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FIFA 22 Update 1.24 Kicks Out for Title Update 11 This May 19

EA has kicked out FIFA 22 update 1.24 for Title Update 11. Players can expect changes to FIFA Ultimate Team, Career Mode, and a bunch of technical fixes as well. Read on for the complete FIFA 22 May 19 patch notes.

FIFA 22 Update 1.24 Patch Notes | FIFA 22 Title Update 11 Patch Notes | FIFA 22 May 19 Patch Notes:

FIFA Ultimate Team

Made the following change:

  • When the Transfer Market is selected, the UI will display recommended Player Items based on the most commonly used Player Items in FUT.
    – This functionality will only be available following a server update. Please follow @EAFIFADIRECT for updates on when this will be live in-game.[/list}Career ModeAddressed the following issue:

    • In Player Career, the Virtual Pro did not show up in transfer deadline visuals when transferring clubs on deadline day.

    General, Audio, and Visual

    Made the following changes:

    • [PC only] Players will no longer instantly disconnect from an online match if the game window goes out of focus.
      – When the game window goes out of focus, the player is considered idle and a timer will count down, causing the player to automatically exit the match if it reaches zero.
    • Updated some kits, 2D portraits, and ad boards.

    Addressed the following issues:

    • Some placeholder visual and UI elements could unintentionally display.
    • A rare stability issue could occur when using customized squad files in Career Mode.

Source: FIFA forums

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Alex Co

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

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BF2042 Update 1.000.012 Released for Next-Gen v4,1 This May 19

DICE has fired out the (Battlefield 2042) BF2042 update 1.000.012 patch for both next-gen and last-gen platforms, and this is for patch version 4.1! Expect a nerf for Boris, alongside a lot of other gameplay tweaks. Check out the full BF2042 update patch notes below.

BF2042 Update 1.000.012 Patch Notes | BF2042 4.1 Patch Notes | BF2042 Update Patch Notes for May 19:

Update 0.4.1

Fixes, Changes, and Improvements

General

  • Vehicle Aim Sensitivity and Transport Vehicle Freelook Sensitivity Controller settings now always correctly apply their effects
  • Aim Assist has been improved while aiming at moving targets
  • Aim Assist should no longer incorrectly acquire targets through thin obstacles
  • When not ranking up, you should no longer see the “You have been promoted screen” during End of Round
  • Delivered improvements that help to reduce input lag
  • Adjusted Trigger Weight to ensure that inputs feel more responsive when applying successive inputs

Audio

  • The Announcer Voice Over for Battlefield 1942 and Battlefield 3 experiences has been remastered, and now includes new radio sound effects

Battlefield Portal

  • Specialists will now correctly display animations during the End of Round screen while in Battlefield Portal modes
  • Made the following changes to Hardcore Templates within the Battlefield Builder to align them with our Featured Experience offerings.
    • Enabled HUD in Hardcore Templates
    • Disabled Mini-map and Compass in Hardcore Templates

Gadgets

  • Hitting enemies with EMP effects now correctly triggers Player Disrupted XP
  • Removed placement delay for deployable gadgets so they now appear instantly
  • Deployable gadgets are now easier to deploy

Insertion Beacon

  • The size of the Insertion Beacon has been increased so it’s easier to see
  • The Insertion Beacon is now visible from further away

Modes

In this update, we’re making multiple updates to the All-Out Warfare rotations. Our leading change is the removal of the 128 player version of Breakthrough. When reviewing the available experiences in All-Out Warfare, we felt that the 128 player modes are better suited for Conquest where gameplay spaces are larger, and where you have a more natural fit for sandbox gameplay.

In Breakthrough’s 128 player mode, we feel that the value and impact of an individual player, and squad is reduced due to the increased intensity and chaos of the combat.

When reviewing Breakthrough, we noted that the 64 player version represented a more tactical experience. Reducing our player count here helps to remove some of the chaos from the experience, and in combination with the reductions that we have made to the number of available combat vehicles, it means players are better able to hold frontlines more effectively. Players will also find more space to work together and fulfill their individual roles

As a result, squads in Breakthrough 64 have a better opportunity to work together, to flank the enemy, place a spawn beacon, use their plus menu to attach suppressors, then clear, and hold a point – one squad helping turn the tide as an example. We believe that the move to 64 players will bring back the pacing that helps celebrate these moments of teamwork and PTFOing, and will be keeping a close eye on how our changes help to improve the experience ahead of the start of Season 1.

Further changes

  • Breakthrough 64 for PC, PlayStation 5 and Xbox Series X|S now have set map sizes for specific maps:
    • Discarded, Manifest, Orbital, Kaleidoscope will play the 128 player version
    • Hourglass, Breakaway, Renewal will play the 64 player version

Soldier

  • The Compass now expands while in ADS to improve its readability

 

Specialists

Angel

  • Angel will no longer be able to grant Armor Plates via his Supply Bag

Boris

  • Spotting via the SG-36 Sentry Gun now highlights spotted players via a red dot, and spotted enemies are now also visible for friendlies
  • The SG-36 Sentry Gun will no longer track players behind walls
  • Overall damage and health for the SG-36 Sentry Gun has been lowered
    • RPM reduced from 450 -> 250
    • Start Damage 16 -> 10
    • End Damage 10 -> 7
    • Fall Off Damage Range 50 -> 40
    • Projectile Speed 960 m/s -> 500 m/s
    • Health 200 -> 150
    • Lock-on time increased by 0.3 seconds
    • Target Forget Time 2 -> 1.5 seconds
    • Target lock-on range 65 -> 50m
    • Reload Speed 5.2 -> 4.2 seconds

Dozer

  • Bashing with the SOB-8 Ballistic Shield while inside smoke should now always deal damage

Irish

  • Fortification System recharge rate reduced from 25 -> 20 seconds

Weapons

  • Update 0.4.0 introduced an unintended change to the behavior of some weapons via incorrect values on their damage tables. In this update we’re restoring performance to its intended design and you should feel an overall improvement to weapon performance
  • The impact of recoil affecting attachments has been lowered, while base weapon recoil has been improved to compensate. This means weapons without attachments now handle better
  • Bolt Action Sniper breath control now lasts a max of 5 seconds, with an added 5 second penalty if used entirely
  • Underbarrel Attachments no longer affect weapon deploy speed
  • Overall horizontal recoil for DMR’s has been reduced
  • Sidearms are now faster to deploy

AC42

  • Increased the AC42 distance damage dropoff at higher ranges

AK24

  • Removed the AK24 Semi Auto fire mode
  • Increased AK-24 Burst Mode rate of fire to 900RPM

NTW-50

  • Improved the NTW-50 effectiveness against vehicles
  • Added an additional damage multiple versus tank tracks

PKP-BP

  • Increased PKP-BP vertical recoil, and added a new horizontal recoil profile

SFAR-M GL

  • Improved the SFAR-M GL damage at short to medium range
    • Taking down an enemy now requires 5, instead of 4 bullets while at 20m
  • Decreased the SFAR-GL distance damage dropoff

SVK

  • Reduced SVK’s Horizontal recoil to make it easier to land follow-up shots
  • Increased the SVK distance damage dropoff past 40m
  • SVK’s High-Power Rounds damage lowered past 150m
    • Taking down an enemy now requires 3, instead of 2 bullets

Vehicles

  • Fixed a bug for no XP being rewarded when capturing an objective in a vehicle that wasn’t spawned via the Deploy Menu

Following the release of Update 0.4.0, we’re continuing to make balance adjustments to vehicle gameplay by updating the total number of vehicles that can be active at any time across maps in Conquest and Breakthrough.

Conquest 128:

  • Kaleidoscope – Reduced each teams light ground vehicle allocation by 1
  • Manifest – Reduced each teams light ground vehicle allocation by 1

Breakthrough 64:

  • Breakaway
    • Adjusted Sector 4 to reduce the Attackers number of Transport Air Vehicles by 1, and reduced the number of Heavy Ground Vehicles for Attackers and Defenders to 1
  • Manifest
    • Adjusted Sector 3 to remove the Defenders allocation of Transport Air Vehicles, and also reduced the number of Heavy Ground Vehicles for Attackers and Defenders by 1
  • Hourglass
    • Adjusted Sector 4 to reduce the Attackers and Defenders allocation of Heavy Ground Vehicles to 1, removed the Defending teams allocation of Transport and Combat Air Vehicles
  • Renewal:
    • Adjusted Sector 4 to reduce the Attackers and Defenders allocation of Heavy Ground Vehicles to 1
  • Orbital
    • Adjusted Sector 4 to reduce the Defenders allocation of Heavy Vehicles to 1

MAV

  • The MAV is now part of the Transport vehicle category

M5C Bolte

  • The M5C Bolte’s Missile Launcher no longer deals unintentional increased damage to air vehicles
  • The M5C Bolte is now part of the Armored vehicle category

Source: EA

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Alex Co

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

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Battlefield 2042 Update 1.11 Fires Out for Patch 4.1 This May 19

As expected, DICE has released Battlefield 2042 update 1.11, which is the May update, or otherwise known as Patch 4.1! This brings in a nerf to Boris (yay!) and other Specialist changes, aiming improvements, and loads more! Read on for the complete Battlefield 2042 May 19 patch notes below.

Battlefield 2042 Update 1.11 Patch Notes | Battlefield 2042 May 19 Patch Notes:

Update 0.4.1

Fixes, Changes, and Improvements

General

  • Vehicle Aim Sensitivity and Transport Vehicle Freelook Sensitivity Controller settings now always correctly apply their effects
  • Aim Assist has been improved while aiming at moving targets
  • Aim Assist should no longer incorrectly acquire targets through thin obstacles
  • When not ranking up, you should no longer see the “You have been promoted screen” during End of Round
  • Delivered improvements that help to reduce input lag
  • Adjusted Trigger Weight to ensure that inputs feel more responsive when applying successive inputs

Audio

  • The Announcer Voice Over for Battlefield 1942 and Battlefield 3 experiences has been remastered, and now includes new radio sound effects

Battlefield Portal

  • Specialists will now correctly display animations during the End of Round screen while in Battlefield Portal modes
  • Made the following changes to Hardcore Templates within the Battlefield Builder to align them with our Featured Experience offerings.
    • Enabled HUD in Hardcore Templates
    • Disabled Mini-map and Compass in Hardcore Templates

Gadgets

  • Hitting enemies with EMP effects now correctly triggers Player Disrupted XP
  • Removed placement delay for deployable gadgets so they now appear instantly
  • Deployable gadgets are now easier to deploy

Insertion Beacon

  • The size of the Insertion Beacon has been increased so it’s easier to see
  • The Insertion Beacon is now visible from further away

Modes

In this update, we’re making multiple updates to the All-Out Warfare rotations. Our leading change is the removal of the 128 player version of Breakthrough. When reviewing the available experiences in All-Out Warfare, we felt that the 128 player modes are better suited for Conquest where gameplay spaces are larger, and where you have a more natural fit for sandbox gameplay.

In Breakthrough’s 128 player mode, we feel that the value and impact of an individual player, and squad is reduced due to the increased intensity and chaos of the combat.

When reviewing Breakthrough, we noted that the 64 player version represented a more tactical experience. Reducing our player count here helps to remove some of the chaos from the experience, and in combination with the reductions that we have made to the number of available combat vehicles, it means players are better able to hold frontlines more effectively. Players will also find more space to work together and fulfill their individual roles

As a result, squads in Breakthrough 64 have a better opportunity to work together, to flank the enemy, place a spawn beacon, use their plus menu to attach suppressors, then clear, and hold a point – one squad helping turn the tide as an example. We believe that the move to 64 players will bring back the pacing that helps celebrate these moments of teamwork and PTFOing, and will be keeping a close eye on how our changes help to improve the experience ahead of the start of Season 1.

Further changes

  • Breakthrough 64 for PC, PlayStation 5 and Xbox Series X|S now have set map sizes for specific maps:
    • Discarded, Manifest, Orbital, Kaleidoscope will play the 128 player version
    • Hourglass, Breakaway, Renewal will play the 64 player version

Soldier

  • The Compass now expands while in ADS to improve its readability

 

Specialists

Angel

  • Angel will no longer be able to grant Armor Plates via his Supply Bag

Boris

  • Spotting via the SG-36 Sentry Gun now highlights spotted players via a red dot, and spotted enemies are now also visible for friendlies
  • The SG-36 Sentry Gun will no longer track players behind walls
  • Overall damage and health for the SG-36 Sentry Gun has been lowered
    • RPM reduced from 450 -> 250
    • Start Damage 16 -> 10
    • End Damage 10 -> 7
    • Fall Off Damage Range 50 -> 40
    • Projectile Speed 960 m/s -> 500 m/s
    • Health 200 -> 150
    • Lock-on time increased by 0.3 seconds
    • Target Forget Time 2 -> 1.5 seconds
    • Target lock-on range 65 -> 50m
    • Reload Speed 5.2 -> 4.2 seconds

Dozer

  • Bashing with the SOB-8 Ballistic Shield while inside smoke should now always deal damage

Irish

  • Fortification System recharge rate reduced from 25 -> 20 seconds

Weapons

  • Update 0.4.0 introduced an unintended change to the behavior of some weapons via incorrect values on their damage tables. In this update we’re restoring performance to its intended design and you should feel an overall improvement to weapon performance
  • The impact of recoil affecting attachments has been lowered, while base weapon recoil has been improved to compensate. This means weapons without attachments now handle better
  • Bolt Action Sniper breath control now lasts a max of 5 seconds, with an added 5 second penalty if used entirely
  • Underbarrel Attachments no longer affect weapon deploy speed
  • Overall horizontal recoil for DMR’s has been reduced
  • Sidearms are now faster to deploy

AC42

  • Increased the AC42 distance damage dropoff at higher ranges

AK24

  • Removed the AK24 Semi Auto fire mode
  • Increased AK-24 Burst Mode rate of fire to 900RPM

NTW-50

  • Improved the NTW-50 effectiveness against vehicles
  • Added an additional damage multiple versus tank tracks

PKP-BP

  • Increased PKP-BP vertical recoil, and added a new horizontal recoil profile

SFAR-M GL

  • Improved the SFAR-M GL damage at short to medium range
    • Taking down an enemy now requires 5, instead of 4 bullets while at 20m
  • Decreased the SFAR-GL distance damage dropoff

SVK

  • Reduced SVK’s Horizontal recoil to make it easier to land follow-up shots
  • Increased the SVK distance damage dropoff past 40m
  • SVK’s High-Power Rounds damage lowered past 150m
    • Taking down an enemy now requires 3, instead of 2 bullets

Vehicles

  • Fixed a bug for no XP being rewarded when capturing an objective in a vehicle that wasn’t spawned via the Deploy Menu

Following the release of Update 0.4.0, we’re continuing to make balance adjustments to vehicle gameplay by updating the total number of vehicles that can be active at any time across maps in Conquest and Breakthrough.

Conquest 128:

  • Kaleidoscope – Reduced each teams light ground vehicle allocation by 1
  • Manifest – Reduced each teams light ground vehicle allocation by 1

Breakthrough 64:

  • Breakaway
    • Adjusted Sector 4 to reduce the Attackers number of Transport Air Vehicles by 1, and reduced the number of Heavy Ground Vehicles for Attackers and Defenders to 1
  • Manifest
    • Adjusted Sector 3 to remove the Defenders allocation of Transport Air Vehicles, and also reduced the number of Heavy Ground Vehicles for Attackers and Defenders by 1
  • Hourglass
    • Adjusted Sector 4 to reduce the Attackers and Defenders allocation of Heavy Ground Vehicles to 1, removed the Defending teams allocation of Transport and Combat Air Vehicles
  • Renewal:
    • Adjusted Sector 4 to reduce the Attackers and Defenders allocation of Heavy Ground Vehicles to 1
  • Orbital
    • Adjusted Sector 4 to reduce the Defenders allocation of Heavy Vehicles to 1

MAV

  • The MAV is now part of the Transport vehicle category

M5C Bolte

  • The M5C Bolte’s Missile Launcher no longer deals unintentional increased damage to air vehicles
  • The M5C Bolte is now part of the Armored vehicle category

Source: EA

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Alex Co

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

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PUBG Update 2.08 Drops for 17.2 This May 19 for Consoles

PUBG Corp has released (PlayerUnknown’s Battlegrounds) PUBG update 2.08, which is the release of Update 17.2 for consoles! This includes the addition of the spotter scope, weapon balance changes and loads more! Check out the PUBG May 18 patch notes right here.

PUBG Update 2.08 Patch Notes | PUBG Update 17.2 Patch Notes | PUBG May 19 Patch Notes:

Live Maintenance Schedule

  • PC
    • PDT: May 10, 5:30 PM – May 11, 1:30 AM
    • CEST: May 11, 2:30 AM – 10:30 AM
    • KST: May 11, 9:30 AM – 5:30 PM
  • Console
    • PDT: May 18, 9 PM – May 19, 4 AM
    • CEST: May 19, 6 AM – 1 PM
    • KST: May 19, 1 PM – 8 PM

Live Server Fixes

The following fixes apply to both PC and Console.

  • Fixed the Inventory System Error that occurs when you participate in the 1v1 Arena twice in a row.
  • Fixed the message that would not disappear as you get ready/cancel ready after selecting a Team Emote at the main lobby.
  • Fixed the Survivor Pass upgrade window that pops up when you open the PREMIUM SUPPLY PACK #2.

※ Please keep in mind that the features and updates we provide below may be modified or even possibly removed due to reasons such as bugs, in-game issues

Tactical Gear

Spotter Scope

The previous Patch Notes hinted some big and small changes were soon to come to the Spotter Scope. The Spotter Scope and its automatic features of marking and following enemies continue to show overly strong performance, causing more stress than enjoyable experiences to our players. Therefore, starting from this update, you shall now be able to meet the following, healthier changes:

  • The enemy detection range has been changed from 1000m → 600m.
  • The white passive marker will NOT appear automatically in ADS mode.
    • It now requires you to hold the Fire key to begin scanning for enemies.
    • Once a scan begins, a meter will appear on the screen and start to fill up. It will take up a second for the scan meter to fill up completely.
    • Exiting ADS mode during a scan will cancel the scanning process altogether and require you to start again from the beginning.
    • Once the scan meter is full, passive marker(s) will then appear on enemies within the Spotter Scope’s field of view.
      • However, enemies who enter the Spotter Scope’s field of view after a scan is complete will not be marked.
      • Passive markers will also appear on enemies hiding within smoke.
    • You may initiate and complete as many scans as you’d like in ADS mode.
      • A new scan can not begin while a scan is already in progress.
    • When you complete a new scan, the previous set of passive markers is overwritten with a new one.
    • There is no time limit to the duration of passive markers and they will continue to mark enemies even when enemies hide in smoke or foliage, but passive markers will disappear when marked enemies hide behind solid cover such as trees or buildings, or when they exit the Spotter Scope’s field of view, or if you stop using the Spotter Scope.
  • You can also choose to tap the Fire key instead of holding it to perform a different function – tapping the fire button when passive marked enemies are within your field of view and positioned in the center rectangle of the Spotter Scope will change passive markers to red active markers.
    • The red active marker now marks enemies individually for 3 seconds.
      • After 3 seconds, the active markers will turn back to passive ones if the enemies are still within the Spotter Scope’s field of view. Otherwise, the marks will completely vanish altogether.
      • If you tap the Fire key when you’ve already changed passive markers to active, you can extend the duration of your existing active markers.
      • Active markers will disappear as soon as enemies are out of sight – this includes when they hide behind cover.
      • If you are marked with an active marker by the enemy, you will receive a warning message on your screen.
    • Even if passive marked enemies are inside smoke, you can convert their passive markers to active ones.
  • (Console) The key for normal screen ping has been changed to the following:
    • Controller A, B Type: RB (Xbox, Stadia) / R1 (PlayStation®)
    • Controller C Type: R Stick (Xbox, Stadia) / R3 (PlayStation®)

Weapon Balance

5.56mm Designated Marksman Rifles (DMR)

According to the stats, the usage rate of the two weapons using 5.56mm was far below our expectations. However, we hope the following minor changes make them more appealing and used more frequently. Moreover, we have changed the position of the Mk12 as a high-end DMR.

  • MK12
    • Since the damage-related update, players still found it challenging to handle. Therefore, we improved the recoil recovery value to ensure stability like the Mini14
      • Increased recoil recovery
      • Re-balanced the recoil related speed
  • Mini 14
    • The Mini14 continues to show steady selection rate due to its distinct traits – therefore, its damage has been slightly improved.
      • Damage 47 → 48

Mortar

We’ve constantly listened to your feedback since the Mortar was introduced as a Taego-only weapon. Unfortunately, contrary to our expectations, the Mortar definitely wasn’t one of the most favored weapons. It didn’t take us long to figure out the reason. When deploying it on the surface, it had many limitations, aiming was too complicated, and even the ammo was hard to find. It doesn’t end there; it occupies one main weapon slot, which many players found not to be worth it. However, we are still seeing a lot of feedback about how attractive a weapon the Mortar is. In this iteration of the Mortar, we applied the following changes to unlock its hidden potential.

  • It can now be deployed on any terrain, except when the deploy angle is not secured or on water, including small puddles.
    • Asphalt, Concrete, Iron, Grass, Sand, Snow, Ice, Rock, etc.
  • Available on Normal matches: Erangel, Miramar, Sanhok, Vikendi, Karakin, Paramo, Taego.
    • Due to its distinct map characteristics, Mortar is not available on Haven.
  • Now the Mortar takes up the inventory slot and the weight is set to 50.
  • It can be picked up and stored in the inventory again after use.
  • Picking the Mortar up with a primary weapon in hand will automatically have you swap to the Mortar.
  • Picking the Mortar up with bare hands (with two primary weapons holstered) will place the Mortar in the inventory.
  • Swapping a primary weapon out with the Mortar in the inventory screen will have you drop the primary weapon.
  • Picking up the Mortar when the player is not equipped with any weapons will place the Mortar to the first primary weapon slot.
  • Ammo weight is lowered to 20 in lieu of the previous 30
  • Ammo spawns in a stack of 3- 5 in lieu of the previous 1 – 3
  • (Console) UX changes
    • Put into inventory: A key (Xbox, Stadia) / X key (PlayStation®)
    • Unequipping: X key (Xbox, Stadia) / ▢ key (PlayStation®)
    • Can not equip to primary weapon slot by looting it from the ground or trunk of a vehicle.

Map Service

We are currently preparing a more flexible system for our map services. With that being said, a separate Map Service Plan announcement will not be released as we believe it’s a bit too early to announce our upcoming plans. However, we will continue to announce the map service updates for the current patch through the Patch Notes.

  • Normal Match
    • Erangel / Miramar / Taego / Sanhok / Haven → Vikendi
    • The map rotation for Normal Matches will pluck Haven out and plant Vikendi back in.
  • Ranked
    • Erangel / Miramar / Taego

World

B.Duck Collaboration

Dive into the lake located at the middle island of Sanhok and meet the giant, floating rubber duck bobbing in the calm waters.

  • B.Duck is a map decoration – therefore, nothing will happen even if you attack the duck.

Weather

  • The colors of the weather and terrain texture in Miramar have been adjusted to reduce the map’s glaring, yellow shade.
  • Adjusted color of certain weathers for Paramo, Haven, and Karakin as well to represent a more realistic atmosphere.

Training Mode

New Area: 1v1 Arena

Who’s the better player? Find out in the 1v1 Arena.

Additional constructions have been made to Training Mode to welcome all types of combat practice in a suspenseful 1v1 setting. Either go through 1v1 rounds with a real player or spectate intense predators’ fights in the new 1v1 Arena.

  • How to use the 1v1 Arena
    • Interact with the signboards located in front of the ticket booth outside the arena to either participate or spectate.
    • Numerous interactable signboards to either sign up for a 1v1 match or to spectate are also scattered around the arena.
    • Participants: Will be registered to the 1v1 matching pool
      • You may cancel your matchmaking any time by interacting with the ticket booth again.
      • Once matchmaking is complete, a 5 second countdown will pop up before you enter the arena.
    • Spectators: Will enter the spectator area after a 5 second countdown
  • Basic rules of a 1v1 match
  • While waiting for your turn to enter a 1v1 match, you will not be able to enter other training areas such as the Aim/Sound Lab, private indoor target practice, or Jump School. Attempting to do so will cause a message to pop up asking if you’d like to cancel your 1v1 matchmaking.
    • However, you can enter a 1v1 match while you’re searching for a Ranked match.
      • But keep in mind you’ll be forced to quit from a 1v1 match once your Ranked matchmaking is complete.
  • You and your opponent will play three rounds.
    • The player to win the first two will win.
  • There is a time limit of 60 seconds per round.
    • If a player dies within the 60 second time limit, the round will immediately end.
    • If both players die at the same time or if no one dies within the time limit, the round will end as a tie.
  • Once you spawn on the fighting grounds, you can not move nor receive any damage for 3 seconds.
  • Your HP will be set to 200.
  • You and your opponent will spawn on each side of the arena and switch sides every round.
  • The results will turn out as the following if your opponent quits during a round:
    • When opponent leaves in the first round, you win.
    • When you lose in the first round and the opponent leaves in the second round, it’s a tie.
    • When you win in the first round and the opponent leaves in the second round, you win.
  • Equipment
    • Basic equipment: Vest (Lv.3), Helmet (Lv.3), Backpack (Lv.3)
    • Weapons: Two primary weapons and one secondary weapon
      • The weapons you’re holding before you enter the match.
        • You can not change them after entering the arena.
      • Other items such as ammo, heal items, and/or Tactical Gear will disappear from your Inventory once you enter the arena.
    • Ammo: 2 stacks for each held weapon
    • If you are not holding any weapons or if you only have throwables and/or melee weapons in hand, the default weapons will be provided:
      • M416 and SKS
      • Pan
      • Grenade
      • Handgun: P18C
    • The state of your ammo and armor will reset each round.
  • After a 1v1 match, the results screen will pop up displaying the final results along with the results of each round.
  • May enter the arena any time even when a 1v1 match is not in progress.
  • Players who are up in line for a 1v1 matchmaking may enter as a spectator while waiting for their turn.
  • Your screen will display the current situation of a round in progress.
  • You will enter the arena with no weapons/equipment in hand.
    • However, you will have throwable apples.
  • The use of emotes is available in the spectator area.
  • You can not enter the fighting grounds from the spectator area.
  • You may interact with interactable signboards within the spectator area if you wish to sign up for a 1v1 match.
  • After a 1v1 match, the results screen will pop up displaying the final results along with the results of each round.
  • After a 1v1 match, you may continue to wait for the next match to start.
  • Spectators may leave the arena any time by pressing:
    • PC: B key
    • Console: D-Pad Left

New Feature: Map Teleportation

As Training Mode continues to expand with its new features and areas, we’ve decided to add a teleport feature to save time and create a more convenient experience for you all.

  • Open up the World Map to teleport within the training grounds.
  • Clickable icons are shown on the map. Click on the icon of your choice and you’ll instantly find yourself at your destination.
    • (PC only) You may also use the list of thumbnails of specific areas shown on the left side of the World Map.

Aim/Sound Lab Score System

With the addition of new categories to the Aim/Sound Lab’s scoring system, players who pull off relatively difficult combat stunts will earn extra points.

  • Aim Lab
Condition Extra point(s)
Hit farthest target 2
Hit the next farthest target 1
Etc. areas (Legs, arms) 0
Head area 3
Body area 1
Hit next target within +1 second after hitting previous target 3
Hit next target within +2 seconds after hitting previous target 2
Hit next target within +3 seconds after hitting previous target 1
  • Your current scores are now shown on the upper right screen in Aim Lab.
  • Sound Lab
Condition Extra point(s)
Hit target within +3 seconds after sound plays 1
Hit target within +2 seconds after sound plays 2
Hit target within +1 seconds after sound plays 3

Custom Match

  • You can now create a Training Mode custom match to enjoy with your friends.
    • Each player may only enter this mode as Solo.
    • Minimum number of required players: 2
    • Maximum number of players: 32

Tutorial

Tutorial missions have received an update so that all our players can keep coming back to play the game even more.

  • Missions
    • Equip a Skin Set
      • Changed the name to “Equip a skin”.
      • Previously, you had to equip the entire set, but now you only need to equip one skin (Ready to Rumble Jacket) to clear the mission.
    • Add Friends
      •  Changed the name to “Request a Friend”.
      • Previously, you had to invite three friends, but now you only need to invite one friend to clear the mission.
  • Target
    • All PUBG: BATTLEGROUNDS accounts.
  • Mission period
    • Mission is available for all players at anytime.
    • Players will not need to do anything, the missions will start automatically.
    • The mission list will be removed once they are all clear.

Survivor Pass: Galaxy Squad

Prepare to dominate the cosmic realm with the new Survivor Pass: Galaxy Squad! For more details, make sure to check out the soon-to-be released May Store Update announcement.

Throwables Timer

Throwables are small but precious weapons that can impact the game when used at the right time. However, throwing a throwable at the right time can be very challenging, even for skilled players, especially during combat situations.

We are happy to introduce the Throwables Cooking Timer UI to improve the current situation where players are reluctant to use throwables.

This feature is intended to help the less experienced players to use the throwables in Normal matches so that in the future, they can freely use throwables without the guide UI in Ranked. Also, we are aware of some concerns from the community. Therefore, we will continue to monitor the situation.

  • It appears on Grenades and Stun Grenades.
  • As soon as the cooking begins, the UI is displayed to the right of the throwing point display UI.
  • The UI disappears immediately upon throwing.
  • The cooking time for each throwables are as follows.
    • Grenade: 5 seconds
    • Stun Grenade: 2.5 seconds
  • Not available in Ranked and Esports modes.

Loot Recommendation

Relatively new or returning players seem to struggle and take some time learning and picking up the appropriate items for their possessions. To relieve that stress and provide an even better looting experience, we’ve decided to add in a new loot recommendation feature.

  • The appropriate ammo type and equipment such as vests, helmets, backpacks found on the ground will be highlighted (glow up) for the loot you are holding.
    • The ammo for the weapon you have equipped (primary or secondary) will be highlighted.
      • Ammo for holstered weapons will not be highlighted.
    • Equipment with higher levels than your current one(s) will be highlighted.
      • For example, if you have a Vest (Lv.2) equipped, a Vest (Lv.3) will be highlighted.
      • The Jammer Pack will be treated as a Backpack (Lv.1).
  • This feature will be turned on as default, but can be turned off in the Gameplay settings.
    • You can choose to either turn on/off the Highlight Recommended Ammo and/or the Highlight Recommended Equipment option.
  • Items within 30m of your character will be highlighted.
  • Items dropped by other players will also be highlighted.
  • Items from dead body crates will not be highlighted.
  • This feature is applied to every game mode.

Item Use in Driver’s Seat

Have you been mainly in charge of driving in your squad? If that is the case, listen up! Forget the miserable times of not being able to use bandages or boost items while driving. Remember how you had to take turns driving to heal yourself when traveling through Blue Zones? With this new update, the driver can remain seated in the cockpit until the end of time. Even in solos!

You’re asking why? Because with this update, you can freely use bandages and boost items while driving.

  • Bandages, Energy Drinks, Painkillers, Adrenaline Syringe are usable.
  • Available in the driver seat of all vehicles, including boats.
  • First Aid Kits and Medkits cannot be used.
  • Item use will be cancelled in the following situations
    • Same conditions apply as canceling the use of bandages and boost items when not in the drivers seat.
    • Anything apart from Driving straight (booster included), auto driving, turning vehicle off, or driving backwards will cancel the driver’s item use.
      • Driving in reverse, then forward and vice-versa will also cancel the item use.

UI/UX

  • The current in-game guides regarding Team Emotes did not seem very helpful, so we’ve improved the messages on the use of Team Emotes to the following:
    • Main lobby chat when you/teammate uses Team Emote: “To join ___, press ‘Join Team Emote’ in the Action Wheel.”
    • In-game radio message when you/teammate uses Team Emote: “To join ___, interact or press ‘Join Team Emote’ in the Action Wheel.”
    • In-game message when you’re waiting for teammates to join Team Emote: “Waiting for teammates to join. To start now, interact or press ‘Start Team Emote’ in the Action Wheel.”
    • Main lobby message when you’re waiting for teammates to join Team Emote: “Waiting for teammates to join. To start now, press ‘Start Team Emote’ in the Action Wheel.”
  • We’ve also heard your frustrations on not being given the option to either leave or have a clear error message pop up when a network issue arises during a match. Now, when a network delay/issue occurs for more than 10 seconds, an error message will notify you with the option to attempt reconnection or to leave the current match.
    • You will return to the main lobby if you choose to leave.
    • This is applied to every game mode.

Performance

  • Improved memory usage by removing unnecessary logic used to express in-game characters.

Bug Fixes

Gameplay

  • Fixed the issue of DBNOed players being able to see through walls.
  • Fixed the distorting character issue when you get on the Aquarail after getting off the Dirt Bike in water.
  • Fixed the issue of a character looking as if it’s walking when it’s actually sprinting after using an emote.
  • Fixed the issue of different Assist conditions depending if the enemy player was riding a vehicle or not.
  • Fixed the issue of a player’s posture and aim looking different in another player’s perspective after you re-access the game while leaning in ADS mode.
  • Fixed the issue of your footsteps sounding as if you’re barefoot when you have shoe items equipped from a multi-slot item.
  • Fixed the issue of the sound not playing when switching firing mode for ACE32.
  • Fixed the issue of the ACE32 sounding louder than other ARs from within a 100m distance.
  • Fixed the issue of being able to see terrain and the character’s silhouette within a Smoke Grenade’s smoke.
  • Fixed the issue of being able to stay underwater with no limit while using a certain emote.
  • Fixed the issue of being unable to enter the Aim/Sound Lab after vaulting a certain object.
  • (PC) Fixed the status issue of Solo/Duo Squad not being updated on Steam and Discord.
  • (PC) Fixed the issue of being able to use the Spotter Scope in TPP when setting Aim and ADS mode to different keys.
  • (PC) Fixed the issue of a black screen showing up when a player enters a Ranked match after entering Training Mode during Ranked matchmaking.
  • (PC) Fixed the issue of being unable to skip the intro clip when you start the Tutorial.

World

  • Fixed collision, texture, performance, and more general issues in Taego.
  • Fixed the issue of the Black Zone’s first siren sound not playing in Karakin.

UX/UI

  • Fixed the arrows showing up as white at the lobby’s News page.
  • Fixed the issue of the date disappearing when you hover your cursor on top of a notification at Notifications.
  • Fixed the issue of a spectated character’s health UI not showing up in the driver’s seat.
  • Fixed the issue of overlapping Russian text in the Training Mode related message that is shown during Ranked matchmaking.
  • (PC) Fixed the issue of every letter of G-COIN not capitalized in the G-COIN tab of the Store menu.
  • (PC) Fixed the issue of the missing menu bar after moving to the Store after purchasing a Preset Slot.
  • (PC) Fixed the issue of text shown cut off in the Training Helper when screen ratio is set to 16:10.
  • (Console) Fixed the issue of completed Tutorial missions continuing to show up on the Event page.

Items & Skins

  • Fixed the awkward texture issue of the male character’s left hand after equipping both the Ready to Rumble Gloves and the Ready to Rumble Jacket.
  • Fixed the awkward hair issue when equipping both the Ancient Mummy Mask and certain Hairstyle items.

Source: PUBG Battlegrounds

MP1st Staff

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Roller Champions Release Date Set for May 25 With Kickoff Season

Ubisoft has announced the Roller Champions release date, with the free-to-play PvP sports title set to arrive on consoles and PC this May 25. The launch will coincide with the game’s kickoff season, including unlockable cosmetics and other content via the Roller Pass.

Besides the release date, here are some more details on Roller Champions:

In Roller Champions, players compete in two teams of three to be the first to reach five points by throwing the ball in the goal. But there is more to it: the more laps you make around the elliptical arena, the more points you will get, provided your team maintains ball possession. Speed along the arena walls, use several tackling maneuvers efficiently and work with your teammates to claim victory over your opponents and roll up to glory.

By winning matches and climbing the leaderboards, the doors of increasingly renowned stadiums and leagues will open, all the way up to the Elite Champions’ league. Along their journey, players will have the opportunity to gain fans, discover new maps, compete in time-limited game modes, and fully customize their Champion as they see fit. In addition to the many unlockable items, exclusive cosmetic rewards can be acquired with the Roller Pass each season.

Roller Champions will arrive on May 25 with cross-play on Xbox One, PS4, Xbox Series X | S and PS5 (backward compatibility), as well as Windows PC through the Ubisoft Store.

MP1st Staff

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Path of Exile Update 2.09 Patch Notes; Released for Sentinel Update This May 18

Grinding Gear Games has released Path of Exile update 2.09 (tagged as version 3.18.0), and this is for the massive Sentinel update that introduces the Power Core, Armor Recombinator, new passive skills and tons more! Read on for the Path of Exile May 18 patch notes.

Path of Exile Update 2.09 Patch Notes | Path of Exile 3.18.0 Patch Notes | Path of Exile Sentinel Update Patch Notes | Path of Exile May 18 Patch Notes:

This patch includes 3.18.0 Hotfixes 1-3 which include our initial rebalance of Archnemesis modifiers. We have included these notes at the bottom for your convenience.

The Sentinel Challenge League

  • Challenge leagues are a great opportunity for a fresh start in a new economy. All of your old characters and items are still present in the Standard and Hardcore leagues, but you’re encouraged to join the new leagues, complete challenges and demonstrate your mastery of Path of Exile!
  • In the Sentinel Challenge League, ancient constructs have been unearthed across Wraeclast. You will harness the power of these Sentinels to control your level of risk and reward on the battlefield. When deployed, they follow you for a short time and empower your enemies, greatly increasing both their difficulty and reward.
  • There are three classes of Sentinels. Stalker Sentinels empower a moderate number of enemies in sequence as you encounter them. Pandemonium Sentinels empower a wide swath of monsters at once in a quick burst. Apex Sentinels only empower rare or unique enemies but have a very strong effect.
  • The Sentinel Controller can be used to customise the behaviour of your Sentinels. Filaments may be arranged on the controller to channel power to its nodes, each of which affect your Sentinels in different ways. These filaments may be moved around as often as you like in order to experiment with your ultimate Sentinel playstyle.
  • When your Sentinels run out of charge, they can be combined together with a Power Core to assemble a new, fully-charged Sentinel that inherits properties from both of the husks you disassembled. This hybrid Sentinel may also gain special properties such as an exclusive variant base type or modifiers that can only come from the assembly process.
  • You may uncover or assemble Unique Sentinels which behave in very specialised and powerful ways.
  • Recombinators are a rare form of currency that allow you to apply the Sentinel Assembly process to your actual items. Take any two pieces of equipment from the same item class and combine them together. The results are unpredictable but can merge the best elements of each item to create something of unprecedented power.
  • With 3.18.0, there are Standard, Hardcore and Solo Self-Found variations of the Sentinel challenge league available. They have the same core mechanics and items. You can create private league versions of these leagues, with mods that make the game harder.
  • The new challenge league includes a set of 40 new challenges. These are much harder than normal, so we have significantly increased the rewards. Pieces of the Ophidian Armour Set are received when you complete 6, 12, 16 and 20 challenges. Upon completing 24 challenges you will receive the Ophidian Wings. Pieces of the Ophidian Lord Armour Set are received as microtransaction rewards when you complete 28, 31, 34 and 36 challenges, and completing 38 challenges will award you with the Ophidian Lord Wings. These challenge rewards are only obtainable in this league.
  • From the 19th challenge onwards and for every third challenge after that, you will receive pieces of the Sentinel Totem Pole decoration to display in your hideout. The Totem Pole permanently showcases how many of the Sentinel challenges you completed during the league.

Major New Content and Features

  • Introduced the Power Core, a currency item that destroys two Sentinels to create a fully-charged Sentinel with a combination of their properties. Sometimes, the resultant item is modified unpredictably.
  • Introduced the Transforming Power Core, a currency item that destroys two Sentinels to create a fully-charged Sentinel with a combination of their properties. Sometimes, the resultant item is modified unpredictably, with a higher chance of a special base type.
  • Introduced the Amplifying Power Core, a currency item that destroys two Sentinels to create a fully-charged Sentinel with a combination of their properties. Sometimes, the resultant item is modified unpredictably, with a higher chance of upgrading the tier of modifiers.
  • Introduced the Augmenting Power Core, a currency item that destroys two Sentinels to create a fully-charged Sentinel with a combination of their properties. Sometimes, the resultant item is modified unpredictably, with a higher chance of new random modifiers.
  • Introduced the Weapon Recombinator, a currency item that destroys two Weapons or Quivers to create a new Weapon or Quiver with a combination of their properties. Sometimes, the resultant item is modified unpredictably.
  • Introduced the Armour Recombinator, a currency item that destroys two Armours to create a new Amour with a combination of their properties. Sometimes, the resultant item is modified unpredictably.
  • Introduced the Jewellery Recombinator, a currency item that destroys two Jewellery items to create a new Jewellery item with a combination of their properties. Sometimes, the resultant item is modified unpredictably.
  • Added 20 new Atlas Keystone Passive Skills to the Atlas Tree.
  • Added 3 new Awakened Support Gems: Awakened Empower, Awakened Enhance and Awakened Enlighten.
  • Added 6 new Unique Items, as well as new variations of 4 existing Unique Items. 5 of these new Unique Items were designed by winners of the Siege of the Atlas Boss Kill Event.
  • Added 12 new Divination Cards, designed by our supporters.

Minor New Content and Features

  • Added an audio cue for attempting to drink a Flask that does not have enough Charges.
  • Continued to incrementally improve the sound, art, effects and environments.

Archnemesis Changes

  • Archnemesis modifiers have been rebalanced and added to the core game. Existing Magic and Rare monster modifiers have been replaced with Archnemesis modifiers.
  • Rare monsters will be found with two Archnemesis modifiers by default. From Act 6 onwards, there is a chance to find monsters with three modifiers, and in Maps, a chance for finding monsters with four modifiers.
  • Magic monsters will be found with one Archnemesis modifier by default.
  • The life, experience, increased item quantity and rarity of Magic and Rare monsters are no longer primarily determined by the monster’s rarity, these are now primarily determined by the type of modifiers on the monster itself. A monster with more, or rarer, modifiers will have more life, increased item quantity and rarity, and grant more experience.
  • Archnemesis modifiers are able to be gained by characters through sources such as Headhunter and Inspired Learning, though you are only able to have one instance of each modifier at any given time.

Bloodlines and Nemesis Removal

  • Bloodlines and Nemesis have been removed from the core game. Some of their modifiers have been incorporated into the new monster modifier system:
  • The Snow Bolt and Inferno Bolt Nemesis modifiers have been incorporated into the Frost Strider and Flame Strider Archnemesis modifiers.
  • The Storm Herald and Final Gasp Nemesis modifiers can now be found as Archnemesis modifiers on Rare Monsters.
  • The Union of Souls, Voidspawn of Abaxoth, Spirit Walkers and Heralds of the Obelisk Bloodlines modifiers have been incorporated into the Archnemesis modifier system, and can be found on Magic monsters.

Atlas Passive Skill Tree Changes

  • Added a new Atlas Keystone Passive Skill, Singular Focus, which grants “Maps found in your Maps have 200% more chance to be Favoured Maps” and “Non-Favoured Maps found in your Maps drop as Basic Currency Items instead”.
  • Added a new Atlas Keystone Passive Skill, Stream of Consciousness, which grants “Your Maps cannot be modified by Fragments” and “Your Maps have 50% more Base chance to contain Extra Content”.
  • Added a new Atlas Keystone Passive Skill, Wellspring of Creation, which grants “Monsters in your Maps deal 25% less Damage” and “Monsters in your Maps have 50% more Life”.
  • Added a new Atlas Keystone Passive Skill, Dance of Destruction, which grants “Monsters in your Maps deal 25% more Damage” and “Monsters in your Maps have 25% less Life”.
  • Added a new Atlas Keystone Passive Skill, Twist of Fate, which grants “Your Corrupted Rare Maps and any Atlas missions, Map Crafting options and Scarabs applying to them are modified unpredictably when opened”.
  • Added a new Atlas Keystone Passive Skill, Wandering Path, which grants “Notable Atlas Passive Skills grant nothing” and “100% increased effect of Small Atlas Passive Skills”.
  • Added a new Atlas Keystone Passive Skill, Grand Design, which grants “Small Atlas Passive Skills grant nothing” and “Your Maps have 1% increased Pack Size per Allocated Notable Atlas Passive Skill”.
  • Added a new Atlas Keystone Passive Skill, Insatiable Appetite, which grants “The Absence of Symmetry and Harmony is level 85”, “The Eater of Worlds’ full power is unleashed in The Absence of Symmetry and Harmony” and “The Eater of Worlds has a 25% chance to drop an additional Exceptional Eldritch Ichor”.
  • Added a new Atlas Keystone Passive Skill, Thirst for Knowledge, which grants “The Absence of Patience and Wisdom is level 85”, “The Searing Exarch’s full power is unleashed in The Absence of Patience and Wisdom” and “Eldritch Currency Items dropped by The Searing Exarch have 50% chance to be Duplicated”.
  • Added a new Atlas Keystone Passive Skill, Throw the Gauntlet, which grants “The Absence of Mercy and Empathy is level 85”, “The Maven’s full power is unleashed in The Absence of Mercy and Empathy” and “The Maven drops an Elevated Sextant”.
  • Added a new Atlas Keystone Passive Skill, Memento Mori, which grants “The Cortex is level 85”, “Venarius’ full power is unleashed in the Cortex” and “Venarius drops 3 additional Rare Items with 3 less common Synthesised Implicit Modifiers”.
  • Added a new Atlas Keystone Passive Skill, The Perfect Storm, which grants “The Eye of the Storm is level 85”, “Sirus’ full power is unleashed in The Eye of the Storm” and “Sirus has 20% chance to drop an Awakened Support Gem”.
  • The remaining 7 new Atlas Keystone Passive Skills will be revealed in upcoming news posts.
  • The Conquered Conquerors Atlas Passive Skill no longer grants “Sirus has 10% chance to drop an Awakened Support Gem”. It now grants “Conquerors have 30% increased chance to drop a Conqueror’s Exalted Orb” (previously 25%), and Map Bosses have 30% increased chance to drop a Conqueror Map” (previously 25%).
  • Guardian’s Aid is now a Keystone called Inevitable Ambush and no longer grants “Map Bosses have 1% chance to drop a Shaper Guardian Map (Tier 14+)”.
  • Gaze into the Abyss no longer grants “Map Bosses have 1% chance to drop an Elder Guardian Map (Tier 14+)”, and has been moved to the bottom of the Shaper and Elder cluster on the Atlas Passive Tree.
  • Remnants of the Past now grants “Map Bosses have 3% chance to drop an Elder Guardian Map (Tier 14+)” and “Map Bosses have 3% chance to drop a Shaper Guardian Map (Tier 14+)” (both previously 2% chance).
  • Sources of “chance for an additional connected Map to drop from Map Bosses” on the Atlas Passive Tree have all been changed to “chance for one Monster in each of your Maps to drop an additional connected Map”.
  • Added a new Atlas Notable Passive Skill, Black Thumb, which grants “Your Maps have no chance to contain the Sacred Grove” and “Your Maps have +2% chance to contain other Extra Content”.
  • Added a new Atlas Notable Passive Skill, Dimensional Barrier, which grants “Your Maps have no chance to contain Breaches” and “Your Maps have +2% chance to contain other Extra Content”.
  • Added a new Atlas Notable Passive Skill, Ethics Review, which grants “Your Maps have no chance to contain Metamorph Encounters” and “Your Maps have +2% chance to contain other Extra Content”.
  • Added a new Atlas Notable Passive Skill, Fungal Remission, which grants “Your Maps have no chance to contain Blight Encounters” and “Your Maps have +2% chance to contain other Extra Content”.
  • Added a new Atlas Notable Passive Skill, Loved by the Sun, which grants “Your Maps have no chance to contain Abysses” and “Your Maps have +2% chance to contain other Extra Content”.
  • Added a new Atlas Notable Passive Skill, Ominous Silence, which grants “Your Maps have no chance to contain Mirrors of Delirium” and “Your Maps have +2% chance to contain other Extra Content”.
  • Added a new Atlas Notable Passive Skill, Sealed Domain, which grants “Your Maps have no chance to contain Legion Encounters” and “Your Maps have +2% chance to contain other Extra Content”.
  • Added a new Atlas Notable Passive Skill, Secular Focus, which grants “Your Maps have no chance to contain Ritual Altars” and “Your Maps have +2% chance to contain other Extra Content”.
  • Added a new Atlas Notable Passive Skill, Straight and Narrow, which grants “Rogue’s Markers, Contracts and Blueprints cannot be found in Your Maps”, “Your Maps have no chance to contain Smuggler’s Caches” and “Your Maps have +2% chance to contain other Extra Content”.
  • Added a new Atlas Notable Passive Skill, Trade Embargo, which grants “Your Maps have no chance to contain Expedition Encounters” and “Your Maps have +2% chance to contain other Extra Content”.
  • The Light of Dawn no longer grants “Eldritch Embers found have 10% chance to be Duplicated for each Searing Exarch Altar used in the Area” or “Players take 10% increased Damage for each Searing Exarch Altar used in the Area”. It now grants “50% chance to spawn a Searing Exarch Altar when the Influence of The Searing Exarch first appears in your Maps” (previously +20% chance).
  • Small Atlas Passive Skills that granted “Influenced Monster Packs in Areas have increased Pack Size” are now found as either “Monster Packs Influenced by The Eater of Worlds in your Maps have increased Pack Size” or “Monster Packs Influenced by The Searing Exarch in your Maps have increased Pack Size”.
  • The Shadow of Hunger now grants 30% increased chance to find Eater of Worlds Altars in your Maps (previously 50%).
  • Updated various Atlas Passive Skill and Sextant Modifier descriptions to clarify they specifically apply to your Maps.

Endgame Content Changes

  • Added 7 new uber versions of Pinnacle Boss fights, accessible through Atlas Keystone Passives. These fights are extremely difficult, so only attempt them if you have a very powerful character.
  • Increased the damage of The Eater of Worlds’ Skills and melee Attacks. Their Doom Laser Skill now applies an Inescapable Doom debuff which causes characters to take increased damage.
  • Increased the damage dealt by The Searing Exarch’s Flame Wall Skill and their melee Attack. The Searing Exarch’s rolling meteors are now considered larger for the purposes of collision detection against enemies (that means you, Exile).
  • Increased the damage of The Black Star’s Fire Beam Skill. The Annihilating Light and Crushing Darkness debuffs now cause affected players to take more or less Fire or Cold damage from hits only (previously all Fire and Cold damage).
  • Increased the damage of The Infinite Hunger’s melee Attacks. Grotesque Monsters found in the Seething Chyme have had their damage reduced.
  • The chance for The Eater of Worlds and The Searing Exarch to drop the Forbidden Flesh and Forbidden Flame Unique Items now scales with Map Item Quantity.
  • The chance for The Black Star and The Infinite Hunger to drop their Unique Items now scales with Map Item Quantity.
  • Eldritch Altars have been rebalanced, their downsides now feel more impactful and they now provide a wider diversity of rewards.
  • The Eldritch Altar option that causes Scarabs dropped by slain Enemies to have a chance to be Duplicated has been replaced with a new option that causes Divination Cards dropped by slain Enemies to have a chance to be Duplicated.
  • The Eldritch Altar option that causes Eldritch Minions to drop Burning Ground on Death no longer scales off of the main hand attack damage of the Monster, as this could result in highly variable amounts of Damage over Time dealt by the ground effect. This change has been applied to all cases of this in the game, notably Burning Ground on Death from Flame Helions and Caustic Clouds on Death from certain Zombies.
  • Maven’s Invitation: The Atlas Invitation now drops more commonly from Maps witnessed by the Maven, and less commonly from Maps not witnessed by The Maven.
  • Kirac now offers Maven’s Invitation: The Atlas for the moderate price of 8 Chaos Orbs and 1 Orb of Chance in his shop if you have previously completed this encounter.
  • The “Maven releases all Bosses at once” modifier can no longer roll on Maven’s Invitations.
  • Shaper or Elder Influence can now be applied to Maps alongside Eater of Worlds or The Searing Exarch Influence, and Conqueror Influence.
  • Shaper, Elder or Conqueror Influence and Influenced Items will now be first encountered in Level 81 Areas.

Atlas and Map Changes

  • Doryani’s Machinarium and The Vinktar Square have been removed from the Atlas of Worlds as they cannot be found as natural Map drops. As a result, the total number of Maps on the atlas is now 115.
  • Atlas Passive Skill Points from completing Doryani’s Machinarium and The Vinktar Square have been moved to rewards for defeating The Infinite Hunger and The Black Star.
  • Doryani’s Machinarium can no longer be offered as a White or Yellow Tier Map mission when rerolling Kirac’s missions with a Comprehensive Scouting Report.
  • The chance for Map Areas to contain a Mirror of Delirium no longer increases by a small amount for each other league, atlas or master mechanic that appears in that area. Instead, Map Areas now have an 8% chance to contain a Mirror of Delirium, with campaign areas from the Torched Courts onwards having a slightly higher chance.
  • Operative’s Strongboxes can no longer drop Polished Scarabs in White Maps, or Gilded and Winged Scarabs in White or Yellow Maps.
  • Shaper Guardian and Vaal Temple Maps are now affected by Sextant Modifiers on socketed Voidstones.
  • Scouting Reports can now be found in Shaper Guardian and Vaal Temple Maps.
  • Crafted Harbinger Map modifiers no longer state that areas can contain Mysterious Harbingers, and the Infused Harbinger Map modifier now causes Areas to contain 5 additional Harbingers (previously 4).
  • Kirac no longer offers a Mission to kill an Invasion Boss, and no longer sells Maps with Implicit Modifiers that cause the Area to be inhabited by additional Invasion Bosses.
  • The following Maps have been added back to the Atlas: Alleyways, Arena, Barrows, Bog, Colonnade, Core, Crystal Ore, Desert, Factory, Foundry, Fungal Hollow, Lava Lake, Mud Geyser, Park, Pit, Ramparts, Reef, Residence, Sepulchre, Sunken City, Terrace, Tropical Island, Villa, and Wharf.
  • The following Maps have been removed from the Atlas: Ancient City, Arachnid Nest, Belfry, Channel, Colosseum, Conservatory, Coves, Defiled Cathedral, Dig, Estuary, Flooded Mine, Forbidden Woods, Forking River, Ghetto, Graveyard, Haunted Mansion, Iceberg, Malformation, Phantasmagoria, Shipyard, Shrine, Silo, Stagnation, and Vault.
  • Map tiers and locations have been shuffled (though the ‘pin’ locations for maps has not changed). Most maps are now initially found at a different tier.
  • The following Maps can now be found as Blighted Maps: Acid Caverns, Bone Crypt, Caldera, Cells, Cursed Crypt, Dungeon, Gardens, Glacier, Laboratory, Lair, Lookout, Mausoleum, Museum, Necropolis, Overgrown Shrine, Tower, Toxic Sewer, Underground River and Waste Pool.
  • Some of the Map Bosses you are required to defeat to upgrade your Pantheon have changed as a result of these Atlas changes.
  • Crafting Recipes that were previously unlocked in Maps that have been removed are now found within other Maps currently on the Atlas.
  • Vaal Vessels found in the Vaal Temple Map no longer have bonus chances to drop Vaal Temple Maps.
  • Some Divination Cards have found new homes as a result of these Atlas Changes:
  • The Price of Protection can now drop in Vaal Side Areas in Maps.
  • Azyran’s Reward can now drop in the Laboratory Map.
  • Humility can now drop in the Frozen Cabins Map.
  • The Offspring can now drop in the Peninsula Map.
  • Vinia’s Token can now drop in the Core Map.

Expedition Changes

  • Expedition Remnants that provide a chance for Runic Monsters and Excavated chests to drop or contain an additional Influenced Item now have a chance of 20% (previously 35%) as they provided a higher number of Influenced Items relative to other sources.

Item Changes

  • The following Unique Items will now be found with both Shaper- and Elder-Influence: Disintegrator, Indigon, Voidfletcher, Voidforge, The Eternity Shroud, and Replica Eternity Shroud. This change does not apply to existing versions of these Unique Items.
  • The Astromancer and The Endless Darkness Divination Cards now have both Shaper and Elder backgrounds.
  • The Draped in Dreams Divination Card now awards an Influenced Six-Link Astral Plate of Normal Rarity and an Item Level of 100.
  • The Price of Protection Divination Card now awards a Corrupted Elder Guardian Occupied Map with a Map Tier of 14-16 and 8 modifiers.
  • The Monochrome Divination Card can once again be obtained, and now awards two Elevated Sextants.
  • The Tumbleweed Divination Card now awards a Redeemer-Influenced Diamond Ring of Redemption with an Item Level of 100.
  • The Side Quest Divination Card can once again be obtained, and now awards 20 Scouting Reports.
  • The Hook Divination Card can once again be obtained, and now awards a Corrupted 23% Alternate Quality Level 21 Gem.
  • The Sambodhi’s Wisdom Divination Card can once again be obtained, and now awards a 30% Quality Unique Armour.
  • Updated the description of The Messenger Divination Card to clarify it awards a Harbinger Piece, rather than a Harbinger Fragment.
  • Updated the art of the “Silence and Frost” Divination Card.
  • Updated the reminder text on the Orb of Conflict to clarify it can only be used on non-Unique Items.

Monster Balance Changes

  • Grasping Vines applied by the Bramble Valley Map Boss no longer take longer to break than other sources of Grasping Vines, and no longer disable Movement Skills.
  • Reduced the base Movement Speed reduction from almost all sources of the Grasping Vines debuff.

Kirac League Mods Available During 3.18.0

  • Fortune Favours the Brave (costs 3 Chaos Orbs): One of these options will be applied at random, including those you have not yet unlocked.
  • Breach (costs 2 Chaos Orbs): Area contains an additional Breach.
  • Anarchy (costs 2 Chaos Orbs): Area is inhabited by 3 additional Rogue Exiles.
  • Essence (costs 3 Chaos Orbs): Area contains 3 additional Essences.
  • Domination (costs 4 Chaos Orbs): Area contains 4 additional Shrines.
  • Metamorph (costs 5 Chaos Orbs): Area contains Metamorph Monsters.
  • Harvest (costs 12 Chaos Orbs): Area contains The Sacred Grove.
  • Delirium (costs 16 Chaos Orbs): Area contains a Mirror of Delirium.

User Interface Changes

  • Added options to the hideout decorations user interface that control who is able to access your hideout Portals: All party members, friends, friends or guildmates, or only you.
  • When selecting a Map for a Favoured Map Slot, you are now able to click on one of your existing Favoured Map Slots to select that same Map.
  • The Vaal Temple Map and some Unique Maps not found on the Atlas now have their Map Stash Tab slots hidden by default until you store one of these Maps.
  • If you don’t have Flask or Map Stash Tab Affinity, or tabs with those affinities are full, Unique Maps will now fall back on the Unique Stash Tab Affinity.
  • If you don’t have Delirium or Blight Stash Tab Affinity, or tabs with those affinities are full, Delirious Maps and Blighted Maps will instead fall back on the Map Affinity.
  • The Unique Stash Tab search filter can now be used to search the modifiers on stored Unique Items.
  • Renamed the “Influence” section of the Currency Stash Tab to “Exotic”.
  • Tweaked the display of various currency items in the Default Loot Filter.
  • More user interface changes and quality-of-life improvements will be revealed in upcoming news posts.

Bug Fixes

  • Fixed an issue where The Infinite Hunger’s Vomit skill was not applying Poison correctly.
  • Fixed a bug where the Gaze into the Abyss Atlas Passive was not applying in The Shaper’s Realm.
  • Fixed a bug where Eldritch Altars that caused Map Bosses to drop additional Eldritch Currency would drop the incorrect Currency type in Yellow Tier Maps.
  • Fixed a bug where an Orb of Conflict could not be used on Items with Searing Exarch or Eater of Worlds Implicit modifiers if they also had the “Item sells for much more to vendors” Implicit modifier.
  • Fixed an issue where Operative’s Strongboxes with the “contains additional Map Currency Items” modifier were dropping more Map Currency Items than intended.
  • Fixed a bug where allocating the Votive Hoard Atlas Passive Skill would cause Abyssal Troves in Areas to always drop a Rare Item with an Abyssal Socket.
  • Fixed an issue where The Enslaver’s projectiles from their slam attack could stack up in a single spot.
  • Fixed a bug where Molten Minotaurs enraged swipe attack was dealing the incorrect amount of damage.
  • Fixed a bug where the “Unique Bosses are Possessed” Map modifier sometimes would not work correctly in Maps with multiple Map Bosses.
  • Fixed a bug where the Iceberg Map could generate inside-out, resulting in bridges that lead to nowhere.
  • Fixed a bug where the Map Device would deselect Map Crafting modifiers after opening a Map alongside a Fragment or Scarab.
  • Fixed a bug where Rog’s crafting options that reroll prefixes or suffixes multiple times were not rolling each set of modifiers independently.
  • Fixed a bug where the “You have Onslaught while not on Low Mana” modifier on the Omeyocan Unique Boots did not always work correctly if your Maximum Mana was 0.
  • Fixed a bug where Hinder applied through the Aspect of the Spider Skill was not slowing Enemies.
  • Fixed a bug where Maps obtained by turning in The Easy Stroll Divination Card did not have 20% Quality.
  • Fixed a bug where The Surgeon Divination Card was incorrectly awarding a Flask with the “Medic’s” Prefix modifier when turned in.
  • Fixed a bug where filtering for a Unique Map by name in the Map Stash Tab would also highlight the Conqueror and Guardian Maps section.
  • Fixed a bug where Heist Monsters were missing their dialogue.
  • Fixed a bug where Experimented Base Types did not have hit audio.
  • Fixed an uncommon client crash.

3.18.0 Hotfix 1

  • Fixed a visual bug where Stalker Sentinels were empowering monsters with blue effects rather than red.
  • Fixed a visual bug where the Arcane Lightning Body Armour microtransaction looked like the wrong armour.

3.18.0 Hotfix 2

3.18.0 Hotfix 3

Source: Path of Exile forums

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Alex Co

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

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WRC Generations Announced With New Trailer, Races Out This Autumn 2022

NACON and KT Racing have announced WRC Generations, which is the official video game of the FIA World Rally Championship! It’s scheduled for release this “Autumn 2022” on the PS4, PS5, Xbox One, Xbox Series X|S, Switch and PC.

Check out the trailer and features list straight from the press release!

WRC Generations features:

Will feature hybrid cars

  • “No fewer” than 37 cars (previous vehicles can still be found in the game)
  • 13 rallies of the 2022 season represented
  • Total of 22 different countries
  • 165 Special Stages

New solo and online content

WRC Generations is more polished and detailed than its predecessors and promises countless hours of gameplay thanks to brand-new game modes and new ways to share your passion online!

  • Career mode lets players determine their own history, managing every aspect of their team and leading them to success. A new way to manage hybrid-powered cars will be included in the skill tree.
  • In League mode players can take each other on in the same category in daily and weekly challenges in an attempt to rise to the top of the rankings.
  • With the Teams system, players can choose to join a team or create their own, raising the standard high in every challenge.
  • The Livery editor enables players to customize their cars with a variety of finishes and stickers. In WRC Generations, players can now share their creations with each other!
  • Players can take part in training races on split screen or online, and enjoy the real experience with a friend in Co-driver mode

Once we know the official WRC Generations official release date, we’ll let our readers know.

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Alex Co

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

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Sniper Elite 5 New Gameplay Trailer Is All About the Kill Cam

One of the most memorable things about the Sniper Elite franchise is its use of that slo-mo kill cam, and in the new gameplay trailer for Sniper Elite 5 we get to see how this beloved feature makes its return for the launch on May 26! Check out the trailer below.

Besides the gameplay trailer, here are some details on the kill cam for Sniper Elite 5:

Enhancements have been made to both the physics and the visuals behind Sniper Elite 5’s Kill Cam. Bullets can now ricochet off bones causing even further internal devastation which is shown to the player in more detail thanks to enhancements in the visual representation of the characters including more definition of the skeleton, muscles, organs and sinew.

The inclusion of iron sights for both SMGs and pistols, a first for the series, will allow players to be more accurate with those weapons, which will, in turn, trigger a Kill Cam for the most clinical of shots. Players will also have control over the Kill Cam in real-time with the ability to speed up/slow down the cinematic, as well as being able to adjust the camera angle.

A favorite feature with fans of the franchise, the frequency with which a player sees Kill Cam, can be adjusted in the game’s menu, including the ability to turn it off completely.

Sniper Elite 5 is coming to consoles and PC this May 26. If you’re a big completionist, check out the full list of Trophies for the game here.

MP1st Staff

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Psychonauts 2 Update 1.09 Adds New Languages & More This May 18

Double Fine Productions has released Psychonauts 2 update 1.09, which adds new languages to the game and more. Read on for everything new out today in the Psychonauts 2 May 18 patch notes available below.

Psychonauts 2 Update 1.09 Patch Notes | Psychonauts 2 May 18 Patch Notes:

Here’s the official announcement from Double Fine regarding today’s update:

The savvy cadets have noticed! Yes, we have updated Psychonauts 2 and finally added two new languages for subtitles and in-game signage.

We promised this at the start of the year and are incredibly happy that the world of P2 is growing larger!

We don’t know what the future may hold for additional language support for the moment.

We hope that this expansion helps more players dive into psychedelic worlds and dental nightmares!

In addition to two languages (Latin American Spanish and Russian) we’re happy to say that MacOS and Linux versions of Psychonauts 2 are close at hand.

As in we’re hoping to release them next week and will update you as soon as they’re available!

As you can see in the announcement, the MacOS and Linux versions are close to being released! Once a new title update is out, we’ll let our readers know.

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Alex Co

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

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Saints Row Accessibility Options, HUD Customization Elements Revealed by Volition

With developers now being more conscious of the different people gaming these days, it’s good that games are having more accesibility options than ever before, which is a step in the right direction. Fortunately, the upcoming Saints Row reboot won’t be lacking in that area, as Volition has shared some of the Saints Row accessibility options players can expect from the open-world action game.

Speaking in a roundtable interview that MP1st attended, Associate UX Designer Kenzie Lindgren explained what accessibility options players are in the game.

Q: Could you tell us anything else about the accessibility options?

Kenzie Lindgren: I can tell you that it’s definitely the most accessibility that we have ever had in a Saints Row game, and I am very excited to show people exactly what we can do with that customization. We have a lot of difficulty options that come into play. We have a lot of options for helping with motion sickness, hearing disabilities, visual disabilities even some motor disabilities as well. We have full integration with Tobii software that is coming to our game, and you will be able to, of course, change all the key bindings to your liking as well, and even the option to change “press and hold” over to toggles for a lot of the gameplay elements if that’s something that you struggle with. There’s definitely a lot to be seen and I’m very excited to show everybody exactly what you can do.

In the same roundtable interview, Volition also explained how some of the HUD (heads up display) can be customized. UI Artist Danielle Benthien, Creative Director Brain Traficante and Kenzie Lindgren took turns answering whether we can turn off certain HUD elements, and whether we can change the size of waypoints and so on.

Q: Will we be able to choose what HUD elements we want to see and to hide the others?

Danielle Benthien: We are allowing players to turn off health bars for vehicles, for enemies, other elements can be scaled up or down depending on the size that’s beneficial to the player. In those ways, you can change and customize the hud elements.

Brian Traficante: You can choose to hide them all you can hide the gps you can hide the gps arrows. It’s a lot of options on clearing the screen or adding the detail or the data you want.

Danielle Benthien: It was really important to us both from an accessibility perspective and from just a development perspective to be able to customize the hud elements and the UI a little bit to make it easier for people that need possibly more options or even if they just want to hide the hud all together.

Q: Are there UI customization options? Can you change the rectal size color HUD on/off, change size waypoints etc?

Kenzie Lindgren: I believe most of those settings that are listed actually in the game I believe there aren’t any settings for like waypoint customization but we have quite a few options like we mentioned earlier being able to hide the hud being able to readjust the reticles the size the color all of that we even will have some accessibility options that hopefully should help with some of the hud options as well. There definitely are quite a few options there to help you customize your own gameplay experience and yes you will be able to turn off the health bars because that’s something that gets asked a lot. You’ll definitely have your options.

In case you haven’t read it yet, go check out our info-filled feature/preview of Saints Row, which lists a ton of new stuff via bulletpoint list. We’ll have the full interview up on the site within the week, so stay tuned!

Saints Row is set for release this August 23 on the PS4, PS5, Xbox One, Xbox Series X|S, and PC.

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Alex Co

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Test Drive Unlimited Solar Crown Delayed to 2023; PS4, Xbox One Versions Cancelled

KT Racing and Nacon have revealed that they have delayed the upcoming racing title Test Drive Unlimited Solar Crown to 2023. Alongside the lengthy announcement comes a blow to last-gen players, as the PS4 and Xbox One versions of the game were also cancelled.

Here’s the announcement of the Test Drive Unlimited Solar Crown being delayed via Steam:

Dear TDU fans,

This is the first article in a long series where we will be sharing information on the game’s development and some of the exciting things you will experience in Test Drive Unlimited: Solar Crown.

In this blogpost, we’ll be sharing more details about the clans in Solar Crown: the Streets and the Sharps. But first, the most important bit of news is that the game will now be releasing in 2023. With so much support from fans of the series, we know many of you will be disappointed, but our goal with Test Drive Unlimited Solar Crown is to make it the most polished gaming experience in the franchise by spending more time on its development. We therefore want to thank the fan community for your support and daily involvement on the game’s official Discord channel and within communities on the various social media platforms.

The post also mentions that the team is preparing a schedule for closed betas, as well as revealing that the last-gen versions of the game have been cancelled.

We also want to take advantage of the extra development time to optimize the game and get you more involved. We are currently working on a schedule for closed betas. The more impatient among you will get the chance to test the game long before it releases. This phase will allow us to gather your valuable feedback so we can keep improving the game’s quality until it releases, while also staying in more regular contact with you. Finally, with the aim of making the most of the technology in the latest consoles and maximising the overall quality of the game, NACON has decided to no longer develop Test Drive Unlimited Solar Crown for PlayStation®4 and Xbox One.

While this may come as a huge blow to last-gen players, it’s not exactly unsurprising. A slew of recent games have been opting out of releasing on PS4 and Xbox One, with the latest being Gotham Knights, as revealed here.

Test Drive Unlimited Solar Crown is releasing for PS5, Xbox Series consoles, and PC sometime in 2023.

Source: Steam

MP1st Staff

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Battlefield 2042 Season 1 Launches in “Early June,” 128-Player Breakthrough Reduced as 64-Player Is a More “Tactical Experience”

With today’s announcement by DICE that Battlefield 2042 will be getting Update 4.1 tomorrow (here are the patch notes), buried within is the confirmation that Battlefield 2042 Season 1 will launch in “early June!” In addition to that, the studio also confirmed that 128-player Breakthrough is also getting trimmed when it comes to player count.

In the patch notes, DICE mentions that BF2042 Season 1 is the next title update scheduled for the game, and it’ll be out in early June.

Up next in our update schedule is the release of Season 1, currently set for release in early June. We’ll be back with a full overview and Update Notes closer to its release.

While there’s no specific date given out, at least players know we should expect in in the first two weeks of June (if things go according to plan).

Further down the patch notes where DICE explains the changes to modes, the studio mentioned that after reviewing Breakthrough, the mode’s 128-player count will be reduced to 64 players in total (32 on each side), which represented a “more tactical experience” per the studio. Note that for console gamers, 128-player matches are exclusive to the next-gen versions, so those should be the only ones affected (outside of PC gamers, of course).

In Breakthrough’s 128 player mode, we feel that the value and impact of an individual player, and squad is reduced due to the increased intensity and chaos of the combat.

When reviewing Breakthrough, we noted that the 64 player version represented a more tactical experience. Reducing our player count here helps to remove some of the chaos from the experience, and in combination with the reductions that we have made to the number of available combat vehicles, it means players are better able to hold frontlines more effectively. Players will also find more space to work together and fulfill their individual roles

As a result, squads in Breakthrough 64 have a better opportunity to work together, to flank the enemy, place a spawn beacon, use their plus menu to attach suppressors, then clear, and hold a point – one squad helping turn the tide as an example. We believe that the move to 64 players will bring back the pacing that helps celebrate these moments of teamwork and PTFOing, and will be keeping a close eye on how our changes help to improve the experience ahead of the start of Season 1.

Note that it’s just Breakthrough that’s getting the player count change, as All-Out Warfare Conquest will still feature 128-player matches.

Given how chaotic Breakthrough is, I gather, this should be a welcome change to most BF2042 players, no? What are you hoping to see in Season 1? Let us know your thoughts on this, and the reduced player count in Breakthrough down in the comments.

Source: EA

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Alex Co

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New Saints Row Reboot Screenshots Revealed Showing Off an Action-Packed Santo Ileso

A bunch of new Saints Row reboot screenshots have been revealed, showing off more of the game in action! Check out the new batch of screenshots below, provided to us by Volition as part of a closed preview.

The new screenshots coincide with the release of our preview for the Saints Row reboot, where AJ writes: “I must admit, it’s hard to take these characters seriously as gangsters. As far as gameplay though, this is still distinctly Saints Row. It’s filled with that pure, unbridled chaos and crass humor the original games were known for. New additions to combat like car surfing and the Combat Abilities improve on the formula without completely changing the feel of the game. Traversal seems to have been a huge focus as well. The Volition team talked about how much work went into their driving physics, and the entire map seems to have been built around the new wingsuit.”

You can check out everything we learned about the Saints Row reboot here. Stay tuned here at MP1st for more of our coverage of the game!

MP1st Staff

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Warframe Developer Files Trademark for Soulframe

A few weeks after confirming the date for TennoCon 2022, Warframe developer Digital Extremes has now apparently filed a trademark for something called Soulframe. At this point in time, this could be anything, but we can take a closer look at a screenshot of the filing below.

The filing was spotted by LongJonSilver over on Reddit. It was filed just yesterday, and could point to a new game or even other media set in the same universe.

In other Warframe news, here are some details on the Clan Dojo Showcase that will be held during TennoCon 2022:

TennoCon 2022 will once again play host to Digital Extremes’ Clan Dojo Showcase! In Warframe, players can band together in large-scale teams called Clans and create customized, decorated Dojos that serve as the Clan “home base.” Digital Extremes hosts Dojo Contests throughout the year, and each month selects a new set of Dojos to appear in Warframe’s Star Chart for all players to visit. TennoCon 2022 will once again showcase past Featured Dojo Contest winners in a series of short tours hosted by Warframe’s community team. All Dojos that have been featured on the Star Chart are eligible to submit designs for consideration. Either the Founding Warlord or the Architect who submitted a contest-winning Dojo will receive an in-game inbox message from the Warframe community team with details their Clan needs to submit for a potential showcase at TennoCon 2022.

Whatever Soulframe may end up being, stay tuned here at MP1st for more details once it’s been revealed.

Source: Reddit

MP1st Staff

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Deathverse Open Beta Announced, Will Be Held on May 28 and June 5

Following its reveal in last year’s State of Play, Supertrick Games has now unveiled the Deathverse open beta, set for two days for players on PS5 and PS4 and to participate in. Check out more details on the open beta below before it begins on May 28 and June 5.

Deathverse Open Beta:

  • May 28
    • 1:00pm to 7:00pm PST
    • 4:00pm to 10:00pm EST
    • 4:00am to 10:00am HKT
  • June 5
    • 1:00am to 6:00am PST
    • 4:00am to 9:00am EST
    • 4:00pm to 9:00pm HKT

Here’s a short feature on what players can expect from this open beta:

  • During the Limited-Time Open Beta, players learn the ropes in the game’s Tutorial, hone their skills in Training, and prove their strength against others in Ranked Matches online.
  • In this kill-or-be-killed combat, players face more than just each other. Bloodcurdling Cryptids roam the battlefield, and when the cutthroat Hunters enter the area, there are only two options: run or die.
  • Transform your Wilson into one of five different weapon types, including the Machete, Buzzsaw, and–Uncle Death’s favorite–the Katana. If you get tired of one weapon, swap to another killer playstyle.
  • The landscape of the arena changes between rounds, with multiple Battlefields to traverse. Take advantage of the terrain and catch foes by surprise from the high ground.
  • No one likes a battle that drags on. To keep rounds short, areas of the map become contaminated. Players that linger in these areas will lose health, making their attacks less deadly. With Hunters prowling the battlefield, staying in a contaminated area is a surefire way to seal your doom.
  • Pick up items like Materials, Mushrooms, and Sub-skills to modify your abilities and boost your chances for survival. Items are dropped when you kill enemies or break boxes scattered across the field.
  • The best way to get ahead in this world is to kill the competition. Players that slaughter their foes in a flashy way, whether its fellow competitors or Cryptids, can grow their fanbase and earn Glory Points from the Death Jamboree audience. GP increases attack power, so we mean it when we say that fame saves lives! GP collectors can also pick up points from Killing Brands, which are dropped when a Hunter kills a competitor–but be careful, or you might be the next to die.
  • Like any respectable, bloodstained celebrity, develop your personal identity with a wide range of customization options. With tons of outfits, face paints, weapon and Wilson skins, and emotes, you can give yourself a murderous makeover. You can even deck out your Player Room, the area where you wait between matches. It’ll either be your green room or your grave…

The open beta for Deathverse will be available for players on PS4 and PS5 on May 28 and June 5, and is now up for pre-downloads.

MP1st Staff

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Battlefield 2042 Update 4.1 Patch Notes Released, Title Update Out Tomorrow

True to their word, DICE is releasing a new patch for Battlefield 2042 tomorrow, May 19! This is called Update 4.1, and includes a long list of improvements, changes to Specialists (Boris nerf!), and loads more! The complete Battlefield 2042 Update 4.1 patch notes are available below, ahead of tomorrow’s release.

Battlefield 2042 Update 4.1 Patch Notes:

Here’s a summary of some our key changes:

  • The overall power of Boris’s SG-36 Sentry Gun has been reduced
  • Angel can no longer provide Armor Plates via his Supply Bag
  • Stock weapons now handle better through improved base recoil. To compensate, we’ve slightly reduced the recoil benefits provided by attachments
  • All-Out Warfare playlists have been updated with new setups, removing Breakthrough 128 from the list of options on Xbox Series X|S, PlayStation 5, and PC only, with more detail on the changes further down the page.

Up next in our update schedule is the release of Season 1, currently set for release in early June. We’ll be back with a full overview and Update Notes closer to its release.

To stay informed on the roll out of Update 4.1, you can follow us on the @BattlefieldComm Twitter account. You can also follow along with our tracking of Known Issues and game changes that we’re able to make in real time on our Battlefield forums.

Thank you,

The Battlefield Team

Update 0.4.1

Fixes, Changes, and Improvements

General

  • Vehicle Aim Sensitivity and Transport Vehicle Freelook Sensitivity Controller settings now always correctly apply their effects
  • Aim Assist has been improved while aiming at moving targets
  • Aim Assist should no longer incorrectly acquire targets through thin obstacles
  • When not ranking up, you should no longer see the “You have been promoted screen” during End of Round
  • Delivered improvements that help to reduce input lag
  • Adjusted Trigger Weight to ensure that inputs feel more responsive when applying successive inputs

Audio

  • The Announcer Voice Over for Battlefield 1942 and Battlefield 3 experiences has been remastered, and now includes new radio sound effects

Battlefield Portal

  • Specialists will now correctly display animations during the End of Round screen while in Battlefield Portal modes
  • Made the following changes to Hardcore Templates within the Battlefield Builder to align them with our Featured Experience offerings.
    • Enabled HUD in Hardcore Templates
    • Disabled Mini-map and Compass in Hardcore Templates

Gadgets

  • Hitting enemies with EMP effects now correctly triggers Player Disrupted XP
  • Removed placement delay for deployable gadgets so they now appear instantly
  • Deployable gadgets are now easier to deploy

Insertion Beacon

  • The size of the Insertion Beacon has been increased so it’s easier to see
  • The Insertion Beacon is now visible from further away

Modes

In this update, we’re making multiple updates to the All-Out Warfare rotations. Our leading change is the removal of the 128 player version of Breakthrough. When reviewing the available experiences in All-Out Warfare, we felt that the 128 player modes are better suited for Conquest where gameplay spaces are larger, and where you have a more natural fit for sandbox gameplay.

In Breakthrough’s 128 player mode, we feel that the value and impact of an individual player, and squad is reduced due to the increased intensity and chaos of the combat.

When reviewing Breakthrough, we noted that the 64 player version represented a more tactical experience. Reducing our player count here helps to remove some of the chaos from the experience, and in combination with the reductions that we have made to the number of available combat vehicles, it means players are better able to hold frontlines more effectively. Players will also find more space to work together and fulfill their individual roles

As a result, squads in Breakthrough 64 have a better opportunity to work together, to flank the enemy, place a spawn beacon, use their plus menu to attach suppressors, then clear, and hold a point – one squad helping turn the tide as an example. We believe that the move to 64 players will bring back the pacing that helps celebrate these moments of teamwork and PTFOing, and will be keeping a close eye on how our changes help to improve the experience ahead of the start of Season 1.

Further changes

  • Breakthrough 64 for PC, PlayStation 5 and Xbox Series X|S now have set map sizes for specific maps:
    • Discarded, Manifest, Orbital, Kaleidoscope will play the 128 player version
    • Hourglass, Breakaway, Renewal will play the 64 player version

Soldier

  • The Compass now expands while in ADS to improve its readability

 

Specialists

Angel

  • Angel will no longer be able to grant Armor Plates via his Supply Bag

Boris

  • Spotting via the SG-36 Sentry Gun now highlights spotted players via a red dot, and spotted enemies are now also visible for friendlies
  • The SG-36 Sentry Gun will no longer track players behind walls
  • Overall damage and health for the SG-36 Sentry Gun has been lowered
    • RPM reduced from 450 -> 250
    • Start Damage 16 -> 10
    • End Damage 10 -> 7
    • Fall Off Damage Range 50 -> 40
    • Projectile Speed 960 m/s -> 500 m/s
    • Health 200 -> 150
    • Lock-on time increased by 0.3 seconds
    • Target Forget Time 2 -> 1.5 seconds
    • Target lock-on range 65 -> 50m
    • Reload Speed 5.2 -> 4.2 seconds

Dozer

  • Bashing with the SOB-8 Ballistic Shield while inside smoke should now always deal damage

Irish

  • Fortification System recharge rate reduced from 25 -> 20 seconds

Weapons

  • Update 0.4.0 introduced an unintended change to the behavior of some weapons via incorrect values on their damage tables. In this update we’re restoring performance to its intended design and you should feel an overall improvement to weapon performance
  • The impact of recoil affecting attachments has been lowered, while base weapon recoil has been improved to compensate. This means weapons without attachments now handle better
  • Bolt Action Sniper breath control now lasts a max of 5 seconds, with an added 5 second penalty if used entirely
  • Underbarrel Attachments no longer affect weapon deploy speed
  • Overall horizontal recoil for DMR’s has been reduced
  • Sidearms are now faster to deploy

AC42

  • Increased the AC42 distance damage dropoff at higher ranges

AK24

  • Removed the AK24 Semi Auto fire mode
  • Increased AK-24 Burst Mode rate of fire to 900RPM

NTW-50

  • Improved the NTW-50 effectiveness against vehicles
  • Added an additional damage multiple versus tank tracks

PKP-BP

  • Increased PKP-BP vertical recoil, and added a new horizontal recoil profile

SFAR-M GL

  • Improved the SFAR-M GL damage at short to medium range
    • Taking down an enemy now requires 5, instead of 4 bullets while at 20m
  • Decreased the SFAR-GL distance damage dropoff

SVK

  • Reduced SVK’s Horizontal recoil to make it easier to land follow-up shots
  • Increased the SVK distance damage dropoff past 40m
  • SVK’s High-Power Rounds damage lowered past 150m
    • Taking down an enemy now requires 3, instead of 2 bullets

Vehicles

  • Fixed a bug for no XP being rewarded when capturing an objective in a vehicle that wasn’t spawned via the Deploy Menu

Following the release of Update 0.4.0, we’re continuing to make balance adjustments to vehicle gameplay by updating the total number of vehicles that can be active at any time across maps in Conquest and Breakthrough.

Conquest 128:

  • Kaleidoscope – Reduced each teams light ground vehicle allocation by 1
  • Manifest – Reduced each teams light ground vehicle allocation by 1

Breakthrough 64:

  • Breakaway
    • Adjusted Sector 4 to reduce the Attackers number of Transport Air Vehicles by 1, and reduced the number of Heavy Ground Vehicles for Attackers and Defenders to 1
  • Manifest
    • Adjusted Sector 3 to remove the Defenders allocation of Transport Air Vehicles, and also reduced the number of Heavy Ground Vehicles for Attackers and Defenders by 1
  • Hourglass
    • Adjusted Sector 4 to reduce the Attackers and Defenders allocation of Heavy Ground Vehicles to 1, removed the Defending teams allocation of Transport and Combat Air Vehicles
  • Renewal:
    • Adjusted Sector 4 to reduce the Attackers and Defenders allocation of Heavy Ground Vehicles to 1
  • Orbital
    • Adjusted Sector 4 to reduce the Defenders allocation of Heavy Vehicles to 1

MAV

  • The MAV is now part of the Transport vehicle category

M5C Bolte

  • The M5C Bolte’s Missile Launcher no longer deals unintentional increased damage to air vehicles
  • The M5C Bolte is now part of the Armored vehicle category

Once the title updates are out on last-gen and next-gen platforms, we’ll let our readers know. Bookmark our Battlefield game hub to know about it ASAP!

Source: EA

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Alex Co

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

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Final Fantasy VII 25th Anniversary Details to Be Unveiled in June

During the FF7 The First Soldier livestream that was broadcasted earlier today, Square Enix creative director Tetsuya Nomura confirms that Final Fantasy VII 25th Anniversary details will be unveiled sometime this June. No further details were mentioned, although there’s a good chance that we may finally learn more about the FFVII Remake Part 2, which is the news that fans are the most hyped for.

Check out the livestream below:

Earlier this year, producer Yoshinori Kitase has confirmed that we will hear more news about Final Fantasy VII Remake sometime later this year, which could be an allusion to Nomura’s statement. It has been two years since the release of Final Fantasy VII Remake, and there is a lot of anticipation amongst the series’ biggest fans on the details regarding to the remake’s continuation.

As always, stay tuned here at MP1st for further details on the Final Fantasy VII 25th Anniversary as it’s announced. In case you missed it, Square Enix celebrated a huge milestone yesterday, as Final Fantasy XV reached more than 10 million sales worldwide. Read more about it here.

MP1st Staff

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GreedFall 2: The Dying World Officially Announced, Coming to PC & Consoles in 2024

Spiders has officially announced GreedFall 2: The Dying World, as well as confirming its release window for PC and consoles in 2024. With the game in development, the studio currently just has a logo to show, but there are a few story beats and details that you can dive into below.

Check out a trailer below:

Here are the initial details on GreedFall 2:

Continuing the winning formula of the first game, GreedFall 2 is an RPG that focuses on story and player choice but also includes new gameplay in the form of more tactical combat and revisits the unique universe created by its predecessor.

The story starts three years before the events of the first game and the adventures of De Sardet. This time you play as a native of Teer Fradee, uprooted by force from your island and taken to the continent of Gacane, where the colonists are from. In this old world ravaged by war and scarred by the Malichor plague and the political scheming of the different factions, you must regain your freedom and control of your own destiny. Using diplomacy, cunning or combat, as well as help from allies you make, it’s up to you to end one man’s ambitions of conquest, which could spell the end for the continent and your island.

GreedFall 2 is planned for release in 2024 on PC and consoles.

In case you haven’t checked the first game in the series yet, our review was quite favorable, where we said, “This is the Spiders’ best work to date. The team absolutely deserves praise and if this is any indication of their growth going forward, Spider is one for RPG fans to keep tabs on.”

Source: Nacon Gaming

MP1st Staff

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Everything We Learned From Our Saints Row Gameplay Preview – Story, Garage, Side Hustle & More

While this year’s Saints Row isn’t due out for release until later this year (August 23), MP1st got invited to a (hands-off) preview, where we got to take a look at the beginning of this Saints Row reboot. Same as with our other previews, we listed down everything we learned from our preview for an easier read! There’s the gameplay, story, the garage and more! We also included thoughts on this new take on the Saints Row franchise.

Everything We Learned About Saints Row Gameplay and More

Gameplay:

  • Sideswiping is possible to do with vehicles, allowing you to push other cars of the road and into objects.
  • Off-roading was shown off with a motorcycle.
  • Car surfing allows you ride (in a prone position) on top of a vehicle.
    • This expands combat as you have access to additional weapons while surfing versus driving.
    • The risk is you are more exposed.
  • Cars can be modded with nitrous and other mechanics.
  • One mod shown off was the ejector seat, which, as it sounds like, ejected the player out of the vehicle high into the sky.
  • This gives players the opportunity to make use of the new wingsuit.
    • The wingsuit allows you to glide around.
    • You can bounce off people’s heads while gliding to gain more height (yes, really).
      • NPCs will ragdoll into oblivion for those concerned about them dumbing down any ragdoll physics.
    • You can also hijack moving vehicles if you glide over them and press the prompted button.
  • There are police chases both on foot and in vehicles.
  • On foot combat – Combat roll is confirmed.
  • Weapon wheel is also confirmed, featuring 8 slots (6 guns, 2 throwables.)
    • An AK47 was shown off, which sounds good.
  • There are special combat abilities. Example, one was called Pineapple Express where you throw an explosive pineapple (yes, seriously) at an enemy and it blows up.
  • Finishers are in the game during melee combat.
  • There are NPCs, though from what we could see it seems the world didn’t have a whole lot of them
    • You can interact with them using emotes and they will dynamically react.
  • There is an in-game smartphone menu system.
  • You can customize appearance on the fly using the Style app.
  • You can save outfit presets in the Style app for easy access to switching between custom made looks.
  • If you see armored cars on the street, you can rob them by blowing them up.
    • This causes police to show up.
    • Police can call for backup (shoot them while they’re on their walkie talkie to cancel this).
    • Notoriety system can cause tougher enemies to appear (sort of like GTA’s star system).
    • Tougher enemies with swat shields and armor can eventually show up.
    • You can pick up swat shields and weapons off the ground.
    • Or you can hop in any car and get away (police cars will chase).
  • This was all shown in one gameplay demonstration just roaming around the city.

Side Hustle demonstration:

  • These are repeatable side missions that players can play to earn cash and rewards.
  • In the demonstration, an old lady asked the player to help her rob a jewelry store.
  • The player drives shotgun (passenger seat) and shoots out the window while the NPC drives.
  • Parts fly off of cars as you shoot them, eventually blowing them up.
  • “Every side hustle introduces you to new game mechanics.”

Car Garage:

  • There are more than 80 base vehicles you can customize in the game.
  • Cars are highly customizable. Paint, trunk, spoiler, neon lights, bumpers, etc.
  • There are also signature abilities you can unlock per car (like the ejector seat) by doing challenges while driving them.

Main Story Missions, Side Missions, and Other Activities:

  • Tonally, the game’s story is more grounded than Saints Row 3.
  • In total, Saints Row will feature 25 main story missions, with an additional 10 side missions.
  • The story mission we saw was your typical open world modern mission where you drive to a location while other characters talk. Then assault a base or complete some other objective.
  • There are 9 districts total to freely explore.
    • Every district has unique clothing stores where you can purchase new cosmetics that are tied to the theme of those districts.
    • Cowboy district sells cowboy clothing, etc.
  • The mission shown off featured a flyable helicopter with machine guns on it.
  • This was an introduction to how base infiltration worked as the player caused havoc and mayhem at an opposing enemy base. They then proceeded to park on the roof and infiltrate the base by foot. Players had to fend off enemies, and destroy vehicles.
  • Lots and lots of explosions in the game, as expected from a Saints Row game.
  • The faction that the player was fighting against were called the Los Fenteros, who like to run in and attack with melee abilities.
  • Several different enemy types including “Gladiators” who are tougher than normal enemies and charge at you, as well as Specialists, who feature long range slug throwers.
  • There are several enemy gangs, each with their own combat style and special enemies.
  • A huge weapon that can be used was shown off. It looked like a minigun but it charges up and fires like a shotgun. It has the special ability to knock down enemies.
  • Some character progression mechanics were shown off during this portion of the demo.
    • You can respec your combat abilities
    • Perks are also available in the game, which unlock minor passive abilities like fire resistance.
    • Weapons can have signature abilities like more damage to vehicles
    • Another combat ability tases enemies any time they hit you with a melee attack.
    • The flaming punch skill turns your fist into a fireball for a powerful falcon punch.
  • Completing a mission earns you money and XP. Players can also unlock rewards like new cars, combat ability upgrades, and a heli-port for the HQ.

Saints HQ, Building, and Co-Op:

  • The Saints HQ is set in an abandoned church and grows as the Saints grow.
  • You can customize the HQ with props and other decorations.
  • With this being the HQ of the Saints, you can also talk to the other members of your gang.
  • HQ includes a garage for customizing vehicles, weapon cache for customizing weapons, and more.
  • Weapon customization is very in depth. You can change the entire look of the weapon including adding weapon skins.
  • There’s all kinds of character customization as well.
  • New feature called “The War Table” available in the HQ.
  • The War Table shows an overview of the entire map with the locations of available “criminal ventures.”
  • Criminal ventures are basically legitimate businesses that the Saints can use as a front for criminal activities.
  • Beginning a venture constructs a building in a vacant lot in that district of the map.
  • Once you build it, the player is teleported it directly to it to speak with an NPC.
  • Once you speak to the manager of that location, you unlock multiple “Instances of Mayhem” around the district.
  • Beating them all completes the Criminal Venture.
  • One Instance of Mayhem example – Blow up as much as possible with an RPG within the time limit.
  • Co-op was demonstrated here. A friend showed up in a helicopter and they flew together to the Instance of Mayhem.
  • According to the developers, “All facets of the game are available in untethered, two player co-op.” Difficulty scales and co-op players will share rewards.
  • Drop-in and drop-out co-op is available across the entire game.
  • There is an “empire tier” level at The War Table that grows as you complete more Criminal Ventures.
  • There was one mission where you drive around wrecking an enemy camp with a Port-a-Potty tied to your vehicle with an enemy inside to interrogate them (yes really).

Overall Impressions

AJ:

I must admit, it’s hard to take these characters seriously as gangsters. As far as gameplay though, this is still distinctly Saints Row. It’s filled with that pure, unbridled chaos and crass humor the original games were known for. New additions to combat like car surfing and the Combat Abilities improve on the formula without completely changing the feel of the game. Traversal seems to have been a huge focus as well. The Volition team talked about how much work went into their driving physics, and the entire map seems to have been built around the new wingsuit.

It feels like part of the reason the team went with these characters was to make them feel more relatable, perhaps even to a younger generation of players who may have never played a Saints Row game before. But in the end, it just doesn’t feel believable that this is supposed to be an up and coming criminal enterprise. We’ll have to see how things pan out by the end of the game.

With that said, I left the demo feeling optimistic. I’m not expecting anything special on the story side, but the gameplay looks like a great time, and with full co-op support, Saints Row should be good for some open world insanity when it releases in August.

James:

In terms of world activities and gameplay, this is without a question, a Saints Row game. It’s insane, crude, and filled with that same stupid humor that doesn’t shy away from being offensive. Lots — and I mean — lots of mayhem to cause around the city, and with co-operative play, you are going to find that Saints Row offers just enough to keep you entertained for hours end.

There was a lot of new mechanics showcased to us during this demo, each giving us that “only in Saints Row” feel that we have grown to love about the franchise. For example, the Wingsuit. While not a new mechanic to gaming, it’s in it’s execution that makes it an exciting addition as players can soar through a city, whiling popping off the heads of unexpecting NPCs, or hijacking vehicles in almost a Just Cause (game franchise) kind of way. Elsewhere, the new set of skills and perks all looked fun and interesting, as did the newly overhauled vehicle combat. I can just see myself getting lost in this new revisioning of Saints Row, and I honestly can’t wait to jump right in come release.

With that being said, I do have a concern. Like AJ mentioned, I just can’t get behind these new characters who are meant to replace past ones as the main stays. It’s hard to look at them and think, “yeah, those are some serious gangsters,” when they look like they’re barely out of middle school. Maybe it’s because I’ve grown so fond of the classic characters, but something just feels off about the new ones. Perhaps they’ll grow on me, but for now, I’m not entirely convinced.

Still, outside of that I am mostly walking away from this showcase impressed, and excited for the release later this year.


Saints Row is set for release this August 23 on the PS4, PS5, Xbox One, Xbox Series X|S and PC.

ganacci fatal fury

Barry

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Hunt Showdown Update 1.55 Released for Patch 1.8.1 This May 18

Crytek has released Hunt Showdown update 1.55, which is patch 1.8.1 out now for consoles! This brings a new quest system, audio fixes, and loads more gameplay improvements. Read on for the Hunt Showdown May 18 patch notes.

Hunt Showdown Update 1.55 Patch Notes | Hunt Showdown May 18 Patch Notes:

Hunters,

Update 1.8.1 is now live and with it comes our new Quest system – “Summons” as well as two new grunt AI variants. Full details can be found below.

New Quest System – “Summons”

This update brings a new Quest system to the Bayou! This feature will replace the Daily and Weekly Challenges and can be found in the progress section under the “Summons” tab. Players will have to complete quests to collect a new reward called “stars” – this is separate from the Trials stars and will have a different symbol. These quests will reset every Monday.

Each Quest will reward a number of stars (ranging from 1 to 6) as well as in-game reward (Hunt Dollars/Consumables/Tools/Weapons/etc). Players can progress simultaneously with 2 Quests and can unlocked a 3rd Quest slot with Blood Bonds. Additionally, Hunters can complete each Quest multiple times to collect the stars, but the in-game items will only be unlocked through the first completion. Once you have collected 30 stars, you will earn 25 Bloodbonds. This reward can be claimed once per week.

There are currently 5 categories of Quests, which will target different goals/playstyles.

  • Simple Quests: Can be completed by anyone. Rewards 1-2 stars.
  • Core Gameplay Quests: Involves tasks around the core gameplay loop (clues, bosses, and bounties). Rewards 2-3 stars.
  • PvP Quests: PvP focused quests that reward engagement with enemy Hunters. Rewards 3-4 stars.
  • Hardcore Quests: A more complex set of quests aimed at veteran players. Reward 5 stars.
  • Legendary Quests: Involves the use of specific Legendary skins (Hunters or Weapons). Rewards 6 stars. (Please note these Legendary Quests are optional and do not need to be completed in order to earn the required 30 stars per week)

Developer’s Note:

This new Quest system is designed to be more fun and engaging than the old challenge system. This is not a fully complete feature, meaning we will continue to add more quests, tweak rewards, and otherwise make adjustments where needed. We’re looking forward to your feedback and to see the crazy ways Hunters complete some Quests.
AI

We have added two new Grunt variations to the game. Introducing the Pistol Grunt, an AI that carries a broken pistol which causes a loud gunshot sound when it hits a player with a melee attack, and the Lantern Grunt, an AI that carries a lantern. If you are quick enough, this lantern can used by players if you manage to kill the Grunt before you are hit with it.

Both variations have been added to the default spawn pools for all three maps.

Pistol Grunt
  • New Grunt AI Variation
  • Wields a rusted broken pistol
  • Will attempt to melee attack hunters with the broken pistol, which causes it to explode and play a loud gunshot sound.
  • Will not discharge a bullet and therefore only deals melee damage.
  • The broken pistol cannot be picked up or used by hunters, and will disappear shortly after its effect has been triggered.
Lantern Grunt
  • New Grunt AI Variation
  • Holds a Lantern, which can be lit or unlit
  • Will attempt to melee attack hunters with the Lantern, breaking the Lantern in the process.
    • If the Lantern is lit, this will create a small fire explosion (similar to throwing a Lantern)
    • If the Lantern is unlit, this will create an oil pool on the ground which can be ignited as per usual
  • Killing the Grunt before they break the Lantern will cause them to drop the Lantern, which can be picked up and used by hunters.
Modification to behaviour of Grunts holding weapons
  • When shooting grunts in the arm or on death, they will now drop the weapon they are carrying. For example, Doctor Grunts will drop their poisoned saw and others will drop their torch or cleaver.
  • These weapons are not usable by players.
  • Dropped torches however can ignite oil pools or trigger explosive barrels. However the torches will not harm hunters directly once dropped.
Weapons
Caldwell 92 New Army

The Caldwell New Army is a new, small slot, compact ammo double action revolver that comes with a 6-round capacity. Overall, this weapon is best compared with the Nagant M1895 Officer, but it also shares some similarities with the Scottfield Model 3.

Like the Scottfield, it features a cylinder where all chambers can be accessed without the use of a loading gate, as well as an ejector to get used rounds out quicker. The main difference being that instead of breaking open from the top, the cylinder swings out to the left side of the weapon. This will allow for faster reload times in comparison to other compact revolvers in the arsenal.

In gunplay terms, the New Army is best compared with the Nagant officer as both are double action compact ammo pistols. The actual projectile is slightly larger which means its stopping power and range are increased.

However, the muzzle velocity of the Nagant office is slightly faster due to it having a tighter seal between the chamber and the barrel. They both have a similar rate of fire, with the New Army being a fraction slower, however in practice, this will be quite negligible, especially when reacquiring your target. This weapon can be dual wielded and benefits from the Ambidextrous trait.

Winfield 93 Slate

Introducing the new, large slot, 6-round capacity, pump action shotgun – The Winfield 1893 Slate.
The Slate is an improvement on the earlier pump action Spectre 1882 in many ways: the mechanism is simpler meaning it is much smoother in terms of handling. It has an increased rate of fire and a faster reload when compared to the Spectre. The improved mechanism means there is no need for Bulletgruber with this shotgun as it can be topped up without needing to open the slide.

The barrel is shorter than the Spectre which means it has an increased spread and recoil, like other shotguns in the arsenal. This increase in spread means it will have lower average damage and a shorter One Hit kill range. Like the Spectre, the Slate can benefit from the Iron Devastator trait allowing you to stay in iron sights during the weapon charge.

Developer note:

The addition of the second pump-action shotgun to the arsenal means that we now have an alternative to the Spectre. The main drawback we want to highlight with the Spectre is the “clunkiness” that comes with the early implementation of the pump-action mechanism during this time period. The Slate uses a much more modern mechanism which was something we wanted to showcase in the game and use this to determine exactly how the weapon should feel when being used. A good example is the ability to top load the first round directly into the chamber when empty, which allows for quick tactical reloads when in a tight spot.

Audio
  • Bullet Casings are now audible when they fall on the ground.
  • Hanging Chains and other objects now play a subtle sound when crouch walking through them.
  • Sound Design improvements on the Door impacts and destruction
Bloodbond Content
  • Legendary Hunter – Luna Wolf (900 Bloodbonds)
    A merciless wolf hunter, Felicia Frisk came to Louisiana following her son’s footsteps, where she sought closure – but she only found the moonlight turned crimson with blood, and a mournful howl echoing in the Bayou.
  • Legendary Hunter – Dire Wolf (900 Bloodbonds)
    Remus Frisk never thought twice when killing packs of wolves, and he never paid a price for those massacres – until he came to the Bayou to hunt his last wolf – and this time, it was one from his own pack.
  • Legendary Lebel 1886 Aperture – Wolfsbane (800 Bloodbonds)
    As charming and deadly as its namesake, this Lebel 1886 Aperture earned its name from the wolf carcasses its previous owner left decaying and unskinned. Now each shot from its barrel tears through the night like a hundred wolves howling for revenge.
  • Legendary Springfield Compact Deadeye – Blister (800 Bloodbonds)
    Six gouges mark the number of sun-cracked and blistering days the first owner of this Springfield 1866 Compact Deadeye staggered through the desert – without water, without clothing, but with an indomitable will for revenge.
Gunplay
Brawler Variant adjustments
  • Increased Heavy Melee Damage on all Brawler variants to bring them in line with Dusters.
  • Stamina consumption remains unchanged (Dusters are still more efficient).
Nitro Custom ammo name adjustment
  • Renamed the Nitro ‘Dum Dum’ ammo to ‘Shredder’.
  • This is purely a cosmetic change and does not affect gameplay in anyway.
Developer Note:

The Dum Dum ammo on the Nitro differs from other weapons because it is able to penetrate at least once. We felt it important to better differentiate the two ammo types by adjusting the name. It’s important to mention this does not change the gameplay in any way.

 

Meta

 

Caldwell 92 New Army
  • Unlocks at Bloodline Rank 12
  • Price reduced to $90 (previously $103)
Winfield 1893 Slate
  • Unlocks at Bloodline Rank 48
  • Price reduced to $250 (previously $300)
Machete
  • Unlocks at Bloodline Rank 1 (previously Rank 24)
Specter 1882
  • Unlocks at Bloodline Rank 24 (previously Rank 36)
Nagant M1895 Officer
  • Unlocks at Bloodline Rank 36 (previously Rank 12)
World
  • Decreased spawn rate of Golden Cash Registers.
Developer’s Note:

Due to a bug that caused the spawn rate of the golden cash registers to increase significantly, the spawn rate has been reduced to counteract the negative effects this has had on the Bloodbond economy over the last few months. Golden cash registers will still spawn but they will no longer be as frequent as they have been in recent months.

We know that many of you have expressed concerns regarding some of the changes around how Bloodbonds are earned in-game and we have been taking this feedback on board. We will have a much more detailed blog and video coming up in the next 2 weeks that will focus on discussing the topic of monetization, where we will try to address the concerns that have been brought up. Please keep an eye on our social channels for updates.

World
  • The Ladder Desync Exploit
Developer’s Note:

This issue was a high priority to us, and we are excited that we were able to fix this for 1.8.1. Thank you for reporting players that were abusing this exploit and for helping us fix this on Test Server!

  • Fixed an issue where red skull kills were giving XP and counted towards “kills” for KDA.
  • Fixed an issue where ambient audio was not looped properly on night maps.
AI
  • Banished bosses should no longer drop their bounties in unreachable places.
  • Fixed an issue whereby AI was sometimes able to hear players through some obstacles.
  • Fixed an issue whereby grunts were not always facing their attacker properly.
  • Fixed an issue whereby the Butcher could not be properly interrupted the first time it taunted.
  • Butcher will stop roaming when no players are around.
Weapons
  • Fixed an issue where the Berthier Riposte Iron sights were slightly misaligned.
  • Fixed an issue where the Depth of Field blur would stay too long on the Berthier Deadeye.
  • Fixed an issue where the Iron Sights on the Romero 77 were misaligned.
  • Fixed an issue where clean Legendary weapons looked dirty in a mission.
Hunter
  • Fixed an issue where the crouching animation was inconsistent across some weapons.
    Developer’s Note:

    This issue has been seen with the Berthier 92 and some other weapons, where crouching Hunters were “taller” than others depending on the weapons they held. This issue was largely raised by the community, and we appreciate everyone’s attention to detail to help us solve this as quickly as possible.

  • Fixed an issue where D-pad buttons would switch to wrong items until they were re-assigned when using a controller.
  • Fixed an issue where the Conduit Trait wouldn’t apply its effects when picking up a Bounty.
  • Fixed an issue where players could extend their Dark Sight Boost duration with the Serpent Trait.
  • Fixed an issue that could lock the camera after reconnecting to a mission.
  • Fixed a couple of cases where the extraction timer would reset when dead players in the extraction radius would leave the game to the menu.
  • Fixed an issue where the Wellspring could not be picked up from a player that had permanently disconnected from the game.
  • Fixed an issue where players could have their movement speed reduced after healing with First Aid Kits or deploying traps.
  • Fixed an issue where movement speed reductions from moving through deep water and from healing with First Aid Kits would stack. Only the highest speed reduction is applied now.
  • Fixed an issue where the movement speed reduction from First Aid Kits was already applied while aiming in Hunter control scheme. Players will now only slow down while healing.
UI
  • Fixed an issue where the objectives would not revert to “Collect the Bounty” after losing two bounty tokens (still shows “Extract the Bounty” for both bosses).
  • Fixed a bug which caused the D-pad navigation in contract screen to break when using a controller.
  • Fixed a rare bug which cause filters to be highlighted in roster even when not applied.
  • Fixed a bug which lead to filters for consumables and tools to be unresponsive.
  • Fixed a rare issue which caused buttons to overlap on top of others in specific conditions.
  • Fixed an issue which allowed players to click through the hunter equipment pop up on the Bounty Hunt menu onto other tabs and subtabs.
  • Fixed an issue where the normal bow ammo was always greyed out in the weapon wheel.
  • Fixed a bug which would break the equipment bar when changing the equipment by looting from a hunter under special conditions .
  • Fixed a rare issue which caused a discard pop up to be displayed when the player wants to have two contraband pistols (as dual) equipped.
  • Fixed an issue which would cause buttons to overlap while on the legendary recruits screen while forming an invited team.
  • Player cannot give a Dark Tribute offering while in matchmaking in a team anymore.
  • Fixed an issue where both Partners in a team of three could be displayed as “Partner 2”.
  • Fixed an Option issue when clicking on the right side of an audio settings tab would open the drop-down list.
  • Fixed an issue where Winfield Slate and Caldwell New Army were in the wrong place in the Book of Weapons.
  • Fixed an issue where the “Discard” item pop-up had untranslated texts in German.
  • Fixed an issue where a reward pop-up for Hunt dollars and Bloodbonds are always displayed after a mission.
  • Fixed an issue where ‘Hold F to stop bleeding’ when bleeding was sometimes missing.
  • Fixed an issue where non-legendary event weapons still had an event background.

Developer’s Note:

We understand this list is long and can be quite daunting. We want to increase our transparency with the Community and publishing our Known Issues list is part of that. We want to assure you that we are working on these issues and will continue to do so.

  • In some cases, weapons will come out of ADS randomly.
  • Poison effects from the hive and Spider can persist even after their intended duration.
  • In some cases, when first starting the game, Hunters in the lobby may not load in correctly (only parts of the hunter are visible).
  • In some cases, an incorrect/placeholder death screen will appear when your hunter has been burned out (lost all health chunks to fire).
  • In some cases, when attempting to loot a hunter, a message can appear saying “Ammo full” which will prevent you from looting.
  • Quickplay: Picking up a small weapon while performing a switch from a larger weapon results in swapping the wrong item.
  • In some cases, activating a filter in the weapons screen will still show all weapons rather than the selected option.
  • Concertina wire can damage players through walls.
  • In some cases, you are unable to loot a weapon because the client registers that it fell in a different place than is shown on the screen.
  • In some cases, switching to another weapon (looting) can result in the dropped weapon falling under the floor.
  • In some cases, crows may react to player noise later than intended. If there is a lot of occlusion between you and the crows, they can also be hard to hear.
  • In some cases, single shot weapons can not be reloaded when switching while vaulting or quick-swapping.
  • In some cases, while in the “waiting for players” screen, it is possible for AI to attack.
  • In some cases, the banish state and extraction state can show the incorrect details. This is purely a visual issue. The normal status will continue as intended in the background.
  • In some cases, the UI can “hiccup” and may take some time to update meta-actions (buying/equipping/hiring hunters).
  • In some cases, when an enemy hunter survives a headshot from explosive ammo the “death from a headshot” audio can still be heard.
  • UI shows incorrect unlock conditions in the Arsenal.
  • Butcher and Scrapbeak can get stuck in place during combat with several Hunters.
  • Hunters can interact with trait charms (in the world) at a specific range that triggers the “trait acquired” audio, but the trait is not gained on the Hunter.
  • In some cases, a Hunter will not get a hitmarker in melee while correctly dealing damage.
  • In some cases, it is possible that a Hunter will move slower right after placing a trip mine.
  • The electric lamp is incorrectly shadowed by the Hunter.
  • Fusees emitted light is too bright in night missions.
  • New players / or Hunters that deleted their “user folder” will have the new “+” icon on all traits.
  • Arrows and other retrievable items might become irretrievable when killed AI is despawned.
  • In some cases, headshots won’t count as a headshot.
  • In some cases, Hunters can be stuck in the dual wield animation with other weapons.
  • In some cases, lanterns are out of sync for disconnecting Hunters.
  • In some cases, Hunters melee and gun sensitivities can be misaligned.
  • Hunter is unable to fire when swapping quickly from iron sight to fanning
  • In some cases, weapons will drop on top of each other, and it is hard to loot the desired weapon.
  • In some cases, the crosshair will become small and will not change size dynamically as intended.
  • In some cases, a Hunter will lose a healing item when trying to heal a teammate, but the heal will not go through.
  • In some cases, a Hunter will not receive an item back when looting a dead enemy.
  • After reconnecting, a flare on the ground can loop the throwing audio to the reconnected Hunter.
  • In some cases, placing a bear trap will be cancelled when standing too close to another object.
  • Aperture sights can randomly be flipped up or down.
  • It is possible for for a Hunter to receive the “extraction blocked” warning at an extract where someone else has extracted earlier in the match.
  • In some cases, a Hunter’s health will stop regenerating at 100 health, even if the health chunk should allow for further regeneration.
  • In some cases, the ammo counter will not update correctly when firing the Scottfield too quickly.
  • In some cases, the Hunting Bow will not correctly destroy windows.
  • In some cases, the Assassin will attack the wrong target.
  • In Gunslinger, it is possible for the crosshair to be missing after switching weapons.
  • Melee queueing fails sometimes for some weapons/items.
  • Holding RMB while switching to a melee tool or weapon does not correctly prepare a heavy melee.
  • In some cases, concertina wire is not correctly destroyed, although it was hit properly.
  • Bleeding damage ticks are not properly represented in the damage history upon death.
  • Spectator mode does not always represent the correct aiming state of the spectated Hunter.
  • Dying to the poison cloud of a poison trip mine will display an empty death screen.
  • In some cases, the Assassin’s clone can be stuck and not try to attack a Hunter.
  • In some cases, the Spider can fall through the floor and become stuck when jumping on a Hunter.
  • Unlocking a Legendary weapon often changes the order of the weapon equipment.
  • World health packs can stop a Hunter from interacting with a clue when dropped in certain spots on top of the clue.
  • In some cases, Hunters will incorrectly receive a reconnect pop-up after a server crash.
  • Shooting a hive bomb that is floating in water with a shotgun will incorrectly spawn multiple instances of the hive swarm.
  • In some cases, audio sounds will appear to come from a different source than it actually does.
  • In some cases, the bomb lance explosion will not deal area damage.
  • In some cases, the transition between poison states will result in a slight camera shake.
  • In some cases when sprint and ADS are bound separately, sprinting input can be incorrectly ignored.
  • In some cases, the Spider can become stuck in the death animation and be unable to banish.

Source: Reddit

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Alex Co

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