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Rust Update 1.40 Swims Out for Deadly Catch This May 26

Double Eleven has shot out Rust update 1.40, which is for the Deadly Catch title update! This brings new features, diving equipment, fishing rods and loads more! Read on for the Rust May 26 patch notes.

Rust Update 1.40 Patch Notes | Rust Deadly Catch Patch Notes | Rust May 26 Patch Notes:

NEW FEATURES

  • New monument: Fishing Village
  • New transport: Kayak
  • New weapon: Paddle
  • New look for the motor rowboat
  • New item: Handmade Fishing Rod
  • Added catchable fish to the ocean, rivers, and swamps

PLAYER

  • Made it easier for players to jump out of deep water
  • Damage taken from wooden floor spikes now matches screen shake and controller vibration
  • Fixed players taking damage when falling onto climbing nets
  • Fixed the quick drop setting not working with the building plan
  • Fixed player shadow always showing an M39 rifle equipped if there is one in their inventory
  • Fixed controller vibration sometimes being triggered even if turned off in the settings menu
  • Fixed being unable to loot another player’s inventory one item at a time
  • Fixed swimming effect being displayed when players are not fully underwater
  • Fixed rubberbanding caused by standing up underneath low ceilings

BOATS

  • Kayak and Paddle added to Workbench Level 1 Tech Tree
  • Made it easier to access boat storage after the boat has sunk
  • Stopped water clipping through boats
  • Fixed being able to flip boats upside down by throwing melee weapons at them
  • Fixed rubberbanding when driving rowboats

MONUMENTS

  • Players inside safe zones no longer take damage from other players who are either inside or outside the safe zone
  • Updated the hostile indicator and timer that appears after equipping a weapon inside a safezone
  • Removed duplicated blue container box at the Oil Rig
  • Added some boxes so that players can reach a platform above the red keycard room at the Large Oil Rig
  • Fixed Heavy Scientists sometimes spawning in without holding a weapon
  • Fixed missing vent doors on the Large Oil Rig
  • Fixed lights flashing on and off at the Oil Rig
  • Made it easier to climb through pipes at the Launch Site
  • Fixed being able to place items inside the Launch Site
  • Fixed fuse box at the Train Yard lighting up when there is no fuse equipped
  • Fixed light from the searchlights at the Sewer being visible through walls
  • Fixed texture issues on ladders at the Harbor
  • Fixed texture issues at the Bandit Camp
  • Fixed spots where players could get stuck at several monuments
  • Restored missing barricades at the Sewer Branch
  • Fixed missing shadows at the Harbor
  • Fixed collision issues on the sunken tugboats near the Harbor
  • Fixed Harbor lamps not giving light when looked at from a distance
  • Fixed level of detail issues on wooden boards at several monuments
  • Fixed collision on top of metal beams at the Water Treatment Plant
  • Fixed texture issues at the Airfield and the Water Treatment Plant
  • Fixed invisible generator at the Water Treatment Plant

WEAPONS

  • Fixed broken reload animation on the Pump Shotgun, Spas-12 Shotgun, and Bolt Action Rifle
  • Fixed an issue that could cause the Custom SMG become invisible
  • Fixed some weapons not having a glowing outline when dropped on the ground
  • Fixed being unable to use the Hunting Bow immediately after crafting
  • Fixed being able to fire weapons before the equip animation finishes
  • Fixed fire arrows not being extinguished when switching weapons
  • Fixed repeating reload animation on the crossbow
  • Fixed missing reload animation on the pump shotgun
  • Fixed Multiple Grenade Launcher and ammo missing from the vending machine UI
  • Fixed white smoke coming out of Flame Turrets, Flamethrowers, and Fire Arrows
  • Fixed texture issues on the Assault Rifle when viewed from a distance
  • Fixed thrown melee weapons falling through the map when they destroy a building block
  • Fixed being unable to pick up thrown melee weapons from the sides of doors
  • Fixed arrows disappearing if they hit a thrown melee weapon

ITEMS

  • Lightened the texture on fire barrels
  • Stone pickaxe can now be used to harvest flesh
  • Reduced the cooldown time after using a large medkit
  • Made it easier to see out of heavy plate helmets
  • Reduced health points of the watchtower
  • Increased capacity of water jug
  • The torch will go out more quickly if submerged in water
  • Increased the range of light produced from the torch
  • Softened the light produced from tuna can lamps and miners hats
  • Fixed water bucket losing texture when dropped from inventory
  • Fixed flickering texture on bucket helmet
  • Fixed being able to hang shotgun traps off the edge of foundations
  • Fixed the diving mask screen effect still being displayed when viewing the map
  • Fixed display of the oxygen timer when using the diving tank
  • Fixed the barbed wire on High External Wooden Gates dealing no damage
  • Fixed graphical issues when using the 4x zoom weapon attachment
  • Fixed being unable to use CCTV cameras as cost items on vending machines
  • Fixed being unable to place a bear skin rug on walls
  • Fixed being able to cancel the torch extinguish animation
  • Fixed idle autoturret audio missing when players wake up next to them
  • Fixed planting spots in planters being blocked by big pumpkins
  • Fixed being unable to destroy foundations that are placed underwater
  • Fixed collision on the small water catcher
  • Fixed the sandbag barricade having no animation when destroyed
  • Fixed being able to place plant clones on turrets
  • Plant seeds and clones can now only be planted in the ground or in planter boxes
  • Fixed players getting kicked after building or upgrading windows
  • Fixed building blocks getting destroyed immediately after being placed
  • Fixed shadows of the roadsign, tactical, and burlap gloves floating away from the player shadow
  • Fixed texture issues on the High External Wooden Gate
  • Fixed being unable to place items on floors above open garage doors
  • Fixed the Add Fuel button not working on the lantern
  • Fixed level of detail issues on concrete and sandbag barricades
  • Fixed missing texture on plastic blue barrels
  • Fixed missing item stats for several items in the inventory
  • Fixed the Candle Hat making player feet shadows look weird
  • Fixed incorrect time display when using the Diving Tank

WORLD

  • Restored missing crates and sunken ships on the ocean floor
  • Reduced the amount of pistol ammo that can be found in tool boxes
  • Fixed items zooming away when dropped on a slope
  • Fixed the helicopter killing players and then spawn killing them again
  • Fixed light sources passing through walls outside of player line of sight
  • Fixed texture issues on power generators
  • Fixed the colour of powerlines
  • Fixed some areas where players could get stuck
  • Junkpile scientists are a bit less aggressive and won’t chase players as far as they used to

UI

  • Fixed the attack helicopter not appearing on the map
  • Fixed missing textures on debris made from destroying campfires
  • Resized icons on the map
  • Using a hammer to upgrade building blocks will now give a visual indicator when you don’t have enough resources to upgrade to each material
  • Fixed stack splitting UI not closing if the inventory is updated
  • Fixed being able to research broken items
  • Fixed losing water when swapping fresh water and salt water between containers of different sizes
  • Fixed flickering icons in the inventory
  • Fixed position of the water bucket UI
  • Fixed 0 not being displayed on the UI when opening a code locked door
  • Fixed code lock UI not always closing after four numbers have been entered
  • Fixed being unable to stack scrap when moving it from a container to the inventory
  • Fixed swapped clothing being dropped instead of being added to empty space on the hotbar when the inventory is full
  • Fixed being unable to reset some options to their default values
  • Fixed inconsistent word spacing in some areas
  • Fixed Auto Turret loot panel
  • Accelerated turn speed of the Head Look control option by 50%

AUDIO

  • New Oil Rig music
  • Reduced the delay of echoing sound effects in the Abandoned Supermarket monument
  • Fixed audio delay when cycling through items on the player hotbar
  • Fixed loading screen music not fading out properly

CRASH FIXES

  • Fixed a rare audio crash when driving a boat
  • Fixed a crash caused by the contents of a note
  • Fixed a crash caused by autoturret lasers
  • Fixed a crash that could occur when approaching the Oil Rig
  • Fixed a crash that could occur when entering the Tech Tree
  • Fixed a crash caused by moving items up the crafting queue
  • Fixed a crash seen when using the vending machine UI
  • Fixed a crash that could occur on Xbox after signing out of a profile while in-game
  • Fixed a crash that could occur after equipping a weapon attachment

OTHER CHANGES

  • Updated credits
  • Updated skins
  • Updated localization files

Source: Rust

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Alex Co

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

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Gotham Knights Last-Gen Cancellation Explained by Devs, Customization, Skill Trees & More Details Revealed

In case you didn’t know, Gotham Knights is now set to appear exclusively on next-gen consoles, which wasn’t the case back when it was first announced two years ago. If you’re wondering why the Gotham Knights last-gen versions were cancelled, WB Games Montreal answered just that today.

In a AMA (Ask Me Anything) session on the game’s Discord channel, a bunch of WB Games Montreal devs answered that question and more. Check out the complete Q&A session for today compiled below.

WB Games staff who participated in the AMA:

  • Fleur Marty – Executive Producer
  • Geoff Ellenor – Game Director
  • Patrick Redding (Holesinteeth) – Creative Director

Q: Why were the PS4 and X-Box One versions of the game canceled?

A: Fleur “Flaoua” Marty – When considering the scale and scope of Gotham Knights we had to prioritize and focus our efforts to deliver the game at a satisfying level of quality for current gen. We totally understand that this is upsetting to players who don’t own a current gen console yet, and believe me we really didn’t make this decision lightly, but, in the end, we wanted to focus on delivering a game we are truly proud of.

Q: How alive is the open world in terms of civilians, weather, traffic, crimes, npc interaction, enterable buildings etc..?

A: Holesinteeth — Everything mentioned in that question is present in our Gotham City to some degree.Each district in Gotham has a distinct mix of citizens. Since the player will only hit the streets at night, some neighborhoods have more of a civilian nightlife, others are more industrial and bleak. But you’ll encounter Gothamites from all walks of life, and they will definitely have opinions about you and your vigilante activities. There’s vehicle traffic of various types, pedestrians heading in and out of rail stations, city workers on the night shift. The weather varies from night to night, while remaining true to the Gotham vibe. Players will be able to enter a variety of buildings, usually because there’s some illicit after-hours activity underway. And there is crime everywhere, both petty and major.

Q: What made you decide to set this game apart from the Arkham Series?

A: Holesinteeth – The rich mythology to the Batman universe itself. We wanted to be able to interpret and adapt the characters – that’s both the heroes and their rogues’ gallery – in new ways that would support a new player experience and progression. We wanted to be able to write the history of these characters with an original story without being tied to a particular continuity or feature set.

Q: Can you play through the entire game as the same character, or will the story require you to play as each in different parts? Will some missions force us to play specific characters?

A: Holesinteeth – You can play through the entire game as any character you want. There are no missions that force you switch characters – although there is story content and a few side activities that are hero-specific.

Q: Do all characters have the option to do stealth attacks? (Asking in reference to red hood maybe he can add silencers to his guns?)
& I’m wondering if we can spec down different combat trees? Like redhood for instance can we spec into a more hand to hand combat or is he just guns?

A: Geoff.Ellenor — Silencers: no (sorry). The guns are loud in combat although you can still use the projectiles at medium range as ‘distractions’ because the sound of the high-tech pistols doesn’t travel as far as a regular gun. All the Knights have stealth takedowns, though
Red Hood always uses his guns for ranged attacks and uses his hands and feet with lots of pistol-whip strikes for his melee attacks. Every hero’s ability tree adds new moves and improves stats, so rather than having the option to play “bare hands mode” instead of using weapons, the ability design focuses on unlocking/adding new moves. Where you chose to invest in the ability tree early on is about choosing between unlocks that reflect how you want to play. So, for example, I like to use Red Hood’s grab and throw abilities, so I will unlock them early in the tree, whereas a player who wants to shoot a lot might put more energy on unlocking more ranged damage boosts. It’s about how you want to express yourself in combat.

RE: trees… There are three ability trees per hero, plus a Knighthood tree you unlock later, and then the momentum abilities are a whole other thing… so where you put your ability points and what challenges you complete to get momentum abilities will really change how you play, especially at the start.

Q: Are the random crimes completely Dynamic? Like if we don’t go save someone getting mugged can we come back 2 hours later and their still waiting to get rescued or will we be able to have consequences of our choices, to create a since of realism and urgency like the comics and films?

A: Holesinteeth – It depends on the crime. Some of the random opportunistic crime will still linger unless the player moves to intervene. Most of the bigger, more pre-meditated crimes have a failure condition if the player retreats after engaging. And of course, once the player returns to the Belfry and ends the night’s patrol, those crimes won’t be there the next night.

Q: Why does Nightwing have a Fortnite glider?

A: Holesinteeth – The “Flying Trapeze” was inspired by a couple ideas:
First, some of the classic issues in the Nightwing solo book where he extends his aerialist moves with jet-powered gliders.
Second, we liked the death-defying angle of him looking at all the various stealth drones in Batman’s arsenal and calculating that he could just get away with hanging off one of the smaller models and still be able to maintain or gain altitude with it.

It’s designed to feel a bit improvised, and dependent on his extreme athleticism, which fits Nightwing’s approach to everything.
Flying it has such a different feel from Batgirl’s cape-gliding, and it blends really well with his bigger parkour and leap moves, as well as with grappling.

Q: What was your thinking or inspiration in having Red Hood’s mystical leap as his traversal ability? Not to criticize its inclusion, I know that Jason probably has the most connection to mystical arts than the other three. It’s just that it caught many people off guard.

A: Holesinteeth – With each of the four heroes, we looked for a unifying theme to their heroic evolution, to link the new abilities they would unlock on their way to knighthood.

With Red Hood, we looked at a few examples of the lore around his resurrection in the Lazarus Pit and subsequent conditioning. We really liked the idea that as Jason starts to confront the trauma of dying and being brought back, he begins to be able to tap into some lost abilities. In the same way that he’s tried to reinvent himself from anti-hero to hero while retaining his strengths, he discovers he can channel these mystic talents in ways he finds familiar: Through his physicality, in how he moves, but also in how he fights and even how he uses his weapons. We’ll see that the Mystic Leap is just one manifestation of those powers.

Q: But in all seriousness, when it came to traversal, how did you make each Knight feel distinctly different from the other in how they traverse the roofs and alleys of Gotham?

A: Geoff.Ellenor – Fun question…. Basically we wanted a different ‘rhythm’ and core mechanical feel for each Knight so we did stuff that we knew had a totally different output. Batgirl glides in the most ‘batman-like’ way compared to the other heroes, and it’s got a certain speed and vibe but you are always ‘playing the wind’, like speed controls how fast you can go back up, and going down accelerates you… it has a certain feel as you’re hunting for crimes. Nightwing’s glider feels different because it’s a machine, and you can angle it to climb up and around tall buildings, as well as glide.. Robin’s teleport is almost more about “snapping into a specific spot” as you approach a crime and you can change direction of the teleporter-target pretty fast… And Red Hood is just… jumping on air, basically, so he’s playing a platform game where he can invent a platform when you squeeze the trigger, and it feels fast-paced but it’s the closest to the parkour feeling you have when you’re running and jumping on rooftops. His is the most ‘exotic’ but our Red Hood is really connected to what he had to go through, surviving being killed and brought back, and his traversal reflects that.

TLDR : they’re all really different in feel, and until you play them for a little bit it’s hard to appreciate how much it changes how you roam around Gotham.

Q: Is there a counter attack mechanism? When red hood is fighting the talon gladiator it looks like he’s got some unblockable attacks coming in but can you counter or block

A: Geoff.Ellenor – So, we do counter, but (as you spotted) it’s not in a “quicktime event” kind of way. Our combat system has regular and ‘armored’ attacks, which means they can’t be interrupted by normal moves, so you have to counter them with “piercing abilities”. Some enemies also have guard (block) which we counter with guard break abilities… So, our combat system has these layers where you sometimes need to provide a specific answer to a specific problem. Many player power-moves can’t be interrupted after the warmup animation, so you can sometimes time that to your advantage.

Q: What roles/archetypes would you say the cast fulfill and how what are some builds each character might particularly excel in?

A: Geoff Ellenor — So, rad question. I think Robin is the best stealth-focused hero, Red Hood deals high damage at range and can capitalize on enemy clusters, Batgirl has some health-focused powers and has some cool ‘hack stuff in the environment’ abilities, and Nightwing has the furthest combat mobility and has the most coop support abilities….

There’s a lot of variety in playstyle though so it’s not 100% straightforward to answer. Like I can build a high melee DPS Batgirl build (and I do a lot, because I love her beatdown ability)… you have options depending on what great gear you find, and what skills you decide to invest the most points in.

Q: Will the character armor upgrades be visible? I noticed in the trailer that Red hood had different guns in the first half and second half of the gameplay walkthrough. Will it be the same for armor? Pick it up through combat drops, equip it and it changes our look?

Q: Can we choose different outfits for the buffs, but keep the original design of the characters?

A: Geoff.Ellenor – Lots of mini-questions so here we go:

When you get a suit or a blueprint it has a visual style, a colorway, and stats. Weapons have a visual style and stats. For each suit you wear, additionally, you can customize mask, logo, gloves, and footwear. There’s a lot of custo for each suit, and there are a lot of different styles for guns, tonfas, batarangs, sticks…. Generally the visuals get more badass at the higher tiers, but each tier has a variety of suit styles.

You can equip any gear in your inventory whenever you want, but for getting new gear, you return to the Belfry. The workbench in the Belfry is connected to a 3D printer and so long as you have materials, you can craft any blueprint you find. Materials drop from activity rewards, supply chests, and defeated enemies.

You can equip mod chips (think gems in other games) at any time, if you find them mid-mission.

For extra visual customization: you also obtain extra colorways (override the colors of a suit) and transmogs (override the whole visual look of a suit). As you play you also find transmogs for suit styles you craft often, so if for some reason you want to override the look of your ultra-awesome Legendary tier suit with the visual of the suit from the start of the game, you can do that. This gives you some flexibility if your favorite gear stats-wise doesn’t have the look you want and it is all earned in-game.

Q: If you complete a story mission solo, can you replay the story mission again with a friend that hasn’t completed it?

A: Fleur “Flaoua” Marty – Absolutely! If your friend invites you into their game, you will play the story at the point where they are in their progression. The inverse is also true, meaning that if you invite a friend into your game, they will be able to play alongside you even if you are further in the story than them. And then, when they return to their own game, they will play the missing chapters and then have the option to either replay the part they played in coop with you, or simply skip ahead if they don’t want to go through it again.

Q: Will there be any point in the story where the Gotham knights work with the GCPD, and will the GCPD be a threat to the Knights?

A: Holesinteeth – The GCPD of Gotham Knights is VERY anti-vigilante but also frankly, more corrupt than ever. Without getting into spoilers, the player has one ally on the force, Renee Montoya; and even she’s trying to decide how she feels about Batman’s protegees picking up the baton.

Over the course of the game, the player will need to bust dirty cops and try to stay clear of GCPD tactical teams that sometimes show up at the scene of the crime. But they will also have occasions when they can assist officers who are at risk of getting overwhelmed.

Q: What explanation will you give for Barbara recovering the use of her legs? Will it be a chip like in the comics, or will here be that she never completely lost the use of her legs?

Q: I do not know if this was asked before due to…the internet, but may I ask what you are doing for Barbara like if she has some sort of metal spine work or something that’ll make her walk or move around?

A: Holesinteeth – First, as with many of our characters and plot elements, the circumstances around Barbara’s injuries differ in some important ways from how it’s been portrayed in the comics.

Second, we worked with the awesome folks at AbleGamers to learn about different types of spinal injuries and the potential for someone to regain mobility.

Barbara has been through multiple surgeries followed by a lot of physical therapy and pain management. The player will see it in the Belfry, where she’s doing exercises and stretches that are designed for that ongoing rehabilitation. She also has back bracing integrated into her suit and you’ll see it in her off-duty gear in the Belfry. Finally, we’ve also listened to feedback from the community who have fair questions and concerns about how Barbara is represented. We’ve changed up some od the descriptions on the Gotham Knights site in response of that.

Q: My questions are what was the inspiration for the bat bike to look like the way it does in game? and was it from the comics or something else? i think it looks amazing by the way.

A: Geoff.Ellenor – Somewhere in our early creative conversations we had the visual idea of “a bat holding a front wheel” and it gave rise to the exotic suspension of the Batcycle. We knew that our Batcycle was ‘your ride around the city’ but we didn’t want it to feel just like a motorcycle that anybody could have, so it became this awesome, heavy toy leftover from the Batcave.

We wanted it to feel like you could jump off it at any time and it could “take care of itself” in a smart way, so that influenced the design as well. It’s a bike but also this crazy, indestructible thing that you can patrol around Gotham on… Full credit to our amazing character team for executing this one. They took the inspiration from our design and came back with this beautiful ultra-metal thing with its own whole personality. I have drifted every flat surface in the city on this thing.

Q: Is this game in any way canon or connected to the CW Gotham Knights show which is going to release next year?

A: Fleur “Flaoua” Marty – No it is not 🙂
We know it’s been pretty confusing for our community and for the general public to discover that a CW TV Show called “Gotham Knights” was in the making and planned to release next year (especially since several outlets used the logo and images from the game to talk about the show at the very beginning), but there is no connection whatsoever between our game and the CW show.

Q: What would happen if we “accidentally” hit civilians at max speed with our bikes?

A: Fleur “Flaoua” Marty – But anyway, the inhabitants of Gotham City have learned to get out of the way when vehicles are coming at them at full speed. That’s the kind of skill you develop when living in a crime infested city, I guess?

Q: Are there any plans to expand the cake? it’s looking a little flat (Nightwing’s ass)

A: Geoff.Ellenor – Hahaha. Okay this question has been asked in my DMs … We are currently comfortable with the size of Nightwing’s posterior, even though I can’t promise that we won’t revisit this issue again someday.

Q: What’s your favorite thing of the game?

A: Holesinteeth – I’m probably wearing my stealth roots on my sleeve, but there is something deeply satisfying about approaching a crime in progress and setting up the perfect opener. Using a ledge takedown against a sniper, or dropping onto an enemy when their buddies are looking in the other direction…

A: Fleur “Flaoua” Marty – It’s pretty hard to give a spoiler free answer on this one, but I have to say I really love how the relationship between the Knights evolves throughout the game, as they each deal in their own way with the death of Bruce but also all come together as a family. As for a more purely gameplay focused answered, I greatly enjoy pummeling one enemy after the other with Batgirl. She’s a very focused combatant and I find it very satisfying

Gotham Knights is set to glide out this October 25 on the PS5, Xbox Series X|S and PC. You can check out the latest gameplay footage right here.

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Alex Co

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

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Marvel’s Avengers Update 1.000.041 Released for Rewards Rework Patch 2.4 (May 26)

Crystal Dynamics has fired out the Marvel’s Avengers update 1.000.041 patch on all platforms, and this is for the rewards rework promised last week that was incoming with patch 2.4! Check out the complete list of changes in the Marvel’s Avengers 2.4 patch notes.

Marvel’s Avengers Update 1.000.041 | Marvel’s Avengers Update 2.4 Patch Notes:

With this rework, there are now three mission chain types to complete during our limited-time events like Tachyon Anomaly or Corrupted Vibranium. These two-week sprints will provide rewards for daily play and sustained play. The three mission chain types include:

  • Meta Mission Chains: Completing all tasks in a Meta Mission Chain will offer up the best rewards during our limited-time events. By completing the full list of Daily and Minor Mission Chains, you’ll earn Exotics above Power Level 120 for your entire roster. Even better, these Superior Exotics have a chance to drop at a 140+ Power Level. Previously 140+ Power Level items could only be earned by endgame players who completed the Family Reunion Omega Level Threat or the Discordant Sound Raid.
  • Minor Mission Chains: These mission chains are sometimes Hero-specific and offer another way to increase your Power Level on a per-Hero basis.
  • Daily Mission Chains: Daily missions feed into the larger Meta Mission Chain objective and will offer repeatable gear rewards for the entirety of the two-week event.

Check out our rotating roster of limited-time events in detail below!

Tachyon Anomaly (Coming up: May 26 – June 9)

  • Meta Mission Chain Rewards (Full Roster)
    • Superior Exotic Tachyon Gear (for Heroes above Power Level 120)
  • Minor Mission Chain Rewards
    • Superior Exotic Tachyon Gear (for Heroes above Power Level 120)
    • Superior Cosmic Minor Artifact (for Heroes above Power Level 100)
  • Daily Mission Chain Rewards
    • Legendary Tachyon Surge Gear (for Heroes above Power Level 80)
    • Polychoron x 20

Rooskaya Protocols

  • Meta Mission Chain Rewards (Full Roster)
    • Superior Exotic Apex Power Defense Gear (for Heroes above Power Level 120)
    • Superior Exotic Apex Power Heroic Gear (for Heroes above Power Level 120)
  • Minor Mission Chain Rewards (Per Hero)
    • Superior Exotic Apex Power Melee Gear (for Heroes above Power Level 120)
    • Superior Exotic Apex Power Ranged Gear (for Heroes above Power Level 120)
  • Daily Mission Chain Rewards
    • Scaling (Uncommon to Legendary based on Hero PL) Jarvis Gear (for Heroes above Power Level 80)
    • Upgrade Modules x 30

Corrupted Vibranium

  • Meta Mission Chain Rewards (Full Roster)
    • Superior Exotic Discordant Gear (for Heroes above Power Level 120)
  • Minor Mission Chain Rewards (Per Hero)
    • Scaling Vibranium Payload Gear (for Heroes below Power Level 120)
    • Exotic Discordant Gear (for Heroes above Power Level 120)
    • Superior Discordant Minor Artifact (for Heroes above PL 120)
  • Daily Mission Chain Rewards
    • Scaling Vibranium Payload Gear
    • Polychoron x 20

Red Room Takeover

  • Meta Mission Chain Rewards (Full Roster)
    • Superior Exotic Technical Power Set Gear (for Heroes above Power Level 120)
  • Minor Mission Chain Rewards (Per Hero)
    • Scaling Gear (for Heroes below Power Level 80)
    • Legendary Technical Power Set (for Heroes below Power Level 120)
    • Exotic Technical Power Set (for Heroes above Power Level 120)
  • Daily Mission Chain Rewards
    • Epic HARM Gear (for Heroes below Power Level 80)
    • Legendary HARM Gear (for Heroes above Power Level 80)
    • Upgrade Modules x 30

Cosmic Threat

  • Meta Mission Chain Rewards (Full Roster)
    • Superior Exotic Omega Gear (for Heroes above Power Level 120)
  • Minor Mission Chain Rewards (Per Hero)
    • Superior Exotic Omega Gear (for Heroes above Power Level 120)
  • Daily Mission Chain Rewards
    • Cosmic Minor Artifact
    • Upgrade Modules x 30
    • Polychoron x 20
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Alex Co

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

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Marvel’s Avengers Update 1.65 Patch Notes for 2.4 Changes Listed This May 26

Crystal Dynamics has released Marvel’s Avengers update 1.65, which is tagged as version 2.4 by the devs. This brings a massive rework to rewards, and brings in three mission types. Read on for the full Marvel’s Avengers May 26 patch notes.

Marvel’s Avengers Update 1.65 Patch Notes | Marvel’s Avengers May 26 Patch Notes:

With this rework, there are now three mission chain types to complete during our limited-time events like Tachyon Anomaly or Corrupted Vibranium. These two-week sprints will provide rewards for daily play and sustained play. The three mission chain types include:

  • Meta Mission Chains: Completing all tasks in a Meta Mission Chain will offer up the best rewards during our limited-time events. By completing the full list of Daily and Minor Mission Chains, you’ll earn Exotics above Power Level 120 for your entire roster. Even better, these Superior Exotics have a chance to drop at a 140+ Power Level. Previously 140+ Power Level items could only be earned by endgame players who completed the Family Reunion Omega Level Threat or the Discordant Sound Raid.
  • Minor Mission Chains: These mission chains are sometimes Hero-specific and offer another way to increase your Power Level on a per-Hero basis.
  • Daily Mission Chains: Daily missions feed into the larger Meta Mission Chain objective and will offer repeatable gear rewards for the entirety of the two-week event.

Check out our rotating roster of limited-time events in detail below!

Tachyon Anomaly (Coming up: May 26 – June 9)

  • Meta Mission Chain Rewards (Full Roster)
    • Superior Exotic Tachyon Gear (for Heroes above Power Level 120)
  • Minor Mission Chain Rewards
    • Superior Exotic Tachyon Gear (for Heroes above Power Level 120)
    • Superior Cosmic Minor Artifact (for Heroes above Power Level 100)
  • Daily Mission Chain Rewards
    • Legendary Tachyon Surge Gear (for Heroes above Power Level 80)
    • Polychoron x 20

Rooskaya Protocols

  • Meta Mission Chain Rewards (Full Roster)
    • Superior Exotic Apex Power Defense Gear (for Heroes above Power Level 120)
    • Superior Exotic Apex Power Heroic Gear (for Heroes above Power Level 120)
  • Minor Mission Chain Rewards (Per Hero)
    • Superior Exotic Apex Power Melee Gear (for Heroes above Power Level 120)
    • Superior Exotic Apex Power Ranged Gear (for Heroes above Power Level 120)
  • Daily Mission Chain Rewards
    • Scaling (Uncommon to Legendary based on Hero PL) Jarvis Gear (for Heroes above Power Level 80)
    • Upgrade Modules x 30

Corrupted Vibranium

  • Meta Mission Chain Rewards (Full Roster)
    • Superior Exotic Discordant Gear (for Heroes above Power Level 120)
  • Minor Mission Chain Rewards (Per Hero)
    • Scaling Vibranium Payload Gear (for Heroes below Power Level 120)
    • Exotic Discordant Gear (for Heroes above Power Level 120)
    • Superior Discordant Minor Artifact (for Heroes above PL 120)
  • Daily Mission Chain Rewards
    • Scaling Vibranium Payload Gear
    • Polychoron x 20

Red Room Takeover

  • Meta Mission Chain Rewards (Full Roster)
    • Superior Exotic Technical Power Set Gear (for Heroes above Power Level 120)
  • Minor Mission Chain Rewards (Per Hero)
    • Scaling Gear (for Heroes below Power Level 80)
    • Legendary Technical Power Set (for Heroes below Power Level 120)
    • Exotic Technical Power Set (for Heroes above Power Level 120)
  • Daily Mission Chain Rewards
    • Epic HARM Gear (for Heroes below Power Level 80)
    • Legendary HARM Gear (for Heroes above Power Level 80)
    • Upgrade Modules x 30

Cosmic Threat

  • Meta Mission Chain Rewards (Full Roster)
    • Superior Exotic Omega Gear (for Heroes above Power Level 120)
  • Minor Mission Chain Rewards (Per Hero)
    • Superior Exotic Omega Gear (for Heroes above Power Level 120)
  • Daily Mission Chain Rewards
    • Cosmic Minor Artifact
    • Upgrade Modules x 30
    • Polychoron x 20

Crystal Dynamics explained their design decisions here.

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Alex Co

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

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The Quarry Online Multiplayer Delayed to July, Gameplay Overview Trailer Released

If you’re looking forward to playing Supermassive’s The Quarry with a friend, you’ll have to do it via local couch co-op or via Movie Mode, as The Quarry online multiplayer mode has been delayed to July!

This announcement was made by Supermassive today, where the studio confirmed that the online multiplayer component will be available via a title update on July 8!

In addition to that announcement, Supermassive has released a The Quarry gameplay overview video as well, which details just what players will get into with the upcoming horror game.

Narrated by Will Byles, director of The Quarry at Supermassive Games, the gameplay overview trailer covers a wide range of topics including the premise behind the game, types of gameplay features, accessibility options, and game modes. Included as part of the overview trailer is a quick peek at the new online multiplayer mode, in which the host invites up to seven friends to watch and vote on key decisions to create a story shaped by the whole group.

For those not planning on playing co-op, you might want to reconsider, as the game features over 180 endings, and playing with a buddy will spice things up a bit.

The Quarry is set for release this June 10 for the PS4. PS5, Xbox One, Xbox Series X|S and PC.

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Alex Co

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Marvel’s Guardians of the Galaxy Update 1.06 Released for Fixes This May 26

Eidos Montreal has released the Marvel’s Guardians of the Galaxy update 1.06 (PS5 version 1.006) on all platforms today, and this is for a short list of fixes. Read on for the Marvel’s Guardians of the Galaxy May 26 patch notes.

Marvel’s Guardians of the Galaxy Update 1.06 Patch Notes | Marvel’s Guardians of the Galaxy Update 1.006 Patch Notes | Marvel’s Guardians of the Galaxy May 26 Patch Notes:

Here’s the announcement from the dev team regarding today’s patch:

Thank you for playing Marvel’s Guardians of the Galaxy!

We have just released a small patch which fixes an issue with Chinese, Korean and Arabic subtitles that would sometimes not be entirely shown.

If you experience any issue following this update, please contact the Square Enix Support Center.

Yep, that seems to be it. We’re on the lookout for any gameplay-related changes, and if we spot any, we’ll be sure to update the post. If you spot any gameplay changes, leave a comment below and let us know what you find.
Source: Steam
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Alex Co

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GTA Online Weekly Update May 26 Reset

Rockstar Games has rolled out the GTA Online weekly update May 26 reset of actvities and discounts! Check out the complete highlights and recap in one handy list below.

GTA Online Weekly Update May 26 Reset:

GTA Online updates a classic mode this week with The Vespucci Job (Remix), a new take on the original fan-favorite car chase caper, free for all players.

The Vespucci Job (Remix) expands the game of vehicular cat and mouse with seven new variations, each paying homage to some of the most iconic action movie moments of all time, trading the Weeny Issi Classic for variety of vehicles – including classic sports cars, motorcycles, and customized muscle cars – while everything from LSPD squad cars to motorcycles, muscle cars, helicopters and more give chase.

Plus, playing (and replaying) any of the new maps will net players 2X GTA$ and RP all week long.

Additional highlights include:

  • Double GTA$ and RP on the new Vespucci Job (Remix)
  • Double GTA$ and RP on all Clubhouse Contracts, MC Work, and MC Challenges, VIP/CEO Work, Bunker Series, Truck Off, and Mobile Operations
  • 50% off Biker Business Supplies
  • All MC Abilities are Free to use through June 1st
  • Doubled Salaries for Associates and Bodyguards
  • On PS5 and Xbox Series X|S:
    • Hao’s Premium Test Ride: The Übermacht Sentinel XS
    • This week’s Hao Special Works Time Trial is between Sandy Shores and La Puerta
  • Lucky Wheel Top Prize: The Übermacht Revolter
  • LS Car Meet Prize Ride: The Bravado Youga Classic
  • Test Rides: The Vulcar Fagaloa, Declasse Vamos, and Dinka Jester RR
  • 30% off Warehouses and Vehicle Warehouses
  • 75% off all Imani Services
  • Vehicle Discounts: 30% off the Benefactor Turreted Limo, Declasse Granger 2600LX, Vapid Caracara, and Declasse Vamos, 40% off the Vulcar Fagaloa
  • GTA$100,000 Bonus for logging in each week From May 26 – June 29
  • This month’s ongoing GTA+ Member Benefits: Free Agency property in Rockford Hills for immediate access to The Contract, the Grotti Brioso R/A and HSW Upgrade with 2 exclusive liveries, free clothing and accessories, double GTA$ on Security Contracts, plus additional member bonuses
  • Prime Gaming Benefits: Players who have successfully connected their Prime Gaming account to Rockstar Games Social Club will also receive an additional GTA$100,000, while Prime Gaming members who are also enrolled in GTA+ will get an extra GTA$100,000.

DISCOUNTS:
Make sure you have space to accumulate and offload stock — Warehouses and Vehicle Warehouses alike are both 30% off this week. Meanwhile, calling Imani from your phone and requesting her services (Out of Sight, Source Motorcycle) to stay a step ahead of the competition will cost 75% less.

Plus, beef up your roster of rides by taking advantage of this week’s vehicle discounts:

  • Benefactor Turreted Limo – 30% off
  • Declasse Granger 3600LX – 30% off
  • Vapid Caracara – 30% off
  • Declasse Vamos – 30% off
  • Vulcar Fagaloa – 40% off

GTA+

This Month’s GTA+ Member Benefits:

  • The Agency in Rockford Hills for access to The Contract
  • Grotti Brioso R/A and HSW Upgrade with 2 exclusive liveries
  • Free clothing and accessories
  • 2X GTA$ on Security Contracts
  • Additional Member Bonuses

That’s it for this week!

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Alex Co

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

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Evil Dead The Game Update 1.05 Saws Out This May 26 (Update)

Saber Interactive has released the Evil Dead The Game update 1.05 (PS5 version 1.000.500) patch, which is the game’s first official patch since it launched this month. Read on for what’s new in the Evil Dead The Game May 26 patch notes.

Evil Dead The Game Update 1.05 Patch Notes | Evil Dead The Game Update 1.000.500 Patch Notes | Evil Dead The Game May 26 Patch Notes:

Size: 450MB (PS4), 700MB (PS5)

Update: Saber has released the official patch notes. which are listed below.

Patch 1.0.5

Stability / Quality of Life

  • Implemented various fixes to combat cheats such as speed hacks, health regeneration, fake nicknames, and character model changing. A larger anti-cheat update is also forthcoming in another update soon.
  • Addressed an exploit where players could cancel animations to perform actions faster than intended
  • Improved server stability
  • Various bug fixes and improvements

Missions

  • Fixed crashing after closing the pause menu on “Find a way out of the pit” objective in Mission 5

Demon

  • Fixed loss of input bug when a possessed unit dies

Survivors

  • Updated balancing to Cheryl’s healing attributes
  • Updated balancing to Evil Dead 1 Ash’s healing attributes
  • Adjusted values to Amanda’s Weapon Master: Pistol Skill
  • Fixed an issue causing loss of input when Survivors are possessed by Demon, exit vehicles, or try to pick up full stacks of items
  • Fixed an issue that caused a Survivor to be immortal at death or when using a healing item in the storm
  • Fixed an issue where Survivors can deal 1M damage to Demon and deadites

Miscellaneous

  • Fixed Playstation 4 Trophies not synchronizing

Unfortunately, Saber Interactive has not released the official patch notes just yet. However, the game’s official Discord server has now started a new thread for “patch notes.” This means that we should be getting the official list of changes very soon.

In the meantime, here are some of the noticed changes by the community (unverified):

Again, these are unverified changes. Once Saber releases the official patch notes, we’ll be sure to update the post.

Stay tuned to our Evil Dead The Game review hitting the site soon!

Update: The official patch notes are out via Saber.

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Alex Co

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God of War Ragnarok Merchandise Spotted, With Most Shipping This September

A new clue as to the release date of the God of War sequel has just surfaced online, with an eagle-eyed Twitter user spotting God of War Ragnarok merchandise up for pre-orders! What makes these special, however, is the fact that a number of them will start shipping sometime in September, which could hint to the game’s release window.

Here’s the post spotting the God of War Ragnarok merchandise from The_Marmolade:

A batch of God Of War Ragnarok merchandise have been spotted on Geeky Zone in the UK with majority of them with having an September date. Source: https://geekyzone.co.uk/search?type=pr

A quick glance over at the official page shows the merch still on sale. What makes this even more exciting is that the estimated release date for most of them is on September 30, 2022. If you’ll recall, a report made in December of last year shows the possible God of War Ragnarok release date to be on September 30, 2022. While many have speculated this to be something of a placeholder, it is worth noting that having the game’s merchandise coming on the same date makes this one worth taking into account.

As always, until officially confirmed, take this one with a grain of salt until officially confirmed. In case you missed it, God of War Ragnarok was also rated in South Korea today, and you can read more about it here.

Source: Twitter (via Geekyzone)

MP1st Staff

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Battlefield 2042 Weekly Reset Challenge #24 & Reward (May 26 – June 2); New Portal Featured Experiences Detailed

It’s Thursday and you know what that means right? That’s right, another set of new challenges to be done, and a reward to be earned in Battlefield 2042! Here’s all the requirements to unlock the Battlefield 2042 Weekly Reset Challenge #24 (May 26 – June 2) rewards.

Battlefield 2042 Weekly Reset Challenge #22 (May 26 – June 2): Clean Cut Epic Weapon Skin for the K30

  • Inflict 100 damage using melee weapons.
  • Score 40 kills or assists using SMGs or shotguns.
  • Earn 15 ribbons.

Once you have completed all three challenges you’ll be rewarded the Clean Cut Epic Weapon Skin for the K30. Congrats!

In addition to this, a new set of Featured Experiences for Battlefield Portal have also been detailed, and you can check them out below:

  • SMG Rush (16vs16) (May 26 – 30)
  • 2042 Flashback Conquest (32vs32) (May 26 – 30)
  • 2042 Vehicle TDM (32vs32) (May 26 – 30)
  • #FridayNightBattlefield – 24HR Limited Time Featured Experience (May 26 – 27)

Every week on Thursday at 4:00am PT/6:00am CT/7:00am ET the Battlefield 2042 weekly challenges refresh, revealing a new weekly reward. If you are interested in staying up-to-date on when these rewards and weekly challenges drop, be sure to follow MP1st on Twitter, or keep a watchful eye on our guide page for Battlefield 2042.

MP1st Staff

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God of War Ragnarok Rated in South Korea

While God of War Ragnarok still has no firm release date, it seems that it could be launching closer than ever, as God of War Ragnarok has officially been rated in South Korea! A few months back, the game also received its ratings in Saudi Arabia, pointing to its impending launch.

Here’s the translated page for the God of War Ragnarok rating in South Korea:

Based on Norse mythology, an action-adventure game about the adventures of Kratos and his son Atreus.

* Excessive expression of violence

– Realistic weapons such as swords and axes are depicted, and blood and body damage are depicted during battle.

* Excessive vulgarity, vulgar language and profanity

– Excessive profanity (Fxxx, Dxxx, etc.) in dialogue between characters appears throughout the game

* Direct drug expression

– There is a direct expression of characters drinking alcohol in pubs, etc.

Therefore, in accordance with Article 21 of the Game Industry Promotion Act and Article 7, No. 4 of the Rating Classification Regulations, the rating was determined to be ‘not available for youth’.

While certain regions have now received their ratings for the game, it’s important to note that the two main ratings board, PEGI and ESRB, have yet to issue theirs for God of War Ragnarok. The game’s last rumored release date was September 30, although this may be just a placeholder; director Cory Balrog recently confirmed that Sony Santa Monica is still hard at work developing the game, but assures players that they will get to see Kratos’ next adventure later this year.

In the meantime, remember to stay tuned here at MP1st for more information on God of War Ragnarok and more!

Source: Grac.Or Korea

MP1st Staff

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Mobile Suit Gundam Battle Operation 2 Update 1.55 Brings New Content This May 26

Bandai Namco has fired out Mobile Suit Gundam Battle Operation 2 update 1.55 (PS5 version 1.055), and this brings in a new map, mech and event, as well as gameplay adjustments! Read on for the Mobile Suit Gundam Battle Operation 2 May 26 patch notes.

Mobile Suit Gundam Battle Operation 2 Update 1.55 | Mobile Suit Gundam Battle Operation 2 Update 1.055 | Mobile Suit Gundam Battle Operation 2 May 26 Patch Notes:

Map Related
  • ◎Map“Supply Depot” is added!
  • ⇒ Supply Depot is map with consisting above ground and underground areas.
■Unit Adjustment
Adjustment of Various Parameters is implemented. ※For Details, click here.
◎Report on the result of the previous adjustments from 04/28/2022[JST] is added. ※For Details, click here.
◎Regarding the various parameter adjustments that were implemented on 04/28/2022[JST], “GM Striker Kai”s Sub Weapon “Twin Beam Saber” is also available for “Striker Custom” ,therefore “GM Striker Custom” has also turned out to be adjusted without intention.

Furthermore, since “GM Striker Kai”s battle results of pre and post battle results are little difference, current parameters will be kept.
For Details, click here.

We apologize for any inconvenience caused.
■Application Data Update
■Supply Drop Lineup has been updated
※For the details about the updated Lineup, click here.
■Limited Supply Drop
※For details about the Limited Supply Drop, click here.
■”Mobile Suit Gundam Cucuruz Doan’s Island” Release Campaign
※Regarding the details of Release Campaign, click here.
■June 2022 Premium Login Bonus
※Regarding the June 2022 Premium Bonus, click here.
■New Materials for exchange are added to Recycle Counter
⇒ Information about newly added materials
    • ■Unit
    • ★★★GM NS Space Type (V)  LV1~2 is added!
    • ★★Zudah F LV3 is added!
  • ※The materials mentioned above will be available at Recycle Counter for 2 days, from [PDT] 05/25/2022 ~ 05/26/2022 / [CET] 05/26/2022 ~ 05/27/2022.
■Materials for exchange have been added to the DP Exchange Counter
⇒ Information about newly added materials
  • ■Unit
  • ★★★Qubeley Mk II LV1 is added!
  • ★★Galbaldy Beta LV3 is added!
  • ★★Hizack LV3 is added!
  • Zogok LV4 is added!
■Some materials have been excluded from the Supply Drop Lineup
※For Details, click here.
■Ranked Match/Quick Match Game Modes are updated
※There may be differences about the game mode with the information above, which were introduced during the previous update regarding [Possible Game Modes].

■Weekly Weekend Battle Schedule
Weekend Battle Schedule Special Rules
[PDT] 05/26/2022 12:00 ~ 05/27/2022 11:59 / [CET] 05/26/2022 20:00 ~ 05/27/2022 19:59 “Mix-Up”, “Simple Battle”, “Shuffle Target”
“Brawl Match” will be held every two hours.
[PDT] 05/27/2022 12:00 ~ 05/28/2022 11:59 / [CET] 05/27/2022 20:00 ~ 05/28/2022 19:59
[PDT] 05/28/2022 12:00 ~ 05/29/2022 11:59 / [CET] 05/28/2022 20:00 ~ 05/29/2022 19:59
■Next Clan Match Schedule
Please refer, here for the next Clan Match schedule and reward collection period.
For an overview of the Clan Match, please refer here.
■Fixes
  • ◎Units
  • ・”Geara Zulu (Angelo)”, some icons of the main weapon “B.S. rifle for Angelo” were different from the model in battle, is fixed.
  • ・”Barzam”, some models of MS were in an unnatural state when in a crouching position, is fixed.
  • ・”Messala”, MS was not displayed by some occasions when the user was in crouching or prone position, is fixed.
  • ・”Rebawoo”, the English name of the secondary weapon “Beam Valcan” was “Vulcan Gun”, which was corrected to “Beam Valcan Gun”.
  • ・”Land Battle Assault Guntank”, icon of the secondary armament “vehicle-mounted flamethrower” has been modified with the “incendiary” symbol.
  • ◎Others
  • ・Some MSs equipped with the “Transform (Flight)” skill, had the expression by the description that these units have non-equipped skill, so the corresponding text has been removed.
  • ■Related MS
  • ・Jamru Finn
  • ・Z Gundam [HML]
  • ・Z Plus C1 Type
  • ■Text
  • ・”The effects of special skills and other skills during transformation make it difficult to lose one’s stance while in flight, even when taking damage.”
  • ・Fixed a case in which the badge challenge was treated as a failure even though the condition was achieved.
■Regarding the Confirmed Situations
  • ◎Maps
  • ・By the “Arctic Base”s tunnel entrance side, situation stated below occurs rarely: MS that are in down situation, stay without touching the ground for long time.
  • These will be fixed by the next update.
    We would like to apologize for this matter but, we would like you to refrain from battles around the mentioned area.

  • We apologize for any inconvenience caused by this situation.
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Gran Turismo 7 Update 1.15 Races Out for New Cars & More This May 26 (Update)

Polyphony Digital has deployed Gran Turismo 7 update 1.15 (PS5 version 1.150), which is something we’ve been expecting since the studio announced that a new patch was incoming. This patch adds three new vehicles and more. Read on for the GT7 May 26 patch notes.

Gran Turismo 7 Update 1.15 Patch Notes | Gran Turismo 7 Update 1.150 Patch Notes | GT7 May 26 Patch Notes:

Update: The full patch notes have been released by Polyphony!

Main Features Implemented

1. Cars
– The following three new cars have been added:
・Roadster Shop Rampage (Purchasable at Brand Central;)
・Toyota GR010 HYBRID ‘21 (Purchasable at Brand Central;)
・SUZUKI Vision Gran Turismo (Purchasable at Brand Central.)

2. Café
– It is now possible to receive ‘Birthday Present Tickets.’ Those tickets can be received from Sarah in the Café, and can be claimed a week before or after the date of birth registered on the player’s account for PlayStation™Network;
– The following three new Menu Books have been added:
・Menu Book No. 40: Enter the ‘Lightweight K-Cup’
・Menu Book No. 41: Enter the ‘Vision Gran Turismo Trophy’
・Menu Book No. 42: Enter the ‘Gr.1 Prototype Series’

The new Menu Books No. 40 and 41 will appear after clearing Menu Book No. 39 (‘Championship: World GT Series’) and having watched the ending, with a player’s Collector Level of at least 20. Menu Book No. 42 will appear when the above conditions are met and the player’s Collector Level is at least 30;
– Added 55 sets of new conversations with the Characters appearing in the Café.

3. World Circuits
– The following new events have been added to ‘World Circuits’:
・Lightweight K-Cup
– Tokyo Expressway – South Clockwise
– Autodrome Lago Maggiore – West End Reverse
– Willow Springs International Raceway: Streets of Willow Springs
・Vision Gran Turismo Trophy
– Kyoto Driving Park – Yamagiwa
– Deep Forest Raceway Reverse
– Autódromo de Interlagos
・Gr. 1 Prototype Series
– Circuit de Sainte-Croix – C
– Suzuka Circuit
– Daytona Road Course

In order to play these new events, it is necessary to unlock and accept Menu Books No. 40, 41, and 42 in the Café.
– Adjusted the rewards for Arcade Races and Custom Races;
– Added the ‘Race Settings’ option to the Quick Menu of Custom Races.

4. Showcase
– It is now possible to export photos taken in Scapes or Race Photo mode to the ‘Media Gallery’ of the PlayStation®5 console and the ‘Capture Gallery’ of PlayStation®4 system. The resolution of the exported images are individually adjusted on the PS5™ and PS4™, and can be shared to various Social Media platforms or transferred to a USB drive, with a resolution of 3840×2160 pixels on PlayStation®5 and PlayStation®4 Pro console, and 1920×1080 pixels on PlayStation®4 system. The export function is only available from [Showcase] > [My Items] menu. In addition, photos set to ‘Open to All’ from ‘My Items’ within Showcase and displayed in the ‘Gallery’ within My Page can be downloaded at their original resolution from the ‘My Page’ area of the official website’s GT7 section.
– Added a ‘Like/Comment’ button to the Quick Menu of shared replay content. Pressing this button will open the Details screen of the content.

5. Scapes
– The ‘New Orleans’ location has been added to the featured section of Scapes;
– Three spots have been added to the existing ‘After the Rain’ featured section.

6. GT Auto
– The following seven new paint colours have been added:
・BAC Titanium Metallic
・Jaguar Salsa
・Nissan Storm White
・Subaru BRZ GT300 Blue
・Suzuki Cordoba Red
・Suzuki Flame Orange
・Suzuki Satellite Silver Metallic

7. Garage
– It is now possible to use the up/down directional buttons, in addition to the right stick, to scroll through the car description text from the [Car Collection].

8. Auto Demo
– A new spot has been added to the slideshow of Scapes;
– When a Scapes slideshow is played during the auto demo, it is possible now to go directly to the [Scapes] photo spot by pressing the △ button. (This will become available only after the [Scapes] Pavilion is unlocked and the Tutorial has been completed.)

9. Sport
– [Online Time Trial] has been added to Sport;
– New information have been added to the event details screen, and other information have been edited.

10. Multiplayer
– An ‘Equal Condition Mode’ option has been added to to the ‘Time / Weather Settings.’ When this option is turned ‘On’, the ‘Variable Time Speed Rate’ setting will not be available.

11. Race Screen
– A display has been added to the car name indicator to show the distance to the penalty line.

12. Rankings
– The ‘Top 10 Stars’ ranking can now be displayed in the Licence Centre, Missions, and Circuit Experience Rankings.

13. My Page
– An indicator showing the progress to the next Driver Rating has been added to the Profile.

Other Improvements and Adjustments

1. Collector Level
– A notification indicating when new ‘Missions’ have been unlocked after levelling up has been added to the Level Up sequence. The notifications for levelling up and unlocking more ‘Tuning Shop’ areas will now appear separately.

2. Legend Cars Dealership
– In the Hagerty Collection, prices have been revised according to real world valuations under guidance from Hagerty. Hagerty is an American company that provides car insurance and valuation for classic cars, and has also sponsored many historic car events in recent years. The new prices will be applied from the next lineup update. The next pricing revision is planned for August 2022.

3. Car Settings
– Fixed an issue wherein Performance Points were not being calculated correctly when changing gear ratios in the transmission settings;
– Adjusted the calculation formula for the Transmission Settings.

4. Physics Simulation Model
– Fixed the operation of the overtake system for the ‘SF19 Super Formula / Toyota ’19’ and ‘SF19 Super Formula / Honda ’19’;
– Fixed an issue wherein cars would drive unnaturally faster when tyres drove over some kerbstones;
– Fixed an issue wherein auto-drive and automatic gear shifts would repeatedly shift up and down, causing the car to not accelerate when the gears were set to an extreme gear ratio.

5. Steering Controller
– Fixed an issue wherein the game would crash if resuming from Rest Mode while using the Logitech G923 Racing Wheel;
– Adjusted the force feedback strength of the THRUSTMASTER® T-GT / Fanatec® Podium / Fanatec® GT DD Pro. While using the steering wheels listed below, if the values of the ‘Force Feedback Max. Torque’ or ‘Force Feedback Sensitivity’ under [Controller Settings] > [Steering Force Feedback] options are set very high, the wheel may vibrate violently. If this happens, please set a lower value.

・Thrustmaster® T300
・Thrustmaster® T500
・Thrustmaster® T-GT
・Fanatec® CSL Elite Racing Wheel
・Fanatec® Podium
・Fanatec® GT DD Pro

6. Cars
– Fixed an issue with the livery for the Ferrari 512 BB ’76 wherein the livery would become distorted near the fuel filler and engine cover;
– Fixed the interior instrument meter graphics for the Mazda Eunos Roadster (NA Special Package) ’89;
– Partially fixed the operation of the lights on the Volkswagen Scirocco R ’10;
– Fixed the painted area while driving with the WORK Meister S1R wheels.

7. Sound
– Fixed an issue wherein some music tracks that were selected in the ‘Race BGM’ playlist within ‘Showcase’ would not play back during an Arcade Race:
・Lenny Ibizarre – “Orpheus in the Underworld” Overture
・Lenny Ibizarre – Guillaume Tell (William Tell)
・Ouantic – Motivix Retrograde
・Rosalía – Bizcochito
・STR4TA – Aspects
– Fixed an issue wherein Race BGM would not play back during a race event if a player entered a race with ‘Race BGM’ Playlist selected in ‘Showcase’ and the race event’s music track was not selected.

8. Missions
– The rankings for the following events have been reset:
・Moby Dick
– Pit In or Stay Out 1
・The Human Comedy
– Kyoto Driving Park One Hour
– Deep Forest Raceway One Hour
– Alsace One Hour

9. Circuit Experience
– It has been confirmed that some records in the below events’ rankings have been registered by using glitches and invalid manoeuvres, and as a result they have been individually deleted:
・Willow Springs International Raceway: Big Willow – Sector 1
・Brands Hatch Grand Prix Circuit – Sector 4

10. GT Auto
– Changed the menu transition when leaving GT Auto.

11. Replays
– Fixed an issue wherein the ‘Save Best Lap Replay’ button would disappear after using the ‘Save Replay’ function in the Time Trials of ‘World Circuits’, and the Online Time Trials or Qualifying Time Trials of the ‘Sport’ mode;
– Fixed an issue wherein it was not possible to use the ‘Save Best Lap Replay’ function from the Quick Menu when the replay was uploaded to the rankings in the Online Time Trials or Qualifying Time Trials of the ‘Sport’ mode.

12. Race Screen
– A transition animation has been added when changing the scale of the Weather Radar in the Multi Function Display using the up/down directional buttons;
– Fixed an issue on the PlayStation®4 system wherein sometimes the lap time displayed turned red after pitting during a time endurance race;
– During a Manufacturers Cup race, the manufacturer’s logo is now displayed next to the driver’s name appearing on the car name indicator.

13. Assist Settings
– Adjusted the braking area for the ‘24 Heures du Mans Racing Circuit’ on ‘Full Course’ and ‘No Chicane’ layouts.

14. Penalties
– Adjusted the penalty judgement algorithm so that penalties will not be applied for minor contacts in ‘Sport’ mode and in ‘Lobby.’

15. Trophies
– The trophies acquired on the PlayStation®5 console and PlayStation®4 system will now sync correctly;
– Updated the description for the Trophy ‘Time Attacker’ to more accurately reflect the unlocking requirements.

16. Others
– Various other issues have been addressed.

1. Three new cars are added, including the 24 Hours of Le Mans-winning GR010 HYBRID.

  • Toyota GR010 HYBRID ’21
  • Suzuki Vision Gran Turismo
  • Roadster Shop Rampage

2. New Orleans will be added to the featured section of Scapes.

Thank you for your loyal support, and we hope you continue to enjoy Gran Turismo 7!

The Suzuki Vision Gran Turismo was developed as a unique all-wheel-drive super sports car that fused the company’s motorcycle and automotive know-how. It’s a 2-seat convertible employing a front-engine/rear-wheel-drive layout, making it the very definition of a roadster. There’s also an electric motor in its drivetrain equation, meaning that this nimble sports car is a hybrid vehicle.

The gasoline engine comes in the form of the 1340-cc inline-4 lifted from the company’s flagship sports bike, the Hayabusa. Electric drive is provided by three motors, two that power the front wheels and one that powers the rear. The combined total output is 318 kW (432 PS) at 9700 rpm with 610 Nm (62 kgfm) of torque.

The official list of changes have not been released just yet, but once they’re available, we’ll update the post.

Update: Polyphony has released the official patch notes and we’ve updated the post.

Source: Gran-Turismo

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Alex Co

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

Home > News

Gran Turismo 7 Down for Planned Maintenance This May 26, Here’s the Schedule

If you’re trying to connect to the Gran Turismo 7 servers but can’t, it’s not you, but Polyphony Digital has triggered Gran Turismo 7 down on its own servers this May 26, and this is for planned maintenance.

Gran Turismo 7 Down Status and Updates for May 26:

Here’s the announcement from Polyphony:

[Day & Time]

26 May 2022, 06:00 – 08:00 UTC

26 May 2022, 07:00 – 09:00 BST

26 May 2022, 2 a.m. to 4 a.m. ET

25 May 2022, 11 p.m. to 1 a.m. PT (26, May)

26 May 2022, 2 p.m. to 4 p.m. HKT

Duration: 2 hours

[IMPORTANT]

Please note that during this time only ‘Arcade Race’ within ‘World Circuits’, and Music Rally will be playable. other online services like ‘Sport’ mode will not be available and progress will not be saved.

Furthermore, the Performance Points (PP) requirements for some events may change with this update: please be sure to complete any championships within ‘World Circuits’ that might be on hold before the start of the maintenance.

During this downtime, a new patch for Gran Turismo 7 will be rolled out, and it will include three new vehicles as we reported earlier in the week. Once the patch is out, we’ll be sure to let our readers know, so bookmark our GT7 game hub for the latest news.

Source: Gran-Turismo

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Alex Co

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

Home > News

Them’s Fightin’ Herds Coming to Consoles This Fall; New Trailer Unveiled

In their latest announcement, Modus Games revealed that the fighting game Them’s Fightin’ Herds will be making its way to consoles (PS4, PS5, Xbox One, Xbox Series, and Nintendo Switch) later this fall. The announcement also came with a new trailer which you can check out below.

Besides the consoles release announcement, here are a few more details on Them’s Fightin’ Herds:

Alongside this announcement, Modus Games today revealed that more content is on the way in the form of a Season 1 Pass featuring four brand-new DLC fighters, stages and cosmetics to look fresh while kicking butt. The Season 1 Pass will be included in the Deluxe Edition or available as a separate digital upgrade when it releases later this year on PC and consoles. Pre-order the physical version coming this fall from the Maximum Games Store now: https://store.maximumgames.com/products/thems-fightin-herds-deluxe-edition

Them’s Fightin’ Herds is currently available to play on PC via Steam, featuring rollback netcode. Check it out for yourself here.

MP1st Staff

Home > News

Report: Development S.T.A.L.K.E.R. 2 Has Resumed in Prague

As we previously reported back in March, development on S.T.A.L.K.E.R. 2 Heart of Chornobyl had ceased, as developers GSC Game World (whom are located in Kyiv, Ukraine) faced the ongoing challenges brought with the war. At the time, it was reported that the studio’s employees were either taking shelter or were enlisting to fight against the invasion, thus indefinitely delaying the title. Understandably the decision to cease development made sense, though now it’s being reported that at least a few of the developers have managed to flee to Prague in the Czech Republic and have restarted work on the game in some capacity.

As revealed in an question and answer (via Gry-online.pl) by one of GSC Game World staffer on the Discord channel for S.T.A.L.K.E.R. 2, development is once again “continuing.”

No word yet on how this will affect the release date but it is safe to assume that the delay is likely going to be an indefinite one until the violence in the region has subsided. Mp1st will be here to continue to report on the situation and we extend our continued support to our community members in Eastern Europe and anywhere there is senseless violence.

Tim Lawrence

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Modern Warfare & Warzone Update 1.58 Unleashed for Season 3 Reloaded This May 25

Raven Software has fired out the Call of Duty Modern Warfare & Warzone update 1.58 patch on all platforms, and this is for the big Season 3 Reloaded title update! Read o for the Modern Warfare & Warzone May 25 patch notes.

Modern Warfare & Warzone Update 1.58 Patch Notes | Modern Warfare & Warzone May 25 Patch Notes:

Warzone Update Sizes

  • PlayStation 5:
    • 5.2 GB
  • PlayStation 4:
    • 5.2 GB
  • Xbox One Series X / S:
    • 5.4 GB
  • Xbox One:
    • 5.4 GB
  • PC:
    • 5.7 GB (Warzone Only)
    • 6.6 GB (Warzone and Modern Warfare®)

MODES

Image of Operators in combat on Caldera

Champion of Caldera

This year could arguably be a strong one for Warzone solo players, with Rebirth Resurgence Solos being a fast-paced variant of the traditional Battle Royale free-for-all, and Caldera Clash being an awesome way to level up Weapons.

With Classified Arms Reloaded, Solo players will get another high-intensity limited-time mode and – as the name suggests – fight to become the Champion of Caldera.

This mode will feature 150 maximum Players and a single, continuously closing circle in a Battle Royale-style fight for survival.

All Operators will drop in with their Custom Loadout, a Gas Mask, and a single Redeploy Extraction Token. The item pool is slightly altered to emphasize equipment not normally found in Loadouts and rare Weapons. Collect Cash to visit an upgraded Buy Station, which features the Advanced UAV and even the Specialist Bonus for a hefty fee.

Most notably: kills in this game mode immediately refill player Health, Equipment, and Ammunition, incentivizing would-be Champions to play aggressively and eliminate the competition directly to have the best chance at victory.

GAMEPLAY

Before we jump into the many changes outlined below, we want to share the key pillars that we have focused on for the Season Three Reloaded update. We believe this will help Players understand the design intentions behind all of the changes and how they add up to cohesively improve the core Warzone gameplay loop over the season ahead.

Each of the gameplay changes can be separated into 3 core areas of focus, with an overall emphasis on improved reasons to loot in the mid-game and creating new Player stories:

  • More Counters: There are still some very powerful mechanics in Warzone and we need to provide counterplay measures to each gameplay loop for more interesting engagements.
  • More Movement: Player rotation opportunities are core to the Warzone experience and we see how much our Players love advanced movement techniques so have expanded this into new avenues.
  • More Playtime: Simply put; more time playing, less time spectating. Warzone has always been a leader in second chance mechanics and we wanted to further develop this aspect of Warzone to improve the chances of a successful mid-to-late game regain.

We fully expect this update to influence how our Players experience Warzone in a positive way. We are excited to see the new stories emerge from the community in the weeks and months to come. And, as always, we will be monitoring closely for feedback and finetune where necessary.

COUNTERPLAY

  • New Perk “Serpentine”
    • Reduces incoming damage if the Player is sprinting.

We are bringing in this new Perk from Vanguard that some of our Players may already be familiar with. Our internal playtests highlighted the counter to ranged engagements especially in large open spaces while still beneficial in smaller spaces. Serpentine creates a buffer between finding cover and it provides a boon to Players that rotate often in their engagements. The attacking Player receives clear feedback that their target countered their incoming shots with a Serpentine icon being displayed.

  • New Lootable Perks | All Maps & Modes
    • Serpentine
    • Tune Up
    • Tracker
    • Hardline
    • Kill Chain
    • E.O.D.

We have been really happy with the response to Perk Satchels being added to ground loot so we have expanded the list, alongside the inclusion of the new “Serpentine” Perk. We’re also bringing all of them to Rebirth Island.

  • New Field Upgrade “Radar Jammer” | All Maps & Modes 
    • Players can deploy this Field Upgrade to scramble the Tac Map of enemy Players and prevent airborne Killstreaks from being used in the localized area.
    • Has an effective radius of 125 meters
    • Effect lasts for 45 seconds
    • Susceptible to being hacked by a Player with an Engineer Perk
    • Can be attached to vehicles to become mobile
  • New Lootable Loadout Drop Markers | Caldera Modes
    • Ground loot now includes a rare chance to spawn a Loadout Drop Marker

Once Players have been to the Gulag, it can often be challenging to get back into rotation to stand a chance of going on to win. We wanted to give Players that rare chance of striking it lucky and finding a way to counter a previous loss that gets them back into the game.

MOVEMENT

 

  • High Value Loot Zones | Caldera Modes
    • These zones are represented on the Tac Map by a very appropriate “$” sign and will provide the best looting opportunities.

We’ve enjoyed seeing how the addition of this new system has pulled Players into landing at POIs they otherwise wouldn’t have planned to land – so it is now available in Battle Royale game modes. We expect this to be a popular feature, both for promoting early engagement opportunities as well as late-game restock opportunities.

  • New Underground Transit System | Caldera Modes
    • New fast travel system with 14 access points, indicated on the Tac Map and minimap by a silver “vault door” symbol.
    • A lighting system will provide intel and help navigate Player decisions.

Warzone has had several Fast Travel systems over its lifetime, everything from Subways to Red Doors. With this new Underground Transit System on Caldera, we have leveraged all the learnings from the previous experiences to create what we believe to be the ultimate method for moving around Caldera quickly.

  • New Lootable “Speed Boost” Power-Up | Caldera Modes
    • Grants Players a considerable increase in movement speed.

We’ve added the Speed Boost Power-Up from Clash into core Battle Royale, as we liked the advanced movement plays that it enables. Just like in Clash, this powerup is activated immediately on pickup so use this temporary speed boost wisely.

  • New “Occupation Scan” Public Event | Rebirth Island Modes (Except Blood Money & Payload)
    • Any Players standing or crouching while the scan takes place will have their location exposed on the Tac Map for all to see. Players will be informed to go prone prior to the sweep.

Movement represents an opportunity for memorable engagements and encounters. With “Occupation Scan”, we wanted to develop a Public Event where movement – or lack thereof – is core to the experience. This Public Event really brings Lethals and Tacticals like Gas Grenades and Molotovs into consideration – you can use them to flush enemies out of hiding to expose them on the Map.

  • Increased Downed Movement Speed | All Maps & Modes
    • Increased the speed at which a Player moves while in the downed state.

We felt the downed movement speed needed a review, primarily to allow Players who get downed a chance to get themselves to a safer space to allow for a revive. This is a small change on the surface that has allowed for more interesting outcomes during internal playtests.

  • Stim Adjustments | All Maps & Modes In-Season
    • Slide modifier has been reduced
      • The slide modifier was simply too extreme. While we believe that sliding movement should be buffed when a Player is using a Stim, it still needs to fit within limits.
    • Added a Weapon damage (received) interruption effect
      • If a Player receives Weapon damage, the healing effect will be interrupted. The previous mechanic allowed Players to repeatedly heal themselves while actively taking damage – which is not the intent of this tool.

We have enjoyed watching the recent shift in the use of Tacticals where Stims have become more commonplace and offer new, high-skill plays. That said, the above are two areas where we have felt it necessary to finetune the balance.

PLAYTIME

 

  • New Lootable “Gulag Entry” Token | Caldera Battle Royale Modes
    • This new lootable token allows Players to reenter the Gulag upon death.
    • When the Gulag closes, Players will be rewarded with cash if they still hold a token.
    • Per the normal Battle Royale rules, Players will still start each match with a single Gulag Entry token in their inventory.
    • Players can only carry one of these tokens at a time.

We’ve really enjoyed seeing the response to our recent “infinite Gulag” LTM’s and wanted to bring an element of this across to core Battle Royale. 

  • New Lootable “Redeploy Extraction” Token | Caldera Battle Royale Modes
    • This item allows a Player, upon death, to skip the Gulag and redeploy after a short countdown.
    • If the Player still has their original Gulag Entry from the match start, they will retain it.
    • When the Gulag closes, Players will be rewarded with cash if they still hold a token.
    • Players below a redeploying enemy will be notified.
    • Players can only carry one of these tokens at a time.

Similarly to the “Gulag Entry” token, we felt there was an opportunity for an additional rare item that allows redeployment on death – and that’s the role that the new ground loot item, “Redeploy Extraction” fills. 

  • Increased Lootable Self-Revives Caldera Battle Royale Modes
    • The spawn rate of lootable Self-Revive tokens has been increased.

Upon review we felt that Self-Revives were too rare in ground loot for something so easily and readily available in Buy Stations so their chance of ground loot availability has been increased.

  • Player Count Adjustment | Caldera Battle Royale Modes
    • Reduced total Player count per match to 120

With the addition of new second-chance mechanics, we are very conscious of making sure the mid-game doesn’t feel unfairly claustrophobic compared to the current Battle Royale pacing. We will therefore be trialing a slightly reduced Player count across all core Battle Royale squad sizes. We will be carefully reviewing sentiment and data to make sure that the engagement pacing remains more or less in line with the current experience and that Players can still pursue new personal records.

  • Decreased Buyback Cost All Maps & Modes
    • Decreased Buyback cost to $3,000, down from $4,000

We want to support Players being able to get back into the game. We felt that $4,000 was an often unattainable cost, especially at $12,000 for a full squad in Quads. This slight reduction should provide more chances for Players to more readily get back to a full squad.

  • Death Tax Adjustment | All Maps & Modes (Except Plunder)
    • Adjusted the tax upon death from 80:20 to 50:50

Upon review, the death tax felt overly punishing, as well as making it tougher for Players to track how much cash they’d still have when returning from the Gulag. We are going to trial this new 50:50 split and carefully monitor the impact it has on the global cash economy.

QUALITY OF LIFE IMPROVEMENTS

  • Expanded Squad HUD
    • New HUD elements include:
    • Total Squad Cash
      • An icon will appear if a Squad can afford a Loadout Drop
      • An icon will appear when Player Buyback costs are met
    • Armor Plate counter for each Squad member
      • For those times when your mates tell you they have “no plates left”… 👀
    • Possession icons for:
      • Gas Mask
      • Kill Streak
      • Self-Revive
      • Keycards
      • Gulag Entry Token
      • Redeploy Extraction Token

We have been quietly working away on this change for a while and we are happy to finally be taking the wrapping off it! Players will now find a wealth of extra information on their Squads inventory to better inform of what you and your squad are carrying. Not only do we feel that this is a great QoL feature but it also supports cognitive accessibility.

  • Improved Footstep Audio
    • The team has completed a reprioritization pass of NPC footstep audio relative to other crucial gameplay sounds to prevent voice culling of NPC footsteps.
  • Ranged Weapon Melee Damage Reduced
    • Gunbutting now requires 4 successive hits to eliminate a target, up from 3.
    • Pistols require 4 hits on a target with 250 health.

The power of Weapon gunbutting has often resulted in it being favored over firing the Weapon or using a dedicated melee. This change shifts the balance of power so that gunbutts are considered a last resort. We’ve also ensured that this change is replicated in the infiltration experience when not at full armor. 

  • Slide Camera Lock
    • We have addressed the horizontal camera locking that would occasionally happen if a Player was sliding while navigating a slope or stairs.
  • Incoming Killstreak Warning Banner 
    • Moved the banner to appear below the Weapon reticule to prevent visual obstruction.

We have observed an uptick in feedback that the Killstreak warning banner would occasionally block the Player’s line of sight during engagements. We feel the information provided here is critical to surviving an incoming Killstreak so instead of removing it entirely, we have adjusted the positioning.

  • Menu Browsing Interruption
    • Players will no longer be brought back to the front end lobby when the party host queues into matchmaking.

With this quality of life change Players can now have full agency over their UI experience regardless as to what the host is doing.

  • Buyback Player Prioritization 
    • The Buy Station interface will prioritize dead Squad members by listing them first.
  • Weapon Trade Station Updated
    • Perk Satchels added to Epic, Legendary, and Fire Sale trades
  • “Ghost” Perk Adjustment
    • Reduced Player movement speed threshold required to trigger the Perk.
  • Spawn Protection Value Adjustment
    • Players with a visible shield will take 25% reduced damage
  • Armored Truck Adjusted | In-Season
    • Decreased Health
    • Decreased Turret Damage
    • Associated Sabotage Contracts are no longer available in Solo game modes

OTHER ADJUSTMENTS

  • Lethals
    • Frag Grenade
      • Damage increased by 24.5%
    • Throwing Knife
      • Damage increased by 20%
      • Hits to the upper torso and head will one-shot down
    • Claymore
      • Damage increased by 20%
    • Proximity Mine
      • Damage increased by 24.5%
    • Semtex
      • Damage increased by 5%

With each update we continue to tune and balance across the board. With health increasing we have taken the opportunity to adjust the damage on most lethals to keep them in a space where they cannot be ignored.

  • Health Increase | All Maps & Modes (Except Iron Trials)
    • Player core Health has been increased from 100 to 150 across all modes, including Private Matches (totaling 300 when factoring in Armor Plates).

We’ve seen the positive reception to the increased Player health in Battle Royale and we are now rolling this out globally across all game modes. Having a consistent core Health experience is important so that Players can develop trust in both their Weapons and their engagements as they play different modes and we are happy to now be rolling this out globally. Thank you for your feedback, which informed this change.

  • Ground Loot | All Maps & Modes
    • Adjusted to accommodate new Weapons and new builds
    • Common and Uncommon Weapons have been upgraded to feature more Attachments to enable more early game confidence in Weapons you acquire:
      • Common (white) rarity items now have 3 Attachments, up from 2
      • Uncommon (green) rarity items now have 5 Attachments, up from 4
  • Gulag Loadouts | Caldera Modes  
    • Loadouts have been refreshed!

Each Weapon features more Attachments, enabling you to return to the field with a Weapon equal to a rare ground loot configuration which should help when recovering from an unfavorable position.

BUG FIXES

  • Fixed an issue that was preventing 120Hz support on Xbox Series consoles.
  • Fixed an issue which caused a client crash when using FMJ and Dismantle on the same Weapon.
  • Fixed an issue that would occasionally cause a sliding Player to get stuck in the Buy Station interface.
  • Fixed an issue that would occasionally cause a crouched Player adjacent a wall to get stuck in the Buy Station interface.
  • Fixed an issue which caused the Loadout Menu to randomly appear when playing a match.
  • Fixed an issue causing the Welgun (VG) to not have the Frangible ammunition Attachment.
  • Fixed an issue which caused the 3-Line Rifle (VG) to fire slightly to the left.
  • Fixed an issue which caused the Kong Finishing Move to not throw enemies the correct distance.
  • Fixed an issue which caused Calling Card names to display placeholder text.
  • Fixed an issue which caused Tracers in the Poison Sky Mastercraft Bundle to not appear correctly.
  • Fixed an issue which caused some Weapon Attachments to appear misaligned in their Dynamic Icons
  • Fixed an issue where the “Perks of the Job” Mission named the incorrect Perk required.
  • Fixed an issue which caused the Unlock Mission for the “Weaver” Operator to say “Coming Soon.”
  • Fixed an issue which caused the TEC-9 (BOCW) to not display the 36 Rnd Speed Mag during gameplay.
  • Fixed an issue which caused the Player’s view to be obstructed when ADS-ing with the Adler “Tortured and Rescued” Operator Skin.
  • Fixed an issue which caused flickering textures on Heavy Weapon Drop Crates.
  • Fixed an issue which caused several Vanguard Melee Weapons to display the same codename.
  • Fixed an issue which caused the UGR (BOCW) to experience unintended damage reduction when the EOD Perk and Explosive Rounds Magazine Attachment were equipped.

KNOWN ISSUES

Image of the Warzone Trello Board

For a list of other known #Warzone issues, please check out our dedicated Trello Board.

WEAPONS

New Weapon

New submachine gun weapon Blixen
  • H4 Blixen: Submachine Gun (VG)
    • This hard-hitting SMG offers mobility and accuracy in medium range engagements.
    • Unlock Challenge: Get 3 Slide Kills in a single match 15 times.

Weapon Adjustments

 

» Assault Rifles «

  • AK-47 (BOCW)
    • Neck Damage Multiplier decreased to 1.15, down from 1.2
    • 20″ Spetsnaz RPK Barrel 
      • Reduce Recoil Control from +8.5 to 7.5%
  • AS44 (VG) 
    • Initial Recoil slightly decreased
    • Bullet Velocity increased by 3.56%
    • Now has a functioning On-Hand perk
  • Assault Rifle Charlie (VG)
    • Headshot Damage Multiplier increased to 1.85, up from 1.5
      • .30-06 20 Round Fast Mags
        • Magazine Capacity increased to 30, up from 20
      • 8mm Klauser 30 Round Mags
        • Magazine Capacity increased to 40, up from 30
      • .50 BMG 30 Round Mags
        • Magazine Capacity increased to 40, up from 30
        • Bullet Velocity scale from 1.1 to 1.2
      • .50 BMG 40 Round Mags
        • Magazine Capacity increased to 60, up from 40
        • Fire Rate Multiplier decreased to -15% down from -10%
  • Cooper Carbine (VG)
    • Bullet Velocity increased by 4.55%
  • C58 (BOCW)
    • Neck Damage Multiplier decreased to 1.1, down from 1.2
  • CR-56 AMAX (MW)
    • Max Damage decreased to 31, down from 35
    • Min Damage decreased to 24, down from 31
  • FARA 83 (BOCW)
    • Min Damage decreased to 22, down from 23
  • Nikita AVT (VG)
    • Adjusted recoil pattern for ease of use
    • Sprint to Fire time increased increased by 10%
  • Assault Rifle Bravo (VG)
    • Headshot Multiplier increased to 1.6, up from 1.5
      • .303 British 36 Round Mags 
        • Movement Speed scaler increased to 1.02, up from 1.01
        • Damage Range increased to -10%, up from -20%
  • NZ-41 (VG)
    • Adjusted recoil pattern and intensity when used in fully automatic.
      • Orbweaver 360mm BC Barrel
        • Horizontal Recoil control now increased by 10%
        • Bullet Velocity now increased by 40%
      • Sakura 50 Round Mags
        • Fire Rate Multiplier decreased to 12%, down from 22%
        • Damage Range increased to -12%, up from -22%
        • Bullet Velocity increased to -15%, up from -30%
      • 8mm Klauser 40 Round Mags
        • Bullet Velocity increased to -10%, up from -20%
        • Fire Rate Multiplier decreased to 12%, down from 16%
        • Damage decreased to -3.6%, down from -12%
      • Orbweaver Custom 
        • Bullet Velocity now increased by 20%
        • Damage Range now increased by 20%
      • LOR Mk1 Burst
        • Bullet Velocity now increased by 30%
        • Damage Range now increased by 20%
      • Ravenwood 480mm No.2 
        • Damage Range penalty removed
        • Bullet Velocity penalty removed

The NZ-41 (VG) has fallen out of favor when compared to the competition, often due to its challenging recoil pattern. We’ve adjusted the curve so that it’s more logical in its movement, allowing you to predict and compensate appropriately. We’ve also taken a look at the velocity and range bonuses provided by Attachments and made significant adjustments so that the NZ-41 (VG) can compete with the best. 

  • Vargo 52 (BOCW)
    • Min Damage increased to 24, up from 23
    • Headshot Damage Multiplier increased to 1.53, up from 1.5
  • Volkssturmgewehr (VG)
    • Headshot Damage Multiplier increased to 1.55, up from 1.5
    • Neck Damage Multiplier increased to 1.25, up from 1.2
    • ADS Movement Speed decreased by 5%
      • Reisdorf 22V Adjustable
        • ADS Movement Speed reduced to 25%, down from 30%
  • XM4 (BOCW)
    • Max Damage decreased to 28, down from 29
    • Max Damage Range decreased to 20.3 meters, down from 22.3 meters
    • Neck Damage Multiplier decreased to 1.3, down from 1.33

 

» Marksman Rifles «

  • SVT-40 (VG)
    • Max Damage increased to 60, up from 57
    • Min Damage increased to 50, up from 49
    • Bullet velocity increased by 8.54%
  • M1916 (VG)
    • Max Damage increased to 55, up from 53
    • Max Damage Range increased to 58 meters, up from 45 meters
    • Bullet velocity increased by 7.89%
  • M1 Garand (VG)
    • Headshot Damage Multiplier increased to 1.59, up from 1.5
    • Bullet velocity increased by 6.67%

 

» Sniper Rifles «

  • HDR (MW)
    • Bullet Drop-off increased
  • Pelington 703 (BOCW)
    • Damage Range decreased to 43.2 meters, down from 48.3 meters
  • ZRG 20mm (BOCW)
    • Upper Torso Damage Multiplier decreased to 1.5, down from 1.7
    • 43.9″ Combat Recon Barre
      • Bullet Velocity decreased to 38%, down from 43%
  • Sniper Rifle Charlie (MW) 
    • Bullet velocity decreased by 5.13%
  • 3-Line Rifle (VG)
    • Bullet velocity increased by 6.76%
    • Bullet drop-off decreased
    • Sprint to Fire Scaler increased to 1.0, up from 0.99
    • Re-aligned the 3-line reticles to be properly screen center
    • 500mm MN Custom
      • Bullet Velocity increased to 25%, up from 20%
    • Empress 514mm F01 
      • Bullet Velocity increased to 20%, up from 16%
    • Empress 700mm TN02 
      • Bullet Velocity increased to 35%, up from 30%
    • Kovalevskaya 700mm 
      • Bullet Velocity increased to 20%, up from 15%
      • Neck damage increased to 1.3, up from 1.1
    • Kovalevskaya 820mm
      • Bullet Velocity increased to 45%, up from 35%
    • .30-06 20 Round Mags 
      • Bullet Velocity increased to 20%, up from 10%
    • .303 British 5 Round Mags 
      • Damage Penalty has been removed.
      • Damage Range increased to -20%, up from -30%
  • Sniper Rifle Alpha (MW)
    • Max Damage range increased to 1600, up from 1375
  • Rytec AMR (MW)
    • Now one-shots to the head within max damage range
    • Max Damage increased to 125, up from 102
    • Max Damage Range decreased to 59.1 meters, down from 67.3 meters
    • Headshot Damage Multiplier increased to 2.4, up from 2.1
    • Neck Damage Multiplier decreased to 1.75, down from 2.1
  • Sniper Rifle Charlie (BOCW)
    • Now one-shots to the head within max damage range
    • Max Damage increased to 125, up from 102
    • Headshot Damage Multiplier increased to 2.4, up from 2.1
    • Neck Damage Multiplier decreased to 1.75, down from 2.1
  • Type 99 (VG)
    • 5.6mm 8 Round Mags 
      • Damage Range increased to -20%, up from -25%
    • 8mm Klauser 5 Round Mags 
      • Bullet Velocity scalar increased to 20%, up from 10%
    • Sakura 776mm Barrel
      • Bullet Velocity scalar increased to 40%, up from 30%
    • Shiraishi 712mm Sniper 
      • Upper Torso Damage Multiplier decreased to 1.6, down from 1.81
  • Gorenko (VG)
    • Bullet Drop-off decreased
    • 420mm Empress
      • Bullet Velocity increased to 40%, up from 11%
      • ADS Time Scaler increased to 0.943, up from 0.9
    • Reinforced Stock
      • ADS Time Scaler increased to 1.05, up from 1.04
    • 13mm AM 10 Round Mags
      • ADS Time Scaler increased to 0.955, up from 0.94
  • Kar98k (VG)
    • Added Frenzy Weapon Perk
    • Max Damage range increased to 48.9 meters, up from 47 meters
    • K98 Scout 10.0x Telescopic
      • ADS speed increased to 0.75, up from 0.65
    • VDD RE02K
      • Damage Range now increased  by 20%
    • 8mm Klauser 3 Round Mag
      • ADS Time Scaler increased to 1.06, up from 1.05
    • Krausnick Padded 
      • ADS Time Scaler increased to 0.945, up from 0.934
      • Movespeed Scale increased to 0.95, up from 0.94

 

» Shotguns «

  • Damage decreased by 20% for the following Shotguns:
    • Streetsweeper
    • Gallo SA12
    • JAK-1
    • Origin 12
    • R9-0
    • Gracey Auto

With the change to health pools, automatic and semi-auto shotguns were hitting a breakpoint where the time-to-kill remained the same as it did previously. This change brings these Weapons in line. 

  • Combat Shotgun (VG)
    • Movespeed Scale increased to 0.87, up from 0.865
    • ADS Move Speed Scale increased to 1.49, up from 1.46
    • Framble 18″ Precision
      • Bullet Velocity now increased to 48%, up from 34%
      • Damage Range increased to 20%, up from 10%
    • Framble No. 3
      • Bullet Velocity now increased by 10%
    • Chariot 16″ Short
      • Damage range penalty increased to -20%, up from -30%
    • Sawed-Off
      • Damage Bonus increased to 20%, up from 15%
      • Move Speed Scaler increased to 5%, up from from 4%

 

» Submachine Guns «

  • Milano 821 (BOCW)
    • Max Damage Range decreased to 12 meters, down from 17.8 meters
    • Mid Damage added at 33
    • Mid Damage Range added at 17.8 meters
    • Min Damage decreased to 27, down from 30
  • LAPA (BOCW)
    • Max Damage decreased to 27, down from 31
    • Max Damage Range increased to 12.7 meters, up from 10.1 meters
    • Mid Damage decreased to 25, down from 28
    • Mid Damage Range increased to 20 meters, up from 17.8 meters
    • Min Damage decreased to 21, down from 26
  • OTs 9 (BOCW)
    • Max Damage decreased to 29, down from 30
  • Armaguerra 43 (VG)
    • Slight reduction to initial recoil
    • Botti 315mm CII
      • Vertical Recoil Multiplier decreased to 40%, down from 50%
    • .30 Russian Short 34 Round Mags
      • Damage Penalty decreased to -4%, up from -5%
      • Visual Recoil decreased
  • Owen Gun (VG)
    • Upper Extremities Damage Multiplier decreased 1, down from 1.45
    • Lower Extremities Damage Multiplier decreased to 0.9, down from 1.0
    • Max Damage Range decreased to 15.2 meters, down from 17.1 meters
    • Mid Damage Range decreased to 19.7 meters, down from 20 meters
    • 7.62 Gorenko 33 Round Mags
      • Fire Rate decreased to 14.5%, down from 15%
    • 7.62 Gorenko 72 Round Drums
      • Fire Rate decreased to 14.5%, down from 15%
  • Submachine Gun Alpha (MW)

    • 5.56 NATO 30-Round Mags
      • Max Damage decreased to 37, down from 38
      • Mid Damage decreased to 27, down from 28
      • Mid Damage Range decreased to 30.5 meters, down from 40 meters
    • 5.56 NATO 60-Round Drums
      • Max Damage decreased to 37, down from 38
      • Mid Damage decreased to 27, down from 28
      • Mid Damage Range decreased to 30.5 meters, down from 40 meters
  • Welgun (VG)
    • Added Frangible Weapon Perk
    • 120mm Gawain Short
      • Fire Rate decreased to 6%, down from 10%
      • Removed Damage Range Penalty
  • UGR (BOCW)
    • Magazine Capacity increased to 40, up from 30

 

» Pistols «

  • Pistol melee attacks now require three successive hits to initiate a finisher on the target. This is up from 3.
  • 1911 (VG)
    • ACP 18 Round Mags 
      • Magazine Capacity increased to 24, up from 18.
      • Min Damage increased to 24, up from 20
  • Klauser (VG)
    • Max Damage increased to 50, up from 46
    • Mid Damage increased to 42, up from 40
    • Min Damage increased to 37, up from 30
  • RATT (VG)
    • Mid Damage increased to 26, up from 22
    • Min Damage increased to 22, up from 20
    • Neck Damage Multiplier increased to 1.4, up from 1.2
  • Handgun Charlie (BOCW) 
    • Max Damage decreased to 35, down from 40
    • Mid Damage decreased to 29, down from 33
  • Machine Pistol (VG)
    • Max Damage increased to 20, up from 19
    • Mid Damage increased to 16, up from 15
    • Min Damage increased to 13, up from 12
    • Significant Reduction of Base Recoil Control
    • 7.62 Gorenko 40 Round Mags

      • Fire Rate Multiplier decreased to 5%, down from 7%
      • Recoil Control penalty decreased to -18%, down from -27%
    • 8mm Nambu 20 Round Mags

      • Recoil Control penalty decreased to -22%, down from -30%
      • Fire Rate Multiplier decreased to 5%, down from 7%
    • Rapid Barrel

      • Fire Rate Multiplier decreased to 5%, down from 20%

The Machine Pistol (VG), in its previous incarnation, was an extremely difficult beast to control effectively, often only used as an absolute last option. We’ve made a significant change to the kick intensity and recoil pattern of the Weapon and adjusted its damage profile to be a Weapon that is now something to be reckoned with. 

» Launchers «

  • Panzerfaust (VG)
    • ADS Transition out time decreased to 0.48, down from 0.5
    • Base Movespeed Scale increased to 0.8, up from 0.79
    • ADS Movement Speed Scale increased to 0.85, up from 0.8

ATTACHMENTS

  • Akimbo Perk 
    • Akimbo for Pistols now reduces damage by 10%.
  • MX Silencer
    • Bullet Velocity increased to 15%, up from 10%
  • F8 Stabilizer
    • Damage Range increased to 15%, up from 10%

If you’re looking for the Season 3 Reloaded changes to Vanguard, head on over here.

Source: Raven Software

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Alex Co

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

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Sad Cat Studios Delays REPLACED Due to Ongoing War in Ukraine

The video game industry is once more being affected by the ongoing Russian war on Ukraine. Belarus and Ukrainian based developer Sad Cat Studios and publishing partner Coatsink have delayed the release of upcoming sci-fi platformer REPLACED into 2023.

In a statement posted to Twitter the developer’s social media team had this to say about the delay:

“The Belarusian based studio working on the game, Sad Cat Studios, has a team of talented developers from Belarus and Ukraine. Unfortunately, the continued war in Ukraine has heavily impacted the development of REPLACED, as most of the team resides in the neighboring regions.

The priority for Sad Cat was for the safety of the team and their families. As a result, part of the team has now relocated and work has only recently restarted on REPLACED.”

They go on to say that the game is currently planned to be released sometime in 2023. The announcement mirrors that of S.T.A.L.K.E.R. 2, where developers GSC Game World announced that they had to pause (now resumed) development due to the war as their team was entirely in the Ukraine. It is likely that the continued invasion and war in Ukraine will further affect the video games industry as Ukraine is something of a hub for Eastern European video game development. For now as this story develops or any other stories should arise, we’ll be here to keep you informed.

Tim Lawrence

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Guilty Gear Strive Cross-Play Beta Announced, Large-Scale Balance Update Out on June 10

Announced via the latest broadcast, a Guilty Gear Strive cross-play beta for PS4, PS5, and PC has been announced, due to arrive sometime in the future and will match players on all platforms to match them against each other. While the date for this one has not yet been announced, Arc System Works did announce that a large-scale balance update will be making its way to the game this June 10.

Here are some of the initial details on the cross-play beta and balance update for Guilty Gear Strive:

Arc System Works will release a large-scale balance update for Guilty Gear: Strive on June 10, which includes:

  • Balance tuning for the entire cast.
  • Changes to overall game mechanics to transform the gameplay.
  • Improvements to controls.

The cross-play beta test for Guilty Gear: Strive, which enables cross-platform online battles between PlayStation 4, PlayStation 5, and PC players, will be held this summer.

Further details will be announced via the official Guilty Gear Twitter account and website.

The Guilty Gear Strive cross play beta is coming this Summer 2022. Stay tuned here at MP1st for the complete patch notes once the large-scale balance update finally rolls out!

MP1st Staff

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Genshin Impact Yelan Character Trailer Revealed, Talents Unveiled

miHoYo has finally unveiled the Genshin Impact Yelan character trailer, as well as the talents for the upcoming new character. Check out the trailer below as well as the first details Yelan, the Valley Orchid.

A spider doesn’t need to be in the center of the web to feel the slightest vibration from each thread. When the trapped prey sees the hunter emerging from the darkness, its fate is already doomed.

Besides the character trailer, here are the initial details on Yelan in Genshin Impact:

Yelan is a Hydro DPS character that combines rapid attacks with agile mobility. She can move rapidly using her Lifeline, latching onto and marking opponents along the path. This will deal Hydro DMG to marked targets and has a fixed chance to reset her Breakthrough state, which will buff her next Charged Shot. Her Elemental Burst will create the Exquisite Throw to assist your active character in combat to deal constant Hydro DMG.

Yelan will be arriving in Genshin Impact via the upcoming 2.7 version release, set to launch across all platforms on May 31. Stay tuned here at MP1st for the complete patch notes once the new update finally arrives!

MP1st Staff