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Sonic Origins Key Art Reportedly Spotted on PSN; Korea Ratings Also Revealed

A Sonic Origins key art has reportedly been spotted on PSN, lending more credence to the impending release of the upcoming collection! This is also in addition to the game being rated for PC over in Korea. Check out the art below, as well as the ratings from the Korea board.

The key art for Sonic Origins was originally uncovered by GBATemp which shared it over on Twitter:

You can aslo check out the ratings for PC here, as first reported by Sonic Stadium.

First announced via a small teaser back in 2021, Sonic Origins is a particular collection of interest as it is the first in the Sonic series that includes Sonic 1, Sonic 2, and Sonic 3 & Knuckles in a 16:9 widescreen format. This release is very much anticipated by some of the most avid Sonic fans, as it represents a good chunk of Sonic history in a modern format.

On the 3D side of Sonic news, Sonic Frontiers is alive and well, as Sega recently released a goofy April’s Fools promotional ad for the game. Check it out here.

MP1st Staff

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Halo Infinite Season 2 Map Previews Revealed; Catalyst & Breaker Maps Detailed

With its upcoming release this May 3, 343 Industries has unveiled the Halo Infinite Season 2 map previews, giving players a glimpse of what’s to come in the game in  terms of new locations!! Check out the preview for two new maps called Catalyst and Breaker as unveiled in the latest update post for Halo Infinite.

Here’s the official video for the Halo Infinite Season 2 map previews, as shown in the official post from Halo Waypoint:

As for what’s up with these new maps, here are a brief description of both from Tyler Ensrude, Multiplayer Level Designer:

Catalyst is a symmetrical arena map nested high up inside of an expansive, tunnel-like Forerunner structure. You’ll find waterfalls pouring down around suspended catwalks, overgrown cathedral walls, and a light bridge connecting the sides of the map together.

Breaker is a pseudo symmetric BTB map set in a Banished scrapyard where each team’s base is a huge chunk of ship debris, divided by the plasma cutting beam structure in the middle. And yes, that beam is absolutely a dynamic element of the map that presents both opportunities and challenges in gameplay.

Halo Infinite Season 2 releases for Xbox consoles and PCs this May 3, so stay tuned here at MP1st for further updates on the upcoming content drop and the patch notes once it’s finally out!

Source: Halo Waypoint

MP1st Staff

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Superman Unreal Engine 5 Mod Gives Hope for a Good Supes Game

A Superman Unreal Engine 5 mod has been released on PC, showcasing a glimpse of what players can expect from a good, fleshed-out Superman game. Released for free on itch.io, the UE5 mod transforms The Matrix Awakens Unreal Engine 5 Experience into a small-scale Metropolis with Superman at the forefront. Check out footage of the mod below, as well as details on how to download it for yourself.

The Superman Unreal Engine 5 mod was created by Tyson Butler-Boschma, and he has made a page for it over on itch.io:

This project was built simply as a test for what a future Superhero game like Superman might be like in a large scale modern city running on UE5. I dream of a modern Superman game and with the release of UE5, seemed like fertile ground for some experimentation with the amazing packages Epic has made available.

This game uses Epic’s The Matrix Awaken’s Project City and replaces the character with a flying superhero variant of my own design using other marketplace assets.

You can check it out for yourself on PC, where he made the mod free to download. One more important note to mention is that due to the mod’s graphical fidelity, you may find it difficult to run even on some higher-end hardware; Tyson notes that he himself ran into issues despite rocking a 3090 card. It’s also quite interesting to see Superman without his S symbol, as the creator would probably run into copyright issues if he did.

Despite the limitations, this seems to give the community hope that it will be a foundation for a good, open-world Superman game in the future. Here’s hoping that WB Games also sees the market in it, as the publisher has been focused on mostly Batman now for their past few titles.

Source: itch.io

MP1st Staff

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Report: COD Warzone and Vanguard Snoop Dogg Skins Images Leak, New Teaser Released Too

Ahead of their official release tomorrow, the COD Warzone and Vanguard Snoop Dogg skins have been leaked, showing off the legendary rapper’s swag in-game! In the official side of things, however, Activision has also unveiled a new trailer for Snoop Dogg as he makes his way to COD Vanguard and Warzone.

First up is the Snoop Dogg skins for COD Vanguard and Warzone, which were leaked over on Twitter:

https://twitter.com/RealiityUK/status/1516092065813311493

https://twitter.com/RealiityUK/status/1516094635956969474

https://twitter.com/RealiityUK/status/1516098200570150918

Reality, the same user who leaked the skins, also compiled a couple of voicelines for Snoop in-game:

https://youtu.be/GuNuoc8BlUc

Image of the bundle in the store was also shared by DannyOnPC via Twitter:

Meanwhile, Activision on their side also released a new trailer to celebrate Snoop Dogg joining the fray of Vanguard and Warzone tomorrow. Check it out below:

https://twitter.com/CallofDuty/status/1516103498303254536

If you’re fishing for more information on Snoop Dogg’s bundle packs for the game, check out a rundown of them here.

Meanwhile, over in Call of Duty: Vanguard and Warzone, the Snoop Dogg Operator Bundle will be available on April 19 at 10 AM PT. And just so we’re clear on high-level details: the Snoop Dogg in Vanguard and Warzone is separate from the Snoop Dogg in Call of Duty: Mobile.

The Warzone and Vanguard Snoop Dogg Operator Bundle will include ten items — three exclusive to Vanguard — and a full Operator progression track. Rewards across these 20 levels of Operator progression include Weapon XP for Snoop’s preferred weapon from Vanguard, three alternate outfits, and other cosmetic items.

Stay tuned here at MP1st for the complete patch notes once this latest update is out!

Source: Twitter

MP1st Staff

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Call of Duty Vanguard Update 1.16 Patch Notes; Fires Out This April 18

Sledgehammer Games has released the Call of Duty Vanguard update 1.16 (PS5 version 1.016) patch, which includes fixes for Ranked Play, Progression, the user interface and more! Read on for the COD Vanguard April 18 patch notes.

Call of Duty Vanguard Update 1.16 Patch Notes | COD Vanguard Update 1.016 Patch Notes | COD Vanguard April 18 Patch Notes:

MULTIPLAYER:

Maps

  • Castle
    • Addressed an issue where Operators could be invisible during the MVP Voting phase.

Modes

  • Search & Destroy
    • Bomb timers will now always be shown on the HUD.
  • Arms Race
    • Improved physics when colliding with a Nebula Crate using the CD12 Transport vehicle.

Weapons

  • Combat Shield (Melee)
    • Addressed an issue that caused Operator heads to disappear when using a Combat Shield and Akimbo weapons.

Killstreaks

  • Glide Bomb (5 Kills)
    • Targetting UI elements will no longer persist if a teammate uses a Ball Turret Gunner while the player’s Glide Bomb is active.

Ranked Play

  • Addressed an issue that prevented some players from being placed on the CDL Leaderboard after completing their five Skill Evaluation matches.

User Interface & Experience

  • Progression is now accurately displayed on the Rank widget in Multiplayer menus.
  • Players can now access the Armory while the cross-platform play option is disabled.
  • Operators will now showcase the correct Weapon during the countdown of a Free-for-All match.
  • Fixed a crash when resuming the game from an idle state on Xbox consoles.

Bundles & Cosmetics

  • The Hard Shell Bundle will now grant the correct item for the Typhoon Weapon Charm.
  • Addressed an issue that prevented Halima’s face from properly animating during loot previews.

ZOMBIES:

Stability

  • Addressed a stability issue where players would be kicked from a match when reviving a player using melee and tactical items only.
  • Added stability fixes for crashes that would occur while inspecting the Decimator Shield or Ray Gun. Weapon inspects for both of these items have been enabled.

Source: Sledgehammer Games

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Alex Co

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

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Activision Blizzard Survey Gauges Player Interest in NFTs, Metaverse, & Crypto

A recent Activision Blizzard survey has been noted of surveying their players’ interest in some of the more controversial emerging trends in gaming, including NFTs, cryptocurrencies, and the Metaverse. This goes to suggest that the publisher is testing the waters on some of these topics, which will likely influence if we will see some of these trends in future Activision Blizzard titles.

Brought up over by user Okage Tadaka on Twitter, she shared a portion of the Activision Blizzard survey which gauges the player’s interest towards several topics, including highly controversial ones like NFTs.

So it seems Blizzard/Activision is trying to see if players are interested in crypto and n.f*t in games. I got a survey from them and it is on the survey. I said very disinterested to them.

While bringing up the topics of NFTs and crypto have been largely enough to put a bitter taste into many players’ mouths, the landing page for the end of the survey was also criticized, as it redirected to the Battle.net store.

https://twitter.com/Oakshadric/status/1515156970461933580

It remains to be seen jsut how far Activision Blizzard is in terms of testing the waters for these topics, and as such we may be seeing them integrated into the publisher’s titles sooner rather than later.

It’s worth noting that several huge publihers have already expressed their interest into dipping their toes into crypto and NFTs; earlier this year, Square Enix shared their NFT and Metaverse plans in an open letter, and you can check it out for yourself here.

Source: Twitter

MP1st Staff

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Battlefield 2042 Update 4.0 Patch Notes; Patch Download Out Tomorrow

As promised by DICE, the big Battlefield 2042 update 4.0 is due for release tomorrow, and we have the official patch notes! The devs weren’t lying, as there are hundreds of fixes and improvements in this title update! Read on for the Battlefield 2042 update 4.0 patch notes!

The patch is scheduled to be rolled out at 8 a.m. UTC/4 a.m. ET/1 a.m. PT/4 p.m. HKT.

Battlefield 2042 Update 4.0 Patch Notes:

Patch 4.0 Highlights:

  • VOIP for Party & Squads
  • Change to End of Round that displays the Scoreboard
  • Overhaul of weapon attachments
  • Balance adjustments to Specialists such as updated Traits for Rao and Paik, and improvements to Sundance’s Specialty, with a focus on their Anti-Armor Grenades being more effective against targets in their immediate vicinity
  • Vehicle balance changes such as making the M5C Bolte’s passengers easier to target, and a reduction in power for its Missile Launcher
  • Fixes for being unable to ADS after exiting a vehicle, or being unable to revive players near objects
  • Improved Ribbons and XP Events to make them easier to unlock across modes

Fixes, Changes, and Improvements

VoIP

VoIP (Voice over Internet Protocol) is now available in Battlefield 2042.

There are two voice chat channels to choose between: Party and Squad. Settings for VoIP can be adjusted via Options > Sound/Voice > Chat while in-game.

 

Scoreboard

In Update 3.3 we released the UI refresh for the Scoreboard. Following this update this UI refresh will now also be available during the End of Round screens.

 

Weapon Attachments

With Update 4.0 we’ve overhauled the behavior of many weapon attachments to ensure that their impact when customizing your weapons is unique, and noticeable. Previously, some attachments had effects that were too similar from others, and it was unclear what the impact on your weapons would be when switching between them.

We encourage you to experiment with the refreshed weapon attachments to see how they feel after the update, and you’ll be able to read the full set of changes further down the page.

General

  • Made several improvements to Kill Assists
    • Damage Assists trigger from a lower damage threshold, improving consistency and clarity
    • EMP Grenades now trigger Assists more reliably
    • Assists can now trigger when a teammate kills an enemy and either of them were covered in smoke you deployed.
  • Fixed EMP effects persisting on screen
  • Fixed a bug where equipping a weapon attachment from the item reveal menu would in some scenarios reset the full customization on that weapon back to defaults
  • Fixed a bug where the player’s saved customization would sometimes be reset to defaults after joining a server
  • Simplified keybinds for Chat and VoIP
  • Switch weapon for Gunner can now be properly bound in key bindings
  • Airplane and Helicopter sensitivity settings added to the Options menu

 

Matchmaking & Social

  • Fixed a matchmaking error that could occur after quitting a Hazard Zone server
  • Matchmaking information is now visible in the Player Card screen
  • Fixed a bug where a user encounters a matchmaking loop and gets sent back to the lobby.
  • Disbanding a party before joining it no longer incorrectly shows the “Remove EA Friend” prompt

 

Progression and Unlocks

  • Adjusted Ribbons to make them easier to unlock across all modes, especially in Rush
  • Further adjustments to specific Ribbons:
    • Logistics – Progress earned from repairing friendly vehicles has been increased, and progress earned from healing and resupplying has been reduced
    • Objective – Kills or Assists while fighting for objectives in Breakthrough now also give progress
    • Intel – Progress for hitting enemy vehicles with EMP’s has been doubled
    • Combat – Destroying an enemy Ranger now rewards Ribbon progress
    • Combat & Wingman – Kills and Assists on enemy Players in Hazard Zone now give increased progress
  • Mastery for the Mi-240 Super Hind, MV-38 Condor, and MAV now gets progress as intended when teammates spawn in on your vehicle
  • Cosmetics and weapon attachments are now correctly marked as New when unlocked
  • XP from support actions has been increased, while XP from objective actions has been decreased to compensate:
    • Projectile Destroyed, with Irish’ APS-36 Shootdown Sentinel, from 5 -> 10 XP
    • Enemy Disrupted with EMP, from 10 -> 20 XP
    • Equipment Destroyed, from 5 -> 10 XP
    • Healing, from 5 -> 20 XP
    • Resupply, from 5 -> 20 XP
    • Repairing, from 5 -> 20 XP
    • Ranger Destroyed, from 25 -> 75 XP
    • Objective Neutralized, from 250 -> 200 XP
    • Objective Captured, form 375 -> 200 XP
    • Sector/Objective Defended, from 15 -> 10 XP.
  • Added an XP event for killing a downed enemy in Hazard Zone
  • Repairing Ranger now correctly triggers the repairing XP event

 

Maps

  • Breakaway
    • Fixed players or AI Soldiers sometimes not spawning in the correct HQ area
  • Hourglass
    • Fixes a bug where players were still receiving damage from the Tornado while inside the Stadium
  • Kaleidoscope
    • Sprinklers are now active for 9, instead of 20 seconds
    • Sprinklers no longer deal damage
    • Sprinklers should no longer affect players outside the building
    • The freeze effect in the HUD is less intense
    • Fixed an issue where players could shoot through the tires of some trucks on Kaleidoscope
  • Orbital
    • Fire from the rocket explosion event is no longer invisible and will slowly dissipate
  • Renewal
    • Fixed a bug where soldiers and vehicles would be affected by the storm while inside buildings
  • Reduced rubberbanding when key events such as the rocket launch get triggered
  • Bollards and ramps should no longer be triggered by deployed gadgets
  • Toxic barrels now continue dealing area damage if another nearby barrel gets destroyed shortly after
  • Fixed a bug/exploit where players were able to deploy gadgets or shields that would intersect with MCOMs, not allowing them to be disarmed
  • Fixed a bug where container doors were still presenting the interaction prompt after being destroyed
  • Updated destruction behavior for fences
  • Minor prop objects at distance now pop more slowly
  • Added support for traversal on objects linked to moving platforms
  • Enabled cover occlusion for player damage from explosions
  • Fixed a bug when elevator doors weren’t synced for players joining later during a match
  • Players can now sneak and open doors close to them while ADS
  • We’ve resolved multiple smaller issues across all maps that could negatively impact gameplay:
    • Fixed some areas where players could get stuck
    • Fixed floating of items
    • Fixed some collision areas that caused players to fall through items/the map
    • Fixed areas where planes could go through terrain while out of bounds
    • Fixed being unable to interact with some objects
    • Fixed some areas where players were able to see through the map
    • Fixed behavior on some interactable objects such as doors
    • Fixed clipping of objects such as vegetation

 

Battlefield Portal

  • Made several improvements to the Portal Browser
    • Name/Description is now autofilled when creating an Experience
    • Name/Description fields of preset Experiences are now empty by default
    • Browsing Experiences remembers your previous search query
    • Resolved instances where the Browse tabs didn’t function correctly when applying custom filters
  • Made adjustments to the chase camera on a number of vehicles in Battlefield Portal
  • Fixed an issue which could cause a game crash when players were near a Kübelwagen
  • Players no longer remain in a stuck trigger animation after deploying C4 and immediately jumping into a vehicle
  • The Defibrillator can no longer be equipped while swimming
  • Stationary Machine Guns will now be destroyed alongside accompanying towers
  • Added new VO lines for destroying or capturing objectives
  • Added new VO line for tower collapse event on Caspian Border
  • The tower on Caspian Border will now have improved barrage & projectile VFX before its collapse
  • Players can now switch back to their secondary weapon on an Experience with all primary weapons disabled
  • The Cycle Primary Weapon key binding now properly cycles to the secondary weapon if the player doesn’t have a primary one
  • You should now always automatically have your last played loadout in the next round
  • Spawns on El-Alamein have been moved to prevent becoming stuck after deploying in FFA Mode
  • Battle of the Bulge – the screen now changes to sepia when going out of bounds near the tank battle vista area
  • Numerous fixes for floating rocks and cliff faces in Valparaiso, Arica Harbor, El-Alamein, and Caspian Border

Bad Company 2

  • You can now switch back to the Mortar Strike gadget while it’s recharging
  • You can now switch out from the Mortar Strike gadget using the inventory prev/next bindings (default mouse wheel) while it is recharging
  • Fixed an issue where weapon under barrel attachments would trigger on button press even if the weapon was not selected at the time
  • Rush – updated M-Com screens with arming/disarming progress bars and countdown timer

 

Audio

  • Fixed the wrong VO playing when giving attacking orders as Dozer
  • Fixed issue where Falck’s gadget VO would trigger when hitting enemies
  • The healing sound will now always play when Falck heals herself with the S21 Syrette Pistol
  • Adjusted Wingsuit audio for Sundance so they are easier to hear for enemies
  • Added surface scrape sounds to vehicle with tracks when rotating stationary
  • Improved audio across amphibious vehicles
  • The MD540 Nightbird and AH-64GX Apache Warchief now have the correct audio cues when Air-to-Ground missiles are ready to be used
  • Destroying a gadget should no longer trigger vehicle destroyed voice over
  • Improved at range audio for the Recon Drone
  • Low health sound should no longer get stuck when going into a vehicle
  • Added audio VFX for turning on/off the Flashlight attachment
  • The Prox Sensor should no longer emit warning sounds if no enemies are within reach
  • Soldiers should no longer hear the opposite ping VO being triggered from a 3P view
  • Improved audio consistency for vehicle call-ins
  • Improving cockpit audio experience when driving enclosed Land Vehicles in first person
  • Tweaked the vaulting sound when climbing ladders
  • Added audio for birds on Renewal
  • Added audio for destroying screens in the Synseco laboratory lobby in Renewal
  • Improved audio for damage caused by storms
  • Improved audio for vehicle gear shifting
  • Fixed an issue where rapidly pressing fire on a Sniper Rifle would play an audio cue as if two shots were fired
  • Improved audio for the M5C Bolte, EBAA Wildcat and MD540 Nightbird when they pass by players

 

Modes

Breakthrough

  • Fixed air vehicles being able to spawn at the opponents HQ in start of the round

Hazard Zone

  • Successful missions should no longer be shown as failed
  • You can no longer use a Redeploy Call-in when all players in a squad are alive
  • Removed placement ranking stats from End of Round screen in Hazard Zone
  • Adjusted costs of several Hazard Zone weapons and gadgets
  • The roaming AI LATV’s should no longer fail to spawn, or spawn at the wrong times
  • Soldiers should no longer be stuck in a mandown state
  • Hazard Zone end of round now shows all kills, instead of just human player kills
  • Hazard Zone end of round now properly shows in round instead of lifetime respawns
  • A collected Data Drive will no longer be permanently marked on the minimap
  • Players can no longer move their character in Hazard Zone after dying or bleeding out

Rush

  • Fixed issues with Rush declaring the winning team prematurely and/or incorrectly
  • Deploying gadgets over Rush M-COMS should no longer prevent arming it

Conquest

  • Adjusted spawn locations to prevent spawning out of bounds

 

AI Soldiers

  • AI Soldiers will no longer appear lagging while entering a vehicle
  • AI Soldiers can now repair combat vehicles in All-Out Warfare
  • Improvements to AI Soldiers operating Helicopters
  • Improvements to AI Soldiers reviving human players

 

Soldier

  • Fixed some issues where the player would be impossible to hit when entering an exposed vehicle seat
  • Fixed an issue where dead soldiers or friendly soldiers would block bullets
  • Fixed further instances of not being able to revive players when some of their body parts were clipping with assets/geometry
  • Fixed players not being able to place deployables in certain areas
  • Fixed an issue where the player would not be able to jump or vault after reviving someone
  • Fixed an issue where players would have 2 hands on a rifle while sprinting on a steep slope
  • Fixed losing input when jumping on/off the ladders
  • Fixed players appearing to fly after meleeing water
  • Fixed soldiers sometimes becoming invisible while downed
  • Fixed players sometimes going into downed state, instead of dying if killed in an out of bounds area
  • Fixed players entering a downed state after crashing with an air vehicle
  • Fixed players sometimes entering a downed state state while under water
  • Fixed players sometimes being thrown up in the air after getting revived
  • Fixed an issue where redeploying your soldier could cause dropped weapons to float
  • Fixed an issue where it wouldn’t be possible to crawl under certain obstacles while prone
  • Fixed an issue where the player’s camera could sometimes clip through the ground or objects when prone
  • Fixed an issue where the soldiers could fly when dropping down from steep areas
  • Fixed an issue where certain camera transitions would force the player’s FOV to be reset to the default FOV (55°)
  • Fixed an issue where it is possible to die when entering a vehicle right after performing a melee attack while in the air
  • FOV should no longer break after switching weapons on ladders
  • Improved traversal across moving objects
  • Updated animations for directional vaults
  • Soldiers will no longer die when swimming close to or under a water vehicle

 

Animations

  • Fixed an issue which would cause broken weapon animations while sprinting into world objects such as a wall
  • Fixed an issue where reload animations would play incorrectly
  • Fixed an issue where aborting a revive caused first person animations to break
  • Resolved several corrupted eye animations
  • Improved the preview animations of deployable objects
  • Improved left arm animations while crawling with a MCS-880
  • Improved left hand animations when using an under barrel attachment while sprinting
  • Sprinting out of water while swimming no longer puts you in a stuck sliding animation
  • Left hand animations should no longer break when entering and exiting vehicles
  • Players should no longer experience looping revive animations when downed
  • Gunners should no longer sometimes clip behind vehicles while driving
  • Made revive animations smoother
  • Switching weapons in a vehicle open seat will no longer result in a broken animation
  • Toned down weapon movement during initial ADS after deploy
  • Smoothed out the transition animations for camera and weapon movement when switching between stand/crouch
  • Jumping into water while reloading will no longer cause a broken reload animation
  • You can no longer see through your hands while using the SWS-10 or DXR-1 in prone position during reload
  • Polished idle animations for rifles

 

Specialists

Angel

  • Fixed a bug where Angel’s Supply Bag won’t land when bouncing close to a vehicle
  • Fixed instances where Angel’s Supply Bag didn’t activate correctly
  • Fixed some occurrences that could cause the mesh of Angel’s Supply Bag to copy itself onto other thrown projectiles

Irish

  • Made all vehicle types able to smash through Irish’s Deployable Cover
  • Resolved instances where Irish’s Fortification System couldn’t be placed on angled terrain
  • Fixed a bug where the APS-36 Shootdown Sentinel would not always stop targets if blocked by a soldier standing on it
  • Fixed an issue where players could see the APS-36 Shootdown Sentinel in an infinite firing loop at an unidentified target

Dozer

  • The SOB-8 Ballistic Shield and main weapon can no longer equipped at the same time when bashing or entering a vehicle
  • Dozer now becomes vulnerable for a short time when the SOB-8 Ballistic Shield is hit by heavy fire such as from tanks
  • Dying as Dozer while holding the SOB-8 Ballistic Shield will no longer cause you to be resurrected with the shield active
  • Reviving Dozer with the SOB-8 Ballistic Shield active no longer makes you float upwards
  • Repeatedly pressing the Prone and SOB-8 Ballistic Shield buttons as Dozer will no longer result in the player having the shield up while prone
  • Performing a takedown on Dozer with an active SOB-8 Ballistic Shield will now play the correct animation
  • Fixed a bug where Repair Tools caused the SOB-8 Ballistic Shield to deflect bullets
  • Fixed an issue where the SOB-8 Ballistic Shield could bash through thin walls

Rao

  • Rao’s Cyber Warfare Suite should now feel more responsive
  • Resolved bugs related to using the Cyber Warfare Suite ability without an active target
  • Once the Cyber Warfare Suite ability finishes, your target is now reset
  • Replaced Trojan Network with the Thread Perception Trait:
    • When Rao takes damage from enemy fire, he will automatically spot the enemy for himself

Paik

  • Replaced Threat Perception with the Eagle Eyed Trait:
    • Players damaged by Paik are now spotted for everyone
  • Updated Paik’s Mastery criteria to align with her new Trait

Casper

  • The OV-P Recon Drone can now be descend with Crouch toggle buttons
  • The rotors on the OV-P Recon Drone are now placed correctly
  • The spotting sound now plays correctly while using the OV-P Recon Drone
  • The OV-P Recon Drone now remembers it’s direction upon re-entry
  • Resolved wrong text displaying when OV-P Recon Drone
  • Fixed an issue that would sometimes prevent you from flying the OV-P Recon Drone upwards if you entered it while crouching

Boris

  • The SG-36 Sentry Gun should no longer clip outside elevators
  • A tank running over the SG-36 Sentry Gun will now destroy it

Sundance

  • Fixed Anti-Armor Grenades that locked on to targets which were too far away
    • Anti-Armor Grenades now filter by angle and distance in a more accurate way, and have the same priority for air/ground vehicles
  • Anti-Armor Grenades no longer swap targets when already tracking a target and have reduced maximum range once unfolded and in flight
  • Anti-Armor Grenades now have different tracking radius for ground and air vehicles
  • Anti-Armor Grenades no longer target Irish’s Deployable Cover or APS-36 Shootdown Sentry
  • Anti-Armor Grenades track properly if left sleeping on the ground now, instead of simply  exploding
  • Improved the speed when switching through Sundance’s Grenade Belt
  • Scatter Grenade detonation timings adjusted to let them explode quicker
  • Landing on rough terrain no longer causes Sundance to bounce up in the air
  • Fixed a rare issue where Sundance’s body could become detached from a vehicle upon entry while landing onto the vehicle from the wingsuit, causing Sundance to become invisible

Falck

  • Falck’s S21 Syrette Pistol can now be equipped while swimming
  • Fixed an issue in prologue where Falcks syringe did not spawn a pickup on the ground
  • Reduced the distance at which the S21 Syrette Pistol’s dart is visible

Mackay

  • Made it easier for Mackay to grapple onto moving vehicles
  • Players can no longer take damage from the Grappling Hook while downed
  • Adjusted Mackay’s walk animation when aiming down sight, the sight should no longer misalign with where shots are fired
  • Resolved issues where smoke stopped the Grappling Hook from working
  • The Grappling Hook crosshair should now correctly pick up objects while in range
  • Looking as far left/right you can while grappling while pressing A/D no longer allows you to slow down or speed up
  • Fixed a rare occurrence where entering a vehicle after using the Grappling Hook could cause Mackay to become invisible

 

HUD / UI

  • HUD – hints for Reload, Low ammo and No ammo will now blink a few seconds and then fade out. Switching weapons in these states will restart this animation
  • HUD – added critical (red) and out of bounds (gray) color to WorldInfo, SoldierInfo and SoldierCompass HUD widgets
  • HUD – centered soldier compass direction readout and added positioning arrow shape
  • HUD – added scaling options for the Mini-map/team, Personal Log, World Log, Player/Vehicle Info, Chat and Vehicle Passenger List
  • HUD – added critical state for vehicles
  • Added new options that allow players to scale the transparency of many different icons in the HUD (Friendly icons, Squad member icons, Enemy Icons, Revive Icons, Objective Icons and Ping Marker Icons). Each icon type can have a different transparency when zoomed or not zoomed. The option can be found under DISPLAY > HUD ICONS.
  • Added a Chat Log Visibility option to allow players to set the default visibility mode of the chat log (which allows it to be turned OFF on console where no key bindings exists to change visibility in-game)
  • Adjusted scaling of objective icons over distance, they will now start scaling at 50m (instead of 100m) and stop scaling at 500m instead (instead of 1000m)
  • Solved an issue where friendly icons were too enlarged
  • The “Need Healing” icon is no longer visible over friendlies while playing as Angel without a Medical Crate
  • The grenade indicator no longer remains after the grenade has already exploded
  • The killcard should now always update after being killed by AI Soldiers shortly after self healing
  • SG-36 Sentry Gun and OV-P Recon Drone are now shown/hidden depending on gadget availability
  • Fixed a bug where the minimap didn’t update when entering an air vehicle from the ground
  • Fixed a problem that caused hints to disappear on initial deploy into vehicles
  • Made animations for the Plus Menu smoother
  • Added 24 new options to control the opacity and size of HUD icons
  • Added missing Always Traversal Sprint option under CONTROLLER tab

 

Gadgets

  • Fixed an issue that prevented equipping of the IBA Armor Plate if you were being healed at the same time
  • Using the IBA Armor Plate no longer causes the plate to flicker and reappear on screen after use
  • Fixed a bug where players were able to deploy items to clip ladders and ziplines which could block passage
  • Improved the positioning of the preview of deployed objects (such as Boris’s turret) to better reflect the surface the player is trying to place it on, instead of hovering in the air.
  • Gadgets should no longer be destroyed if a door opens or closes close to them
  • Fixed an issue where gadgets resupplied via the Loadout Crate caused the player to not be able to redeploy their chosen gadget later on during that life
  • EMP effect from grenades no longer extend past their visual explosion radius
  • Fixed an issue that allowed players to drop Ammo and Medical Crates through thin walls
  • CG Recoilless M5 / RPG / SMAW will now one shot Ranger if it’s a direct hit
  • The CG Recoilless M5 will no longer automatically reload while you are downed if you died after firing it
  • Fixed an issue causing empty reloads on the Recoilless M5 to be interrupted when vaulting
  • Fix for issue where users were able to detonate the C5 Explosive while being hacked
  • Fixed an issue where both soldier Anti-Tank Mine & the Bolte’s Anti-Tank Mine would despawn after a short while if the player died
  • The Repair Tool now turns off when a player dies
  • Made it easier to place the Insertion Beacon
  • You’ll now spawn in the same direction where the Insertion Beacons is facing when spawning on it
  • Fixed an issue that would allow players to shoot FXM-33 AA missiles while their target was in smoke
  • Fixed an issue where FXM-33 AA Missile did not become enabled again until the user switched to another weapon and back again after being affected by EMP
  • Fixing a issue where Smoke Grenades did not explode on moving cranes

 

Weapon Attachments

The behavior of many weapon attachments has been overhauled to ensure that their impact when customizing your weapons is unique, and noticeable. Previously, some attachments had effects that were too similar from others, and it was unclear what the impact on your weapons would be when switching between them. Here’s an example of updated behavior while customizing the AC-42:

 

  • A – Warhawk Compensator
    • Update 3.3: improved horizontal recoil control, reduced vertical recoil control<./li>
    • Update 4.0: improved recoil control, reduced weapon accuracy<./li>
  • B – Rattlesnake Light Grip
    • Update 3.3: improved accuracy while moving, reduced accuracy while static
    • Update 4.0: :increased hipfire accuracy, reduced accuracy while ADS
  • C – Maul Hybrid 1.5X-3X
    • ADS speed decreased in 4.0
    • Zoom levels and Optics toggle options persist
  • D – Subsonic Rounds
    • Base recoil reduced in 4.0
    • Reduced Muzzle Flash visibility
    • Decreased projectile velocity

Further changes to Weapon Attachments:

  • Factory and Extended Barrel descriptions now display the correct fire rate changes
  • Weapon modifiers are now correctly applied when swapping attachments while the bipod is equipped
  • Fixed an issue that would cause the 40mm Grenade Launcher attachment to hit an invisible wall when fired indoors
  • Fixed an issue which would grant unlimited ammo if magazine attachments were toggled in between firing the underbarrel attachment
  • Fixed some weapons displaying wrong ammo counts for specific magazines
  • Adding and removing attachments in the Plus Menu will now always correctly apply their statistic changes
  • Underbarrel activations such as flashlights and laser sights will no longer be reset after getting revived
  • Bipod attachments will no longer toggle on and off while reloading
  • The ADS time on the BKS 8X now matches that of other scope attachments
  • Adjusted the size of the DD Holo scope to bring it in line with other scopes
  • Reduced blur on the Ghost Hybrid scope
  • Some underbarrel attachments should no longer have a shared ammo pool
  • The Maul Hybrid and the Ghost Hybrid now correctly displays both scope zoom levels in the Collection screen
  • The Fusion Holo attachment no longer clips through the meshes on the following weapons: AK-24, LCMG, PP-29 and the SFAR-M GL
  • Fixed clipping issues with the camera when the Fusion Holo optic is equipped while ADS

 

Weapons

  • The high powered magazine for the AK24 now shows the correct amount of bullets
  • Fixed an issue where players were unable to fire straight away after reloading the Grenade Launcher attachment on the M5A3
  • Updated text descriptions for both the NTW-50 and DM7
  • Fixed an issue which caused the extended magazine for the PBX-45 to have a slight delay before it fires after reload
  • Located a missing ‘R’ in the description of the PKP-BP
  • Increased PKP-BP Base Recoil
  • Fixed an issue that would cause weapon lag across scopes for the M44
  • The missing bullet on the M44 has been located
  • The M44 now displays the correct reload animation while in prone
  • Fixed an issue with the M44 that caused the scope to move a lot more than intended when aiming around
  • Arcom Tactical Muzzle Brake no longer floats when equipped onto the MP9
  • Increased the long range damage on SWS-10 light ammo from 35-40 over 75 meters
  • The Iron Sight will no longer be visible when the Fusion Holo is equipped to the PP-29
  • Fixed an issue with the incorrect ammo pools to be set on the PP-29, which would show incorrect ammo quantities
  • Fixed the PP-29 medium and subsonic ammunition having inverted ammo pools
  • Fixed an issue which could cause underabarrels on the SFAR-M GL to unexpectedly run out of ammo
  • Recentered the iron sight on the DXR-1
  • AC42 Bullet Damage dropoff increased
  • AC42 effective range has been lowered
  • Reduced scope shake when firing on the DM7 and VCAR
  • Fixed an issue where weapons would have inconsistent dispersion or recoil
  • Fixed an issue which prevented bullets from dealing the correct damage amount
  • Bolt Action Sniper rifles now correctly play their animation after opening the Plus Menu and firing
  • Reload prompt will no longer stop flashing when there are only a few bullets left in the magazine
  • Reloading while ADS will no longer reset the camera zoom
  • Fixed an issue which could cause weapons to become invisible while climbing a ladder
  • Fixed an issue which caused some players to be unable to shoot or ADS after exiting a vehicle
  • Toggle Scope is now affected by soldier controller schemes
  • Weapons in the collection screen will no longer compare to the weapon selected in deploy screen which caused incorrect comparisons
  • Improved the visual quality of the crosshairs and red dots within high powered scopes while on low/medium graphic settings
  • Removed some double spacing within text descriptions of multiple weapons
  • Reduced scope shake when firing on the DM7 and VCAR
  • Fixing broken arm when doing pump action while crawling with the MCS-880
  • Improved weapon animation when deploying from a vehicle
  • Added a game hint for steady scope
  • Weapons should no longer slide over the floor when dropped
  • Made improvements to the position and drop timing for dropped weapons
  • Underbarrel shotgun crosshair does not disappear after zooming

 

Melee

  • Animation fixes related to melee takedowns
  • Fixed an issue where the camera was misplaced during a takedown
  • Fix related to targets flying away when doing a takedown on a moving platform
  • Fix where melee hits didn’t register consistently on moving targets
  • Fixed a bug where the player could throw a grenade and melee at the same time
  • Fixed a bug where player could get stuck in melee animation
  • Fixed a bug where doing a melee attack in prone could make the knife stuck until another melee was initiated
  • Fixed an issue which would cause guns to instead play a knife animation

 

Vehicles

  • As outlined in our recent Core Feedback, we are adjusting the number of active vehicles across maps and modes, and you’ll notice the first iteration of this change within this update. As an example of how that plays out on Breakthrough 64 for Kaleidoscope, here is how we adjusted total available vehicles in the match, per Sector:
    • Sector 1 – 17 -> 13
    • Sector 2 – 18 -> 17
    • Sector 3 – 19 -> 17
  • Health for soldier and vehicle now show correct values for all seats in the vehicle
  • The radar will now appear correctly while redploying on a team/squad mate in the Mi-240 Super Hind or MV-38 Condor
  • Killing someone with a Tuk-Tuk would sometimes show the wrong vehicle icon the kill card
  • Destroying either the Tuk-Tuk or Polaris Sportsman in a tunnel will no longer cause floating debris to be present
  • Players can now ping while driving vehicles in 3rd person view
  • Fixed an issue that would cause reversing in a tank to be problematic
  • Fixed an issue that would allow players to skip the equipment cooldown timer while in a helicopter
  • Players will no longer find themselves in a floating state while exiting a fighter jet upside down
  • Fixed an issue which would cause vehicles to not be deployed when called-in, but still shown as ‘in-play’
  • Fixed an issue that would allow players to shoot AT missiles while their target was in smoke
  • Adjusted text on the vehicle zoom options in order to make it clearer what the option does
  • Tornados should no longer throw a helicopter under the world, resulting in passengers ending up under water
  • Fixed an issue that would sometimes affect the visibility of flares
  • Exiting and re-entering a tank will no longer result in a misaligned camera
  • Fixed an issue that could allow helicopters to fly under the game world on Hourglass
  • Fixed an issue that would cause the AA missile launch to skip the yellow lock on phase, jumping straight to red
  • Fixed an issue that could sometimes cause helicopters to spawn on the ground
  • Fixed an issue that would sometimes cause players to fall through the world when deploying into a tank
  • Fixed an issue that would allow players to manually reload weapons on certain vehicles
  • Air radar should now correctly display enemies
  • System repair would sometimes only replenish a few health points, this has been corrected
  • It was possible for players to hurt themselves with some explosive vehicle weapons during the vehicle enter animations, this has been disabled
  • It’s no longer possible to shoot yourself for a short period of time when entering a vehicle
  • Vehicle hints will now show up on initial deployment
  • Vehicle “invert look” settings are no longer connected to flight controls
  • Fixed an issue that would allow players to instant lock onto a vehicle after flares have been used
  • Lights on air vehicles are now turned on when a player is in the cockpit.
  • Fixed an issue which would occasionally see the AH-64GX Apache Warchief or KA-520 Super Hokum Smart rockets ignore their target.
  • A specific concrete block was causing the T28 to become stuck. The T28 has overcome its fear and can now traverse over it
  • Invert vertical look is now working as expected on transport vehicles
  • Vehicle 3rd person camera no longer clips through the environment.
  • The ‘Hints for Controls’ option now displays for all intended vehicles.
  • Fixed an issue that would cause the bridge to clip while in 3rd person view in a T28 on Hourglass
  • Backpacks can no longer be seen sticking out of the side of the B17 Bomber.
  • Taking a Tuk-Tuk into an elevator will now display the correct health
  • Made tweaks to various VFX while in a helicopter and firing counter measures to reduce photosensitivity risks
  • Vehicles spawned through Deploy Screen will now be eventually abandoned if they are left
  • Fixed an issue which would cause animation issues when going from vehicle to downed state
  • Helicopter lights are no longer offset from their initial position while in the matchmaking countdown screen
  • Deploy animation will now only play once after the player has switched seats multiple times in a row within vehicles.
  • Tanks should no longer get stuck in the mud while in a storm on Orbital
  • Weathering effects are now applied more consistently to vehicles.
  • The soldiers physics representation now better matches the the actual animation pose when in a Tuk-Tuk or a Portal RHIB
  • Added a freelook 3rd person view crosshair to vehicles
  • Vehicle hud while in 1st person view now turns red when in a critical health state
  • Vehicles now show both soldier and vehicle health for all seats occupied by the player.
  • Updated the “Transport Look Behind” option to “Reset Camera View”
  • Tweaked camera pitch while in 1st person view within a helicopter to better reflect the direction of travel and increase visibility
  • Fixed spawning of vehicles in elevators
  • Vehicles should no longer incorrectly be slowed down when driving over certain platforms like bridges

AH-64GX Apache Warchief

  • The wing camera when firing rockets on the AH-64GX Apache Warchief is now more accurately aligned
  • The HUD will now be more visible when performing a nose dive in the AH-64GX Apache Warchief

EBAA Wildcat

  • Fixed text description on the EBAA Wildcat to more accurately reflects its weaponry
  • Fixed text description on the EBAA Wildcat and T28’s Smoke Launcher
  • The EBAA Wildcat can now climb hills with a bit more ease
  • Increased the handbrake strength on the EBAA Wildcat
  • While on Orbital the The EBAA Wildcat used to have trouble driving over low to average height rocks. This no longer occurs

F-35E Panther

  • The F35-E Panther will now take the intended damage when hitting specific buildings on Hourglass
  • Increased ejection force when at low speeds in the F-35E Panther
  • Added an ejector seat for the F-35E Panther when in Hover Mode
  • Afterburner VFX is no longer visible through the engine swivel nozzle in a F-35E Panther

KA-520 Super Hokum

  • Made tweaks to the KA-520 Super Hokum to better align its bullets to the crosshair
  • The KA-520 Super Hokum now correctly displays equipped attachments on its 3D model

LATV4 Recon

  • While entering a LATV4 Recon after sprinting, players will now find themselves in the correct seat
  • Fixed an issue that would cause the LATV4 to sometimes fall through the floor on Hourglass
  • Better positioned the hitbox of the the gunners head and shoulders when in a LATV4 Recon
  • Player is no longer pushed out of bounds if revived under the LATV4
  • The LATV4 Recon will no longer get stuck on a problematic rock on Discarded

LCAA Hovercraft

  • Fixed an issue that would cause the LCAA Hovercraft to become stuck on the environment on Breakaway
  • LCAA Hovercraft collision around point G1 on Kaleidoscope has been fixed
  • The LCAA Hovercraft can no longer fly after hitting a ramp at high speeds
  • Tweaked the boost on the LCAA Hovercraft to avoid it going up vertical walls
  • Swimming close to a LCAA Hovercraft that is on water will no longer result in death

M5C Bolte

  • Players are now able to shoot passengers within a M5C Bolte more easily
  • Fixed an issue that would cause the MC5 Bolte to fall through the world on Orbital after clipping tree trunks.
  • Fixed an issue that would cause the camera to break when revived from under a LATV4 Recon.
  • Fixed an issue that would prevent the MC5 Bolte from being visible after a call-in is requested
  • Fixed issue where the animation of the M5C Bolte’s main gun could become stuck in the firing animation.
  • MC5 Bolte Missile Launcher has been adjusted, and now also damage tanks
    • Time to live 10 -> 3.2
    • Engine strength 175 -> 70
    • Damage 70 -> 45

MAV

  • Fixed an issue that caused the 40mm Volley Pod crosshair to not show up in the MAV
  • Improved text descriptions on the MAV

MD540 Nightbird

  • Switching seats in the MD540 Nightbird would sometimes alter the FOV. It should no longer do this
  • It’s now possible to shoot the pilot of an MD540 Nightbird through the upper part of the cockpit’s glass

MV-38 Condor

  • The MV-38 Condor should no longer spin out of control when it gets destroyed
  • Fixed text description on the MV-38 Condor to more accurately reflects its weaponry
  • Fixed an issue where the camera positioning could sometimes become stuck after exiting a MV-38 Condor
  • 50mm Cannon Pod has been tweaked against other vehicles
    • RWS 50mm mounted on Air vehicles
      • Start and End Damage 60 -> 65
      • ImpactImpulse 8000 -> 3000
      • This change means it should now destroy the MD540 Nightbird in 2, instead of 3 shots
    • RWS 50mm mounted on Land vehicles
      • ImpactImpulse 4000 -> 2500
      • StartDamage 85 -> 92
      • EndDamage 60 -> 65
      • Damage FalloffDistance start 180 -> 200
      • Replenish Rate 2.3 -> 2.1

Polaris Sportsman

  • Players should no longer fall through the game world while driving the Polaris Sportsman on Renewal
  • Made adjustments to the camera setup while driving the Polaris Sportsman, ensuring players retain visibility at all times
  • Players can no longer get stuck in cargo containers while driving the Polaris Sportsman on Breakaway in Hazard Zone

T28 / M1A5

  • HEAT Shell
    • Impact damage increased by 90 > 115
    • Replenish time per shell increased from 6 > 6,8 seconds

Once the patch is out, we’ll be sure to let our readers know.

Source: EA

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Alex Co

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

Home > News

PlayStation Dev: PlayStation Has “Some Bangers” Out “This Year,” Not Ragnarok but “Equally Cool”

With Gran Turismo 7’s release this March, Sony has zero first-party, AAA games set for release later this year, which we suspect will change soon. Unless the company plans to not release any big game for the next eight months, which we highly doubt.

While no announcements have been made, one PlayStation dev has teased that there are some “bangers” set for this year, and nope, it’s not God of War Ragnarok! Over on Twitter, PlayStation Studios Visual Arts dev Robert Morrison teased this, and in future tweets, confirmed that he wasn’t referring to God of War, and that there seems to be a game stewing for 3 – 5 years now, and is about to be revealed.

Here are the tweets captured as images (via Okami):

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While some of the tweets date back to last month, it doesn’t lose relevancy at all given Sony has not announced any first-party games since then. Based on Morrison’s tweets, it looks like we’ll be hearing about a few announcements in the coming weeks and months.

What are you hoping Sony announces to fill up the void of the PS5 2022 release lineup? Sound off below and let us know your guesses!

More PlayStation Reading: 

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Alex Co

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

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Battlefield 2042 Vehicle Prone Invincibility Glitch to Be Fixed in Patch 4.0; Unreleased Sights & Ammo Unearthed

In case you didn’t know, there’s a Battlefield 2042 vehicle prone invincibility glitch that’s present in the game right now. If you’re annoyed at this exploit, you’ll be glad to know that it’ll be fixed in patch 4.0, which is due for release this coming week!

This was confirmed by DICE Lead Game Designer Florian Le Bihan over on Twitter, when a fan pointed it out:

Continuing with the Battlefield 2042 news, a bunch of unreleased gun sights and ammo have been unearthed, too! This was datamined by reliable Battlefield data digger, temporyal.

Same as with any other datamined content, there is no guarantee that these sights and ammo will make its way into the game. However, don’t be surprised if these items do make it into the game when Season 1 rolls around, either.

Stay tuned to patch 4.0, which DICE says has over 400 fixes, and is due for release sometime this coming week.

Bookmark our Battlefield game hub to see the latest in our Battlefield coverage.

More Battlefield 2042 Reading:

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Alex Co

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

Home > News

The Division 2 PTS Phase 2 Patch Notes Reveal More Changes

Just a few weeks ago, Ubisoft revealed The Division 2 PTS (Public Test Server) patch notes for the upcoming major patch for the game set for later this year. Well, there are more changes made, and the devs have revealed The Division 2 PTS Phase 2 patch notes! Once again, this brings about more tweaks to the game that should be present in the live build (provided the devs are happy with what they get).

The Division 2 PTS Phase 2 Patch Notes:

COUNTDOWN

  • The issue with infinite loading screen after being in Countdown Mode is now resolved.
  • Fixed the Delta 03 error when matchmaking with players from different regions in Countdown.
  • Fixed the DELTA-03 error when accepting an invite from matchmaking and entering an ongoing Countdown session.
  • Overall Countdown mode difficulty has been buffed.
  • Countdown mode rewards that drop for all players at a long distance have been removed.
  • Difficulty shown as normal is now removed.
  • The issue with the Hunters being shown as the Black Tusk on the kill screen needs is now resolved.
  • The White Tusk are no longer spawning.

EXPERTISE

  • Rank progress not being gained in Dark Zones on any item from any category is now fixed.

UI Changes

  • Added Mark as favorite button and exclamation points for all new items.
  • Added Donate All button for donating all items marked as junk in the inventory similar how deconstructing all junk, or selling all junk works.
  • Fixed: Donate materials in bulk.
  • Fixed: Donate items in bulk.

Progression Pace

New value has been set to ensure that the gearset proficiency XP is gained at a less considerable pace.

  • The more gearset pieces you have the more XP is granted.

Inconsistent Upgrade Bonuses

  • Upgrading Armor no longer gives 1% Total Armor.
  • Fixed visual bug.
  • Added support for Armor % bonus.
  • Added the Expertise level on character’s decoration items.
  • Fixed bonus attribute replication.
  • Updated bonus values.

Minor Weapon & Gear UI Issues

  • Perfect Jeopardy talent has been removed from Kingbreaker and Dare descriptions, Perfect Flatline talent has been added instead.
  • Flatline basic talent has been added to the advanced weapon talents pool .

Intimidate & Perfect Intimidate

  • Talents Intimidate and Perfect Intimidate are no longer max stack in PvP.

Once a new set of patch notes, or more news about Season 9 is released, we’ll let our readers know.

Source: Ubisoft forums

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Alex Co

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

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Why Activision-Blizzard’s Pay Raise for QA Testers Is Not the Win It Was Hoping For

On April 7, Activision-Blizzard tried to do a sleight of hand tric;. it sent out a statement saying that many QA testers were becoming full-time employees and getting pay raises; however, the company decided to withhold important information regarding which QA testers that would include. It wasn’t until a few hours later that the full truth came out, leading to a harsh critique by the Communication Workers of America and highlighting the ongoing legal struggles between Activision-Blizzard and the push by a group of Raven Software employees trying to form the first union in the company.

How Activision Blizzard’s Pay Raises Quickly Turned Sour

Activision-Blizzard had sent out a press release promising that all temporary and contingent QA (Quality Assurance) workers were becoming full-time employees with a higher base salary of $20 per hour. For many freelancers and independent contractors, this is a dream — getting consistent work with higher pay, a better title for a resume, and the benefits of being a full-time employee in a large, well-recognized corporation. According to the corresponding statement made by Jessica Taylor, Activision-Blizzard’s vice president of corporate communications, this would impact over a thousand testers in its workforce effective July 1, with the pay hike of $20/hour effective April 17.

Not to look a gift horse in the mouth, many praised the good news. QA testers tend to be unfairly treated as unskilled labor across the video game industry, the lowest on the rung in the hierarchy of game development. They frequently face periods of intense crunch all while taking low pay in a system that treats them as expendable and replaceable. As such, many outlets reported on the press release, posting the company’s statement in full, without too much additional pressure.

Some recognized that the pay raise was happening during a time when Activision-Blizzard was facing internal pressure from Raven Software, the developer responsible for many of Activision’s Call of Duty games over the last two decades. Since early December, QA workers at Raven Software have been on strike after being denied new contracts by Activision Blizzard at that time, and since then, the publisher has yet to recognize the union.

Thus, the QA workers went elsewhere and formed the Game Workers Alliance which sought for union recognition by the Communication Workers of Americas (CWA). According to a CWA representative that spoke with Polygon, the Game Workers Alliance has 78% “supermajority” support of Raven Software’s QA team. And so, it would seem that all this pressure had finally reached a point that Activision Blizzard was incentivized to send out the statement they did. This was supposed to be a win.

However, only a few hours after the statement was released, Bloomberg’s Jason Schreier (in the tweet above) received an email response from Activision Blizzard noting that the pay raise would not include Raven Software’s QA testers. There was the catch. Brian Raffel, the studio head at Raven Software, released a statement saying that this couldn’t happen because of legal restrictions: “Due to our legal obligations, under the National Labor Relations Act, we are prohibited from making new kinds of compensation changes at Raven at this time.” But is this really true?

Why Activision-Blizzard Is Being Accused of Union-Busting Tactics

Activision Blizzard Raven Software Pay Raise

Given that Activision Blizzard didn’t mention that Raven Software’s QA testers wouldn’t be included in the pay raises at the outset and seemed well-prepared in its response as to why they were left out, it is clear to some that the pay raises are meant to be a political union-busting tactic disguised as goodwill. From the perspective of the Game Workers Alliance, this wouldn’t be the first time the company has tried to contain and control their influence, as Activision-Blizzard decided to split the QA team into different departments only days after the GWA was founded.

To form Activision Blizzard’s first union, the Game Workers Alliance must currently seek a vote overseen by the National Labor Relations Board, after which the union will be recognized if it receives a majority vote. The exclusion of Raven Software’s QA team from these company-wide raises could intimidate workers to vote the other way and prevent other QA workers under Activision Blizzard from supporting this union effort, according to CWA’s secretary-treasurer Sara Steffens who shares in a statement:

“It’s especially galling then that Activision has excluded Raven Software QA workers, who have been at the forefront of this effort, from these benefits. The company’s assertion that the National Labor Relations Act prevents them from including Raven workers is clearly an effort to divide workers and undermine their effort to form a union. Activision’s disingenuous announcement is further evidence of the need for workers to have a protected voice on the job.”

Activision spokesperson Rich George countered back, saying that the company is simply following the letter of the law:

“The union’s assertion is both wrong and disingenuous. It is well known that, during an election petition period, the law prevents an employer from extending new kinds of benefits to employees who are going to be voting… The CWA is blaming us for trying to comply with the law by pretending the law does not exist.”

Looking more closely at the law that Activision cites (specifically, Section 8 (a)(1) in the National Labor Relations Act), the company would be in violation for “granting wage increases deliberately timed to discourage employees from forming or joining a union.” Thus, the reasoning goes that giving the QA testers at Raven Software the pay raises would seem to be illegal, though giving all the other non-Raven QA testers raises seems to skirt the line of a legal technicality.

On the other side, the National Labor Relations Board (NLRB) provides examples of what constitutes an unfair labor practice in violation of that law. One is a company attempting to “confer benefits on employees during a union organizing campaign to induce employees to vote against the union.” Another is more relevant as to what a company cannot do:

“Withhold changes in wages or benefits during a union organizing campaign that would have been made had the union not been on the scene, unless you make clear to employees that the change will occur whether or not they select the union, and that your sole purpose in postponing the change is to avoid any appearance of trying to influence the outcome of the election.”

Whether Activision-Blizzard made it clear to the Game Workers Alliance that the upcoming pay raise to all of Raven Software’s QA testers would eventually be given regardless of the union vote is uncertain. It’s doubtful, though, considering the CWA’s response.

Was the Omission Deliberate or Not?

That said, Activision Blizzard likely doesn’t want to talk about legal matters and give lawyer-ly responses at all, considering that the sexual harassment lawsuit by the EEOC was only settled last week. It still faces a slew of other lawsuits including another sexual harassment lawsuit, an investor lawsuit, a shareholder lawsuit over the Microsoft purchase of Activision Blizzard, and a lawsuit by parents who believe their daughter committed suicide due to the sexual harassment. The pay raises were meant to be presented as something positive amidst, well, mostly everything else going on with the company.

Unfortunately, it’s clear now that Activision Blizzard wanted to ignore the Raven Software issue altogether, while having a statement prepared just in case if it was forced to explain the situation. For the sake of appearing to announce good news, which would serve as a distraction to all the other legal affairs the company is facing, it wanted the pay raises to be reported without anyone digging too deeply. Consequently, failing to mention Raven Software’s QA testers from the outset looks like a tactful lie by omission, and no one likes being misled.


Editor’s Note: Views expressed here are solely by the author’s and does not represent MP1st and its staff.

Nick Tan

Home > News

Call of Duty Warzone Godzilla- and King Kong-Themed Blueprints Teased, Godzilla Posters Spotted on Rebirth Island

Are you ready to take on Godzilla and/or King Kong? Ready or not, it seems the two behemoths are making their presence felt in the Call of Duty franchise. Starting with a tease about “monsters,” Activision has now released a Call of Duty Warzone Godzilla and King Kong-themed Blueprints!

Check out the trailer below to see the Blueprints alongside some narration that ties into the monsters’ impending intro to the game:

https://twitter.com/CallofDuty/status/1515374570273976327

If that wasn’t clear, here are some images screecapped by MP1st friend Modern Warzone, featuring both Godzilla and King Kong!

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In addition to that, Godzilla posters have begun surfacing on Rebirth Island as well! Here’s a look at one (via Modern Warzone):

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Of course, this is no guarantee that both monsters will appear in the game. For all we know, these could very well be just for cosmetics. But being realistic here, the chances of Activision spending on the monsters’ licenses and not putting them to good use is highly unlikely, Chances are, we’ll see a massive Godzilla vs. King Kong event or something surface for Season 3 which starts on April 27.

What do you want to see from a Godzilla and King Kong crossover with Warzone? Maybe a big PvE event where everyone attempts to take down the behemoths? That would be a sight to see. Once we know more, 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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Destiny 2 Upcoming Update 4.0.1 Set for Next Week, Here’s a Patch Preview

Bungie has announced that Destiny 2 upcoming update 4.0.1 is due for release next week on April 19, and what’s more, we’re given an early look at the changes incoming.

Destiny 2 Upcoming Update 4.0.1 Patch Preview:

THE WELLSPRING: ATTACK: 

  • Fixed an issue that could cause teams to incorrectly wipe during a Master Wellspring when an objective is completed with only a few seconds left on the timer.
  • Added a failsafe so that carriable objects in both the ritual and boss phases of a Wellspring won’t spawn out of bounds.

ALTAR OF REFLECTION:  

  • Fixed an issue where players could not complete the Evidence Board Quest Report: ALTAR-REFLECT due to Altar of Reflection not showing up properly.
    • More like Altar of Re-Appearance.

VOW OF THE DISCIPLE RAID:

  • Fixed an issue where Rhulk would suddenly become shy and no longer transition back to his initial phase properly, effectively blocking progress.
  • Fixed an issue where the Caretaker’s dynamic health threshold UI would not consistently display for all players.

TRIALS OF OSIRIS:  

  • Fixed an issue where players were not receiving the expected rewards on post-Flawless wins.

TEXT CHAT:  

  • Virtual keyboard support is now available for console text chat.
  • Improvements have been made to make text chat messages more legible.
    • Added a System Message text field that is italicized to display system text.
    • Local chat now has an orange tint to it for differentiation, no longer the white color.
    • Clearer chat color distinction for in-game colorblind settings.

WEAPON CRAFTING:  

  • Added a consumable item that allows viewing of Element counts.
    • This can be acquired through the Relic Conduit.
    • It is not a limited item, you can discard and reacquire it anytime.

ARTIFACT:  

  • Players with all 25 artifact mods unlocked can still reset the artifact for no additional Glimmer cost.
    • Once all 25 artifact mods are unlocked, resets from that point on are free.

ABILITIES:  

  • Fixed an issue where Devour would sometimes grant less buff time if multiple targets were killed in quick succession.
  • Added aim assist targeting to enemy Axion Bolt secondary projectiles to help players hit bolts that are chasing both themselves and fellow allies.
The upcoming patch will also tackle notable stability issues and crash fixes, Xûr’s wonky stats for his wares, and Rahool’s Destination Materials for sale will resume rotating at reset.
These are just some of the tweaks players can expect when these, and other patch note items, go live on April 19.
Once the patch is out, we’ll be sure to let our readers know.

Source: Bungie

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Alex Co

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

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Battlefield 2042 Specialists Will Not Be Removed but “Reworked,” Unreleased Specialist “Hale” Surfaces

Not a fan of the Specialists in Battlefield 2042? Hoping they’ll be removed in future patches? If you’re hoping for that, we have some bad news for you. DICE has confirmed that Battlefield 2042 Specialists will stay in the game, but are being “reworked.”

Over on Twitter, DICE Game Designer Frederik Drabert confirmed this when asked by a fan:

For those thinking it’s DICE just being stubborn, nope. Drabert explained tat it’s not just a simple matter of plucking them out, and inserting classes back in.

As one might expect, Specialists are part of the core experience of BF2042, and simply taking them out will probably cause more issues than it solves.

Speaking of Specialists, it seems one of the ones DICE has planned to be in the game (maybe at some point or in the future) has been datamined! Spotted by reliable Battlefield dataminer temporyal, check out “Hale,” who seems to be a Specialist with drones. There are two other Specialist names unearthed called “Liz” and “Crawford” but not  a lot of info about them has been dug up.

Here’s to hoping that DICE can somehow rework these Specialists enough, that they’ll be as good as classes were in past Battlefield games.

Don’t forget, a new patch is set for release next week for BF2042, and it will feature over 400 fixes.

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Alex Co

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

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Destiny 2 Xur Location Today April 15, 2022 (And What Xur Is Selling)

It’s Friday and for Destiny 2 players, this means Xur is back to sell his wares!  If you’re asking what Xur is selling in Destiny 2 this week and where he’s holed up, we’re here to help! The MP1st Destiny 2 Xur location today April 15, 2022 post is live, and you can check out Xur’s list of items this week in one handy list below.

Destiny 2 Xur Location Today April 15, 2022 (And What Xur Is Selling):

Xûr, Agent of the Nine

A peddler of strange curios, Xûr’s motives are not his own. He bows to his distant masters, the Nine.

Location

Tower, Hangar


Exotic Weapons

Name Type Column 1 Column 2 Column 3 Column 4
The Queenbreaker Heavy Linear Fusion Rifle
Hawkmoon Kinetic Hand Cannon Smallbore Quickdraw Combat Grip
Dead Man’s Tale Kinetic Scout Rifle Fluted Barrel Ricochet Rounds Vorpal Weapon Composite Stock

Note: Fixed perks on weapons are not displayed

Exotic Armor

Name Type MOB RES REC DIS INT STR Total Cost
Ophidia Spathe Hunter Chest Armor 12 6 15 14 2 15 64 23 Legendary Shards
ACD/0 Feedback Fence Titan Gauntlets 11 17 2 7 13 9 59 23 Legendary Shards
Skull of Dire Ahamkara Warlock Helmet 7 13 10 6 12 13 61 23 Legendary Shards

Exotic Ciphers

Name Description
A Question Complete activities in Vanguard, Crucible, or Gambit playlists. Extra progress is awarded for more challenging activities and for succeeding with clanmates.

Engrams

Name Description Cost
Exotic Engram An engram with a predestined outcome. Contains a new Exotic if any of the possible rewards remain to be collected. Preview contents for possible rewards. 97 Legendary Shards

Legendary Weapons

Name Type Column 1 Column 2 Column 3 Column 4
Last Perdition Energy Pulse Rifle SRO-37 Ocular // SPO-57 Front Extended Mag // Flared Magwell Moving Target Zen Moment
Truthteller Energy Grenade Launcher Countermass // Quick Launch Blinding Grenades // Concussion Grenades Feeding Frenzy Swashbuckler
Hoosegow Heavy Rocket Launcher Volatile Launch // Linear Compensator Alloy Casing // Impact Casing Tracking Module Kill Clip
Friction Fire Kinetic Submachine Gun Hammer-Forged Rifling // Polygonal Rifling Alloy Magazine // Flared Magwell Killing Wind Wellspring
The Third Axiom Energy Pulse Rifle Arrowhead Brake // Extended Barrel Appended Mag // High-Caliber Rounds Rangefinder One for All
Fractethyst Kinetic Shotgun Smallbore // Corkscrew Rifling Assault Mag // Steady Rounds Slideshot Harmony
Wolftone Draw Energy Combat Bow Agile Bowstring // Flexible String Compact Arrow Shaft // Straight Fletching Threat Detector Demolitionist

Note: Fixed perks on weapons are not displayed

Legendary Armor

Name Type MOB RES REC DIS INT STR Total Cost

What’s a Xûr?

Xûr, Agent of the Nine, is a strange vendor who randomly appears in a Public Sector on one of the Worlds. Xûr sells Exotic equipment and only takes Legendary Shards in exchange for them.

TL;DR: He’s the Santa Claus of Destiny and every weekend is Christmas. Sometimes he brings you what you want, sometimes he brings you coal. Mostly it’s coal.

When does Xûr visit?

Xûr visits every Friday at 17:00 UTC and departs at Weekly Reset (Tuesday 17:00 UTC). If you would like to see all the live conversions of Time Zones, please follow this link here.

Thanks, Reddit!

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Alex Co

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

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AC Valhalla Upcoming Free Content Set for April and May, Here’s What’s Coming

While Ubisoft released the Dawn of Ragnarok DLC for Assasssin’s Creed Valhalla just a few months ago, it seems the publisher has more stuff lined up for players. Today, Ubisoft revealed a slew of AC Valhalla upcoming free content that’s set to drop for April and May.

AC Valhalla Upcoming Free Content Schedule:

April 19: 1.5.1 Game Update

April 19: Free Game Mode (Mastery Challenge Pack 2)

April 21 – May 12: Free Limited-Time Event (Ostara Festival)

May: 1.5.2 Game Update

May: New Feature (Armory)

Once we know the details on the game updates, we’ll let our readers know. Make sure to bookmark our Assassin’s Creed hub to know when the patch is out.

Are you happy with the post-launch support AC Valhalla has gotten so far, or are you expecting more? Leave a comment below to let us know.

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Alex Co

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

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Black Ops Cold War New Content, Round-Based Zombies Coming to Vanguard and More Announced

It looks like Treyarch is going to be pretty busy this 2022! While the studio already released a new map and weapon last month, they are not stopping there. Black Ops Cold War new content has been announced, and that includes a new map, and more weapons!

According to Treyarch, they will be releasing an all-new ranged weapon in Black Ops Cold War that can be used in multiplayer, Zombies and Warzone. In addition to that, Black Ops’ Jungle map will be getting a remaster and will join the 6v6 multiplayer rotation as well. For the “not-too-distant-future,” Treyarch also plans to release a new melee weapon that can be used in multiplayer, Zombies and Warzone.

Black Ops Cold War New Content:

  • All-new ranged weapon (multiplayer, Zombies, Warzone)
  • Jungle map remaster
  • Melee weapon (multiplayer, Zombies, Warzone)
  • New Operator skins
  • Weapon Blueprints
  • Finishing Moves
  • Calling Cards
  • Charms
  • Emblems

Black Ops Cold War’s Zombies mode is alos getting an update. While there’s no new map incoming, there will still be updates to the experiences starting with Season 3! There’s a new secret being added for Zombies players to discover, and more.

On the Zombies front, while we don’t have plans to bring additional maps to Black Ops Cold War for all the reasons we laid out at the start of this blog, we’re delivering several updates to Outbreak and Onslaught starting with Season Three. We’ll also be adding a new secret for Zombies players to discover, particularly those who’ve conquered every Main Quest that Black Ops Cold War has to offer…

Later this month, we’re bringing Outbreak Collapse to all platforms. This limited-time mode is the spiritual successor to last October’s fan-favorite LTM, where players outlast increasingly intense waves for 10 minutes before attempting to exfil from a single Region. After choosing from one of two random Regions to infiltrate, you’ll drop in and fight to survive as the difficulty ramps up every two minutes. Hold out until the time limit, and you’ll race to the exfil point at the farthest possible position from your squad while a massive surge of zombies closes in on your position. Oh, and there’s an Orda that knows exactly where you are.

For an added challenge, we’re releasing the Abomination Elite enemy from “Forsaken” into the wilds of Outbreak with this update. Just in case you thought this beast wasn’t tough enough to take down on its own, try tackling the new HVT Abomination variant we’re also adding to the Eliminate Objective.

For Onslaught fans, we’re bringing several limited-time modes to players on all platforms this year. First up will be Onslaught Mystery Munitions, where players spawn in with a random weapon and equip a different, randomized weapon after every completed Surge. As the seasons continue, players can expect to see Onslaught Accelerated, Onslaught Diminishing Light, and Onslaught Elite arrive across all platforms for the first time. Each LTM offers its own unique Weapon Blueprint Challenge to complete, so don’t miss out on the opportunity to expand your collection!

Vanguard Zombies New Content:

Black Ops Cold War isn’t the only thing Treyarch is working on, as Vanguard’s Zombies mode is getting a new map, and a round-based mode! While a round-based Zombies mode is incoming, Treyarch wants to temper expectations and admits that this will take some time before it’s delivered to players.

Vanguard will also be getting a new Zombies map in Shi No Numa, which is a map first introduced in World at War.

Vanguard’s next Zombies map will be a reimagining of the full scope of “Shi No Numa” first introduced in Call of Duty®: World at War, freshly enhanced with an all-new Main Quest and Side Quests, a new area to explore, a new Wonder Weapon Quest, the classic Flogger trap and Electro-Shock Defenses, remastered Easter Eggs, new Pack-a-Punch Camos, and a new Dark Aether narrative for the map. Based on our current production schedule, we’re planning to bring this map to Vanguard after Season Three concludes, and we can’t wait to share more as we get closer to its release.

In Season Three, Vanguard Zombies will include support for the latest Battle Pass weapons, new Weapon Unlock Challenges, 20 new Season Challenges with unique Calling Card & XP bonus rewards, and additional bug and stability fixes for existing content. As we shift to round-based map development going forward, Sacrifice will be the final Objective added tothe mode. We’re also bringing updates to Black Ops Cold War Zombies during Season Three for players to jump into – more on that below.

Once we know when these are coming out, we’ll let our readers know.

Source: Treyarch

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Alex Co

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

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Saints Row Ultimate Customization Showcase Set for April 20

Volition and Deep Silver have set aside a special date this April for the Saints Row Ultimate Customization Showcase, showing off the many quirks of customizing the many aspects players will encounter in the game. The showcase is set for April 20, and the publisher and developer have shared early details on what to expect for this event.

The first big news for the Saints Row Ultimate Customization Showcase is that there will be a brand-new trailer debuting at the event. There will also be tons of interviews, as well as insider information on everything there is to know about the upcoming title:

Within the showcase itself, longtime fans and newcomers alike will be delighted to see a brand new trailer fully focused on customization across all aspects of player choice in the game, that will get gamers excited about all the incredible ways you can Be Your Own Boss in Saints Row – it will truly show off the breadth and depth of the customization features Volition have packed into the title.

Set in the fictional vibrant city of Santo Ileso, Saints Row is complete reboot of the series and combines all the action, crime and humor you’d expect from a Saints Row game. The extensive customization suite is Volition’s most powerful toolset to date and is best in class; you can modify almost anything in outlandish or aspirational fashion. How your Boss looks as you take over the city’s criminal underbelly is entirely up to you.

Volition has removed the boundaries of gender and restrictions for players – put anything on without limits and rules. Plus, there’s an incredible amount of vehicle options and weapon customization tools. Ultimately, in Saints Row, Player Choice comes first.

The event will be broadcasted on both YouTube and Twitch at the following times on April 20:

  • 3:00PM EST
  • 12:00PM PST
  • 3:00AM HKT

Stay tuned here at MP1st for the rundown of everything announced during the event!

MP1st Staff

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Diablo 2 Resurrected Update 1.14 Roars Out for Patch 2.4 This April 14

Blizzard Entertainment has released Diablo 2 Resurrected update 1.14 (PS5 version 1.014), and this is for patch 2.4! This is one mighty update that brings changes to classes, gameplay, bug fixes, and the Ladder launch update! Read on for the huge Diablo 2 Resurrected April 14 patch notes (complete) below.

Diablo 2 Resurrected Update 1.14 Patch Notes | Diablo 2 Resurrected Update 1.014 Patch Notes | Diablo 2 Resurrected April 14 Patch Notes:

Heroes of Sanctuary, the Lord of Terror welcomes you to the Diablo II: Resurrected Patch 2.4 and Ladder launch update. Put your battle skills to the test with the first competitive Ladder season as we introduce a world of updates impacting a multitude of gameplay elements. For the first time in over a decade, we’re implementing significant gameplay changes to promote new strategies for your next trip to Sanctuary. Among the changes are various updates for each class, new Rune Words, fresh Horadric Cube Recipes, Mercenary reworks, and much more! Study up, for using this newly penned knowledge to your advantage will have demons cowering in your presence.

Before you begin your quest east, you will need to make a handful of necessary preparations. So, we’ve assembled a guide to make sure you return to Sanctuary with ease, especially as you ready yourself for battle against the forces of the Burning Hells

LADDER DETAILS:

We are excited to invite you the Diablo II: Resurrected competitive Ladder system starting on April 28, PT. The Ladder launch represents an optional ranked competitive system of the game through a series of modes available to select from with a fresh Ladder-specific character. Each mode will have their own leaderboard where players compete to strategically gain experience within a limited timeframe while having access to Ladder-specific content. When the Ladder season ends, leaderboard rankings will reset, transitioning characters to non-ladder mode, giving players an opportunity to store their hard-earned treasured loot as a new Ladder season awaits them.

Like Diablo II Legacy, Diablo II: Resurrected will feature four different Ladder modes, including:

Version

Description

Classic Ladder The normal version of Ladder play that encompasses playing with four acts.
Hardcore Classic Ladder The hardcore (only 1 life) version of Ladder play that encompasses playing with four acts.
Expansion Ladder The normal version of Ladder play that encompasses playing five acts, as it includes the “Lord of Destruction” expansion content.
Hardcore Expansion Ladder The hardcore (only 1 life) version of Ladder play that encompasses playing five acts, as it includes the “Lord of Destruction” expansion content.

Feature details:

  • Select Diablo II: Resurrected content will be exclusively for Ladder modes
  • Players can use /ladder and /helpladder chat commands to retrieve season start and end information
  • Ladder information is made available in the leaderboard UI, and for console, players will be updated upon loading into each game
  • At the end of a season, your Ladder character will be converted to a non- Ladder character, along with any Ladder -exclusive items your character has equipped or in their inventory
  • Once a season ends, you will have until the start of the season after next to retrieve items from your seasonal Ladder shared stash tab to bring into your normal online play
    • For example, once Season 1 ends, you have until Season 3 begins to retrieve items from your Season 1 stash. Any items not retrieved will be lost forever

Ladder Launch Timing:

North America April 28 at 5PM PDT
Europe April 29 at 2AM CEST
Asia April 29 at 9AM KST

CLASS BALANCE CHANGES:

We’re thrilled to share new balance changes are coming to your favorite heroes in Diablo II: Resurrected! As fans ourselves, we’re just as eager as you to find new ways to play. This is incredibly special, as the last patch to make balance changes to classes in Diablo II was Patch 1.13c, which was released back on March 23, 2010! Now, twelve years later, we’re making new changes to expand character build diversity, and retain class fantasy and specialty! These goals are crucial. We’ve reviewed many aspects of the game in order to fulfill these goals.

We want to empower you to be creative with the builds you want to play, but we don’t want to “reinvent the wheel” and steer classes from their core purposes. Dive deep below and review our various Class changes for Patch 2.4.

Javelin And Spear Skills

Impale

  • This skill is now an uninterruptible attack
  • Attack Rating modification has been removed, now this skill will always hit the target
  • This skill now slows the target by a percentage for a duration
  • Animation speed increased by 30%

Fend

  • Attack Speed increased by 100% (Reduced the rollback frames value between each attack)

Power Strike

  • Removed synergy from Lightning Fury skill
  • Lightning Bolt synergy increased from +10% to +14%
  • Charged Strike synergy increased from +10% to +14%
  • Lightning Strike synergy increased from +10% to +14%

Charged Strike

  • Removed synergy from Lightning Fury skill
  • Power Strike synergy increased from +10% to +14%
  • Lightning Bolt synergy increased from +10% to +14%
  • Lightning Strike synergy increased from +10% to +14%

Lightning Strike

  • Removed synergy from Lightning Fury skill
  • Power Strike synergy increased from +8% to +11%
  • Lightning Bolt synergy increased from +8% to +11%
  • Charged Strike synergy increased from +8% to +11%

Poison Javelin

  • This skill’s damage scaling at high levels has been slightly adjusted
  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay

Plague Javelin

  • Plague Javelin poison duration and damage has been adjusted. This should net out to a 20% damage-per-second increase at level 1 and up to a 33% damage-per-second increase at max level
  • Poison Javelin synergy increased from +10% to +14%
  • Casting Delay reduced from 4 seconds to 1 second
  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay

Developer Comments: We wanted to give more advantages for using Amazon melee skills, so we are freeing up skill synergy reliance on “Lightning Fury”, which will make the lightning melee skills a cheaper skill point alternative to build around. Also, we are improving the power of the lesser-used melee skills such as “Impale” and “Fend.” Lastly, “Plague Javelin” has received improvements with Casting Delay, damage synergy, and duration scaling, to further diversify its usage compared to “Poison Javelin.”


Passive And Magic Skills

Inner Sight

  • This skill’s radius has increased by 35%

Slow Missiles

  • Missile slow now scales instead of staying at a flat base of 33%
  • This skill’s radius has increased by 35%
  • This skill will now reduce enemy missile damage based on skill level

Valkyrie

  • Casting Delay reduced from 6 seconds to 0.6 seconds
  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay

Dodge

  • The animation can now be interrupted and will no longer lock out the Amazon from performing other actions

Avoid

  • The animation can now be interrupted and will no longer lock out the Amazon from performing other actions

Developer Comments: We wanted to add some quality-of-life changes to certain Passive and Magic Skills. We improved the radius for “Inner Sight” and “Slow Missiles”, and we gave more reason to invest skill points for “Slow Missiles.” Also, we wanted to alleviate the disadvantage of the animation lockout from using the “Dodge” and “Avoid” skills so that players are more willing to spend points on these skills.


Bow And Crossbow Skills

Freezing Arrow

  • Mana Cost per level reduced from +0.5 to +0.25

Magic Arrow

  • Increased the amount of physical damage converted to magic damage for the base level and per level

Multiple Shot

  • Added synergy from Guided Arrow: +12% physical damage per level

Guided Arrow

  • Damage bonus per level increased from +5% to +7%
  • Added synergy from Multiple Shot: +12% physical damage per level

Strafe

  • Removed the 25% weapon damage reduction from this skill
  • Now also gives increased Attack Rating with +30% baseline and +9% per level
  • Added Synergy from Multiple Shot: +5% physical damage per level
  • Added Synergy from Guided Arrow: +10% physical damage per level

Fire Arrow

  • Mana Cost no longer increases per level

Exploding Arrow

  • Damage scaling increased by about 50% for higher skill levels
  • Fire Arrow synergy increased from +12% to +14%
  • Mana Cost per level reduced from +0.5 to +0.25

Immolation Arrow

  • Average Fire Damage per second scaling increased by about 100%
  • Cooldown reduced by 40%
  • Mana Cost per level reduced from +0.5 to +0.25
  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay

Developer Comments: Fire bow skills are receiving damage scaling improvements at higher levels so that they consistently fulfill their fire elemental damage type roles for their level tier. Also, mana costs were reduced for the elemental arrow skills to give them more general usage. “Strafe” will no longer have weapon damage reduction and will also provide Attack Rating so that it can have distinctive advantages over the other physical bow skills. Finally, we believe it felt odd that the physical bow skills don’t have any synergies like the cold and fire bow skills do. We hope that giving some synergies to the physical bow skills help them remain viable.

Martial Arts

Fist of Fire

  • Attack Rating bonus increased from +15% to +25% baseline, and from +7% to +10% per level

Claws of Thunder

  • Attack Rating bonus increased from +15% to +25% baseline, and from +7% to +10% per level

Blades of Ice

  • Attack Rating bonus increased from +15% to +25% baseline, and from +7% to +10% per level

Tiger Strike

  • Attack Rating bonus increased from +15% to +25% baseline, and from +7% to +10% per level

Cobra Strike

  • Attack Rating bonus increased from +15% to +25% baseline, and from +7% to +10% per level

Phoenix Strike

  • Attack Rating bonus increased from +15% to +25% baseline, and from +7% to +10% per level

Dragon Talon

  • Now consumes only 1 of each Martial Arts charge when cast
  • Now always hits the target only if the Assassin has any Martial Arts charges

Dragon Claw

  • Now consumes only 1 of each Martial Arts charge when cast
  • Now always hits the target only if the Assassin has any Martial Arts charges
  • Damage bonus per level increased from 5% to 15%

Dragon Tail

  • Now consumes only 1 of each Martial Arts charge when cast
  • Now always hits the target only if the Assassin has any Martial Arts charges
  • Damage bonus per level increased from 10% to 20%

Dragon Flight

  • Now consumes only 1 of each Martial Arts charge when cast
  • Now guarantee hits the target only if the Assassin has any Martial Arts charges
  • Casting Delay removed
  • Damage bonus per level increased from 25% to 35%

Developer Comments: Martial Arts skills are receiving a significant change with having Finishing Moves (including the Attack skill) only consume 1 of each charge at a time instead of all 3 at once. We feel like this will allow Martial Arts to perform smoother during combat by better maintaining current charges instead of having to re-acquire charges too often. In addition to this, we are increasing Attack Rating for Charge-up skills to compliment the smoothness of gaining and spending charges Lastly, we wanted to improve damage payoff for the lesser used Finishing Move skills.


Shadow Disciplines

Fade

  • Tooltip updated to now show the physical damage resist reduction

Venom

  • Buff Duration scaling per level changed from 4 seconds to 12 seconds (matching Burst of Speed and Fade)

Shadow Warrior

  • Casting Delay reduced from 6 seconds to 0.6 seconds
  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay

Shadow Master

  • Casting Delay reduced from 6 seconds to 0.6 seconds
  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay

Developer Comments: We felt that Shadow Disciplines are generally widely used and effective, but we wanted to add some quality-of-life changes, so we added tooltip clarity, buff duration consistency improvements, and casting delay changes.


Traps

Shock Web

  • Removed synergy from Death Sentry skill
  • Charged Bolt Sentry synergy increased from +11% to +17%
  • Lightning Sentry synergy increased from +11% to +17%
  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay

Charged Bolt Sentry

  • Removed synergy from Death Sentry skill
  • Fire Blast synergy increased from +6% to +9%
  • Lightning Sentry synergy increased from +6% to +9%

Lightning Sentry

  • Removed synergy from Death Sentry skill
  • Shock Web synergy increased from +12% to +18%
  • Charged Bolt Sentry synergy increased from +12% to +18%

Fire Blast

  • Removed synergy from Death Sentry skill
  • Shock Web synergy increased from +9% to +11%
  • Charged Bolt Sentry synergy increased from +9% to +11%
  • Wake of Fire synergy increased from +9% to +11%
  • Lightning Sentry synergy increased from +9% to +11%
  • Wake of Inferno Sentry synergy increased from +9% to +11%

Wake of Fire

  • Fire Blast synergy increased from +8% to +10%
  • Wake of Inferno synergy increased from +8% to +10%

Wake of Inferno

  • Removed synergy from Death Sentry
  • Fire Blast synergy increased from +10% to +18%
  • Wake of Fire synergy increased from +7% to +18%
  • Added yards calculation to the Wake of Inferno tooltip

Blade Sentinel

  • Casting Delay reduced from 2 seconds to 1 second
  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay
  • Missile speed increased by 20%
  • Weapon Damage increased from 37% to 75%
  • Blade Fury synergy added: +10% Damage per level
  • Blade Shield synergy added: +10% Damage per level

Blade Fury

  • Blade Sentinel synergy added: +10% Damage per level
  • Blade Shield synergy added: +10% Damage per level
  • Attack rating increased by 10% per level

Blade Shield

  • Duration baseline value increased from 20 seconds to 120 seconds (matching Burst of Speed and Fade)
  • Duration scaling per level increased from 5 seconds to 12 seconds (matching Burst of Speed and Fade)
  • Weapon Damage increased from 25% to 75%
  • Blade Sentinel synergy added: +10% Damage per level
  • Blade Fury synergy added: +10% Damage per level
  • Tooltip updated to now display Radius

Developer Comments: With Trap skills, there are multiple underused skills that can be more effective or have improved synergy distribution. For Lightning and Fire Traps, we are freeing up synergy reliance on “Death Sentry” to give more build possibilities elsewhere. Also, Fire traps are receiving damage synergy improvements to make them more effective at higher difficulties. Lastly, the Blade skills are receiving multiple improvements to make them more viable to dedicate builds around these skills.

Warcries

General

  • Tooltip updated to now display Radius

Howl

  • Tooltip updated to now display Radius

Battle Cry

  • Tooltip updated to now display Radius

War Cry

  • Damage increased by about 30%
  • Tooltip updated to now display Radius
  • War Cry’s mana cost now increases by only 0.75 per level instead of 1

Shout

  • Duration baseline increased from 20 seconds to 30 seconds (matching Battle Orders)
  • Tooltip updated to now display Radius

Battle Orders

  • Tooltip updated to now display Radius

Battle Command

  • Duration baseline increased from 5 seconds to 30 seconds (matching Battle Orders)
  • Tooltip updated to now display Radius

Grim Ward

  • Radius baseline value increased
  • Now also Slows and increases Damage Taken for nearby enemies.
  • Find Potion synergy added: +5% Damage Taken per level

Developer Comments: We are adding more tooltip descriptions to Warcries for clarification on hidden skill mechanics. “Shout” and “Battle Command” durations were updated to be consistent with each other for quality-of-life purposes. For “War Cry,” we want to make it more effective and rewarding to use at higher difficulties. Lastly, with “Grim Ward”, we are adding a new functionality and synergy to give more reason to use the skill, which also gives more reason to spend skill points on “Find Potion.”


Combat Masteries

Sword Mastery

  • Renamed to Blade Mastery
  • Now affects daggers in addition to swords
  • Increased base attack rating bonus to 40% (from 28%)

Axe Mastery

  • Increased base attack rating bonus to 40% (from 28%)

Mace Mastery

  • Increased base attack rating bonus to 40% (from 28%)

Polearm Mastery

  • Increased base attack rating bonus to 40% (from 28%)

Spear Mastery

  • Increased base attack rating bonus to 40% (from 28%)

Throwing Mastery

  • Increased base attack rating bonus to 44% (from 30%)
  • Added chance to not consume quantity per level up to 55% chance at level 20
  • Critical strikes with throwing weapons now replenish quantity
  • Added chance to pierce

Developer Comments: Barbarians run out of throwing weapon quantity far too quickly. Adding chances to not consume as well as chance to replenish will allow a throwing barbarian to be viable without having to return to town frequently.


Combat Skills

Whirlwind

  • When targeting an enemy with Whirlwind, the Barbarian will move to the initial position of the enemy – it will not track them as they move
  • Whirlwind will be performed even when targeting adjacent enemies (used to perform a basic attack)

Leap

  • Baseline minimum distance increased
  • Speed of the leap motion increased by 75%
  • Leap now has a minimum jump height and duration
  • Tooltip updated to now display Knockback Radius

Leap Attack

  • Speed of the leap motion increased by 75%
  • Leap attack now has a minimum jump height and duration
  • Damage baseline increased from 100% to 200%
  • Attack Rating baseline increased from 50% to 100%
  • Attack Rating per level increased from 15% to 20%
  • The Barbarian now deals extra physical damage to surrounding enemies within a range of 4.6 yards when landing from a Leap Attack. Damage scales per level – increased scaling compared to the PTR implementation
  • Leap synergy bonus applies to the AoE damage in addition to the attack
  • Increased mana cost of Leap Attack from 9 to 10
  • Leap Attack will be performed even when targeting adjacent enemies (used to perform a basic attack)

Developer Comments: Leap Attack has received a lot of changes: increased movement speed, smoother trajectory, improved controls, and increased attack rating and damage. Perhaps the biggest change is that Leap Attack now deals AOE damage to surrounding enemies when landing. This gives the Barbarian a strong multi-target skill as early as level 18. This damage does not scale with your weapon, so it’s perfect for leveling up a Barbarian in Normal and Nightmare difficulties. The AOE damage won’t make as much of an impact on Hell difficulty, but Leap Attack’s primary attack and mobility will remain valuable.

Berserk

  • Shout synergy replaced with Battle Orders

Double Throw

  • Added damage bonus with 16% baseline and 8% damage increase per level

Frenzy

  • Increased Stamina synergy added: +0.4 Seconds per Level

Developer Comments: For “Berserk”, the existing “Shout” synergy is changing to “Battle Orders,” because the Defense loss from the skill contradicts the usage of “Shout,” and this will better connect with other skill synergy build possibilities. “Double Throw” will now have a baseline damage increase so that it will not purely rely on synergies for damage. “Frenzy” is receiving a new synergy from the lesser used “Increased Stamina” skill to give more reasons to invest skill points there and add new build diversity.

Elemental Skills

Firestorm

  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay

Molten Boulder

  • Missile speed increased by 100%. Missile range decreased by 50% (The overall travel length remains the same)
  • Casting Delay reduced from 2 seconds to 1 second
  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay
  • Volcano synergy increased from 10% to 12%

Fissure

  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay

Volcano

  • Molten Boulder synergy increased from 12% to 16%
  • Tooltip updated to now show Volcano duration
  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay

Armageddon

  • Casting Delay has been removed for this skill
  • Physical Damage significantly increased
  • Tooltip updated to now display Physical Damage
  • Volcano synergy changed to increase Physical Damage instead of Fire Damage, and increased from 14% to 18%
  • Removed the Hurricane skill requirement
  • Increased the missile damage radius by 33% (from 3 to 4)
  • Increased the missile drop rate by about 30% (from ~3 per second to ~4)”

Arctic Blast

  • Removed synergy from Hurricane
  • Base damage and level scaling increased by ~100% (also to compensate for the incorrect damage calculation in the past)
  • Controls are updated so that the skill now casts in free form and no longer locks onto one target at a time

Cyclone Armor

  • Can now be cast while in Werewolf or Werebear form

Twister

  • Damage scaling increased by 50%
  • Arctic Blast synergy added: +20% Stun Duration per level

Hurricane

  • Casting Delay removed
  • Can now be cast while in Werewolf or Werebear form

Developer Comments: With the Casting Delay changes, Druid Fire skills are generally going to be more widely used. In addition, we are increasing the physical damage scaling for Fire skills to be a reliable alternative damage source. We felt that “Arctic Blast” is generally lacking power, so we are increasing the damage scaling, reducing the synergy requirements to free up skill points, and improving the general player controls to allow for smoother freeform targeting. In addition, we wanted to complement the “Arctic Blast” changes with improvements to “Twister” to add more build possibilities. Lastly, we are allowing Shapeshift forms to cast each of the elemental buff skills to avoid the current hassle of having to change forms to continuously maintain these active buffs.


Shape Shifting Skills

Werewolf

  • Werewolf now only uses the new attack speed calculation that was originally introduced in the PTR
  • Raised Werewolf attack speed cap from +75% to +150%
  • Tooltip updated to now display Casting Delay

Rabies

  • Attack Rating bonus increased from +7% to +10% per level
  • Poison Creeper synergy increased from 18% to 20%

Fury

  • Attack Rating bonus increased from +7% to +10% per level
  • Attack Speed increased by 40% (Reduced the rollback frames value between each attack)

Werebear

  • Werebear now only uses the new attack speed calculation that was originally introduced in the PTR
  • Raised Werebear attack speed cap from +75% to +150%
  • Damage bonus per level increased from 8% to 15%
  • Base defense value increased from 25% to 40%
  • Defense bonus per level increased from 6% to 10%
  • Cannot be interrupted while performing attacks or skills
  • Tooltip updated to now display Casting Delay

Maul

  • Now grants +3% attack speed per charge
  • Damage bonus per level increased from 20% to 30%
  • Attack Rating bonus increased from +20% to +40% baseline, and +10% to +15% per level
  • Tooltip Stun value will now properly cap at 10 seconds, which follows the core game’s Stun duration cap

Shock Wave

  • Maul synergy increased from 5% to 10%

Fire Claws

  • Damage increased by 75%
  • Removed synergy from Fissure
  • Removed synergy from Volcano

Developer Comments: We’ve debated on the best way to bring shapeshifting Druids forward. Both forms use a new attack speed calculation that allows more weapons to be used effectively and properly incentivizes IAS gear. With the improved Fury, the Werewolf can reach even faster attack speeds than it could previously. As for werebear – we want to deliver on the fantasy of a powerful, unstoppable, killing machine. We’ve introduced uninterruptible attacks and skills, as well as increased damage and defense. While this will change the way players have played the Werebear in the past, we feel like it is more in line with the intended fantasy. For players who loved their fast werebear builds, we’ve added attack speed bonuses to Maul, but we also hope the new Werewolf changes will offer them the same style of play, as it is now the faster form.


Summoning Skills

General

  • Druids can now have spirit wolves, dire wolves, and bears all summoned at the same time

Oak Sage

  • Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
  • Physical Damage Resist in Normal Difficulty increased from 0% to 25%
  • Physical Damage Resist in Nightmare Difficulty reduced from 100% to 25%
  • Physical Damage Resist in Hell Difficulty increased from 0% to 25%

Heart of the Wolverine

  • Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
  • Physical Damage Resist in Normal Difficulty increased from 0% to 25%
  • Physical Damage Resist in Nightmare Difficulty reduced from 100% to 25%
  • Physical Damage Resist in Hell Difficulty increased from 0% to 25%

Spirit of Barbs

  • Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
  • Aura no longer returns a percentage of damage when hit. Now the aura will deal a flat amount of damage when the aura-effected targets are attacked.
  • Physical Damage Resist in Normal Difficulty increased from 0% to 25%
  • Physical Damage Resist in Nightmare Difficulty reduced from 100% to 25%
  • Physical Damage Resist in Hell Difficulty increased from 0% to 25%

Raven

  • Attack Rating bonus per level increased from 15% to 30% (now also displays in the tooltip)
  • Modified the AI so that the Ravens attack more often
  • Damage level scaling significantly increased
  • Summon Spirit Wolf synergy added: +12% Damage per level
  • Summon Dire Wolf synergy added: +12% Damage per level
  • Summon Grizzly synergy added: +12% Damage per level

Summon Spirit Wolf

  • Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
  • Attacks now deal cold damage and chill for a duration (Provides utility with chilling and acts as an alternative damage type compared to Dire Wolves)
  • Damage level scaling increased by 10%
  • Base Life increased by about 80%
  • Life now increases by 10% per level
  • Updated the tooltip to display each synergy bonus value

Summon Dire Wolf

  • Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
  • Damage level scaling increased by 30%
  • Base Life increased by about 90%
  • Life synergy reduced from 25% to 15% (This is because the base life was increased, and Spirit Wolf and Grizzly now gain Life per level)
  • Updated the tooltip to display each synergy bonus value

Summon Grizzly

  • Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
  • Base Life increased by ~15%
  • Life now increases by 10% per level
  • Updated the tooltip to display each synergy bonus value

Poison Creeper

  • Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
  • Poison damage level scaling significantly increased
  • Life scaling increased by 100%
  • Rabies synergy added: +10% Poison Damage per level

Carrion Vine

  • Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
  • Life recovery has been reworked to be +1% Healing per level, instead of using a diminishing calculation ranging from 3%-12%

Solar Creeper

  • Min Life and Max Life values are averaged to always be the same, accurate to the tooltip
  • Mana recovery has been reworked to be +3% Mana baseline with +1% Mana per level, instead of using a diminishing calculation ranging from 1%-8%

Developer Comments: The restriction of the Druid being allowed only one type of summonable at a time has restricted the viability of this build and has hampered the fantasy of a Druid Summoner from living up to its full potential. We feel that a druid being able to summon all of his allies at once will make for a more interesting and fun playstyle. In general, all summons will no longer have hidden randomized health values so that the tooltip is more accurate and so summons perform more consistently. Ravens are getting significant changes to help them function as a spell-like skill for summoning Druids to use, and this includes damage scaling buffs and new synergies from other summons to fuel their damage. Wolves are getting improvements to give them more of an identity as damage-dealing summons. The spirit summons are receiving a physical damage resist change across each difficulty to make them survive more consistently. ”Spirit of Barbs” is receiving changes to Thorns to make it a more reliable source of damage. Lastly, each of the creeper summons are receiving improvements to give more reason to invest skill points and to have them perform better at higher levels.

Summoning Skills

Raise Skeletal Mage

  • Percentage HP per level increased from 7% to 10%
  • Poison total damage scaling increased by about 750%. Poison duration no longer scales and now lasts 4 seconds
  • Cold damage scaling increased by about 50%
  • Lightning damage scaling increased by about 5%
  • The tooltip will now properly display the Life scaling per level

Blood Golem

  • Attack damage increased by about 20%
  • 20% reduction in mana cost applied per level
  • Now gains Max Life per level
  • Damage scaling per level has been increased

Iron Golem

  • Thorns no longer return a percentage of damage when hit. Now thorns will deal a flat amount of damage when the aura-effected targets are attacked

Fire Golem

  • 20% reduction in mana cost applied per level
  • Holy Fire damage increased by an average of 50%
  • Fire attack damage increased by an average of 30%
  • Fixed a bug which caused the Fire Golem’s Holy Fire damage max value to display as half of its true value

Developer Comments: We saw a good opportunity to improve lesser-used summons for the Necromancer. Skeletal Mages have received significant damage scaling improvements so that their elemental damage values are more consistent. This means that Cold damage is more effective but still slightly weaker than Fire damage because of its chill utility, and Poison damage is much more reliable with a fixed duration and better damage scaling. “Blood Golem“ and “Fire Golem” are receiving damage improvements to make them more competitive with the other Golems. For “Iron Golem,” we are changing the “Thorns” aura to deal more reliable damage to improve its source of effectiveness (See Paladin changes below for more details).


Poison And Bone Skills

Bone Armor

  • Damage Absorbed per level increased from 10 to 15

Bone Spear

  • Teeth synergy increased from 7% to 8%
  • Bone Wall synergy increased from 7% to 8%
  • Bone Spear synergy increased from 7% to 8%
  • Bone Prison synergy increased from 7% to 8%

Bone Spirit

  • Teeth synergy increased from 6% to 8%
  • Bone Wall synergy increased from 6% to 8%
  • Bone Spear synergy increased from 6% to 8%
  • Bone Prison synergy increased from 6% to 8%

Developer Comments: Bone skills are generally well performing but we saw an opportunity to improve synergy bonuses to better scale in the late game and to make their heavy skill point investment more valuable. Additionally, “Bone Armor” is receiving better damage absorb scaling to make it more rewarding to spend points on the skill itself instead of relying too heavily on its synergies.


Curses

Weaken

  • Damage reduction now scales based on level, from just 33%, to now 33% and +1% per level

Decrepify

  • Tooltip updated to now show the status changes

Developer Comments: For the “Weaken” skill, we added new damage reduction scaling to give more reason to spend additional points on the skill and to give it a more powerful identity.

Defensive Auras

Resist Fire

  • Tooltip now displays max resist bonus

Resist Cold

  • Tooltip now displays max resist bonus

Resist Lightning

  • Tooltip now displays max resist bonus

Developer Comments: We added more information to tooltips to describe hidden functionality for certain Defensive Auras.


Offensive Auras

Blessed Aim

  • Tooltip now displays passive Attack Rating bonus

Holy Fire

  • Damage scales based on distance to the caster. Aura will deal double damage at melee range and linearly scale to normal damage at maximum range
  • Tooltip: The maximum Area Damage values now incorporate the maximum proximity damage bonus
  • Resist Fire Synergy increased from 18 to 21%
  • Damage level scaling increased to 70%
  • Salvation synergy increased from 6% to 10%

Holy Freeze

  • Damage scales based on distance to the caster. Aura will deal double damage at melee range and linearly scale to normal damage at maximum range
  • Tooltip: The maximum Area Damage values now incorporate the maximum proximity damage bonus

Holy Shock

  • Damage scales based on distance to the caster. Aura will deal double damage at melee range and linearly scale to normal damage at maximum range
  • Tooltip: The maximum Area Damage values now incorporate the maximum proximity damage bonus

Sanctuary

  • Damage scales based on distance to the caster. Aura will deal double damage at melee range and linearly scale to normal damage at maximum range
  • Tooltip: The maximum Area Damage values now incorporate the maximum proximity damage bonus

Thorns

  • Now deals a flat amount of damage when attacked in addition to returning a percentage of damage taken to the enemy when hit

Developer Comments: We wanted to add more potential to the AoE (Area of Effect) Damage auras since they are a capable way for the Paladin to handle groups of monsters. By increasing damage based on distance to the caster, each AoE damage aura will have increased effectiveness while still maintaining the same cadence of visual VFX on the screen. Also, we saw that “Holy Fire” should scale better at higher skill levels to be consistent with general Fire Damage power compared to the other elements. For “Thorns”, we want to improve the gameplay around getting hit to deal damage, so we are making the skill deal flat damage based on attack attempts in addition to returning damage after getting hit. This will allow Thorns to have a more consistent combat performance instead of unpredictable and riskier results.


Combat Skills

Sacrifice

  • Damage to self now reduces per level, from 8% to 8%-1%

Conversion

  • Maximum conversion chance increased from 50% to 90%

Smite

  • Tooltip now shows that the skill always hits

Holy Bolt

  • Now damages Demons in addition to Undead
  • Removed synergy Blessed Hammer
  • Damage increased by 50%
  • Now pierces targets (Friendly and Hostile)
  • Prayer synergy increased from 15% to 20%

Fist of the Heavens

  • Now damages Demons in addition to Undead
  • Casting Delay reduced from 1 second to 0.4 seconds
  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay
  • Holy Bolts now pierce targets
  • No longer forces you to attack when out of mana
  • Improved targeting functionality for auto acquiring enemies

Developer Comments: We wanted to improve the lesser-used Combat skills to give more viable build options. “Holy Bolt” will now pierce to increase its combat use cases and will have less skill point synergy investment to open more possibilities to spend skill points elsewhere. “Fist of the Heavens” is also getting the same “Holy Bolt” pierce changes and will now have less Casting Delay and improved controls to help make it a more effective Level 30 skill to use. By allowing both Holy Bolt and Fist of the Heavens to damage Demons in addition to Undead, we hope to open it up as a viable build to use in more situations.

Cold Skills

Frost Nova

  • Damage level scaling increased by about 25%

Blizzard

  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay

Frozen Orb

  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay

Frozen Armor

  • Base duration increased from 120 seconds to 144 seconds

Shiver Armor

  • Damage level scaling increased by about 25%
  • Base duration increased from 120 seconds to 144 seconds

Chilling Armor

  • Damage level scaling increased by about 200%
  • Duration bonus per level increased from 6 seconds to 12 seconds
  • Chill length bonus per level for level 16+ increased from 1 second to 2 seconds (matching Shiver Armor)
  • Defense baseline increased from 45% to 60%
  • Defense bonus per level increased from 5% to 7%
  • Frozen Armor damage synergy increased from 7% to 9%
  • Chilling Armor damage synergy increased from 7% to 9%

Developer Comments: With the cold armor skills, we want to further diversify them by ensuring that each has distinctive advantages. After these changes, “Chilling Armor” will have the greatest Defense bonus and damage potential while still only triggering on ranged attacks. Also, “Frost Nova” is receiving damage scaling improvements to give it more power where it was lacking in the later game.


Lightning Skills

Nova

  • Static Field synergy added: +5% Lightning Damage per level
  • Nova mana cost reduced. The initial mana cost is now 13 from 15

Thunder Storm

  • Static Field synergy added: +7% Lightning Damage per level
  • Duration baseline increased from 32 seconds to 144 seconds
  • Duration bonus per level increased from 8 seconds to 24 seconds
  • Tooltip updated to now display Radius

Energy Shield

  • Tooltip updated to display more information about the Mana consumed and the Telekinesis synergy

Developer Comments: We saw an opportunity to add new synergies for lesser used Lightning skills to increase their damage potential and create new skill build possibilities.


Fire Skills

Inferno

  • Base damage and level scaling increased by about 75% (also to compensate for the incorrect damage calculation in the past)
  • Warmth synergy increased from 13% to 16%
  • Controls are updated so that the skill now casts in free form and no longer locks onto one target at a time
  • Mana Cost baseline reduced from 7 Mana per second to 4 Mana per second
  • Range baseline increased by 75%

Blaze

  • Damage scaling increased by about 60%
  • Warmth synergy increased from 4% to 6%
  • Removed synergy from Fire Wall
  • Now also increases Run/Walk Speed by 2% per level
  • Tooltip now also displays Blaze duration

Fire Wall

  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay

Meteor

  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay

Hydra

  • You can now spawn multiple hydras on controller when holding the button down
  • Casting delay removed
  • Limited max number of Hydra groups to 6

Developer Comments: We wanted to improve the lesser used Fire skills and give more reasons to use them. Inferno is receiving player control improvements with free form casting, like Arctic Blast, and better damage scaling. Blaze is an often-ignored skill, so we wanted to free up synergy requirements and provide more utility and power with damage increases and a new Run/Walk Speed buff for extra utility. Lastly, with Hydra, we wanted to improve the gameplay of summoning Hydras to make it easier to use to skill in combat situations. The removal of Casting Delay and the new limitation on max Hydras will match the maximum Hydra count achievable from before the changes, but now players will have a much easier time to summon that amount

ITEM TOOLTIP CHANGES:

Old Tooltip

New Tooltip

Piercing Attack +X% Piercing Attack
Quantity: [CURRENT STACK] Quantity: [CURRENT STACK] of [TOTAL]
X% Chance of Open Wounds +X% Chance of Open Wounds
X% Damage Taken Goes to Mana +X% Damage Taken Goes to Mana
X% Chance of Crushing Blow +X% Chance of Crushing Blow
Fire Absorb X% Fire Absorb +X%
Cold Absorb X% Cold Absorb +X%
Lightning Absorb X% Lightning Absorb +X%
Magic Absorb X% Magic Absorb +X%
X% Deadly Strike +X% Deadly Strike
Hit Causes Monster to Flee X% Hit Causes Monster to Flee +X%

Developer Comments: The Piercing Attack tooltip now will display its pierce chance value in the tooltip. The quantity value of throwing weapons, ammo, and tome item tooltips will now always show the total amount to be clearer for players. Also, consistency improvements have been made to existing item modifier tooltips so that it is clearer that they can stack with themselves.

UBER DIABLO CHANGES:

The way that players summon Uber Diablo in Diablo II: Resurrected today will remain the same as it was first introduced in v1.10, by selling Stone of Jordan rings. However, we have updated how and where that progress is calculated to improve the experience for the entire community.

Uber Diablo progress for each game type will now be kept by the regional database. When the threshold is met by selling enough Stone of Jordan rings, Uber Diablo will spawn for everyone in the same region, not only those on the same server instance.

Progress towards Uber Diablo is now tracked per game type. Gathering a total of 8 progressions being tracked. Those being Classic, Classic Hardcore (HC), Classic Ladder, Classic HC Ladder, Expansion, Expansion HC, Expansion Ladder, Expansion HC Ladder. Given this change, we have added new messaging for players to help them anticipate when Uber Diablo may spawn. This messaging will be sent out to all players in the region at certain tiers of progress and can be manually checked by using a /uberdiablo chat command. We hope these changes allow more players to get to experience the true terror that is Uber Diablo.

MERCENARIES:

Hiring a Mercenary in Expansion mode will now always offer mercenaries that match your character’s Level, instead of having a randomized Level difference from your character’s Level.

Act 1 – Rogue Archer

  • Updated each stat/skill gains in each difficulty to match so that there is no disadvantage of leveling up a Hell difficulty mercenary versus a Normal difficulty mercenary
  • Can now use Amazon Bows
  • Can now gain + Amazon skill bonuses from gear

Cold Arrow

  • Added Freezing Arrow

Fire Arrow

  • Added Explosion Arrow

Developer Comments: The Rogue Archer is getting new flavored ranged skills that will scale as she levels up. These new skills should improve her AoE (Area of Effect) damage effectiveness and thus make her a more effective ranged damage dealer.

Act 2 – Desert Mercenary

  • Updated each stat/skill gains in each difficulty to match so that there is no disadvantage of leveling up a Hell difficulty mercenary versus a Normal difficulty mercenary
  • Nightmare and Hell difficulty now have all 6 different aura types available from the Hire menu, instead of separating them out by 3 per difficulty. Normal is unchanged

Thorns (Combat – Nightmare)

  • Thorns aura level scaling increased and will now continue scaling up beyond the highest-level threshold up to max level

Developer Comments: The Desert Mercenary is already popular, but we saw an opportunity to add some quality-of-life improvements by allowing players to hire all six different Aura types in Nightmare and Hell difficulty, rather than having to switch between modes. With the general improvements to “Thorns,” we wanted to improve the level scaling to make this aura mercenary type more meaningful.

Act 3 – Iron Wolf

  • Updated each stat/skill gains in each difficulty to match so that there is no disadvantage of leveling up a Hell difficulty mercenary versus a Normal difficulty mercenary
  • Life baseline and scaling increased by about 25% (Now has Life similar to the Rogue Archer)
  • Defense baseline and scaling increased by about 40% (Now has defense closer to the Rogue Archer)
  • Resistances baseline and scaling increased by about 20% (Now has the highest resistances baseline compared to other mercenaries)

Cold

  • Now casts Glacial Spike more often
  • Glacial Spike level scaling increased
  • Swapped Frozen Armor for Chilling Armor

Fire

  • Removed Inferno
  • Added Fire Bolt
  • Increased chance of the Iron Wolf casting Fire Ball
  • Added Enchant – Now the Iron Wolf will cast Enchant on himself, the player, and nearby allies

Lightning

  • Added Static Field
  • Charged Bolt level scaling increased
  • Increased chance of the Iron Wolf casting Lightning

Developer Comments: The Iron Wolves are great elemental sorcerers, but we saw they have been underperforming in higher difficulties. We improved their core stats so that they are more in line with other mercenaries while also having a distinct advantage with having the most resistance values. For skills, we wanted to embrace their elemental fantasies, so we decided to give new flavorful utility skills, to further incentivize reasons to want to use these mercenary types.

Act 5 – Barbarian Warrior

  • Can now gain + Barbarian skill bonuses from gear
  • Updated each stat/skill gains in each difficulty to match so that there is no disadvantage of leveling up a Hell difficulty mercenary versus a Normal difficulty mercenary
  • Life baseline scaling increased (Now has the most life compared to other mercenaries)
  • Defense baseline and scaling increased and the scaling at higher levels was reduced (Now has the highest defense baseline compared to other mercenaries)

Dual Wielding

  • A new ferocious Barbarian is available for hire from Qual-Kehk. These warriors cannot use two-handed swords, but are well trained in the art of dual wielding. Utilizing the Frenzy, Taunt, and Iron Skin abilities, they lure enemies in and unleash a fierce barrage of attacks

Two-handed

  • Bash level scaling increased and will no longer be capped at level 80
  • Stun level scaling increased and will no longer be capped at level 80
  • Added Battle Cry

Developer Comments: We want to give the Barbarian Warrior more identity while still maintaining his Barbarian fantasy. So, we decided to give him the “Battle Cry” skill as a new way for him to debuff enemies, which should prove to be a useful utility for players. In addition, we wanted to increase his Life and Defense scaling to ensure that he is the tougher mercenary type. By adding a new dual wielding Barbarian Mercenary, we hope to provide a powerful, fast-hitting merc that challenges the status-quo of common mercenary choice among players.

RUNE WORDS:

For the first time, players will have the chance to unlock a host of new Rune Words in the Ladder system! These will be exclusive to Ladder like the previous set of Ladder-only Rune Words in the original Diablo II experience. At the end of a Ladder season, players who successfully made these Rune Words will have their Ladder characters be moved into a “non-Ladder” version of the game.

Insight

  • Now can also be used with Bows and Crossbows

Infinity

  • Can now be used by Spears and Amazon Spears

Obedience

  • Can now be used by Spears and Amazon Spears

Pride

  • Can now be used by Spears and Amazon Spears

Developer Comments: Insight is a popular Rune Word, and we feel that allowing it on ranged weapons will promote more build possibilities that complement the skill and mercenary changes seen above.

New Rune Word

Allowed Items

Rune Order

Completed Stats

Plague Sword, Claws, Daggers Cham + Shael + Um
  • 20% Chance to cast level 12 Lower Resist when struck
  • 25% Chance to cast level 15 Poison Nova on striking
  • Level 13-17 Cleansing Aura When Equipped (varies)
  • +1-2 All Skills
  • +20% Increased Attack Speed
  • +220-320% Enhanced Damage (varies)
  • -23% To Enemy Poison Resistance
  • 0.3% (0-29.7) Deadly Strike (Based on Character Level)
  • +25% Chance of Open Wounds
  • Freezes Target +3
Pattern Claw Tal + Ort + Thul
  • +30% Faster Block Rate
  • +40-80% Enhanced Damage (varies)
  • 10% Bonus to Attack Rating
  • Adds 17-62 Fire Damage
  • Adds 1-50 Lightning Damage
  • Adds 3-14 Cold Damage
  • +75 Poison Damage Over 5 Seconds
  • +6 to Strength
  • +6 to Dexterity
  • All Resistances +15
Unbending Will Sword Fal + Io + Ith + Eld + El + Hel
  • 18% Chance to cast Level 18 Taunt on striking
  • +3 To Combat Skills (Barbarian Only)
  • +20-30% Increased Attack Speed (varies)
  • +300-350% Enhanced Damage (varies)
  • +9 To Maximum Damage
  • +50 To Attack Rating
  • +75% Damage to Undead
  • +50 Attack Rating Against Undead
  • 8-10% Life Stolen Per Hit (varies)
  • Prevent Monster Heal
  • +10 To Strength
  • +10 To Vitality
  • Damage Reduced By 8
  • +1 Light Radius
  • Requirements -20%
Wisdom Helm Pul + Ith + Eld
  • +33% Piercing Attack
  • +15-25% Bonus to Attack Rating (varies)
  • 4-8% Mana Stolen Per Hit (varies)
  • +30% Enhanced Defense
  • +10 Energy
  • 15% Slower Stamina Drain
  • Cannot Be Frozen
  • +5 Mana After Each Kill
  • 15% Damage Taken Goes to Mana
Obsession Staff Zod + Ist + Lem + Lum + Io + Nef
  • Indestructible
  • 24% Chance to cast level 10 Weaken when struck
  • +4 To All Skills
  • +65% Faster Cast Rate
  • +60% Faster Hit Recovery
  • Knockback
  • +10 To Vitality
  • +10 To Energy
  • Increase Maximum Life 15-25% (varies)
  • Regenerate Mana 15-30% (varies)
  • All Resistances +60-70 (varies)
  • 75% Extra Gold from Monsters
  • 30% Better Chance of Getting Magic Items
Flickering Flame Helm Nef + Pul + Vex
  • Level 4-8 Resist Fire Aura When Equipped (varies)
  • +3 To Fire Skills
  • -10-15% to Enemy Fire Resistance (varies)
  • +30% Enhanced Defense
  • +30 Defense Vs. Missile
  • +50-75 To Mana (varies)
  • Half Freeze Duration
  • +5% To Maximum Fire Resist
  • Poison Length Reduced by 50%
Mist Bow & Crossbow Cham + Shael + Gul + Thul + Ith
  • Level 8-12 Concentration Aura When Equipped (varies)
  • +3 To All Skills
  • 20% Increased Attack Speed
  • +100% Piercing Attack
  • +325-375% Enhanced Damage (varies)
  • +9 To Maximum Damage
  • 20% Bonus to Attack Rating
  • Adds 3-14 Cold Damage
  • Freeze Target +3
  • +24 Vitality
  • All Resistances +40

Developer Comments: For new Rune Words, we focused on complementing the skill and mercenary changes seen above, along with giving underused runes more usage. “Plague” and “Pattern” Rune Words previously existed in data but were never enabled, so we made some additional tweaks, and they are finally now available to be used in game.

NEW HORADRIC CUBE RECIPES:

1 Ral Rune + 1 Sol Rune + 1 Perfect Emerald + Normal Set Weapon Exceptional Version of Set Weapon
1 Lum Rune + 1 Pul Rune + 1 Perfect Emerald + Exceptional Set Weapon Elite Version of Set Weapon
1 Tal Rune + 1 Shael Rune + 1 Perfect Diamond + Normal Set Armor Exceptional Version of Set Armor
1 Ko Rune + 1 Lem Rune + 1 Perfect Diamond + Exceptional Set Armor Elite Version of Set Armor

Developer Comments: We felt that players enjoy the current Horadric Cube recipes for upgrading Unique items, so we decided to offer the same capability for upgrading Set items. This can add more possibilities by using lower-level Set items for more character builds.

SET ITEM BONUS CHANGES:

Arcanna’s Tricks

  • Increased +25 Mana to +50 Mana (2 Items)
  • Added Regenerate Mana 12% (3 Items)
  • Added +1 to All Skills (Full Set)

Arctic Gear

  • Changed 6-14 Cold Damage to +2-198 to Maximum Cold Damage (+2 Per Character Level) (Full Set)

Bul-Kathos’ Children

  • Increased +20 Fire Damage to +200 Fire Damage (Full Set)
  • Increased +25 Defense to +200 Defense (Full Set)
  • Added 10% Life Stolen Per Hit (Full Set)
  • Added +20% Deadly Strike (Full Set)

Cathan’s Traps

  • Added Regenerate Mana 16% (2 Items)

Civerb’s Vestments

  • Increased Fire Resist +15% to Fire Resist +25% (2 Items)
  • Added 25% Bonus to Attack Rating (Full Set)
  • Added +50 Defense (Full Set)

Cow King’s Leathers

  • Added +100 Defense (Full Set)
  • Added +100 to Life (Full Set)
  • Added +1 To All Skills (Full Set)

Infernal Tools

  • Added Maximum Mana 20% (Full Set)
  • Added Cannot Be Frozen (Full Set)

Iratha’s Finery

  • Added +24% Piercing Attack (3 Items)

Milabrega’s Regalia

  • Added Cannot Be Frozen (3 Items)
  • Added +2-198 To Lightning Damage (+2 Per Character Level) (2 Items)

Naj’s Ancient Vestige

  • Added 1-148% Better Chance of Getting Magic Items (+1.5 Per Character Level) (2 Items)
  • Increased Replenish Life +10 to Replenish Life +20 (Full Set)
  • Added +2 To Fire Skills (Full Set)
  • Added Increased Maximum Life 12% (Full Set)

Sazabi’s Grand Tribute

  • Added Poison Length Reduced by 75% (2 Items)
  • Added +1 To All Skills (Full Set)
  • Added Damage Reduced by 16% (Full Set)

Vidala’s Rig

  • Added 7% Mana Stolen Per Hit (2 Items)
  • Changed Adds 15-20 Cold Damage to +1-148 to Maximum Cold Damage (+1.5 Per Character Level) (Full Set)

Developer Comments: Many improvements have been made to Set items that are generally underused by players. These will offer more reasons to equip multiple of these Set pieces and to give some Sets new capabilities to make them stand out more, which further fuels more build diversity

LEVEL AREA CHANGES:

  • Players now must smash the Compelling Orb to enter the Durance of Hate, instead of killing the Council. This means the “Khalim’s Will” quest needs to be completed to use the Durance of Hate Level 2 waypoint.

    Developer Comments: We saw that due to a logic glitch, players often chose to skip required content within Act III by bypassing “Khalim’s Will” quest and not experiencing much of what Act III has to offer. We decided to make the “Khalim’s Will” quest a proper requirement to complete Act III, much like how players need to assemble the Horadric Staff to enter Tal Rasha’s Chamber in Act II.

  • Monster Levels in the following areas have been increased for Hell Difficulty:

Area

Previous Hell Level

New Hell Level

Act 1 – Underground Passage Level 2 83 85
Act 2 – Stony Tomb Level 1 78 85
Act 2 – Stony Tomb Level 2 79 85
Act 3 – Arachnid Lair 79 85
Act 3 – Swampy Pit Level 1 80 85
Act 3 – Swampy Pit Level 2 81 85
Act 3 – Swampy Pit Level 3 82 85
Act 3 – Disused Fane 84 85
Act 3 – Ruined Temple 84 85
Act 3 – Forgotten Reliquary 84 85
Act 3 – Sewer Levels 1 84 85
Act 5 – Abaddon 81 85
Act 5 – Pit of Acheron 82 85
Act 5 – Infernal Pit 83 85
Act 5 – Drifter Cavern 84 85
Act 5 – Icy Cellar 83 85

Developer Comments: We felt that certain optional areas in Diablo II often get ignored on Hell difficulty, so we decided to increase their monster levels to add more incentives with risk vs reward gameplay. We hope this provides more reasons to find loot in these areas.

QUALITY OF LIFE UPDATES:

General

  • Added language support for non-ASCII written language
  • Added player messaging for when a player tries to launch the game on an out of date patch version
  • Added ‘Message of the Day’ capabilities to the main menu to allow us to share important game updates with all players

New Feature – Legacy Graphics Emulation

  • There is now an option in the Graphics Settings Menu under ‘Legacy’ that allows you to choose between 3 different emulation options for the Legacy game graphics. The options are ‘GDI’, ‘Glide’, and ‘Resurrected’.
    • ‘GDI’ emulates the software rasterization of the original legacy game and does not apply any filtering
    • ‘Glide’ emulates the hardware accelerated backend of the original legacy game with bilinear filtering
    • ‘Resurrected’ uses the Glide emulation with additional fixes in place to address an artifact that would occur with the original Glide rendering

Developer Comments: We feel ‘Resurrected’ is the definitive emulation mode players should use, but we noticed feedback during PTR that some players preferred the style of legacy graphics released at launch, which did not have any filtering and most closely resembled the software rasterization of the original legacy game. We hope these emulation modes provide players the means to choose the legacy graphics they prefer.

AI

  • Improved the reliability of pets, summons, and mercenaries teleporting to the player instead of being despawned

Barbarian

  • Updated Barbarian Leap and Leap attack animation behavior to give it a smoother trajectory that should keep the Barbarian on-screen at all times, and reduce jerkiness when he lands

Character Selection

  • Newly created characters will now sort to the top of the character selection list

Gameplay

  • When holding down a mouse button to target an enemy with a skill, the skill will continue to execute after that target dies
  • Minimap will now automatically re-open after death if you had it open prior to dying
  • Arrow and Bolt max quantity increased to 500
  • Throwing weapon quantity has been increased by 50%
  • Blocking will no longer interrupt a player while performing a skill or attack. If a player character triggers a block during this time, the damage will still be negated, but the animation will not play
  • Changed how attack speed is determined while dual-wielding weapons. Swapping weapons between hands should no longer result in dramatically different attack speeds
  • Character hit recovery will now have diminishing returns when being hit by another player
  • Quick cast skills behavior has been unified such that left click quick cast skills behave in the way the right click behavior operated

Developer Comments: We want to fix some of the awkward lockouts that reject player input from casting skills. For PVP, we added a way to reduce hit recovery spam to prevent edge cases of characters being locked out for too long.

Mercenaries

  • Mercenary UIs will now display if the mercenary cannot use a skill because they are too low level

Online

  • Added messaging if a player attempts to create a private channel with a name longer than the character limit
  • Added a /offline chat command which sets your user presence to ‘Offline’
  • Added an option for players to control join access to their private games on consoles
  • Added a toggle button to show/hide your game password

Vendors

  • Players can now buy pre-filled tomes and keys when using a controller

Performance

  • Optimized particle effects on some console platforms
  • Added a VFX quality option for PC players
  • Optimized inventory quick-move actions to reduce delay

Settings

  • The Offline Game Difficulty Scale setting will now persist between game sessions.
  • Added an option to choose whether or not to confine your mouse cursor to the game screen
  • Added a VRAM usage bar in the settings menu

BUG FIXES:

Accessibility

  • Fixed some issues in the UI that could occur when using Large Font Mode

Assassin

  • Fixed an issue where Cloak of Shadows defense calculation was incorrect

Druid

  • Fixed an issue where Hunger was not costing mana if it was cast without a target selected
  • Druid Solar Creeper will now properly consume corpses and restore mana whenever the Druid is missing mana
  • Rabies now properly consumes mana when your attack misses

Paladin

  • Fixed an issue where you wouldn’t be able to weapon swap if you were wielding a bow with no ammo as a Paladin on controller
  • Fixed an issue where you could not disable auras as a Paladin if you were using a bow without ammunition on controller
  • Fixed an issue where the Conviction Aura Tooltip would display incorrect information
  • Fixed an issue where Sanctuary aura was not granting its bonus damage to Undead

Gameplay

  • Fixed an issue where Unique monster packs with mana drain were draining way more mana than was intended
  • Fixed an issue where fire enchanted monsters were doing too much damage in Nightmare difficulty
  • Fixed an issue with attacking as a Werebear with two weapons equipped. The primary weapon will be used exclusively when attacking while transformed
  • Fixed an issue where using a skill could be interrupted if a player dodges, avoids, or blocks while executing a skill
  • Fixed an issue where uninterruptible skills could be interrupted within a 1 frame window if you were using the skill repeatedly
  • Fixed an issue where the skills granted by items sometimes couldn’t be used on a controller
  • Fixed an issue where you could be blocked from talking to an NPC if a player initiates a trade request with you while you are talking to an NPC
  • Fixed an issue where weapon swap was not updating Faster Run/Walk on the game client
  • Fixed an issue where skill bindings for OSkills wouldn’t persist after dying and joining a new game
  • Fixed an issue where one of the Chaos Sanctuary seals was difficult to select
  • Fixed an issue where the Glacial Trail entrance wouldn’t highlight
  • Fixed an issue where continuing to move after running out of stamina could cause the stamina bar to not refill
  • Fixed an issue where a room in Act 1 Caves had misplaced walls
  • Fixed an issue where a few melee skills would often miss when attacking moving targets (Amazon Fend, Druid Fury, Paladin Sacrifice, Paladin Zeal)
  • Fixed an issue where Quick Cast melee skills would sometimes fail to execute properly under certain circumstances
  • Fixed an issue where Force Move and Quick Cast skills could still operate when in a full screen UI menu in Legacy Mode
  • Fixed an issue that could cause players to miss their attack when using melee skills against enemies that are just barely within striking range and moving away
  • Fixed a rare issue where casting spells rapidly could result in incorrect mana cost in certain networking situations
  • Fixed an issue where Replenishing and Propagation item modifiers were not triggering when Quantity was removed from melee skills
  • Fixed an issue where mercenary damage bonuses were being applied inconsistently. This will mostly affect damage when no weapon is equipped
  • Fixed an issue where the mercenary damage UI would display inconsistent damage values
  • Fixed an issue where scrolls weren’t auto-populating to a belt slot when purchased
  • Fixed an issue where the lower resist tooltip didn’t list the percentage by which the target’s resistance is lowered

Character Creation

  • Fixed an issue where some players could bypass character name validation and create invalid offline character names. Those characters can now be repaired – affected players will be prompted to rename the invalid characters

Controls

  • Fixed on issue where using a PlayStation controller on PC, some button prompts could appear with an Xbox controller button icon
  • Fixed an issue where binding a skill to Key 2 without binding anything to Key 1 would show the keybind UI to not show

Graphics

  • Fixed artifacting that could occur on certain VFX when using DLSS
  • Fixed an issue where the player would become invisible if using Fade behind a transparent wall
  • Fixed an issue where ethereal items were appearing invisible when standing behind transparent walls
  • Fixed an issue where grass in Tamoe Highland could pop in and out while traversing
  • Fixed an issue where VFX could become missing after playing for an extended period of time on consoles
  • Fixed an issue where VFX could appear as black boxes on PS4 in high memory usage scenarios
  • Fixed a DLSS-related ghosting artifact that could occur on moving objects while the game camera is stationary

Localization

  • Fixed some localization issues with skill tooltips
  • Fixed some localization issues related to user presence in the Xbox social menus
  • Fixed some localization issues in the Settings menu
  • Fixed miscellaneous issues related to localization of chat commands

Online

  • Fixed an issue where users in Europe or Korea were unable to block or report users
  • Fixed an issue where the right click context menu options in the Friends List would not consistently function
  • Fixed an issue where you could not highlight game names and join if using a controller in the Lobby menu
  • Fixed an issue where you could get stuck in an ‘attempting to join’ state if you tried to join a game through the friends list while you were rate limited
  • Fixed an issue where swapping between Keyboard and Controller on the front end could rarely force you into the Offline character tab and prevent access to the online tab for a small amount of time
  • Fixed an issue on consoles where online friends who have their presence set to appear ‘Offline’ in their platform settings would appear in the friends list sorted into other online friends rather than with their other offline friends
  • Fixed an issue on Switch where if you remove someone from your friends list, they may not correctly get removed
  • Fixed a visual issue that could occur when opening the Horadric Cube while in the middle of a trade with another player
  • Auto-generated game name and password from game sessions generated using the main menu ‘Play’ button will now be hidden
  • Fixed an issue where your character selection wouldn’t persist if you exited the lobby
  • Fixed a rare issue that could cause your character to display the wrong name if you join a game from the friend’s list

Performance

  • Fixed an issue where users with 3050 series GPUs would have incorrect default graphics settings
  • Fixed a crash that could occur when exiting the game
  • Fixed a crash that could occur during the Pandemonium event
  • Miscellaneous crash/stability fixes

Settings

  • Fixed an issue where your game difficulty settings on Lobby would not update properly after changing characters

MODDING UPDATE:

We have added new columns to various .txt files. While this will cause compatibility issues for current offline single player mods, the columns added will allow for further customization options. Developers of existing offline single player mods can remake their changes with the new data or they can add the following columns before merging.

belts.txt:

  • “defaultItemTypeCol1”, “defaultItemCodeCol1”, “defaultItemTypeCol2”,
    “defaultItemCodeCol2”, “defaultItemTypeCol3”, “defaultItemCodeCol3”,
    “defaultItemTypeCol4”, “defaultItemCodeCol4”

difficultylevels.txt:

  • “PlayerHitReactBufferVSPlayer”, “PlayerHitReactBufferVSMonster”
  • “MonsterFireEnchantExplosionDamagePercent”

hirelings.txt:

  • “equivalentcharclass”

monstats.txt:

  • “rightArmItemType”, “leftArmItemType”, “canNotUseTwoHandedItems”

skills.txt:

  • “passivestat6”, “passivecalc6”
  • “calc5”, “*calc5 desc”, “calc6”, “*calc6 desc”
  • “Param9”, “*Param9 Description”, “Param10”, “*Param10 Description”, “Param11”, “*Param11 Description”, “Param12”, “*Param12 Description”

Now that’s one big patch! Once a new one is announced or teased, we’ll let our readers know.

Source: Blizzard

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Alex Co

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

Home > News

Battlefield 2042: “Almost Everyone” at DICE Working on Game; Hovercraft Being Able to Traverse Walls Being Fixed

If you’re assuming that EA moved the majority of DICE devs outside of Battlefield 2042 given the game’s rather lackluster reception, you’re wrong. According to someone from DICE, “almost everyone” in the studio is still working on Battlefield 2042/

This was confirmed by DICE Game Designer Frederik Drabert, when asked by a fan on how many people are working on BF2042.

That’s quite comforting to hear, no? If you’re hoping that DICE will right this ship, then at least we know that they have enough personnel working on it to happen.

In other Battlefield 2042 news, if you like riding around the LCAA Hovercraft to go up on walls and such, well, sad to say that’s about to end soon. This was confirmed by DICE Battlefield Community Manager Straatford87, who made the following statement on the EA Answers forums:

As you can see from Straatford87’s comment, the Hovercraft nerf will take effect in the big 4.0 patch hitting Battlefield 2042 players next week. It seems this Hovercraft change will be one of the 400+ fixes planned to ship with the 4.0 patch.

Are you bummed that the Hovercraft is getting changed? Maybe if enough players make noise about it, they would revert it back.

More Battlefield 2042 Reading:

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Alex Co

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