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Evil Dead The Game Update 1.07 Frights Out for Improvements This June 28

Saber Interactive has deployed the Evil Dead The Game update 1.07 (PS5 version 1.000.700), which brings in a host of gameplay improvements, though it doesn’t bring the Castle of Kandar map just yet. Check out the official Evil Dead The Game June 28 patch notes listed below.

Evil Dead The Game Update 1.07 Patch Notes | Evil Dead The Game Update 1.000.700 Patch Notes | Evil Dead The Game June 28 Patch Notes:

Gameplay

  • Survivors are no longer stuck after being revived from bleeding out state
  • Demon no longer receives Infernal Energy during Possession for shooting bleeding out survivor
  • Survivors no longer stay in bleeding out state if healed after completing the Page or Dagger has been collected
  • Survivors will no longer be in a ragdoll state if a Possessed Survivor shoots at them in bleeding out state right before they die
  • Balance Bar Damage for the Rare (Blue) Hunting Rifle has been corrected
  • Infernal energy is no longer regenerated on Dark Ones when both Demon and Survivors were nearby before objectives have been completed
  • Mini Ashes Demon trap now takes the correct number of items from your inventory
  • We applied a fix if a weapon is picked up by another Survivor outside render range, you will not still see it on the ground

Stability

  • Fixed title crashing right before the result screen in 4 vs. AI mode

Survivor

  • Ed Getley’s active skill now deactivates traps immediately after they are illuminated by a flashlight
  • Ed Getley’s active skill can now disarm a trap in a supply crate if it was not previously placed by Demon

Kandarian Demon

  • Fixed an issue where Infernal Energy orbs were not respawning if Demon had “Infernal Revenue” skill obtained

Miscellaneous

  • Fixed shortcut icon showing as the Anti-Cheat icon

Once details regarding the “big” summer patch is out, we’ll be sure to let our readers know. You can check our in-depth review of Evil Dead The game right here.

Source: Saber support

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Alex Co

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SMITE Update 12.20 Rides Out for Bonus Update 9.6 (June 28)

Hi-Rez has released SMITE update 12.20, and this is for the bonus update 9.6 from the Round Table update released back on June 14. The update comes with a few new God Skins as well as some gameplay balancing. Check out the full SMITE June 28 patch notes posted down below. 

SMITE Update 12.20 | SMITE Update 9.6 Patch Notes | SMITE June 28 Patch Notes:

BONUS BALANCE (LIVE JUNE 28)

Gods

 
LANCELOT
We have been happy to see the player excitement around Lancelot, but it seems he may be lancing a little bit too much! We are toning down his damage in this update and have chosen to focus on Base Damage instead of scaling in order to preserve his identity as a hard hitting Assassin.

PIERCING THRUST
  • Decreased Base Damage per hit from 60/105/150/195/240 to 50/90/130/170/210

SKILLED STRIKES
  • Decreased Lance Damage (2nd swing) from 70/120/170/220/270 to 70/110/150/190/230
CHERNOBOG
The Lord of Darkness has really stolen the spotlight recently! We have seen this god rise heavily in Win Rate and Popularity, and his pro presence has extended beyond the duo lane. We are toning down his burst damage, which should also affect his wave clear. We are also removing some survivability and chase down potential from his Ultimate.

CRYSTALLIZED CURSES
  • Decreased Detonate Base Damage from 50/80/110/140/170 to 40/70/100/130/160
  • Decreased Detonate Physical Power Scaling from 80% to 70%

LIVING NIGHTMARE
  • Decreased Bonus Movement Speed from 30% to 25%
ULLR
The Glorious One has been a bit too Glorious for his own good recently. With some recent buffs to itemization that benefit him and a consistently high pick rate in both ranked and pro play, this time Ullr is the one getting the axe.

BLADED ARROW
  • Decreased Base Damage from 80/130/180/230/280 to 60/110/160/210/260

INVIGORATE
  • Decreased Movement Speed from 20/25/30/35/40% to 20/22.5/25/27.5/30
NEMESIS
Justice may be blind, but it’s easy to see that Nemesis has been strong since the 9.5 update. Divine Judgement in particular saw a rise in strength due to all gods receiving increases to their Health and Physical Protections, so it is what we are focusing on for her nerf.

DIVINE JUDGEMENT
  • Decreased Protections Debuff from 30% to 25%
  • Decreased Protections Self Buff from 30% to 25%
  • Decreased Movement Slow from 15/15/20/20/25% to 10/10/15/15/20%
  • Decreased Movement Speed Self Buff from 15/15/20/20/25% to 10/10/15/15/20%
MERCURY
While we respect Mercury’s need to go fast, he has sped to the top echelon of Win Rate and Popularity and we have to slow him down a little bit. We are making his opening punch a little bit less potent and making him wait a bit longer in between breaking the sound barrier.

FASTEST GOD ALIVE
  • Decreased the Physical Power bonus on his next Basic Attack from  0.08% per unit traveled to 0.06% (Decreases max damage from 40% to 30%)

SONIC BOOM
  • Increased Cooldown from 90s to 100s
AH MUZEN CAB
We’ve been seeing an increase in bee stings across the battlefield, and it looks like the main perpetrator, Ah Muzen Cab, has been caught at last! Stinger has the potential to be used frequently if it gets picked up, so increasing its overall cooldown will ensure he’s stinging fewer folks.

STINGER
  • Increased cooldown from 90s to 100s
FREYA
The Queen of the Valkyries saw a massive increase in popularity and win rate in 9.6, and while we’re glad she’s back, we think her potential needs to be dulled just a smidge. As such, we’re splitting the difference between her old values and her most recent buff to put her in just the right place.

GENERAL
  • Decreased base damage from 35/45/55/65/75 to 30/40/50/60/70
NEW SKIN VOICE ACTORS
  • One True God Athena: Jess Nahikian Atlas
  • Hardwired Heimdallr: Talon Warburton
  • Bok Bok Horus: Mark Whitten
  • Combo Breaker Terra: Caitlyn Elizabeth

That’s it for the patch notes. SMITE is out now for the PC, PS4, Xbox One and Nintendo Switch platforms. 

Source: SMITE

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FIFA 22 Update 1.000.015 Rolled Out for Title Update 13 (June 28)

EA has rolled out FIFA 22 update 1.000.015 for last-gen and next-gen consoles today, and this is tagged as Title Update 13 by the devs, and includes a short list of gameplay bug fixes that touches on FIFA Ultimate Team and more! Check out the FIFA 22 TItle Update 13 patch notes below.

FIFA 22 Update 1.000.015 Patch Notes | FIFA 22 Title Update 13 Patch Notes:

FIFA Ultimate Team

Addressed the following issue:

  • When viewing the Captain’s Squad in a Co-Op lobby, chemistry links did not always display correctly.
    – This was a visual issue only.

Gameplay

Addressed the following issue:

  • In some rare cases, goalkeepers would attempt to make a save with their hands outside of the box.

General, Audio, and Visual

Addressed the following issue:

  • Addressed some instances of incorrect lighting occurring during a match.

For the latest in FIFA 22’s patches, make sure to bookmark our FIFA 22 game hub.

Source: FIFA forums

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FIFA 22 Update 1.26 Kicks Out for Title Update 13 This June 28

EA Sports has released FIFA 22 update 1.26 today on console platforms for several bug fixes. This is officially tagged as title update 13, and this patch was released for PC platforms a few days ago. You can now check out the full FIFA 22 June 28 patch notes below. 

FIFA 22 Update 1.26 Patch Notes | FIFA 22 June 28 Patch Notes:

FIFA Ultimate Team

Addressed the following issue:

  • When viewing the Captain’s Squad in a Co-Op lobby, chemistry links did not always display correctly.
    – This was a visual issue only.

Gameplay

Addressed the following issue:

  • In some rare cases, goalkeepers would attempt to make a save with their hands outside of the box.

General, Audio, and Visual

Addressed the following issue:

  • Addressed some instances of incorrect lighting occurring during a match.

That’s it for this update. FIFA 22 is out now for the PC, PS5, Xbox Series X/S, PS4, Xbox One, and Google Stadia platforms.

Source: FIFA forums

Damien Seeto

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Stellaris Update 5.02 Out for Nemesis Patch 2 This June 28

Developer Paradox Development Studio has released Stellaris update 5.02 today for the console versions of the game. This new update is to deploy Nemesis patch 2 that comes with several bug fixes and more. Check out the full Stellaris June 28 patch notes posted down below. 

Stellaris Update 5.02 Patch Notes | Stellaris Nemesis Patch Notes | Stellaris June 28 Patch Notes:

Hello Stellaris: Console Edition Community!

This afternoon we have released our second Nemesis update for Stellaris: Console Edition! This new version fixes several Community-reported bugs and integrates the Nakama multiplayer backend. Nakama for Stellaris: Console Edition will allow PlayStation 4 and PlayStation 5 players to join each other’s multiplayer games. As usual, please report crashes and multiplayer desyncs here.

  • Added Nakama multi-player support.=
  •  Fixed some multi-player out of sync issues.
  •  Fixed some rare random crashes.
  • Fixed soft-lock caused by first contact events with pirates or marauder raiding fleets.
  • Fixed out-of-sync where civilian fleets attempting to flee had no valid destination target and flooded the MP event system every tick.
  • Fixed crash when Uplift pre-sapient event completed, when bringing forward 2.8 saves that were mid-research.
  • Fixed rare crash when linking Paradox and platform accounts.
  • MP observer mode overhaul.
  • Improved MP specific UI and behavior.
  • Added relative fleet strength indicators, compared to player’s average fleet.

Please note that save file compatibility is not guaranteed. If you experience crashes or other issues, please start a new save and see if these issues persist. If the issues do persist, please report them here.

This will be our last update for the Nemesis patch, while we prepare for Aquatics on Console Edition. More news on Aquatics Soon. ;) Be sure to join us this Friday for our next Console Edition Development Diary, where we’ll be talking about some of the changes coming in the next update.

That is all for the patch notes. Stellaris is out now for the PC, PS4, Xbox Series X/S and Xbox One platforms.

Source: Paradox forums

Damien Seeto

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Farming Simulator 22 Update 1.10 Released for Patch 1.6.0 This June 27

Giants Software has pushed out Farming Simulator 22 update 1.10 (PS5 version 1.100), which is for patch version 1.6.0! This includes bugfixes and changes, as well as new additions such as the Kubota DLC that’s set to be available for tomorrow. For the complete and official Farming Simulator 22 June 27 patch notes, head on below.

Farming Simulator 22 Update 1.10 | Farming Simulator 22 Update 1.100 Patch Notes | Farming Simulator 22 June 27 Patch Notes:

Farming Simulator 22 Update 1.6.0

Patch 1.6.0.0

Bugfixes & Changes

  • Added dual wheel config support to Trelleborg TH400 tires
  • Fixed animal husbandries manure output being limited to straw consumption
  • Fixed color configurations with large number of options in multiplayer
  • Fixed game crash after changing certain advanced FSR settings
  • Fixed issues with mod bales when 3d model is used from basegame and only textures from the mod
  • Fixed localization for collectibles in mods
  • Fixed mod input bindings being overwritten
  • Fixed prices page “Selling” price display
  • Fixed Rostselmash 2375 and Versatile WD4 displayed max speed in shop
  • Fixed Salek ANS-1900 AI support
  • Fixed usage of “fold all” input action when tools are attached that cannot be folded
  • Fixed Xerion 5000 map hotspot type
  • Improved drawbar behavior on Köckerling Allrounder 600
  • Improved Lemken Solitair 12 working behavior
  • Improved performance when toggling minimap size
  • Replaced Lemken Koralin 9-840 default wheel config
  • Slightly increased max. distance of high pressure washer
  • Various smaller visual and functional fixes on vehicles
  • When changing one of the FSR 1.0 options, the AA setting is automatically set to TAA – however, in game it is revealed that in fact TAA is not active.

New additions

  • Added multiplayer permission “Cut trees”
  • Added passenger support for various vehicles (requires Kubota DLC)
  • Added setting for adjusting framerate limit

You can check out the previous patches and coverage of the farming simulation game right here.

Source: Farming-Simulator

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Alex Co

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Rocket League Update 2.17 Bounces Out for Bug Fixes This June 27

Psyonix has rolled out Rocket League update 2.17, which is for a short list of bug fixes. This patch is out now on all platforms, and is a small download. Check out the complete Rocket League June 27 patch notes below.

Rocket League Update 2.17 Patch Notes | Rocket League June 27 Patch Notes:

Version: Rocket League v2.17

Platforms: Epic Games Store, PlayStation 4, PlayStation 5, Steam, Switch, Xbox One, Xbox Series X|S

Scheduled Release: 6/27/2022, 4 p.m. PDT / 11 p.m. UTC

BUG FIXES

  • Fixed an intermittent freeze bug tied to having a very large number of incoming friend requests on a connected Epic Games account
    • Thank you to SunlessKhan for helping us identify and resolve this bug
    • While this bug is fixed and will no longer affect game performance, you can follow these steps to clear out any pending Epic Games friend requests you may have
  • [Xbox] Fixed Voice Chat so it will no longer randomly mute cross-platform party members
  • The lightning animation now appears correctly when a player enters a match or switches teams mid-match
  • Fixed a loading error with the NASCAR Stewart-Haas Racing #4 Decal

That’s about it. The patch for Season 7 was released back on June 14, and the following listed for patch notes.

Source: Rocket League

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New Elden Ring Live-Action Trailer Features UFC Champ Israel Adesanya

As if Elden Ring needed more hype and marketing behind it, Bandai Namco has pushed out a new Elden Ring live-action trailer, and this one features UFC champ Israel Adesanya!

This is the second live-action trailer for Elden Ring, with the first one featuring Ming-Na Wen (Joy Luck Club, Street Fighter), which was released back in March.

Could this be the start of the marketing for a potential Elden Ring DLC/expansion? Mind, FromSoftware parent company Kadokawa has publicly stated that they are looking into measures to ensure players continue playing Elden Ring.

In case you haven’t played Elden Ring yet, go remedy that by getting it now! Go read our review and see why we gave it a perfect 10/10 score and said, “It’s remarkable how well From has managed to expand to a truly open world while keeping their core gameplay intact as well as building on top of it in one massive and impressively polished package. Elden Ring is clearly the culmination of FromSoftware’s past 13 years of experience and development philosophy of the souls franchise. Miyazaki and FromSoftware have crafted something so massive, special, wondrous and triumphant that it’s unfathomable how they can top it. Easily FromSoftware’s best game to date and a genuine masterpiece.”

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Marvel’s Avengers Jane Foster Abilities Featured & Listed in Latest War Table

Crystal Dynamics is set to unleash title update 2.5 for Marvel’s Avengers tomorrow, which will bring in The Mighty Thor Jane Foster into the fray. Before that, the studio has given fans a look at the Marvel’s Avengers Jane Foster abilities in the latest War Table that aired today!

Marvel’s Avengers Jane Foster Abilties and Overview | Marvel’s Avengers The Mighty Thor Abilities and Overview:

Check out the War Table episode below, or read on for the details!

Intrinsic Ability:

All-Mother’s Blessing – All-Mother’s Blessing builds its overcharge meter with melee attacks.

Overcharge: 

God Tempest – Once full, she unleashes her God Tempest, which increases ranged hammer damage and creates shockwaves with each hit.

All Mother’s Blessing and God Tempest can be modified with Mastery skills to boost damage, increase the strength of shockwaves, and improve Intrinsic generation and duration.

Ultimate Heroic:

The All-Weapon – her brand-new Ultimate Heroic. Drawn from the pages of her Thor and Valkyrie runs, Jane sends Mjolnir to seek and destroy nearby enemy targets. Meanwhile, she calls forth the All-Weapon Undrjarn to protect her, reducing all damage taken while smiting her foes.

The All-Weapon has a full set of specializations and allows you to customize Mjolnir’s strikes, making them faster and channeling a powerful shock status against nearby enemies. Jane can even use Mjolnir as a personal orbiting defense shield.

thor

Players can also expect more finesse with Jane Foster compared to Odison, and this includes Quick Fire, a new ranged attack combo that allows the Mighty Thor to make a second more powerful ranged attack by timing her next throw as she catches Mjolnir on its return.

Jane’s abilities, such as her Ranged Power Attack, also draw their inspiration from the epic combat in the comics. A notable example of this is the Seek and Pin upgrade to her Ranged Attack, which empowers Mjolnir to seek out and pin enemies without needing to aim.

Her expert control even extends to melee strikes with Earth’s Finest, which adds a hammer toss to her light attack combo for extra reach. Jane also puts her own spin on classic Odinson moves like Headstrong. She relies on her Thunderkick – a brutal front kick – to send enemies flying.

GEARING UP

Due to their similar origins, Jane will share many Gear Perks with Thor; when looking at gear stats, these perks will feature Thor’s icon (Mjolnir). Gear Perks that are unique to Jane with have her icon and feature hero-specific specialization. For example:

  • Classic Set Gear Perks will focus on perk synergy and highlight range-focused abilities while improving the capability of each heroic attack.
  • Critical Recall: When returning to your hand, any target hit with your hammer will be a critical hit.
  • Lethal Ranged Hammer Restoration: Defeating an enemy with a ranged hammer attack drops a Regen pack.
  • Technical Set Gear Perks will focus more on her overcharged mechanic and how it differs from Thor.
  • Unarmed Overdrive: Unarmed attacks generate 15% more Overcharge energy per attack.
  • Lethal Rampant Extension: Defeating enemies while God Tempest is active will extend the duration of the ability by 2.5 seconds.
  • Apex Set Gear Perks will tie into Jane’s Heroic Ultimate ability.
  • Ultimate Cryo Hazzard: Activating an Ultimate Heroic on the ground creates a Cryo Hazard.

Crystal Dynamics has also mentioned that they have added hero-specific perks to teh Discrodant gear set as well. While Jane Foster has a few new perks that’s exclusive for her, Thor Odinson will be able to obtain it in the future as well, though no specific timetable has been given.

Once the title update is out tomorrow, we’ll be sure to let our readers know. Check out Jane Foster’s Outfits that she’ll be able to wear in the game right here.

Source: Avengers Square Enix

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Forza Horizon 5 Update for June 27 Fixes Crashing Issues

Playground Games has rolled out the Forza Horizon 5 update for June 27, and this is to fix a specific crashing issue for the racing game, and is out on both console and PC! Read on for the official Forza Horizon 5 update patch notes and version numbers.

Forza Horizon 5 Update for June 27 Patch Notes:

We’re constantly working to improve the experience in Forza Horizon 5. Below you will find a summary of items fixed or improved upon in this update.

Version Number:

  • Xbox One: 2.478.020.0
  • Xbox Series: 3.478.020.0
  • PC: 3.478.020.0
  • Steam: 1.478.020.0

General

  • Fixed an issue where being part of a large Club and discovering new roads would crash the game

Aside from this minor patch, another one was released back on June 21 which included a host of gameplay improvements.

General 

  • Added new localization languages
  • Added Subtitles for Danish, Greek, Dutch, Norwegian, Swedish, Finnish, European Portuguese
  • Added Voice Over for European Spanish, Italian, Korean
  • Added new Forza EV Rivals event
  • Added Horizon Story Co-op
  • Added TAA option when playing on PC
  • Various stability and performance improvements
  • Fixed issue where hood and bumper cam was too dark during dusk and night time of days
  • In Series 9, the Accolade “It Just Works” now unlocks as intended once players have completed the Car Mastery skill tree on the 1963 Volkswagen Beetle. Players who already fulfilled this requirement prior to this update will need to select and drive the car to successfully unlock the Accolade.
  • All players will now see their Creative Hub rank increase as intended.
  • Added a Vinyl Material slider to the Livery Editor which adjusts the material type (from matte to gloss) of all decals applied to the vehicle.

Exploits 

  • Fixed exploit when using Photo Mode
  • Fixed exploit with gifted cars

Festival Playlist 

  • Fixed issue where players could lose Daily Challenge progress

Online 

  • Fixed rare issue where players matchmaking for Co-op Seasonal Championship can result in a player entering the wrong event
  • Fixed issue which could end up in wrong car class in an online race
  • Fixed issue which could cause Horizon Arcade events to not spawn
  • Fixed issue where players in a convoy could end up not seeing all other members of the convoy

Cars 

  • Added a duplicate car filter to Car Select screen filters
  • Added Freeroam convertible functionality to Ferrari California T and McLaren 650 S Spider
  • Updated Volvo’s logo
  • Fixed idle RPM on the 93 Nissan 240SX SE
  • Removed Forza Aero Splitter from the Maserati MC12
  • Fixed 97 Lamborghini Diablo engine audio when at high RPM
  • Fixed issue with Audi RS4 Avant and 2011 RS5 interior cockpit dash
  • Fixed misaligned backfires on the Mercedes C63 AMG when using the Liberty Walk body kit

EventLab 

  • Added Car Horns from Series 6 and 7 to EventLab
  • Added Orbit Cam option
  • Added stepped rotation
  • Added new camera speed options
  • Fixed an issue where players entering EventLab events with a full convoy could get disconnected
  • Fixed an issue where the stadium floor wouldn’t load when starting an event nearby
  • Fixed an issue where props could remain in Freeroam
  • Fixed Rule Importing only showing events with Custom Routes
  • Fixed an issue with one of the flood lights which would appear invisible when placed

Source: Forza Motorsport Support

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Steam Summer Sale 2022 Featured Deals Day 5 List

Valve’s Steam Summer sale for 2022 is still on-going now, and for today, we have the Steam Summer sale 2022 Featured Deals for day 5 listed! 

Note that the discounts will remain the same throughout the sale, so you don’t need to wait for a featured deal before you buy a certain game.

Steam Summer Sale 2022 Featured Deals Day 5:

Featured Deals

Title Disc. $USD $CAD $AUD €EUR £GBP BRL$ Platform Cards PCGW
Garry’s Mod 60% 3.99 4.39 5.80 3.99 2.79 10.39 W/M/L ✓ ✓
Shadow Warrior 3 50% 24.99 27.49 32.47 22.49 17.49 69.50 W ✓ ✓
Totally Accurate Battle Simulator 66% 6.79 7.74 9.84 5.70 5.26 12.91 W/M – ✓
Detroit: Become Human 50% 19.99 21.99 29.99 19.95 14.99 67.49 W – ✓
House Flipper 50% 12.49 14.49 17.97 10.49 9.74 23.74 W/M ✓ ✓
Warhammer 40,000: Chaos Gate – Daemonhunters 10% 40.49 46.34 58.45 40.49 31.49 76.49 W ✓ ✓
Euro Truck Simulator 2 75% 4.99 6.24 7.23 4.99 4.12 12.49 W/M/L ✓ ✓
GROUND BRANCH 40% 17.99 20.39 25.77 14.99 14.27 22.79 W – ✓
X4: Foundations 60% 19.99 23.99 27.98 19.99 15.99 51.99 W/L ✓ ✓
Little Nightmares II 50% 14.99 19.99 22.47 14.99 12.49 79.74 W ✓ ✓
The Witcher® 3: Wild Hunt 80% 7.99 11.19 11.99 5.99 4.99 15.99 W ✓ ✓
Atelier Sophie 2: The Alchemist of the Mysterious Dream 25% 44.99 51.74 63.71 44.99 37.49 82.49 W – ✓
We Were Here Forever 0% 17.99 20.49 25.95 17.99 14.99 34.99 W – ✓
Gunfire Reborn 25% 14.99 17.09 21.71 12.59 11.61 35.99 W – ✓
EZ2ON REBOOT : R 20% 35.99 41.19 51.96 30.39 25.59 67.99 W – –
Kerbal Space Program 75% 9.99 10.99 11.49 9.99 7.49 18.24 W/M/L ✓ ✓
Pathfinder: Kingmaker – Enhanced Plus Edition 55% 8.99 10.25 13.02 8.99 7.19 17.09 W/M/L ✓ ✓
Middle-earth™: Shadow of War™ 85% 7.49 8.99 8.24 5.99 5.24 17.99 W ✓ ✓
Witch It 75% 4.99 6.74 7.23 4.99 3.99 9.49 W ✓ ✓
Internet Cafe Simulator 2 33% 13.39 15.26 19.39 11.24 10.37 25.45 W – –
Mortal Online 2 40% 23.99 27.29 34.17 20.39 18.59 45.29 W – ✓
FATAL FRAME / PROJECT ZERO: Maiden of Black Water 20% 31.99 36.39 45.56 31.99 26.39 60.39 W – ✓
BABYLON’S FALL 50% 29.99 39.99 49.97 34.99 29.99 149.95 W ✓ ✓
Necesse 33% 6.69 7.69 9.71 6.02 5.35 13.39 W/M/L – ✓
OMORI 40% 11.99 13.67 17.37 10.07 9.29 22.79 W/M – ✓
Surviving the Aftermath 30% 20.99 23.79 27.99 20.99 18.89 40.59 W – ✓
Propnight 50% 9.99 11.39 14.47 8.39 7.74 18.99 W – ✓
Battle Brothers 50% 14.99 16.49 21.47 13.99 11.49 27.99 W

For the Featured Deals for the previous days, click here!

Thanks, Reddit!

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Alex Co

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Dead by Daylight Update 2.53 Deployed for Patch 6.0.2 This June 27

Behaviour Interactive has deployed Dead by Daylight update 2.53, which is for bugfix patch 6.0.2! This patch includes gameplay tweaks to The Dredge, as well as a host of bugfixes. Read on for the official Dead by Daylight June 27 patch notes.

Dead by Daylight Update 2.53 Patch Notes | Dead by Daylight Update 6.0.2 Patch Notes | Dead by Daylight June 27 Patch Notes:

Features

  • The Dredge
    • Decreased the maximum range that The Dredge is visible during Nightfall to 20 meters (was 24 meters)
    • Increased the maximum range at which Survivors can see each other during Nightfall to 54 meters (was 24 meters)

Bug Fixes

  • Fixed an issue that caused the game to crash when starting a tutorial bot match without having the game fully downloaded. (Consoles only)
  • Fixed an issue that caused the DBD image on the intro screen to be off center and missing the Dead by Daylight logo on PS4. (PS4 only)
  • Fixed an issue that caused the Pig’s Ambush Dash attack prompt to erroneously display the Calm Spirit perk description.
  • Fixed an issue that could cause a performance drop when the Dredge teleported between lockers.
  • Fixed an issue that prevented Survivors from being picked up by the Killer when downed while cleansing at a Pool of Devotion.
  • Fixed an issue that could cause the Dredge’s camera to be locked when getting stunned at the same time as teleporting to a locker.
  • Fixed an issue that could cause the Dredge’s camera to be locked after exiting from a locker.
  • Fixed an issue that caused the Dredge’s smoke VFX to appear outside the locker when entered.
  • Fixed an issue that caused the Dredge’s weapon to appear distorted during locker interrupts.
  • Fixed an issue that caused some Killer add-ons to be missing parts of their descriptions in certain languages.
  • Fixed an issue that could cause extreme environment/lighting flickering when playing against the Dredge during the Nightfall in the Autohaven Wreckers maps.
  • Fixed an issue that caused parts of the Dredge’s model to clip into the camera when walking and looking up with the Very Rare Twisted Plaything outfit.
  • Fixed an issue that caused the Anniversary confetti and SFX not to play upon generator completion on the small yellow generators in the Game and Raccoon City Police Department maps.
  • Fixed an issue that caused the Trapper and the Wraith’s weapons to snap into the wrong position when moving.
  • Fixed an issue that caused male Survivors animations to snap when breaking free from the Killers grasp by any means.
  • Fixed an issue that caused flickering light against the Dredge’s nightfall. 
  • Fixed an issue that caused two hooks to spawn close together in the Coldwind Farm maps.
  • Fixed an issue that caused a glyph to spawn too high in The Pale Rose. 
  • Fixed an issue that caused a glyph to be inaccessible in The Game map
That seems to be it. If there are more changes to the game, you can keep track of it in our Dead by Daylight game hub.

Source: Dead by Daylight forums

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Alex Co

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WWE 2K22 Update 1.15 Slams Out for Clowning Around Pack & More This June 27 (Update)

Visual Concepts has released WWE 2K22 update 1.15 (PS5 version 1.015), which brings in the Clowning Around Pack data that’s set to be rolled out tomorrow, June 28! This patch also brings in gameplay improvement as well. Read up on what’s new in the WWE 2K22 June 27 patch notes.

WWE 2K22 Update 1.15 Patch Notes | WWE 2K22 Update 1.015 Patch Notes | WWE 2K22 June 27 Patch Notes:

Size: 8.2GB (PS4), 3.4GB (Xbox Series)

Update: Visual Concepts has released the official patch notes!

Visual Concepts has not yet released the official patch notes for today, which isn’t surprising. We do expect that to change within the day, though. In the meantime, here’s what’s included in the Clowning Around Pack, as well as some of the changes spotted by the community!

Clowning Around Pack – Offical Release Date June 28

  • Doink the Clown
  • The British Bulldog
  • Mr. T
  • Doudrop
  • Rick Boogs
  • Ronda Rousey

Each playable character also comes with its own EVO MyFACTION card.

Per the community (via omccoyjr3), here are some of the changes spotted, as well as bugs still not fixed with the patch:

all attires selectable but no random option

tag team finishers in universe mode still not fixed

still can’t use run in payback in universe mode without setting pre match

Rivalry compatible option has not been added back

Still Can’t do comebacks in tag team matches

Same as always, we’ll be updating this post once the official patch notes have been released by Visual Concepts. For the latest patch released before this that added FaZe clan gear and more, head on over here.

Update: Visual Concepts has released the official patch notes! We’ve updated the post accordingly.

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Alex Co

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

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Sniper Elite 5 Update 1.06 Shoots Out for Long List of Fixes This June 27

Rebellion has rolled out Sniper Elite 5 update 1.06, which is the game’s biggest patch so far! This includes bug fixes and improvements to specific missions, accessibility and loads more! The complete and official Sniper Elite 5 June 27 patch notes are available below.

Sniper Elite 5 Update 1.06 Patch Notes | Sniper Elite 5 June 27 Patch Notes:

General:

• Removed some input delay and softened the edges of the deadzone for ‘aiming’ input. This should result in better fine aiming control.
• Various fixes to prevent the player falling or hanging through the floor, or getting stuck in the ‘falling’ animation
• Fixed general collision issues allowing players to walk through some walls in varying locations
• Various fixes to players getting stuck on ladders
• Fixed an issue preventing camera control when a player enters Photo Mode with ironsights
• The free cam has now been restricted slightly in Photo Mode, to avoid exploits during Axis Invasions
• Fixed an issue incorrectly allowing weapon scroll when using a mounted machine gun
• Med Kits will now work as expected on application
• The Precision Machines Receiver attachment will now correctly reduce speed rather than increase it
• The Austen Control Grip will now improve recoil recovery as expected
• Jeff Sullivan’s equipment will now appear as expected when selecting him as a playable character
• ‘Show Off’ and ‘Saboteur’ Medals should now unlock correctly
• Machine Gunners will no longer t-pose when shot
• Player can no longer equip weapons or binoculars when using a mounted machine gun
• Dead enemies hidden in crates no longer continue to move
• Player is no longer able to hide underwater in the Landing Zone Multiplayer map
• Grenades will no longer get stuck to the player’s hand when attempting to throw them
• Grenade arcs will no longer disappear unexpectedly
• Fixed an issue impacting the ability to use the Grenade hotkey
• Fixed an issue causing Herr Grunberg’s name to display incorrectly when looking at them through the binoculars
• The overpressure magazine now correctly lists ‘Increase Bullet Drop’ as a con
• Enemy AI will no longer disappear from the map when a cut scene gets triggered
• Booby-trapped bodies will now explode as expected
• Fixed an issue causing Flare Guns to slow down movement
• Players will no longer be able to obtain the Authentic Trophy by exploiting the ability to change difficulties in the pause menu
• Fixed an issue causing an inability to drop dead bodies on pick-up
• Fixed an issue causing AI to get caught in a consistent investigation loop
• Fruit boxes will no longer levitate or appear to multiply unexpectedly
• Fixed an issue in Survival Mode causing the crew in armoured vehicles to remain alive after the vehicle’s destruction, halting progression onto the next wave.
• Fixed an issue stopping the Satchel Charge from unlocking on completion of the campaign
• Fixed an issue causing a game crash when already exiting
• Fixed an issue some players were experiencing where Axis soldiers would get suck crouched in mid-air
• Fixed an issue causing birds to get stuck in place
• Fixed an issue causing wind to be disabled incorrectly in Campaign/Survival
• The trigger volume for Mines has now been increased to ensure they activate in range, regardless of human or vehicle targets
• Fixed an animation glitch causing an AI soldier to get off his bike after being shot, despite being dead
• Fixed an issue causing headlights to turn on and off based on the player’s proximity
• Microphone volume will no longer automatically return to 100% each time a player returns to game
• Additional minor bug fixes and improvements

Mission 1:

• The enemy at the boathouse will now spawn correctly so players can retrieve the key and proceed to the next section of the map
• Marcel’s key will now correctly unlock the floorboard after retrieving it from the building’s Attic
• Fixed an issue causing the chandelier to activate twice if shot and then activated via the lever
• Fixed a bug stopping some players from unlocking the Karabiner 98 after killing Freidrich with a chandelier
• Fixed a bug causing the ending cut scene to play too early for some players
• The Beach Defences collectible item will now appear correctly
• The kill list target Steffen Beckendorf’s vehicle will no longer disappear

Mission 4:

• Fixed an issue halting progression after sabotaging the Smelting Vat by pulling the lever
• Fixed an issue stopping some players from being able to sabotage the crane by pressing the switch
• Players will now be able to exfiltrate Mission 4 as expected
• Fixed an issue stopping players from being able to enter the building via the vent
• Fixed an issue causing irregular movement when walking down the stairs in Mission 4
• Fixed a bug stopping players from being able to enter via the roof hatch to obtain the collectible item
• Fixed an issue causing the mission to end too early when entering the building near the kill list target

Mission 5:

• The objective to bury Lanzo Baumann in concrete will now complete as expected on completion
• Specific to Xbox players, in Mission 5 players are now able to interact and destroy the radio with the crowbar as expected

Mission 6:

• Fixed an issue causing some irregular movement of the kill list target Jaan Trautmann
• The 222 tank will now spawn as expected

Mission 7:

• Fixed an issue stopping the Kill List reward, the RSC1918, from unlocking after the V2 rocket has been dropped onto Dr Jungers.
• Fixed an issue causing irregular movement on ladders in Mission 7 which sometimes resulted in players getting stuck
• Fixed an issue causing a box to float

Mission 8:

• Fixed an issue causing enemies to be appear invisible in the hangar

Mission 10 (Target Führer DLC):

• Fixed an issue impacting the ability to pick up a crowbar
• Hitler will now acknowledge the player as expected during a gun fight
• Specific to Xbox players, in Mission 10 the tower will fall as expected once the cables are sabotaged with the bolt cutters

Accessibility

• FoV Slider: Adjust the FoV between 60-120. Limited to PC only.
• Toggle Stealth Highlight: Remove the outline around the player when in stealth foliage. Found in the Difficulty Customisation setting “Greatly Reduced HUD”.
• Pan Map with Keyboard: Map can now be panned on Keyboard using the arrow keys.
• Auto Run: When enabled, press the traversal button to toggle auto run. Karl will run forwards and you can adjust direction and state (walk, crouch, prone, sprint).
• Auto Traversal: When enabled, Karl will automatically traverse small obstacles when walking or sprinting.
• Auto Climb: When enabled, Karl will automatically climb in the direction you push.
• Toggle Aim: When enabled, aim can be toggled on and off using a press of the aim key.*
• Toggle Radial Menu: When enabled, the radial menu can be toggled on and off using a press of the inventory button.

Source: Steam

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Alex Co

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

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Outriders Worldslayer Upcoming Changes to Base Game and Weapon Balancing Changes Revealed

In case you didn’t know, Outriders is getting its first expansion this week with the Worldslayer premium DLC. While not everyone might be getting the expanison, it will still require a download for all players that will house changes to the base game and even weapon balancing. People Can Fly has revealed the Outriders Worldslayer upcoming changes to the base game, as well as what players can expect in terms of weapon balancing tweaks as well.

Outriders Worldslayer Upcoming Changes to Base Game and Weapon Balancing:

Changes to the Base Game:

The release of Worldslayer will require a game update for all players, regardless of whether you have purchased Worldslayer or not. Key changes that this update will introduce to the base game are:

  • Implementation of Apocalypse Tiers up to Tier 15.
    • These replace Challenge Tiers, but can be applied to the story campaign (instead of applying World Tiers to the story campaign). This will allow you to play through the story campaign on difficulty tiers that can match your current progression.
    • You will likely notice some changes in the difficulty of expeditions as well, as Apocalypse Tiers are slightly different to their equivalent Challenge Tiers during these levels.
  • Balancing changes for gear and mods.
    • These are explained more in depth in the “Worldslayer Balancing” thread, but you will be playing with the same balancing data tables as Worldslayer players. Upgrading to Worldslayer will not change your balancing, but it will grant you access to all new Worldslayer gear and mods, including Apocalypse Gear.
  • Various bug fixes.
  • Performance and networking optimizations.

Worldslayer Balancing Introduction:

Worldslayer will be introducing a host of new features and systems, while also changing and expanding upon some of the things you will already be familiar with. These are changes that have been in the works since the New Horizon update last November, with hundreds of entities within the game being affected in some way. Bearing that in mind, listing out minute changes line by line would be both overwhelming AND it would still leave you without the context of Worldslayer balancing that can only be understood by playing Worldslayer. However, as we are always keen to share with you what we’ve been up to, we will use this post to share the overall directions and balancing philosophies that have underpinned the upcoming changes. Understanding these should give you an early insight into the changes you can expect when launching Worldslayer next week. Most of these changes were tested during the Worldslayer Beta’s earlier this year (Thank you again to all Beta testers!) and they seemed to land well with players, so we’re excited to roll them out to everyone else next week.

What follows will hopefully give you a bit of insight into what is coming and will also point out how much we have tried to focus on improving the player experience and buffing aspects of underperforming content. This should give you the trust that should we ever need to address something, we will do our best to do so in a positive way and that a nerf would only be implemented if we are unable to resolve the associated problems in any other way in a reasonable timeframe.

General State of Combat and Difficulty

To kick things off, let’s take a quick look on how the original game’s combat shaped out to be in the endgame. At launch, Outriders’ combat was extremely volatile, pun not intended. Some of you will likely remember some of the spikes in difficulty when trying to progress through expeditions. For some players, these spikes were like hitting a brick wall – something they felt they simply could not overcome. Our pre-launch vision for Outriders was that progress through Challenge Tiers would take time and that it would take a great deal of experience, knowledge, and build-optimization to push through those spikes. While some players appreciated the challenge, we do understand that many others were frustrated, thus spawning the “Carry-Culture” where some players wanted to be carried especially through Challenge Tiers 9 and 10.

With Worldslayer, it is our aim to bring a more streamlined and stable environment for all players. With the introduction of Apocalypse Tiers (which replace Challenge Tiers, even in the base game) we were able to look into the enemy damage curves and make them less steep. Additionally, we further reduced the spike threshold and adjusted the amount of damage events occurring within a second. You may remember the spike threshold/damage events within one second discussion from when especially glass cannon players suffered from what was thought to be one-shot deaths. The changes introduced in Worldslayer will decompress the difficulty curve across Tiers. In essence, playing through the Worldslayer campaign on low and mid Tiers should provide a much more pleasant experience as opposed to climbing Challenge Tiers. The difficulty will then ramp up on higher Tiers, compounding into an endgame challenge, which those players aiming for the most difficult of challenges will still appreciate.

Note that we are keeping a close eye on difficulty and progression in Worldslayer, specifically the speed at which players progress through Apocalypse Tiers and when or if they get stuck somewhere. We may adjust this progression in future, depending on player feedback and our data. We’ll keep an eye on whether players are progressing into Tiers faster than their gear can keep up (which can lead to difficulty spikes) and whether progression into higher Tiers remains fun.

Builds, Sets & Mods – Over & Underperformers

Over the past year, despite our best efforts, there was a visible gap between certain sets or builds. Reasons for this may vary between either set bonuses or keystone mods, but the net result was that there was a pool of builds that were simply not competitive enough to sit comfortably along (or even around) the “meta” builds. Examples of those meta builds include the Borealis Technomancer, Acari Pyromancer, Seismic Commander Devastator and (post New Horizon) Trespasser Trickster.

Unfortunately, balancing patches can only go so far, and we weren’t able to fully bridge the canyon caused by the differences in output between these builds and others. Despite our intentions to end the “time-trial” meta by removing timers from expeditions and thus allowing players to take as long as they wanted with the content, we still observed that many players continued to gravitate towards the meta builds mentioned above. While it was absolutely possible to complete CT15 Expeditions with other builds or sets, the natural inclination to pick these meta-defining builds over others remained. This was quite sobering to observe, as it took away from the core Outriders drive – to have fun wreaking havoc with whatever build one’s mind could come up with. And while we acknowledge that the “burden of optimal play” is more often than not the deciding factor in choosing what to play, we stand by the philosophy that players should be able to forge fun in their own way, instead of being railroaded away from specific builds just because they deal less damage. A preferred playstyle should not be sacrificed for the sake of performance. Likewise, killing enemies fast should not be the only determining factor whether a build in Outriders is viable or not across the entire spectrum of skill.

Furthermore, we found that a majority of players were using a certain mods or builds in unexpected ways, perhaps because these elements did not fit the community vision of the respective build. Rather than attempt to force through their original design, we have tried to bend those things in a way so as to better fit what the community was trying to do with them.

We also know that some base game sets and mods did not offer any real, effective combat value (or had fundamental hindrances) and were subsequently perceived as lackluster. We gave them an extreme makeover and we implemented balancing changes so that such sets and builds could offer unique playstyles, instead of just copying what the top-tier meta ones did.

What Worldslayer also allowed us to do was make complex changes beyond simple numerical tweaks. With all this in mind, we rebalanced the top performers to bring them in line with other build options while at the same time buffing the underdogs to level the playing field. Examples:

  • The Torturer set has become a dedicated hypercleave set, sharing a portion of the main target’s damage with all enemies affected by its aura.
  • The Plague Sower will now not just provide a defensive benefit but will also add offensive boosts against enemies suffering from Toxic.

Earlier on we mentioned fundamental hindrances: We had a look into why certain sets were able to perform to some degree but were ultimately never really able to spread their wings. The Marshal’s set is such an example:

  • For the Marshal’s set we removed the target limitation, which will allow players to more readily capitalize on grouping multiple enemies with Endless Mass.

Then, there are Mods…

We had an extensive look at which mods are “must haves”, which were consistently underperforming and which simply did not support their own dedicated playstyle. We reworked those too – quick example:

  • The “Asunder” mod for Earthquake now reduces Resistance instead of Armor, which means that it will directly increase the damage of Anomaly Power Devastators who would be relying on the skill.

There are of course many more such tweaks, many of which are aimed at providing improved cohesion and synergies with their associated builds.

Weapons’ Balance

The state of the weapons meta was another big topic of discussion, both within the community and internally. We saw the over-reliance on Tactical variant Assault rifles which proved to be very powerful all-rounders. Instead of simply nerfing the Tactical variant, we took a broader look at all weapon variants to see how we could increase the fun and viability of other weapons and variants. While nerfing Tac AR would likely have been the easier and faster solution, it would probably not have solved the underlying problem that the underplayed types had in the first place.

To use a metaphor of a 200m sprint: It would be like untying the laces of one contestant while the others still are still running barefooted. Sticking with the metaphor for a moment, we chose to provide footwear for everyone else.

We looked at which weapon types struggled in what way, and we aimed to provide precision buffs in places where we had the capacity to do so. Most commonly you will see tweaks to Damage and Range for many variants, as well as changes to Accuracy, Stability, RPM or Critical Multipliers in others.

These changes were tested during the most recent Worldslayer Beta and seemed to have a big positive impact on how players felt about weapons balance overall.

It is our hope that Worldslayer brings a breath of fresh air to the weapons pool and that players will finally be able to run with the gun and variant they prefer instead of the one they feel…shoehorned into.

Amplifier Builds – Long live the King

Have you done your math homework? We have, for Worldslayer.

During the course of the base game’s lifecycle we observed the unchallenged dominance of percentage (%) damage multipliers as primary build components, which enabled hyperscaling of the highest order.

The best performing builds were mainly comprised of passive % amplifiers gated behind simple conditions, leaving very little room for personal preference or unique gameplay ideas. The notorious pre-New Horizon Fortress is a good such example, as it provided a flat but huge % increase to damage with no skill or gameplay required.

A more current example would be a common weapon-based Borealis Monarch Technomancer build. This build stacks Freezing Boost, Shatter, Radical Therapy, Euthaniser, Dark Sacrifice, Purge nodes, Long Range Damage and a few other such amplifiers. This relentless stacking of high value amplifiers led players multiplying their damage nearly 5 times over, all for the single unique cost of… being able to calculate it all. Which could be easily done even outside the game itself.

In Worldslayer we have carefully considered our stance on such builds and we feel that if build pieces that require very little “active gameplay effort” remain as potent as they are, other builds or ideas will never get close enough in output to match them. Again, the Fortress rework we implemented last year is a good preview of that philosophy, as we as much as possible tried to maintain its overall strength but added gameplay requirements to triggering it (e.g. landing and stacking successful shots).

One of the biggest balancing changes in Worldslayer that you will observe will be the reduction of % damage multipliers across the board. Our intent is to move those pieces of build progression from the “absolutely essential” category and make them fit in as more supplementary to builds.

With new content being released, rather than continuing to uphold gameplay elements that are in effect nothing more than higher numbers being displayed on screen with very little thought or concentration required, we wanted to actively engage players to be able to use and rely on their own player-skill.

However, this does not mean that amplifier builds will no longer be viable. There is still a place for them in the grand scheme of things, but they should ideally no longer hold the dominant and unchallenged top spot. This is one of the many steps we took in creating a more equal environment for different builds and playstyles.

Triggers

As part of our work to improve the overall balance in Worldslayer, we took an intensive look at the many triggers on both weapon and armor mods.

As always, we closely watched how different triggers behave in solo versus co-op environments and how reliable they tended to be. The biggest problem here were “On Kill” triggers, as there was an extreme swing in their reliability when comparing Single to Multiplayer play-sessions, especially when the peer-to-peer connection relied on a less than ideal host. Connectivity aside, in both solo and multiplayer, “On Kill” effect were also found to be unreliable as they would not trigger if an enemy was killed by damage over time (DOT) status effects or other factors.

There were also cases of very hard to fulfil triggers, such as the “Aura of Force” mod’s “Critical On-Kill” trigger providing Anomaly Power. In a realistic scenario, this trigger would be highly unlikely to occur for dedicated builds that were tuned to AP damage instead of FP output.

We approached these issues in two ways: We streamlined the hard-to-fulfill or unreliable triggers in order to make those mods more effective in the long haul. We also transitioned many of the “On-Kill” or “Critical Kill” triggers to “Successful Shot” or “Critical Shot”.

Additionally, by reworking triggers on weapon mods especially, we guaranteed that many defensive and utilitarian mods will now occur when their value is the highest in combat. A good example here would be “Dome of Protection” occurring on “Successful Shots”, which will allow the player to spawn it right at combat start when enemy pressure is the highest. Previously, this mod required players to kill a target with a bullet and that would often only occur when Dome of Protection’s effect was less required than at the start of combat.

Finally, we unified hereditary mods into the same triggers so there would be no dissonance when switching or upgrading from one to other, such as from Bone Shrapnel to Ultimate Bone Shrapnel. Previously, Bone Shrapnel had a “On-Kill” trigger, where as Ultimate Bone Shrapnel had a “Critical Shot” trigger.

Finally, Peopl Can Fly has also outlined some of the QoL (Quality of Life) improvements the community has been asking for. While these won’t be available when Worldslayer, they are being looked into by the devs.

News regarding QOL Features:

We continue to be aware of player requests for quality-of-life improvements. We needed to first wrap up work on Worldslayer before we were able to commit resources to such improvements.

  • Item Locking is currently in development, but will not be ready for launch. We hope to implement it for free via a future patch.
  • Improved Quick Mark functionality, specifically around Apocalypse Gear marking, is something we’re currently investigating and are hoping to implement via a future patch.
  • Increases to the Stash size are currently being experimented with, but we don’t have any news to share regarding this right now. The main challenge here relates to finding a stash size that is a meaningful upgrade but that does also not lead to longer player load-in times or hang ups. We can’t guarantee what will be possible here, but are investigating the matter.
  • Load-outs are not within the scope of the Worldslayer launch, though we do continue to recognize players’ desire for this feature.

Once the title update is out, we’ll be sure to let our readers know about it. Chances are, we’ll get an official patch notes changelog which documents all of the specific changes made.

Source: Reddit (1, 2)

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Alex Co

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

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Train Sim World 2 Update 1.86 Out for Many Fixes This June 27

Dovetail Games has released the Train Sim World 2 update 1.86 (PS5 version 1.044) patch for all platforms today that comes with various improvements and bug fixes. Check out the the official Train Sim World 2 June 27 patch notes below.  

Train Sim World 2 Update 1.86 | Train Sim World 2 Update 1.044 Patch Notes | Train Sim World 2 June 27 Update Patch Notes:

Core Improvements 

  • [Xbox] Fixed Xbox ‘Jackhammer’ issue, so audio across all routes should function as originally intended. 
    Note: Xbox players will not need to redownload their Add-ons for this to take effect. 
  • Fixed an issue meaning players couldn’t refuel across multiple routes and scenarios.
  • Fixed an issue preventing upload of Creators Club screenshots for Xbox Series X/S players
  • Reduced instances of stutter and reduced controller response reported across the Steam build since Spirit of Steam Core update

Ruhr-Sieg Nord 

  • NPCs should now correctly disembark from the train at Letmathe.
  • Adjusted position of collectible at Finnentrop Station so it can now by collected by player.

West Somerset Railway 

  • [BR Class 52] [Xbox Series X] During Gala Gathering scenario should now be completable after a change to the turntable functionality.

Great Western Express

  • We’ve sprayed on an extra layer of adhesive to the driver’s seat, so the player should no longer be able to stand up once they have sat down during the tutorial.

DB BR 143 

  • Fixed an issue causing the decals to light up incorrectly.

That’s it for the latest patch for Train Sim World 2. The game is out now for the PC, PlayStation and Xbox platforms. 

Source: Dovetail Games forums

Damien Seeto

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Fall Guys Update 1.09 Out for Bug Fixes and Improvements This June 27 (Update)

Mediatonic has rolled out Fall Guys update 1.09 today that should be available now for all platforms. This update further includes many bug fixes and improvements to the gameplay. Check out the Fall Guys June 27 patch notes below. 

Fall Guys Update 1.09 Patch Notes | Fall Guys June 27 Patch Notes:

Update: Mediatonic has released the official patch notes!

  • PS5 Players will now be able to get into games whilst in a Party! wooooooooo!
  • Teams will no longer spawn in the same place on Team Rounds
  • Fixed visual issue with Spawn FX on Nintendo Switch
  • Fixed visual issue with Lilypad effects on Nintendo Switch
  • Fixed buttons not working on Leading Light
  • Fixed some static intro cameras
  • Fixed issue with Airtime and Sweet Thieves intro cams not following the intended path
  • Fixed some invisible tiles loading in on Hex-a-Gone
  • Fixed bug which caused Party members to stay in queue, despite a new player joining the party
  • Fixed issue which caused a freeze when changing controller during bindings
  • Fixed visual issue when grabbing on a turntable
  • Fixed grabbed Beans not following the movement of mobile platforms
  • Fixed padlock not being removed from Season Pass once bought
  • Fixed some graphical corruptions on respawn VFX
  • Fixed issue with controller inputs not consistently being recorded after the bind button pop-up appears
  • Fixed issue causing other player’s Beans animations to become stuck during gameplay
  • Fixed bug which prevented players from hearing party members in Voice Chat

The Daily Store is currently disabled again whilst we look into a few things with it, and again it should be back ASAP!


Mediatonic has not released the offical patch notes just yet, and the only patch notes we know so far come from the game’s PS4 update history page. You can read the small details down below.

  • Bug fixes and improvements.

Here’s what Mediatonic has announced so far regarding today’s patch:

“hello hello! Another day another update. You may be briefly kicked out of the game. You may have to try a few times to rejoin. (Will post what’s in the update as soon as we caaaaan).”

We will try and update this post as soon as we can if and when official patch notes are revealed. Fall Guys is out now for the PC, PlayStation, Xbox and Nintendo Switch platforms.

Source: Fall Guys Twitter

Damien Seeto

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Dysmantle Update 1.04 Out for Various Fixes This June 27

Developer 10tons has released Dysmantle update 1.04 (PS5 version 1.004) today for all platforms. This new update adds some upgrades for some items as well as several different bug fixes and improvements. Check out the full Dysmantle June 27 patch notes posted down below.

Dysmantle Update 1.04 Patch Notes | Dysmantle Update 1.004 Patch Notes | Dysmantle June 27 Patch Notes:

The only patch notes that have been released come from the game’s PS4 update history page. You can read the full details below. 

ADDED

– “Dentured Fangs” and “Berserker Charm” can be upgraded. They were also rebalanced.
– New spit attack pattern for the “Puker”.
– Traditional Chinese localizations.
– Performance improvements.

CHANGED

– UI tweaks (mostly for touch interfaces).
– Text size tweaks.
– Language menu sorts languages by language code (always shows reference language first).
– Language menu sets cursor focus over current language.
– Buffed the “Leaper” enemy damage on all attacks a bit as the enemy was underperforming compared to specs.
– Buffed trinket effects for “Shock Absorber” and “Rabbit’s Foot”.
– Plant beds can now be destroyed with a shovel.
– The survivor now respawns at the home shelter if he dies consecutively three times in a very short period of time.
– The collection now shows zero for materials that the player does not carry or have in the storage.
– It is now possible to walk through a dead co-op player.
– Invention notification now makes a sound.
– Hunting rifle now has modifiers for all upgrade levels (conceptually a high crit dmg & chance weapon).
– Added fishing xp buff modifier to “Tackle” and fixed some faulty modifiers.
– Invent screen has less empty space around the grid.
– Faster material pick up (more materials picked up at once).
– Russian now uses the same font as other languages.

FIXED

– Quest text locations show up properly in all stages.
– Not possible to destroy “Fortress” entrance doors through the main gate any more.
– Localisation fixes.
– Fixed an issue with the “Ark” level 2 door not opening when it should.
– “Riot Shield” HP now shown correctly after quick swap.
– Materials do not disappear anymore when starting a co-op game when saving is not possible.
– “Arcade is dead” cabinet can now be searched only once.
– Fixes to faulty positioning of co-op player spawns.
– Usual open world glitch & actor fixes.
– Campfire achievements now uses the correct amount of campfires.
– Radio achievement now takes into account radios in shelters.
– Fixed discrepancies between some texts and voiceovers not matching.
– Fixed Crowbar missing most of its upgrade effects.
– Timed crate gold medal had wrong amount of crates found required (51, is now 52).
– Fixed main quest getting stuck by not acknowledging all the found fuel cells.

That’s it for today’s patch notes. Dysmantle is out now for the PC, PS5, PS4, Xbox Series X/S, Xbox One and Nintendo Switch platforms.

Damien Seeto

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Cyberpunk 2077 Review – A Second Chance at a Fresh Start (Xbox Series X)

The hype train can be a blessing or a damnation. It can make a smaller release turn into a phenomenon like what we have seen with Cuphead or this year’s Elden Ring (not a small release, but sales have blown expectations), or it can tank a game that advertises well but only plays okay, like what happened at the launch of No Man’s Sky (thankfully that game turned itself around). But it is a different thing entirely when a game’s hype reaches such intense levels that it breaks into the general consciousness and ends up getting mentioned on cable news and NPR. Cyberpunk 2077 was one such game, and for all unfortunate reasons. So much has been written and said about the fiasco and repeated delays that resulted in Cyberpunk 2077 being a buggy mess upon its original release. The game still sold well, but the clearly difficult finalization process coupled with the grandiose marketing and close to unanimous bad press the game had in the weeks that followed solidified CD Projekt RED’s place as an industry cautionary tale for the ages.

But now it’s 2022. All that initial talk and negative press has faded as fans and the industry have moved on. The new consoles have launched and after yet another delay, the next-gen version has finally arrived. Naturally the question on everyone’s minds has been if the update fixes all the problems? And for those of us that waited until this current-gen version dropped to try it out, is the game even worth the time at all even if the bugs are fixed. The answer to that, much like the morality of the choices the game asks you to make, depends on how you look at it.

Let’s Do some Catch Up and Squash Some Concerns

For those of you that may not know, Cyberpunk 2077 is the game CD Projekt RED spent most of a decade working on after putting out the incredibly well received The Witcher 3: Wild Hunt. It is based on a pen and paper role-playing game that was introduced in the ’80s and received several expansions. Following the core principles of the subgenre: it takes place in a future cityscape called Night City where corporations control every aspect of the citizens’ lives and the definition of “human” has come into question via the use of electro-mechanical body augments and the ability to upload your consciousness onto a thumbdrive to put into cold storage, not to mention high end AI that’s nearly indistinguishable from the real thing. It is on this landscape that the game’s story of V takes place. V is the nondescript name of the player character intended to allow the player to fill in all the blanks a full name normally insinuates.

The game starts off with a unique but somewhat lopsided character creator. There isn’t a lot of depth but there are unusual features like very mild but heavily publicized genital customization. It is a relatively simple creator that has you also choose a character backstory that you’ll play out as the opening mission. Being that the game is in first-person, the physical choices only partially matter in the long run as you will only see your character in game when you open the equipment screen from the menu.

At this point I’m just going to address the biggest question most are likely to have: what about the bugs. If all you care to know is if the bugs are fixed and if the game is finally in a solid playable state, then you should ask those questions separately. Yes, the game has mostly been cleaned up and in my experience is in a perfectly playable state for a large AAA game. I never had it crash nor did I have any serious issues that prevented progression. I did encounter a number of more humorous bugs like objects spinning off into the air at extremely high speed, or on two occasions, NPC vehicles crashing into nothing, flipping up into the air, and exploding. I also encountered some more frustrating but not game breaking issues, the most significant of which was having the NPC dialogue audio cut out so I could hear V talking, and then only had the subtitles to tell me what the other character was saying. A few of my other collogues experienced game crashes playing on the PS5 but we can’t say definitively if the platform is what made the difference between our experiences or random chance.

Telling a Story of the Future From the Past.

All three origin story options seem to feature the same kind of story but with different details. Your character starts off in one situation, be they a street kid, a rover out in the wilderness, or a middle level ambitious bureaucrat. But through the events of the opening you find yourself taking on the role of a Merc, a street agent for hire in a citywide underground network. The character development in Cyberpunk 2077, and the story in general has a great start. I found myself really feeling a connection to V and trying to make decisions that I felt she would make, not necessarily that I would make if I was playing as myself. The other characters are mostly interesting as well, though I found that as the story develops there was some weakness in several key character’s relationship with V herself. 

I am being purposefully vague but I think the story goes to interesting places, and I don’t want to spoil it despite the game coming up on its two-year anniversary this December. Suffice to say that I think the RPG nature of the communication encounters sometimes comes up against the scripting for late game chats and cutscenes. Several times late in the story I felt that the way these main NPCs were relating to me seemed to be discordant with how we had related to each other so far. One major instance was a character that I had been largely combatant and disagreeable with talking about how much we had been through together and how much we had become friends. Likewise the final point-of-no-return mission didn’t feel like any of my previous choices were even considered in a major way and instead all the different options in the Choose-Your-Own-Adventure style setup were laid out one after another. 

Despite this, I actually found the story to be interesting and I enjoyed all of the side quests I was able to complete. Something that routinely stuck out to me was how well the world as a whole, but especially the dialogue and characters, embodied the specific tone of the retro future sci-fi of the ’80s. The lingo all sounded exactly like words and phrases that someone in the ’80s could have written anticipating how American street English would develop. The story and world also has another unique quirk that I think shows off the tabletop RPG source material. The whole experience would actually be able to be completely swapped in most every aspect for a fantasy as opposed to science fiction equivalent. The rogue AI haunting the internet could just as easily be ghosts trapped in the nether world trying to break free, the hacks could be magical spells, the augments could be enchantments, and the big mega corporations running the world and oppressing people could be powerful wizards holding court through a feudal system network of dukes and princes instead of corpos. This isn’t a bad thing in any way, and I think it adds a charm by being very reminiscent of the era in which this genre came into popularity. (The tabletop game was written and published in the wake of Dungeons and Dragons sweeping the nation after all.)

Sky-berCall of Duty-77…Rim

The gameplay itself is not quite as unique or distinct, but it is arguably the best part of the experience. There are really two major areas of gameplay that are the same two that you expect to see in this kind of open world action RPG, Conversation and Combat. I found that both were competent but the dialogue aspect was closely linked to, and shares a lot of, the same highs and lows of the story. The sentence options were color coded to indicate which options will give more info, and which ones will move the interaction onward. Occasionally, you’ll see options that involve a skill check on one or more attributes (more on the character progression system in a minute) but the one conversation mechanic that stood out was how your backstory can change the course of dialogue trees. Every so often there was an option that was labeled as a “Corpo” option. The NPC would respond to it differently and I found a couple of places where outcomes actually changed slightly. It’s probably the most compelling feature when considering replayability.

As for combat: there isn’t much here you haven’t seen before. It is very adept FPS gameplay with most of the weapon classes and basic attachments you come to expect. There’s also a wide range of melee weapons, but I found that most of them ended up being useless except for the Katanas, all of which were a blast and easily my favorite weapons. There are augments which adjust stats or give special abilities, and hacks which as I mentioned function essentially as spells or magic to mess with enemies in various ways. I didn’t go very deep down the Netrunner (Hacker/Wizard) path but I also didn’t find many hacks that dealt damage rather than just creating opportunities. 

Much like similar games (Deus Ex, Dishonored) you are able to approach most instances from multiple ways and you’re able to adjust strategies on the fly. But I found that the stealth option just took longer but didn’t feel anymore satisfying. The game is directed towards an aggressive and action oriented playstyle even if it offers the stealth option. It’s a fair mix that matches the demographics of how most gamers prefer the explosive, up-front approach. But as a long time stealth games fan I do often wish that stealth in these types of multi-approach games was given a little more thought and had more ways to play scenarios than just choking characters out and silencing pistol headshots.

All Systems Go! Or Not, Whatever.

The last major aspect of Cyberpunk 2077 that deserves some observation is probably the easiest one to talk about. The character progression and seemingly dozens of stats to adjust for are somehow both so complex that you could spend hours midmaxing to your heart’s content, and so frequently irrelevant that you could barely touch it and probably not have much of a different experience. It’s something of an odd paradigm but the weapons get powerful enough that you really could just throw points at the various complex skill trees in the general direction of the weapon type you like and you’re probably going to still be so powerful by the end of the game that it would play the same as if you do like I did and spent what felt like half my time in the menus adjusting equipment and stats. I say this because at least one other member of the team here at MP1st played exactly that more relaxed way and still had no trouble seeing most everything the game had to offer on the gameplay end. 

This could be seen as a pro or a con. It has more options of how to spend your time, which is generally a positive in video games. But it is also disappointing that these systems don’t seem to have nearly the effect you might hope they do. In a way this is something of a microcosm of the whole experience. Cyberpunk 2077 is a fun game, but it can ultimately be a little mindless. You can spend hours combing over the experience for every detail and nuance or you can smash and bash your way through and let the details be damned. It creates a mixed experience that is nonetheless fun. And while I don’t think I would say it’s a groundbreaking advancement in any area, it is a fun ride and definitely worth it for people that love this style of game and I think it’s worth looking at for everyone else. 

It’s unfortunate that the hype train got so carried away during the years long lead up to Cyberpunk 2077. CD Projekt RED definitely didn’t help with their marketing that leaned into the hyperbolic expectations. It made the backlash more powerful and more negative than this game probably deserved. This Next-Gen version isn’t hot trash or unplayable but it definitely has benefited from having another year and a half in the oven. One can only hope that the industry and its community members learn how to manage expectations and avoid this mistake in the future, but if human history has taught us anything, that’s not likely.

Score: 7.5/10

Pros:

  • A well realized environment
  • Fun gun and sword play
  • Oddly but positively Nostalgic for a specific slice of the 80’s
  • Adaptable for different playstyles

Cons:

  • Infrequent but noticeable bugs. Still.
  • Some systems are underutilized
  • Story makes jumps in character development and relationships that don’t always make sense

Cyberpunk 2077  review code was provided by the publisher. Version tested using the Xbox Series X version. You can read MP1st’s review and scoring policy right here.

Tim Lawrence

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Hideo Kojima Puts Project on Hold Due to Similarities With “The Boys” Show

It would seem that legendary video game director of Metal Gear Solid and Death Stranding, Hideo Kojima was at one point gearing up to take on some superheroes as it’s been revealed that he had a concept, which was similar to Amazon’s The Boys TV show and was set to possibly star Mads Mikkelsen.

Taking to Twitter, Hideo Kojima opened up a bit about this project, comparing it to The Boys.

“THE BOYS,” which I quit after 3 episodes of season 1. I thought I’d watch the rest of the show. Actually, I watched a few episodes that were delivered at the time when I was about to start a project that I had been warming up for a long time, and put it on hold because the concept was similar (different settings and tricks). A buddy (male/female) thing with a special detective squad facing off against legendary heroes behind the scenes. I was thinking of Mads as the lead.

Sadly, as he stated, this project was put on “hold” and stayed within his mind, never actually seeing anything drawn up in terms of any kind of production.

Today, when superheroes continue to be mass-produced in the entertainment industry, this drama was to be a radical hard-boiled action film, neither hero nor villain, with an astonishingly black joke setup and a worldview that is the opposite of what we are used to. Well, what I had planned stayed in my mind only, so I didn’t incur any cost for labor, material, research, or anything like that.

While he does use the term “film,” suggesting that this probably wasn’t going to be a game, it certainly could have been a cool idea to follow up on for a video game. Heck, even the showrunner, Eric Kripke, is down for Kojima to make a video game based on the series.

Maybe we’ll see this idea come to life sometimes down the road, but for now, we know that Kojima is currently working on an Xbox exclusive set to make use of Microsoft’s cloud technology. Hopefully it won’t be much longer before we hear more about that title. 

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James Lara

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

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