increases on the weapons themselves, switching from a Grip to a Stock or adding a Bayonet (or both!) will greatly improve Bash Damage.

Prime Receivers

Prime Receivers went through a lot of changes during the Public Test Server. We wanted to outline where we landed for these mods.

Prime Receivers provide the following in addition to their increased damage to Scorched enemies:

  • +35% bonus damage
  • 20% longer range
  • +15% AP cost
  • +30% Weight
  • +50 Value
  • Higher recoil and maximum cone of fire.
  • 10% slower rate of fire.

Semi-Automatic to Automatic Weapon Mods

In addition to the earlier Base Damage, Sneak Damage, and VATS Critical Attack damage changes from the Gone Fission update, Automatic mods for Semi-Automatic weapons also have the following changes (relative to the un-modded weapon):

  • 50% higher ammo capacity.
  • 17.5% reduced range.
  • 7.5% increased weight.
  • 7.5% reduced durability.
  • 30% increased value.
  • 10% reduction to reload speed
  • Higher maximum recoil and cone of fire.

Adjustments to Hardened Receivers:

Note: This does not apply to Hardened receivers and similar mods on weapons which are automatic by default (.50 Cal Machine Gun Heavy Barrel, etc.)

  • Bonus Damage: +25% -> +35%
  • Recoil: +10% -> +15%
  • AP Cost: +10% -> +15%
  • Weight: +25% -> +30%
  • Durability: -7% -> -12.5%
  • Value: +35% -> +40%

Plasma Gun, Enclave Plasma Gun, and Gatling Plasma Splitter mod changes:

  • Base Damage: Now +40%
  • Removed 25% additive damage bonus
  • Fire Rate: Now -35%
  • Range: Set to 59 -> Reduce by 35%
  • Durability: -7.5% -> -15%
  • Fire Rate: Now -35% Adjustments to Cone of Fire, Recoil, etc. now are relative to the weapon’s base properties rather than set to specific values regardless of weapon.

Laser Gun and Ultracite Laser Gun Splitter mod changes:

  • Base Damage: Now +40%
  • Removed +50% additive damage bonus

Laser Gun and Ultracite Laser Gun Sniper mod changes:

  • Base Damage: +25% -> +35%
  • Fire Rate: Now -40%
  • AP Cost: +35% -> +55%

Plasma Gun and Enclave Plasma Gun Sniper mod changes:

  • Base Damage: Now +35%
  • Removed +100% additive damage bonus
  • AP Cost: +35% -> +55%

This is all we’re going to cover here, but the Fallout 76: C.A.M.P. Revamp Combat Notes article has a LOT more detail. So please check that article out for more information.

Perk Changes

In this update, we are finishing up our re-balancing of weapon Perks which include the heavy, melee, thrown, and bow weapons.

At a high level, then Perk changes touch:

  • Heavy Gunner Perks are being replaced with Perks that focus on spending ammo to gain bonuses along with a highly requested Perk to decrease the spin up time on weapons.
  • Melee Perks are moving away from 1-hand and 2-hand designations and instead these Perks will lean into more general properties of melee weapons, such as bleed and power attacks.
  • Bow Perks will be benefiting thrown melee as well as the bow weapons with new ways to take down groups of enemies.

We are also standardizing Perks and Mods that grant the ability to automatically revive. Perks with these effects now bypass going into the downed state, have a 100% chance to occur, have a cooldown, and require the use of a healing item such as a Stimpak.

In addition, all effects that apply buffs to other players you revive will apply to yourself when self-reviving. The order in which these effects can occur is fixed:

  • Scout Banner
  • EMT Perk
  • Life Saving Mod
  • Power Armor Reboot Perk

Perk Card Changes

  • Slugger
    • Rank 1: +10% melee damage vs crippled.
    • Rank 2: +20% melee damage vs crippled.
    • Rank 3: +30% melee damage vs crippled.
  • Slugger Expert
    • New name: Knee Capper
    • Point Cost: 2
    • Rank 1: Melee weapons deal +50% limb damage. (No Power Tools)
  • Slugger Master
    • New name: Heavy Hitter
    • Point Cost : 3
    • Rank 1: Melee weapons deal +25% power attack damage. (No Power Tools)
  • Gladiator
    • New name: Wound Salter
    • Rank 1: +10% damage against bleeding enemies
    • Rank 2: +20% damage against bleeding enemies
    • Rank 3: +30% damage against bleeding enemies
    • Gladiator Expert
    • New name: Natural Stance
    • Point Cost: 1
    • Rank 1: While equipping a melee weapon, reduce Incoming Stagger by 25%
  • Gladiator Master
    • New name: Blood Luster
    • Point Cost: 1
    • Rank 1: Your bleed effects have 35% more damage and 25% less duration.
  • Iron Fist
    • Rank 1: Your fist weapons deal more damage based on your DR.
  • Heavy Gunner
    • New name: Bullet Storm
    • Rank 1: Gain 1 stack of Bullet Storm for every 30 ammo spent up to 10 stacks. Each stack increases damage by 3%. Resets when you reload or change weapons.
    • Rank 2: 6% damage per stack of Bullet Storm.
    • Rank 3: 9% damage per stack of Bullet Storm.
    • Note on Bullet Storm: Bullet Storm grants the ability to gain a stacking buff based on ammo spent. This buff increases the damage you deal, and other Perks can add additional effects. You can have up to 10 stacks of Bullet Storm and they last until you change weapons or reload.
  • Heavy Gunner Expert
    • New name: Tightly Wound
    • Point Cost: 2
    • Rank 1: Weapons spin up 60% faster.
  • Heavy Gunner Master
    • New name: Bringing the Big Guns
    • Point Cost: 3
    • Rank 1: Your Bullet Storm stack limit is doubled.
  • Lock & Load
    • Point Cost: 2
    • Rank 1: You keep half of your Bullet Storm stacks when you reload. Each stack increases reload speed by 1%.
  • Bear Arms
    • Rank 1: Each stack of Bullet Storm increases your bash damage by 5%
  • Pain Train
    • Improved hit detection and limited hit rate.
    • Counts as a Fist Weapon.
    • Increased base damage and damage per rank.
    • Uses 5 AP per hit.
  • Bow Before Me
    • Rank 1: 20% armor pen and 5% stagger with bows or thrown melee.
    • Rank 2: 40% armor pen and 10% stagger with bows or thrown melee.
  • Archer
    • New name: Hat Trick
    • Rank 1: Arrows and thrown melee weapons bounce towards an additional target dealing 70% damage.
    • Rank 2: Arrows and thrown melee weapons bounce towards two additional targets dealing 70% damage.
    • Rank 3: Arrows and thrown melee weapons bounce towards three additional targets dealing 70% damage.
    • Dev Note: The damage is reduced 30% each bounce. Bounce range is based on the weapons range.
  • Archer Expert
    • New name: Deal Sealer
    • Point Cost: 2
    • Rank 1: Deal +10% damage for each impairment your target has.
    • Dev Note: Impairments are Crippled, Bleeding, Burning, Poisoned. This info is shown in the Pipboy Effects tab. We will be adding Freezing from cryo to count towards this in a later patch.
  • Archer Master
    • Point Cost: 3
    • Rank 1: Arrow and thrown melee weapons pierce targets.
  • Tank Killer
    • Rank 1: Your ranged weapons ignore 20% armor.
    • Rank 2: Your ranged weapons ignore 40% armor.
  • Fire in the Hole
    • New name: Strong Arm
    • Rank 1: Thrown weapons fly 50% further.
    • Dev Note: The throwing arc effect has been moved to the settings menu.
  • Homebody
    • Rank 1: Improve benefits of being well rested.
    • Dev Note: Well Rested grants +2 AGI, Kindred Spirit grants +2 PER, Lovers Embrace grants +2 CHA. This is in addition to what the Perk currently grants.
  • Stabilized
    • Point Cost: 2
    • Rank 1: Big guns gain 30% accuracy. Double in Power Armor.
  • EMT
    • Point Cost: 2
    • Rank 1: Automatically revive a downed teammate once every 3 minutes and grant them increased healing for 1 minute.
    • Dev Note: Both players need to be in the same area or interior and within a reasonable distance.
  • Injector
    • Rank 1: Players you revive have 18 AP regen for 1 min.
  • Revenant
    • Rank 1: Players you revive have +25% damage for 2 min.
  • Healing Hands
    • Rank 1: Players you revive are fully healed.
  • Rad Sponge
    • Point Cost: 2
    • Rank 1: Absorb 20% of RADs taken and restore Hunger and Thirst.
  • Ninja
    • Rank 1: +50% sneak attack damage with melee and bows.
    • Rank 2: +100% sneak attack damage with melee and bows.
    • Dev Note: Extending this Perk to bows and thrown weapons.
  • Psychopath
    • Point Cost: 2
    • Rank 1: Hits outside V.A.T.S. refill your Critical Meter at 10% contribution.
  • Grim Reapers Sprint
    • Point Cost: 2
    • Rank 1: Kills in VATS restore your AP based on your LCK.
  • Bloody Mess
    • Rank 1: Bleeding enemies you kill have a chance to explode based on your LCK.
    • Dev Note: Added damage to the gore explosion that scales with player level. This explosion does not damage you. Chance to proc increases with Luck. Bloody Mess has a small chance to proc without the Perk equipped based on your Luck.
  • Power Armor Reboot
    • Rank 1: Automatically Revive using a Stimpak while in Power Armor. Cooldown 10 min
    • Rank 2: Automatically Revive using a Stimpak while in Power Armor. Cooldown 8 min
    • Rank 3: Automatically Revive using a Stimpak while in Power Armor. Cooldown 6 min
    • Rank 4: Automatically Revive using a Stimpak while in Power Armor. Cooldown 2 min
    • Dev Note: The random chance was removed and a cooldown added.
  • Hack and Slash
    • Rank 1: Melee attacks deal 20% of their damage in a small area.
    • Rank 2: Melee attacks deal 30% of their damage in a small area.
    • Rank 3: Melee attacks deal 40% of their damage in a small area.
    • Rank 4: Melee attacks deal 60% of their damage in a small area.
  • Concentrated Fire
    • Adjusted the Concentrated Fire Perk to increase VATS hit chance for non-automatic weapons by 4/8/12% per shot (automatic is still 1/2/3%).

Legendary Mods

  • Life Saving
    • Chance to auto revive increased from 50% to 100% and added a 5 min cooldown that is reduced by 1 min per additional piece.
  • Lucky
    • Renamed to Lucky Hit
  • Rejuvenator’s
    • Now adds HP and AP regeneration to the Hunger and Thirst abilities.
    • Full + Rejuvenated Perk Rank 2 provides 6 HP and AP regeneration
    • Full + Rejuvenated Perk Rank 1 provides 4 HP and AP regeneration
    • Full provides 3 HP and AP regeneration
    • Well provides 2 HP and AP regeneration
    • Normal provides 1 HP and AP regeneration
    • Partial provides 1 HP and AP regeneration
  • Choo-Choo’s
    • This effect has been overhauled to use the Pain Train Perk.
    • Each item equipped with this mod grants +1 rank to Pain Train. This can go beyond the max rank of 3 and works even if you do not have the Perk equipped. It also adds an on-hit bleeding effect to Pain Train that scales with more Choo-Choo mods equipped.

Improvements and Fixes

Armor

  • Fixed an issue where the Power Armor HUD UI did not display while underwater.
  • Fixed an issue where players could no longer craft or modify the Civil Engineer Armor Jetpack.
  • The Gladiator Helmet now uses the correct crafting materials.
  • Fixed several issues with armor names displaying incorrectly when modified.

Books and Magazines

  • Tesla Science 4 now affects Ultracite Gatling Laser Ammo Count.

C.A.M.P.

  • Updated the Fire Hazard C.A.M.P. kit to have the correct health values.
  • Fixed an issue where the “Americana Pennant” and its variants remained after destruction.
  • Fixed an issue where the “Floating Dock” was unable to be built on water from a blueprint.
  • Updated the Drowned Signal Lantern and Drowned Box Lamp icon to faces the correct direction.
  • Fixed an issue where Watoga Robots could become hostile to C.A.M.P. allies or turrets (& vice versa) after completing “Mayor For A Day”.
  • Fixed an issue where multiple walls of the Tiki C.A.M.P. Kit had the wall texture showing through the applied wallpaper.
  • The Tiki C.A.M.P. Kit Doorway no longer exhibits issues after having a wallpaper applied to it. The wall and wallpaper can now be moved, stored, scrapped as expected.
  • Fixed an issue where the Tiki C.A.M.P. Porch Kit pieces were unable to be placed without being snapped to an existing piece.
  • Fixed an issue where the Tiki C.A.M.P. Porch Kit Porch Railings appeared off center when attached to certain sides of the Tiki Porch Corners.
  • Fixed an issue with Tiki C.A.M.P. Kit Left Fascia Wall piece flipping horizontally when wallpaper was applied.
  • Fixed an issue where the Tiki C.A.M.P. Porch Kit Tiki Porch Corner ceiling beam clipped through the roof seam.
  • Updated the Tiki C.A.M.P. Kit to use the correct construction and destruction SFX.
  • Fixed Tiki C.A.M.P. Kit workshop menu descriptions.
  • Updated the destruction and repair sound effects of multiple C.A.M.P. items to match their building materials.
  • Fixed multiple C.A.M.P. items with inconsistent names in workshop mode.
  • Counterfeit Bottlecap Press SFX now play again. No more sneakily counterfeiting!

Consumables

  • Steeped Ash Rose Tea duration increased to 1 hour.

Creatures

  • Fixed an issue where Stunted Yao Guai were not immune to Radiation damage.
  • Fixed an issue where Alien Invaders may not fire their weapons under certain conditions.
  • Fixed an issue where the Lost would not attack with batons.
  • Spooky Scorched now keep their pirate hats on when dismembered. Arrr.

Events

  • Fixed an issue where the public event Jail Break was not awarding Improved Bait.
  • Powering up Power plant events will no longer count toward public event challenges.
    • Known Issue: We are aware that Jail Break is not currently counting toward this challenge.

Fishing

  • Inspecting a fish now shows how many of it you have caught.
    • Dev Note: This stat is unfortunately not retroactive and will only count fish from this patch forward.
  • Fixed an issue that could cause the Fishing Rod to become invisible after catching a fish.
  • Fixed an issue where players could enter V.A.T.S. while fishing
  • Fixed an issue that could cause highlighting of the whole fishing rod in the modify menu when changing skins.

Gameplay

  • Floating damage number now have a random offset.
  • Damage over time effects now display floating damage numbers.
  • Reduced the size of the visual radius of the explosions for the Hack and Slash legendary perk effect (This does not affect the damage radius for the perk, only visuals).
  • Blood Worms now increases explosion damage correctly.
  • Fixed an issue where the Covert Operative bonuses would not trigger as expected.

Menu

  • Help entries are now sorted alphabetically in all languages.
  • Help menu entry for Impairments added.
  • Fixed an issue where players could scroll through certain popup menus while in the Inspect/Repair screens.

Miscellaneous

  • Fixed an issue where tattoos on male faces could appear warped.
  • Fixed multiple typos found throughout your Appalachian adventure.
  • Fixed various localization issues.
  • A light source now shows in the free camera mode camera if the player’s Pip-Boy light is turned on.
  • Added Descriptions to Bobblehead effects for Small Guns, Melee, Medicine, Lockpicking.
  • Fixed an issue where Repair Bobbleheads were not functioning as intended with certain weapons.
  • Fixed an issue where players were unable to access the paper map or change camera view mode under certain conditions.
  • Updated the description of Popcorn to include its’ duration of granted effects.
  • You can now buy Season Rank Ups in Private World.

Outfits

  • Fixed an issue where the Sawtooth Mask could be worn alongside other face apparel.
  • The crafted Veil of Secrets is now under the Headwear section in the Armor Workbench.
  • Fixed an issue where the Fasnacht Sun Mask and its glowing counterpart could appear stretched on moving male players.
  • Fixed issue where the Mummy Costume could clip through other outfits.
  • The Antiquated Veil headwear now uses accurate crafting materials.
  • Fixed an issue where the Mistress of Mystery equipment could not be sold or traded.

Quests

  • The Powerhouse of the Cell: Fixed an issue that could cause “Serum Alpha” to reappear in the player’s inventory when relogging during the quest.
  • Fixed an issue where Shadows would reappear upon relog during Powerhouse of the Cell Quest, despite administering the serum.

Vendors

  • Fixed an issue where Steven Scarberry did not have the correct magazines for sale.

Weapons

  • Unarmed tag renamed to Fist.
  • Fist weapons now include either the Blunt or Sharp tags.
  • Automatic Melee has been renamed Power Tool.
  • Clarified the Cursed description.
  • Fixed an issue where the 10mm Pistol Tweaked Automatic Receiver was using an incorrect firing sound.
  • Fixed an issue with the Tomahawk’s sound volume being inconsistent with other throwing weapons.
  • Fixed an issue where weapons and armor could be repaired while at 100% condition.
  • Fixed several issues with weapons names displaying incorrectly when modified.
  • Fixed an issue where the Free States skin for Combat Knife was not listed in the Modify appearance menu.

Workbench

  • Weapons Workbench
    • Categories have been renamed for better sorting.
    • Removed bows from the MACHINED GUNS category and grouped with thrown weapons are under a new category named RANGED – SURVIVAL.
    • Melee has two new categories: FIST and POWER TOOLS.
    • Renamed the melee category for EDGED WEAPONS to SHARP WEAPONS.
    • Removed the Ultracite category.
  • Tinkers Workbench
    • Ammo crafting categories are now sorted together.
  • Fixed an issue where an empty column could appear when in the “current mods” screen at a workbench.

With a patch this big, don’t be surprised if something breaks. If Bethesda releases a follow up hotfix, expect it here on MP1st.

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Alex Co

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

Home > News

Fallout 76 Down on Sept. 2 for Patch Roll Out

Bethesda has pulled the Fallout 76 servers down on September 2, and this is on all platforms. This maintenance period is for a few hours, in which players will see a new title update released.

For the maintenance schedule, read on.

Fallout 76 Servers Down and Offline on Sept. 2 for Maintenance

Update: The complete patch notes for the CAMP Revamp is live, and it’s a huge one.

Bethesda’s announcement mentions that servers will be taken offline at 10 am ET/7 am PT/10 pm HKT. While the exact duration hasn’t been mentioned (same as before), we expect this maintenance period to take at least 2-4 hours. Expect the servers to be back no later than 1 pm ET/10 am PT/1 am HKT.

That said, it can go on a bit longer, though it usually ends around that time for standard planned server outages.

Players can expect the title update to bring the CAMP Revamp patch, with the complete patch notes released a bit later.

Once the patch notes/changelog are available, expect a link to it within the article. If the server maintenance takes longer than usual, we’ll also update the article to reflect it, so refresh this from time to time.

Do you want us to post the Atomic Shop updates again every Tuesday? If so, leave a comment and let us know. If there’s enough demand for it, we’ll bring it back.

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Alex Co

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

Home > Title Updates and Patches

Rainbow Six Siege X Y10S3 Update Released via Patch 3.08/1.000.113

The latest content drop for Rainbow Six Siege X is now live, and this is for Y10S3! This brings the new Defender in Dinari, as well as improvements to ShieldGuard anti-cheat, anti-toxicity measures, and a lot more.

For console players, this will appear as Rainbow Six Siege X update 3.08/1.000.113, and expect a hefty download on all platforms.

While a lot of the new stuff incoming today were already covered in our update preview, given we were able to play it ahead of launch thanks to Ubisoft, the information below are the official patch notes.

Rainbow Six Siege X Y10S3 New Additions via Version 1.000.113/3.08

Denari (Defender)

Primary Weapon

  • Scorpion EVO 3 A1
  • FMG-9

Secondary Weapon

Glaive-12

P226 Mk 25

Gadget

  • Observation Blocker
  • Deployable Shield

Health

  • 1/3 Stars

Speed

  • 3/3 Stars

UNIQUE ABILITIES AND PLAYSTYLE

T.R.I.P. Connector

Cover an entire room with Denari’s unique ability, the T.R.I.P. Connector. When two devices are deployed within line of sight of each other, a laser connects between them. Once tripped, the laser will slow and injure enemies. Deploying more devices will create a larger web of lasers, creating an area of denial to best fit defensive needs for any room.

SHIELDGUARD

ANTI-CHEAT UPDATES

R6 ShieldGuard is evolving to be more accurate, less disruptive, and better at detecting cheaters. We have made major improvements to our live update system, enabling even more targeted security updates while reducing friction for players and streamlining how we deliver security updates.

Based on community feedback, we have also revisited abandon penalties and identified areas for improvement. We are introducing new data points into our detection systems to improve accuracy and reduce false positives, and new gameplay violation detections and live tempering protections are being rolled out.

Finally, we’re working on the next major iteration of MouseTrap, focused on detecting recoil tampering which is set to arrive later this season.

Anti-Toxicity

VOICE CHAT MODERATION

Communication is key in Siege and voice chat is a vital tool for teamwork and strategy. Our goal is to make voice communication safe and accessible for everyone, helping players use voice chat confidently and respectfully.

To support this, we’re introducing automated Voice Chat Moderation. This system is designed to protect players from the most disruptive behavior to create a better experience for all. Players will receive warnings for toxic voice communication, and repeat offenders will be automatically muted. Disruptive voice behavior will also impact player Reputation.

PRIVACY SETTINGS IMPROVEMENT

Privacy settings are now available for console players. An anonymous username will now be generated automatically, helping protect your identity during matches. Your real username will only be revealed to other players during the Post-Action Report.

FEEDBACK MODERATION

Feedback Moderation is a new way for us to improve our detection systems by learning from our players.

Building on what we’ve learned from Text Chat Moderation, players with a positive Reputation (Respectable or higher) will now be able to provide feedback on voice or text chats they believe were mistakenly detected by our automated systems. This gives trusted players the opportunity to help refine our tools by sharing their individual perceptions and sensitivity to in-game communication.

DUAL FRONT

NEW NEUTRAL SECTOR ASSIGNMENT

Season 3 brings a high-stakes new objective to Dual Front with the Keres Safe Room assignment. Hold fast or fight your way in as two teams battle for control of a sealed server room under full lockdown.

After receiving intel from Epsilon, players can interact with the terminal to initiate the lockdown, triggering unbreachable shutter doors to close. The defending team must hold the room and extract data to 100 percent, while the attacking team must breach a new way in and start their own extraction. Control can shift, and whichever team reaches 100 percent first wins.

Completing the assignment rewards two checkpoints toward a capturable sector, giving your team a strong tactical advantage.

OPERATOR POOL UPDATE

Operators rotating out this season: Thermite, Montagne, IQ, Amaru, Kali, Grim, Doc, and Azami.

Operators rotating in this season: Ace, Rauora, Tachanka, Clash, Oryx, Solis, and Denari.

MODERNIZED MAPS

As promised with the launch of Siege X, three maps will be modernized each season until all maps have been updated. To start, Destructible Ingredients have been added to Nighthaven, Consulate, and Lair to better reflect the current flow of Siege’s gameplay. Textures, lighting, and materials have also been updated to give the maps a new modernized look.

ESPORTS TAB

CHAMPIONSHIP & GLOBAL STANDING

The Esports section is expanding to give players an overview of Tier 1 competitions and the global standings of pro teams. Dedicated pages will show which teams are participating, all scheduled games, their results, and how the competitions are progressing. The journey and qualification of teams for the Six Invitational will be tracked on the Global Standings page.

Rainbow Six Siege Y10S3 Balance Changes

BLACKBEARD

Blackbeard is receiving adjustments to limit his versatility and area-denial capabilities, especially with Frag Grenades.

He can no longer aim down sights while rappelling into windows, reducing his ability to safely engage while entering. Additionally, he can no longer break undamaged barricades while rappelling to make breaching from outside more challenging.

To add more risk to his reload timing, Blackbeard will now fully fold his shield while reloading, leaving him more exposed and vulnerable in combat. The time to cancel aiming down weapon sights is increased to 0.9 seconds from 0.5 seconds, and the breach ability charges of his shield are reduced from 4 to 3.

BALLISTIC SHIELD

Operators using Ballistic Shields will now be slightly exposed when throwing projectiles, making them more vulnerable during these actions. This change encourages Shield Operators to be more strategic and cautious when using projectiles within direct line of sight of an enemy.

DEFENSIVE MAGNIFIED SCOPES

To reduce aggressive playstyles on defense, magnified scopes have been removed from the loadouts of Goyo, Doc, Rook, Frost, Echo, Tachanka, and Castle. This change is intended to limit long-range engagements for Defenders and encourage more balanced positioning during rounds.

ECHO

With the Magnified Scope gone, Echo is no longer able to hold long angles. To bolster Echo’s role with shotgun and machine pistol, his speed has been increased to 2 from 1.

FENRIR

The Bailiff 410 has been removed from Fenrir’s loadout to reduce his versatility and limit his presence in the current Operator pool. This change is intended to lower his ability to quickly reshape the environment and support site setups, which has made him highly flexible in both utility and map control. Given that his unique ability already provides strong defensive value, the additional utility offered by the Bailiff 410 pushed his overall power level too high.

WAMAI

Wamai is receiving the Super Shorty to improve his site utility and overall competitiveness compared to other utility-denial Operators. This addition to Wamai’s loadout gives him the ability to contribute more actively to site setup and soft breaching, offering greater flexibility in how he supports his team.

REAPER MK2

The Reaper MK2 has been added to the loadouts of Sledge, Oryx, Pulse, Ying, and Rook, offering new flexibility and loadout options tailored to each Operator’s role, in addition to getting a recoil buff.

  • Sledge can now run a full long-range primary and rely on the Reaper MK2 for close-range engagements, especially when playing vertically.
  • Oryx must now choose between the Bailiff and the Reaper. Since he needs a shotgun to open hatches, this may encourage more players to run his primary shotgun. Picking the T-5 and the Reaper removes his hatch-breaching capability.
  • Pulse benefits from pairing the UMP with the Reaper, giving him a more versatile and approachable loadout, especially since his shotgun is powerful but harder to use.
  • Ying gets a strong entry point into machine pistols. The Reaper MK2 is easier to control and comes with a sight, making it a fitting option for her aggressive playstyle.

SENTRY & STRIKER

To bring greater flexibility to these Operators, this season adds the TCSG12 shotgun to Sentry’s primary weapons and the SR-25 DMR to Striker’s.

MATCH REPLAY UPDATE

The control widget in Match Replay has been modernized to improve functionality and align with current gameplay needs. Match Replay now features improved controls and navigation, ensuring a smoother experience across both mouse and keyboard, and controller.

SIEGE CUP

ENEMY SQUAD INSPECTION

This season, Siege Cup is raising the bar on strategy. With the new enemy inspection, players can now analyze the enemy team’s stats before a match begins, all without leaving the game. From identifying the MVP to reviewing each player’s KOST, these insights help teams prepare smarter counter-strategies and make more informed Operator bans.

Siege Cup now runs every weekend, giving stacked Squads a consistent place to test their skills. Whether you’re climbing the bracket or diving into team stats, competitive Siege is always just a weekend away.

NEW REWARDS

New Siege Cup rewards are here for those ready to rise to the challenge. From now on, whenever a new set of rewards becomes available, players will be notified directly in-game, making it easier to stay up to date.

To improve visibility and access, Competitive Coins will now appear in your wallet alongside other in-game currencies.

LONG-TERM PROGRESSION

CLEARANCE LEVEL REWARDS

Players will receive new rewards at Clearance Levels 70, 90, and 100.

  • At Clearance Level 70, players will receive the Elite Seventy Charm.
  • At Clearance Level 90, players will receive the Fourscore And Ten Operator Background.
  • At Clearance Level 100, players will receive the Keep It A Buck Operator Background.

BADGES

Two new Badges have been added:

  • Event Winner: Win matches in any event.
  • All My Fellas: Win matches with a full Squad in any PVP Multiplayer playlist.

TRAINING & ONBOARDING

PLAYABLE OPERATORS

New Operators have been added to Enlisted and Field Training to play as. The Attackers feature three new Operators: Dokkaebi, Gridlock, and Zofia. The Defenders feature seven new Operators: Denari, Castle, Ela, Frost, Lesion, Oryx, and Solis.

MODERNIZED MAPS

Border and Lair will be updated to their modernized versions and will be available in the Field Training playlist.

MARKETPLACE

PACKS

The Marketplace will now have better support for the different kinds of Packs that may contain duplicates versus those that don’t. Packs are now eligible to trade on the Marketplace this season, starting with Y10S1 Celebration Packs. Any unopened Celebration Packs in the player’s locker will be visible on the Marketplace and can be sold. More packs will be available to trade on the Marketplace soon.

EVENT MEMENTO

Be ready to enhance your style with two Mythical Weapon Skins obtained from this season’s events. Get your hands on the Dreadful Shredder, a Masterpiece Memento Weapon Skin for the P90, by completing the scary skins from the Doktor’s Curse Collection.

SEASONAL CAMO SKINS

Only daring gambits stand a chance of overcoming the situation this time, make sure to get your hands on the High Stakes seasonal camo Headgear and Uniform skins to even the playing field. The seasonal camo will be released at season launch and is available for purchase throughout the season. Once unlocked, it remains in your inventory indefinitely and can be applied to all available Operators.

OPERATOR PRICE DECREASE

The odds are stacked against them during Operation High Stakes, but Rainbow is ready to take up the wager. Several Operators are gearing up and ready to go with price decreases this season. Operator Grim is down to 10,000 Renown or 240 R6 Credits. Meanwhile, Ram sees a reduction in cost to 15,000 Renown or 360 R6 Credits, with Operator Skopós closing the march with a lowered sum of 20,000 Renown or 480 R6 Credits.

ADDITIONAL UPDATES

PLAYLISTS

  • New Mid-Match Tactical Timeouts.
  • Additional settings added to Custom Game to allow for mid-match breaks during role swaps.
  • Added Dual Front to the Essentials tab.
  • Added Enlisted to the Training tab.

ONBOARDING

  • Bug fixing.

AUDIO

  • Added a new batch of Operators to the Conversation System.
  • The Conversation System is now live in Ranked, Standard, and Quickmatch.

UI

  • Threat indicators are being upgraded to a fully 3D design, providing clearer directional cues when danger is nearby.
  • Readability and accessibility have been improved with two distinct shapes to better differentiate between incoming threats and actual hits.
  • Both indicators now feature thicker baselines for greater visibility, with the threat indicator using a refined arrow point, and the hit indicator featuring a more prominent shape for clarity during high-intensity moments.

For the list of bug fixes, check out Ubisoft’s changelog detailing it.

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Alex Co

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

Home > News

The QuarterCade Console/PC Hybrid Specs and Pricing Revealed

The QuarterCade, a new gaming console and PC hybrid, has just been revealed. Although it’s not pushing the envelope of gaming to new heights, it does promise to bring something back to the current market: affordability and accessibility. 

Built for the gamer who’s looking to get into console and PC gaming without breaking the bank, here’s your first look at The QuarterCade.

The QuarterCade Promises the Best of Both Console and PC Gaming

As outlined in the video, The QuarterCade isn’t the most powerful piece of hardware out there, nor is it trying to be. Instead, it places a heavy focus on delivering accessibility to potential buyers looking to enter the PC gaming market without spending a fortune on a PC. That, and it removes the headache of building yourself, though I’ve always found that to be part of the fun for the hobby. 

With the Steam hardware survey revealing that many PC gamers use some fairly old and low-performance hardware, which typically targets 1080P with low-to-mid graphical presets, The QuarterCade delivers decent performance for the asking price of $349.99. 

So what are the specs?

QuarterCade Hardware Specifications

  • CPU: AMD Ryzen 7 6800H (Zen 3+, 6nm)
  • CPU Cores/Threads: 8 cores / 16 threads
  • Base Clock: 3.2 GHz
  • Boost Clock: Up to 4.7 GHz
  • L3 Cache: 16 MB
  • TDP: 45W
  • CPU Architecture: Zen 3+
  • Integrated GPU: AMD Radeon 680M (RDNA 2 architecture)
  • Shader Units: 768 (12 Compute Units)
  • Base GPU Clock: ~400 MHz
  • Max GPU Clock: Up to ~2.4 GHz
  • Display Target: Native 720p–1080p gaming (30–60 fps)
  • Memory: 32 GB LPDDR5 @ 4800 MT/s (Dual Channel)
  • Memory Bandwidth: Approx. 76.8 GB/s
  • Storage: 512 GB NVMe SSD (M.2, upgradeable)

Very comparable to other mini-PCs on the market in terms of both specifications and pricing. It certainly comes in at a lower price than the Steam Deck, while being somewhat competitive, though of course, it lacks the portability of play on the go. However, I think QuarterCade might have an advantage in its focus on the gaming market, along with its custom Linux-based operating system, QuarterCade OS.

By removing the bloat of running on modern Windows and optimizing for the gaming experience, this piece of hardware could perform significantly better than anticipated. Still, don’t expect pushing 4K 60 FPS unless we’re talking about something retro.

Overall, it seems like a nice piece of hardware that knows exactly what it wants to be. Affordable and accessible. An easy way for gamers to get into PC gaming without the hassle, and an affordable one for console gamers wishing to have a console-like experience while on PC. 

Whether it can deliver on its goals is something we’ll all have to wait and see, though this might be one console/PC hybrid you’ll want to keep a close eye on. 

QuarterCade will launch a campaign on Indiegogo on October 3, 2025.

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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.

Home > Title Updates and Patches

Farming Simulator 25 Free Content Update 3 Trucks Out via Patch 1.180

GIANTS Software has pushed out the latest free content drop for Farming Simulator 25, which provides new logistics and transport options for virtual farmers, advanced seeding, tillage tools, and more.

If you’re farming on consoles, this will show up as Farming Simulator 25 update 1.180 (complete version 01.180.000).

For the list of new content and the complete list of changes made, read on for the patch notes.

Farming Simulator Content Update 3 Released for Free on Sept. 2

Free Content

The content update provides you with a nice selection of versatile transport and logistics options, advanced seeding and tillage tools, professional spraying and spreading equipment, and various AGI tools for grain handling, treatment, and storage. Here’s the list:

  • Fliegl Vario Chassis V2
  • KRONE GX AgriLiner 520
  • LEMKEN Juwel 6 M V
  • STREUMASTER FW 212 TD PROFI
  • Berthoud Vantage 4300
  • HORSCH Avatar 12.25 SD
  • Schwarzmüller Timber Trailer
  • Lizard Shipping Container
  • AGI Batco BCX³ 1549 – MY2022
  • AGI STORM FX Seed Treater
  • AGI Westfield MKX 13-94 – MY2022
  • AGI Westfield STX² 10-51
  • AGI Westfield UTX 44
  • AGI Flat Bottom Bin + NECO Dryer
  • AGI SENTINEL Garage
  • AGI Westeel Flat Bottom Bin
  • AGI Westeel Hopper Bin
  • AGI Westfield Smoothwall Bin

Patch Highlights

  • 18 new machines available at the dealership!
  • DLSS Frame Generation (RTX 40 Series) & Multi Frame Generation (RTX 50 Series)
  • General performance & stability improvements

Changelog for Patch 1.11/1.180

Please Note! As with all major updates, you may experience stuttering on the first game launch after updating. Especially when using mods or custom graphics settings due to shaders being recompiled.

Changes, Additions & Improvements

  • Added DLSS Frame Generation (RTX 40 Series) and Multi Frame Generation (RTX 50 Series)
  • Various stability improvements to prevent crashes
  • Various text / translation adjustments
  • Various visual adjustments on several models
  • KRONE Trailer Profi Liner received a new livery option
  • Added snapping for row-crop to helper and steering assist
  • Resolved an issue which caused large mod-maps to not save on Microsoft Store version
  • Reduced artifacts due to screenspace reflections
  • Fixed an issue in multiplayer where tension-belted pallets did not display filltype contents
  • Fixed an issue in the auto-updater where the estimated download time was displayed incorrectly
  • Fixed contractors being unable to use the pressure washer on the farm they were contracted to
  • Improved automatic shifting behavior on group shifts
  • Improved field course calculations on certain mod map fields
  • Improved visibility of swaths (straw, grass/hay) in the distance

Modding

  • Fixed loading of tonemapping and bloom settings from environment.xml, if these settings were customized in modmaps there might be undesired effects

Don’t be surprised to see a hotfix release, and if the studio does push one out, expect it here on MP1st.

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Alex Co

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

Home > Title Updates and Patches

NBA 2K26 Day One Update Version 1.1 Applies Bug Fixes via Patch 1.003

Although NBA 2K26 is now available to most people on September 5, Visual Concepts has released a new patch for those playing it during its early access period, which should be considered the basketball sim’s day-one update.

Officially tagged as version 1.1 by Visual Concepts, console players will see this download as NBA 2K26 update 1.003 (complete version 01.003.000). Expect this patch to include general fixes rather than direct gameplay changes, which is understandable given the game isn’t technically even out yet.

Read on for the patch notes below.

NBA 2K26 Update 1.003 Sees General Bug Fixes

2k carmelo

Gameplay

  • No gameplay changes have been made in this patch as we continue to monitor games across various modes by players of all skill levels.

The City 

  • Numerous fixes to game stability in The City (and its modes) have been made.
  • Resolved multiple issues with Challenges, including the daily 1000 VC bonus not being active for some Season Pass holders.
  • Fixed a reported disconnect that could occur in Street Kings co-op games.

MyCareer

  • Fixed a hang that could occur during the NBA Draft portion of the Out of Bounds story.
  • Resolved a progression blocker that could occur during the Rookie of the Year personal goal storyline.

MyTeam

  • Auctionable Player Cards can now be sent to My Auctions when a duplicate unauctionable Player Card is received.

General 

  • Resolved a reported disconnect that could occur during Play Now Online games.

PC (Additional Updates)

  • Addressed reports of instability that could occur when using AMD Radeon RX 8000 Series graphics cards.

In addition to today’s patch, Visual Concepts has mentioned they are taking feedback from the community, and the update implementing these changes will be released for Season 2, and will “contain a much broader set of fixes and improvements spanning the entire game.”

Once we know more about that, we’ll let our readers know.

Damien Seeto

Home > Title Updates and Patches

Helldivers 2 New Update 1.004 Introduces “Into the Unjust” Content, Balance Changes

As expected, given the previous announcement, Arrowhead Game Studios has released the latest content drop for Helldivers 2, and it’s called “Into the Unjust.” This adds a whole new area, new enemies, and more.

Players will see the content drop released as Helldivers 2 update 1.004 (complete version 01.004.000), which also introduces balancing changes.

Read on for the complete patch notes and details on the new Warbond dropping a few days later, on September 4.

Helldivers 2 Update 01.004.000 Adds New Content and Adjusts Stratagems

Overview

  • New additions
  • Balancing
  • Fixes
  • Miscellaneous fixes
  • Known issues

For too long, we’ve waited and watched as The Gloom expands to swallow more innocent star systems. For too long, we’ve let the Terminids wreak havoc on our colonies, our cities, our homes. The Terminids have pushed into our territory for long enough. Now, with new recruits trained and ready, it’s time to push into unknown territory. Into the Unjust.

Gameplay

Hive Worlds

  • Randomly-generated giant cave systems
  • A new tactical challenge
  • Discover disgusting flora and fauna and advanced Terminid life
  • Hive World surface – acid lakes and advanced bug spires
  • Holes in the cave roof will allow stratagems to be called down
  • Destructible walls within the caves to navigate
  • Bring a flashlight!

Missions

  • Delve deep into the caves to destroy the Spore Lung and stop its infectious Gloom spread
  • Take control of the GATER mobile oil rig and siphon the mysterious oily substance from the surface of Hive Worlds
  • Undertake more missions to extract resources and destroy the enemy threat on Hive Worlds
  • Have Super Earth approved levels of fun!

New Enemies

  • Rupture Spewer; The foul Rupture Spewer bursts from the ground only to spew its undemocratic pestilence on the innocent. Upon returning to its dark warrens, it is believed to consume its own dead in order to generate more of its corrosive acid.
  • Rupture Warrior; A product of Gloom-induced mutation, the Rupture Warrior has lost the UV-insulating chitin layer that would protect its internal organs from solar radiation damage. Captured specimens prefer burrowing to open-air movement, a pattern indicative of subconscious shame at their own undemocratic ways.
  • Rupture Charger; When this armored beast senses the presence of Liberty, it buries itself underground to escape its light. Its Charger instincts compel it to tunnel through the ground at high speeds, emerging only to attack those who represent the Liberty that blinds it so.
  • Dragonroach; This oversized affront to Free skies everywhere circles its would-be prey, swooping down intermittently to bespew them with air-combustible acid. A spineless tactic befitting an exoskeletal monstrosity.

Balancing

Unified “none explosive Orbitals” so they have the same projectile damage and destruction values as the Orbital gas. This effects:

Orbital smoke

  • Increased Projectile Damage 0 → 300
  • Increased Projectile AP 0 → 7
  • Increased Projectile Demolition strength 30 → 50

Orbital E.M.S

  • Increased Projectile Damage 250 → 300
  • Increased Projectile AP 3 → 7
  • Increased Projectile Demolition strength 30 → 50

Unified Stun explosions work. They all apply the stun effect on the explosion and not only on the status effect volume. This effects:

  • Orbital E.M.S
  • Mortar E.M.S

Changed how all stun explosions work in that they now initially stagger the enemy they stun but also without ragdolling the player if hit by such an explosion

Throwables

  • Stun grenade
  • Increased stagger strength 0 -> 50
  • Urchin
  • Decreased stagger impulse 15 -> 0

Stratagems

  • Orbital E.M.S
  • Increased stagger strength 10 -> 50
  • Decreased stagger impulse 40 → 0
  • Mortar E.M.S
  • Increased stagger strength 10 -> 50
  • Decreased stagger impulse 40 → 0

Booster

  • Stun Hellpod
  • Increased stagger strength 10 -> 50
  • Decreased stagger impulse 20 → 0

Fixes

Crash Fixes & Softlocks

  • Fixed a rare crash caused by multiple players having the MA5C AR equipped on the super destroyer
  • Fixed crash that could occur during hot-joining
  • Fixed a rare crash that could occur when dropping backpacks

Weapons & Stratagem Fixes

  • Fixes for mute AX/LAS-5 ‘GUARD DOG’ ROVER audio
  • Audio fixes for multiple weapons not having reverb applied to them
  • Fixed Hellpod payloads being targetable by guidance system
  • GL-52 De-Escalator stratagem input code now begins with a down arrow, inline with other support weapon stratagems
  • Motivational Shocks Booster no longer applies to enemies
  • Fixed the StA X3 WASP Launcher firemode – it will no longer fire in Semi-Auto mode after switching from Artillery firing mode
  • Fixed guidance system targeting Tanks incorrectly

Enemies

  • Installed additional hydraulic leg supports on dropship Automaton units (they will no longer take damage when dropped from the dropships).
  • Updated automaton city outpost to prevent broken pathing on the bridge
  • Illuminate enemies are now less likely to warp on top of destroyed outpost ship rubble

Missions

  • Updated the design of city evacuation objectives that will allow brave citizens to evacuate correctly
  • Fixed a missions issue that caused ghost objectives to appear during the mission complete screen
  • Fixed issue where the landed Automaton dropships in the Sabotage Airbase objective could be destroyed with LIFT-182 Warp Pack
  • Fixed occasional Charger pathing issues around certain bug rocks

Miscellaneous Fixes

  • Fix flickering VFX shadows in some areas.
  • Fixed strange movement after falling while marching
  • Fixed chat typing animations – Helldivers no longer suffer from fat fingers and will use their writing pads when typing chat messages.
  • Fixed the Adreno-Defibrillator status effect not affecting Helldivers inside combat walkers
  • Fixed an issue where the planetary hazard damaged Hellbombs will visually appear to explode twice when shot by GL-21 Grenade Launcher, from the shooter’s POV

In addition to the Into the Unjust content, there’s a new Warbond out on September 4 called the Dust Devils. Chances are, the data for that is included in today/s download, and here’s what to expect in terms of new content.

Helldivers 2 New Warbond Dust Devils Is Out on Sept. 4

Weapons and Stratagems:

AR-2 Coyote
You can hunt in packs or go by your lonesome with this assault rifle that features incendiary ammunition. But be warned: this coyote is wild.

G-7 Pineapple
This cluster frag grenade might look like a cute and unassuming fruit, but it’ll have the bugs in absolute pieces.

S-11 Speargun
A true big game hunter’s companion. The S-11 fires heavy-duty projectiles that release a cloud of gas on impact.

EAT-700 Expendable Napalm
Heat up the planet with this single-use missile that contains napalm cluster bombs.

MS-11 Solo Silo
The long-range power of a missile in a new convenient package. Calls down a Hellpod-sized missile silo with a single, ultra-powerful missile and a handheld targeting remote.

Armos, Capes, and More

DS-42 Federation’s Blade
Captures the essence of armies marching through the desert sands. Wear with the Rightful occupier cape and player card for a polished look.

DS-191 Scorpion
Look like a true nomadic warrior in this desert-proof draped set, pairs perfectly with the Windswept Wayfinder cape and player card.

  • Title: Burier of Heads
  • Emote: Raider’s Cheer
  • Pattern: “Rattlesnake” for vehicles and Hellpods

Given there are still a fair number of known issues, don’t be surprised to see another patch released soon. If we get an update for the new Warbond, expect it here on MP1st.

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Alex Co

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