Home > Title Updates and Patches

Killing Floor 3 New Update 2.004 for Version 1.0.0.6 Gives Players Free Creds Along With Matchmaking Improvements

Tripwire Interactive has deployed a new patch for Killing Floor 3, which the studio labels as patch 1.0.0.6. This includes matchmaking improvements, performance optimizations, and additional enhancements.

Not only that, but players will also get free Creds as a sign of appreciation for the performance woes players have been experiencing as part of today’s Killing Floor 3 update 2.004 (ver. 02.004.000) for consoles and PC.

The developers have also shared what’s in store for players in the next patch, known as Hotfix 3.

Killing Floor 3’s New Update Gives All Players Free Creds via Patch 2.004

Killing Floor 3 update 2.003

Free Creds for Item Shop

  • To show our appreciation for your patience as we release these hotfixes for a more stable experience, we are granting all players a free 500 Creds. These will be added to your accounts upon logging in after this update.

Bug Fixes

  • Performance Optimization
    • Improved performance related to masked materials on foliage.
    • Optimized framerate spikes related to Siren Scream Shockwaves.
  • Matchmaking
    • Resolved issues where players would get stuck indefinitely searching for a match. If players still encounter this, please let us know via our investigation thread here so we can dive into any remaining cases: https://forums.tripwireinteractive….ite-matchmaking-investigation-thread.2343253/
    • Dedicated South African servers have been added to improve latency in the region.
    • Improved matchmaking prioritization to better select regional servers based on player connection location.
      • Note: We are continuing to investigate solutions for client-to-game server connection latency issues, even when connected to the appropriate local region data center.
    • Addressed errors on servers in which clients remain connected to inactive server sessions.
    • Addressed server stability issues that don’t recover cleanly after termination.
  • Gameplay & UI
    • Corrected an issue where Impaler attack VFX would improperly replicate and play infinitely when parties split across the map.
  • Visuals
    • Continued to improve the visual behavior of shadows incorrectly rendering on large Zeds.
  • Fixed visual issues with Zeds affected by the Enfeeble incapacitation.

Even with this available now, the studio is already working on Hotfix 3, though there’s no release date announced yet.

Killing Floor 3 Upcoming Hotfix 3 Preview

  • Overall Performance & Stability
    • UI Performance Improvements
    • VFX Performance Improvements
    • Improve performance for when Medic bag(s) are on screen
    • Improving client stability, with a focus around certain hardware combinations
    • Optimization to network traffic to reduce cases where players experience latency issues, even when connected to the appropriate local region data center.
    • Fix for players ending up in a seemingly de-synced state from the server with jittery movement even when connected to the appropriate local region data center.
  • Performance spikes
    • Performance Improvements for in-game resource load
    • Reduce memory footprint on splatter maps
    • Improve framerate spikes caused by blood splatter.
  • Matchmaking Issues including:
    • Improve handling of players and servers that would end up in a “bad state” which would result in players being unable to matchmake
  • And other critical issues & Improvements such as:
    • Saving player data more often so impact of leaving a match early is minimized
    • A fix for dead headless Zeds that would show up when players Joined In Progress
    • Fix for holding sprint and running will not resume sprinting if you ADS and shoot a few rounds
    • Fix for more than 6 players being put into a game
    • Fix for explosive rounds sometimes not working on clots and cysts
    • Fix for ammo being consumed from the reserve instead of the primary magazine
    • Fix for gameplay inputs breaking (especially around throw dosh and melee gameplay – We are looking for help finding good replications of these events)
    • Improvements for medic darts tracking to the intended healing target
    • Fix for not being able to load profile or into a match when a player has crafted a certain amount of mods and saved custom weapons
    • Fix daily objectives not completing for some players
    • Perk Skill Menu soft locking under some conditions
    • Defaulting Frame Cap to Unlimited (Players will need to manually change or reset to default if they have previously played the game)

Once Tripwire releases this patch, we’ll be sure to let our readers know, and chances are, that’s not the complete changelog as well.

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Alex Co

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

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The Division 2 Teases Gamescom 2025 Announcement, With Fans Speculating Survival 2.0

In case you missed the news, Ubisoft’s Massive Entertainment isn’t quite done with The Division 2, as last month, they teased a snow-covered version of DC. While they’ve remained cryptic, we now have a firm date as to when we can expect the next major announcement for The Division 2. 

It won’t be long before we find out what’s next, as The Division 2 is heading to gamescom next week.

The Division 2 Is About to Get Chilly; Survival 2.0?

Taking to X (formerly Twitter), Ubisoft and Massive Entertainment have confirmed that The Division 2 will be present during gamescom 2025, which takes place next week. While they didn’t specify exactly what they would be showing off, they did confirm that it will be a look at what’s coming next for the title, with more snow teases shared., with Ubisoft stating, “SHD scanners picked up unusual activity. Intel arrives at Gamescom. Stay frosty, Agents.”

An image (above) was also shared, hinting to players that they should expect something snow-related for the game. 

Many fans have already begun speculating that this is all leading up to the return of Survival, which has not been seen since its original release in 2016 with The Division. All signs seem to be pointing to that being the case. In the first game, Manhattan was transformed into a cold and brutal environment where players fought for survival, and with the images all showing DC off in a snowy landscape, it’s highly probable that we’ll be seeing the return of Survival. 

Of course, expectations should be kept in check, but we can’t help but lean on the community here, suggesting that we might be getting a new take on the fan-favorite mode. 

Update on The Division Resurgence Will Be at Gamescom Too

That’s not the only surprise awaiting The Division fans, either, as Ubisoft also announced that The Division Resurgence (yet to be released free-to-play mobile game) will also be at this year’s Gamescom. Two dedicated panels will be presented at the event, one for The Division 2 and the other for Resurgence, and we expect news of a release date, finally, or at least the announcement of an open beta. 

Fingers crossed that it’s the news that fans are hoping for, and we cannot wait to see what Ubisoft has in store for both titles. 

Gamescom kicks off with the Opening Night event on Tuesday, August 19, followed by a five-day event in which we’ll be participating. So be on the lookout for MP1st coverage all of next week!

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James Lara

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

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Battlefield 6 Open Beta Matchmaking Woes Surface on Second Day as Custom Matches Filter Seems Broken

It’s the second day of the Battlefield 6 Open Beta, and while DICE added new modes, it seems they broke something as well. Players are having issues matchmaking now on consoles and PC, and it’s not due to the player count.

Today, DICE added the “All-Out Warfare,” “Closed All-Out Warfare” and other modes to the featured tiles, which is good, right? Unfortunately, trying to find a match — especially for Rush and Breakthrough outside of the All-Out Warfare will yield a long wait.

This is particularly true if you’re trying to find a game of Rush, which has been pulled from the featured playlists, and can only be accessed now via the custom search filter.

Battlefield 6 Open Beta Second Day Matchmaking Woes Surface

Based on our testing, finding matches choosing the All-Out Warfare works like a charm, but the Closed All-Out Warfare, and more importantly, the custom search feature that was detailed by DICE a few days ago, doesn’t seem to be working as intended.

We’ve tried it multiple times, and while you do get into matches of Rush and Breakthrough, it sometimes bugs out and fails to load any players at all or you get stuck in matchmaking purgatory. When this happens, it’s best to back out and restart the game, which should resolve the issue, proving it’s not due to a lack of player count. Checking Steam, it’s creeping up to over 400,000 players on that platform alone, and this number should be significantly higher since that’s not even counting the Epic Games Store, EA App, the PS5 and Xbox Series X|S player bases, which should be in the millions.

This has been noticed by players on social media as well, although it has improved throughout the day; there are still issues that we hope DICE will fix over the weekend.

If you’re trying to finish the new challenges or just want to play Rush, you’re a bit out of luck, as you’ll be at the mercy of whether custom search works or not.

For those who’ve noticed or experienced the same issue, please leave a comment below and let us know what you did to resolve it. DICE hasn’t said anything about it yet, but let’s hope they don’t need to if the issues are sorted.

Battlefield 6’s Open Beta will last until August 17, and starting tomorrow and throughout the weekend, DICE will roll out the following modes:

Day 3-4, Saturday 16th – Sunday 17th

  • Conquest
  • Close Quarters; Fast-paced playlist on smaller maps (Domination, King of the Hill, Squad Deathmatch).
  • All-Out Warfare; Epic battles across expansive maps (Conquest, Breakthrough, Rush)
  • Closed Weapons All-Out Warfare (Conquest, Breakthrough

Don’t forget, there is a community challenge that, if completed, will net everyone who played the beta a new weapon skin that can be used in the final version of the game when it’s released.

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

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Alex Co

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

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NetEase Implementing “Countermeasures” to Marvel Rivals Leaks

Ever since its release, Marvel Rivals has been the victim of leaks that prematurely revealed new characters appearing in the free-to-play hero shooter, thus ruining the surprise.

That could change soon, based on NetEase’s recent statement about it to MP1st.

Marvel Rivals Leaks Might Be Coming to an End Soon

In a chat with MP1st at the recent Ignite Tournament in Guangzhou, China, Marvel Rivals game director Guangguang answered a series of questions from us. One of the topics we inquired about was leaks.

MP1st: What is the studio’s stance on leaks? It seems like it’s kind of changed. It seems like every time something new comes out, there’s a new leak. Have you just kind of embraced that over time or how does the studio handle that at this point?

Guangguang, via a translator, answered, “Yeah, we do see that, but actually we’re actually implementing countermeasures to actually prevent some of the still-in-development content to be leaked.”

The interesting thing about leaks for the game is that they usually are spot-on. While some haven’t come to fruition yet, it seems like it’s only a matter of time until it does. Most recently, gameplay of Blade from Season 3 was leaked ahead of the character’s official reveal, which I gather isn’t something NetEase wants happening frequently.

We have no idea yet how NetEase plans to combat this. Could it be fake files? I suppose we’ll know soon enough when the leaks stop surfacing,

In related news, Team RAD won the Ignite Tournament in China, which netted them not only credibility, but also some sweet cash prize money too.

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Alex Co

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

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Battlefield 6 Sensitivity Tip Will Help Make the Game Feel Like Past BF Titles When It Comes to Aiming

While the Battlefield 6 Open Beta isn’t lacking when it comes to gameplay settings and customization, some gamers might be confused on the game’s aim sensitivity settings, since it has different values and “feel” compared to past Battlefield games.

Fortunately, there is a way to mimic the same feel of past Battlefield games within Battlefield 6’s values, and it’s an easy trick shared by DICE.

Battlefield 6 Sensitivity Change Could Drastically Alter Your Performance

Battlefield 6 Beta update 1.000.004

Over on X (formerly Twitter), Battlefield Principal Game Designer Florian Le Bihan shared a tip that should make the game feel better for a lot of Battlefield vets. Le Bihan shares that if players want their sensitivity to match what they had in previous Battlefield games, an easy fix is to “simply multiply it by 2, if you previously had the slider set to 5%, set it to 10% instead.”

Why DICE changed it in the first place, so that something like this needs to be done, I can’t answer, but at the very least, this should help a lot of gamers with their aiming configurations.

Le Bihan also shared that for Uniform Soldier Aiming, which is designed to ensure that aiming down sight (ADS) sensitivity feels the same for all infantry weapons with different ADS magnifications from sights, it is ON by default, with a specific coefficient. Players should adjust it accordingly to see which value suits them best.

Speaking of which, our console settings guide has aiming values and more, which should prove useful if you game using a controller.

In other Battlefield 6, a recent study has shown that when it comes to sprint speed, Battlefield 6 sits low on the totem pole compared to past Battlefield games.  Don’t forget, for Weekend 2, DICE updated the game client to add a new map, new modes and a lot more, and this includes new rewards too.

Also of note, DICE has a new community challenge that will net participants a new weapon skin if completed, though it will be a hard one, as it requires $1 trillion in damages to the game’s real estate.

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Alex Co

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

Home > Title Updates and Patches

Tomb Raider IV-VI Remastered’s Latest Update 1.000.004 Fires Out for Golden Guns

Aspyr has released a new patch for Tomb Raider IV-VI Remastered, and this brings a ton of bug fixes and improvements to each title, and there’s even the addition of new golden guns too!

Players will see it appear as Tomb Raider IV-VI Remastered update 1.000.004, which applies a significant number of changes to each game in the trilogy, with full details available below.

Tomb Raider IV-VI Remastered’s Latest Update Brings Bug Fixes and Golden Guns

Tomb Raider 4-6 Remastered New Update 1.04

Golden Pistols

  1. Scroll toward the Join the Society of Raiders page from the game select screen (past Angel of Darkness screen).
  2. Click on the Register button to generate the QR code.
  3. Scan the QR code to be brought over to the tombraider.com registration page.  Register on the page
  4. Once registration is complete, a “Success!” screen will appear.
  5. Enter either TR 4 or TR 5.
  6. Once in the game, go to the Sunglass menu -> Outfit to toggle the Golden Pistols on or off.

Notes:

  • Users must register on tombraider.com before the pistols are unlocked.
  • Golden Pistols are not available in TR 6.

Tomb Raider 4

Bug Fixes & Improvements

Stability

  • Fixed a softlock that could occur in New Game Plus if Lara gets on a specific wall before Von Croy reaches it.
  • Addressed low FPS issues on the NX platform across several levels.

Graphics & Visuals

  • Lighting & Textures:
    • Resolved issues with flickering black shadows and dark artifacts appearing on geometry in various levels, including The Lost Library and The Mastabas.
    • Corrected multiple instances of Z-fighting on textures throughout the game, including on stairs, fences, chairs, and elevator floors.
    • The room darkening effect is no longer missing in HD mode in the Hall of Demetrius.
    • The red hue in HD FMVs is no longer oversaturated.
    • Addressed issues where parts of the train car and environment were missing in HD mode.
  • VFX & Reflections:
    • Corrected an issue where lens flare VFX was visible in rooms without a skybox in Coastal Ruins.
    • Fixed issues where additional vegetation was disappearing based on camera angle in The Race for the Iris.
    • The underwater surface of the frozen pool is now correctly displayed as frozen in HD in the City of the Dead.
    • The skybox is now correctly visible through the hole in the ceiling in Angkor Wat and no longer visible through hieroglyph tiles in Underneath the Sphinx.
  • Character Models & Animations:
    • Fixed clipping issues with elements of Von Croy’s outfit during movements.
    • The motorbike lens is no longer rendered over Lara’s model when she stands close to it.
    • Corrected the HD mesh that didn’t correspond to the SD mesh after a flipmap was triggered in Inside the Great Pyramid.
  • Environment:
    • The gate to the room with the Canopic jar no longer falls through the wall when opened in the Temple of Karnak.
    • Fixed a gap that was present between the trapdoor and room geometry in the Temple of Horus.
    • Destructible objects in HD mode now correctly match their SD counterparts in the Desert Railroad and Temple of Poseidon.
    • A loading screen that was missing parts of the environment has been fixed.
    • The Pharos, Temple of Isis level on the NX platform now correctly features fish.

Gameplay

  • Controls & Mechanics:
    • The Camera Target function in Modern Controls now works correctly after Lara uses switches and levers in The Tomb of Seth, Burial Chambers, Desert Railroad, and Temple of Karnak.
    • Corrected an issue where a swinging blade in Inside Menkaure’s Pyramid was not dealing damage.
  • Audio:
    • The crossbow now has correct drawing and holstering sound effects.

Tomb Raider 5

Tomb Raider 4-6 Remastered New Update 1.04

Bug Fixes & Improvements

Stability

  • Fixed an issue that caused the title to crash when loading saves from the Red Alert! level on PS4 and PS5.

Graphics & Visuals

  • Lighting & VFX:
    • Fixed flickering lights in the Swampy and Monk cutscenes.
    • The lighting VFX from the Extreme Depth Suit no longer flickers in Deepsea Dive.
    • Resolved an issue where the signal light from the claw would go through the environment in The Base.
  • Character Models & Animations:
    • Lara’s hair will no longer clip with the Deep Dive outfit when changing outfits in Photo Mode.
    • A gap in young Lara’s head is no longer visible during the cutscene at the beginning of the Old Mill level.
    • Lara is no longer rendered over the water surface in the cutscene at the end of Deepsea Dive.
  • Textures & Geometry:
    • Fixed Z-fighting in the Sinking Submarine level.
    • The skybox is no longer visible through geometry in Trajan’s Markets.
    • Resolved an issue where destructible objects in HD mode were different from those in SD mode in Escape with the Iris.
    • Larson’s dynamic shadow no longer duplicates on the geometry below him in The Streets of Rome.
    • Computer screen textures for the disabled Metal Detector and X-ray now correctly show that they are inactive.

Gameplay

  • Inventory & Items:
    • Lara can no longer get two Teleporter Disks by crouching and pressing the action button next to the case in Escape with the Iris.
    • Corrected the name of the Desert Eagle to “Revolver” in Photo Mode.
    • The headset models now match between the inventory and gameplay.
    • The HK gun is now correctly displayed when Lara goes through the X-Ray on Escape with the Iris in HD mode.
  • General:
    • The defeated claw operator will no longer respawn after being triggered a second time in The Base.
    • Lara’s health bar no longer flickers when she enters gas chambers in Red Alert!
    • The Camera Target function in Modern Controls now works correctly when using the Monitor Screen in Escape with the Iris.

Tomb Raider 6

Bug Fixes & Improvements

Stability

  • Addressed multiple issues that caused the game to crash, including:
    • Crashes that could occur after a cutscene in Galleries Under Siege.
    • Crashes that could happen when exiting the game from The Vault of Trophies.
    • Fixed crashes that occurred when Lara was killed by Cabal Commandos in Galleries Under Siege while in HD mode.
    • Resolved a crash that could happen after changing outfits in Photo Mode during a boss fight in Eckhardt’s Lab.
    • Fixed various one-time crashes that could occur during level transitions, such as from PRAGUE4 to PRAGUE4A and between zones in The Sanitarium and Louvre Galleries.
    • Addressed a soft lock that could occur after entering and exiting an elevator in the Derelict Apartment Block.
    • Fixed a soft lock that could happen if Karel killed Lara while she was falling in Eckhardt’s Lab.

Graphics & Visuals

  • Photo Mode:
    • The Photo Mode selector is no longer hidden after switching between tabs.
    • Boran X will no longer disappear from Kurtis’ holster after entering Photo Mode with Chirugai drawn.
  • Reflections & Textures:
    • Addressed an issue where planar reflections were missing on shipping builds.
    • Water textures are no longer broken in Neptune’s Hall.
    • Floor textures in Aquatic Research Area are no longer broken in HD mode.
    • Addressed issues with textures disappearing based on camera angle in various levels, including Parisian Back Streets and The Hall Of Seasons.
    • The water surface will no longer disappear when the camera angle changes, both above and below the water.
    • Fixed a noticeable change in the water surface in the Aqua Research Area.
  • Character Models & Animations:
    • Resolved several issues with Lara’s braid and hair strands, which were distorted or stretching, especially with the Beta outfit.
    • Fixed gaps in Lara’s Beta outfit.
    • Addressed clipping issues with Lara’s jacket in the Beta TR6 outfit, Karel’s coat, and a doctor’s lab coat.
    • Lara will no longer get stuck in a free-fall position after jumping on barrels in The Strahov Fortress.
    • Fixed an issue where Lara could fall through the hatch in The Monstrum Crimescene.
    • Character models will no longer have visible seams in cutscenes, including Marten Gunderson, Pieter Van Eckhardt, Luddick the journalist, and Joachim Karel.
    • Sleeper Nephilim’s HD model position is now correct, and the bands are no longer missing.
    • Cleaner’s guns no longer clip with their holsters.
    • The muzzle flash is now correctly aligned with the Cabal Commando’s gun.
    • Fixed an issue where SD models of dead Strahov soldiers were displayed in HD mode.
    • The Boxer model in St. Aicard’s Church is no longer distorted.
    • Fixed an issue where Lara could remain in the air after a specific save load on Eckhardt’s Lab.
    • Addressed an issue where Lara could get stuck in geometry while climbing walls in The Strahov Fortress.
    • Lara will no longer draw a weapon after skipping cinematics.

Audio & Sound

  • General Audio:
    • Resolved an issue where ambient SFX sometimes wouldn’t play.
    • Fixed a bug where the sound of rain could disappear after saving and reloading.
    • Addressed several missing sound effects in cutscenes and other in-game events.
    • Pushing/pulling objects SFX are no longer looped.
  • Localization & Voice-Overs:
    • Some voice-overs that were missing on the Steam build have been restored.
    • Fixed issues where various voice-overs and voicelines were too quiet, particularly in the Brazilian Portuguese localization.
    • English audio is now played in cutscenes with restored lines, even if localizations are without VO.
    • A specific voiceline from Dr. Muller no longer plays at high speed in the Brazilian Portuguese localization.
  • Lip Sync:
    • Lip sync is now working for Lara’s Beta Outfit.

UI & UX

  • Controls:
    • The highlight position in the Controls menu will now reset to “Restore Defaults” after reopening the menu.
  • Healthbar & HUD:
    • Fixed an issue where the Healthbar wasn’t showing when Lara’s breathing was decreasing with the “Auto” setting.
    • Resolved an issue where several icons were missing when the Healthbar setting was “Auto.”
    • The Healthbar, Auto, and Always On inscriptions are now translated to all supported languages.
    • Damage dealt to Brother Obscura is now initially displayed on his health bar in NG+.
    • The ‘Use’ button no longer overlaps the frame in the Inventory’s Health/Items page in Russian localization.
    • The equip button is now highlighted by default in the Combine menu.
  • Other UI:
    • Fixed button prompts that weren’t centered to their naming in Options.
    • Action indicator is no longer displayed near a specific lever on the level The Serpent Rouge on Pierre’s route.

Gameplay

  • General:
    • Kurtis no longer performs extra actions after defeating Boaz in phase 1.
    • The incubation tanks now correctly save their condition after loading a save.
    • The passports on the shop counter no longer look too dark.
    • Turrets no longer start firing when Lara jumps in The Strahov Fortress.
    • Exploded gas cylinders no longer reappear after loading a save in The Sanitarium.
  • Level Specific:
    • Louvre Guard’s AI will no longer be disrupted in Louvre Galleries.
    • The second part of the sewerage is now properly loaded in The Monstrum Crimescene.
    • Lara can now climb the pipe a second time without having to return to the ground.
    • Lara can no longer hang in the air without grabbing anything in Wrath Of The Beast.
    • The camera no longer goes beyond the level’s geometry if Lara is too close to the ceiling in The Vault of Trophies.
  • Statistics:
    • Statistics are no longer reset after returning to The Archaeological Dig.
    • Pickup statistics are now correctly divided for Pierre’s and Bernard’s ways in Café Metro.

We don’t usually receive updates for the game, so don’t expect another one to be released by Aspyr anytime soon, unless this patch causes issues.

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Alex Co

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

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The Division 2 Down for Emergency Maintenance on Aug. 15 to Fix Progression Issue

Following this week’s T7S1.3 patch for The Division 2, Ubisoft has taken the game’s servers offline for emergency maintenance to address a major issue affecting agents in the field.

If you can’t connect to the servers or see people complain it’s down, it’s because of this. The Division 2’s downtime today will take a few hours, and won’t see a new update be released.

The Division 2 Down on August 15 for Emergency Maintenance

Today’s downtime has started (4 am ET/1 am PT/4 pm HKT) and will last for approximately four hours. We’re not expecting it to extend beyond that, but we wouldn’t be surprised if it did.

While we’re not expecting a patch to be released, there is a confirmed issue being resolved by Ubisoft.

  • Fixes: Crossroads Climax mission progression issue in final phase.

Expect this patch to be applied via a server-side update, If there is a client-side download, we’ll have it up on the site to alert our readers.

If you’re curious about the changes made with the Y7S1.3 patch, we’ve included that info below.

The Division 2 Y7S1.3 Fixes

  • Fixed the issue in the Battle for Brooklyn DLC’s Art Museum mission where the recover intel loading sequence would not stop when a player in the loading area became unconscious.
  • Fixed the issue with the Oxidizer Chem Launcher Skill where killing an enemy while the Golden Bullet Global Event was active would refill the magazine to full.
  • Fixed the issue where the “Nutcracker Merit” Commendation couldn’t be completed.
  • Fixed the issue where the container would drop multiple times or appear already lowered before falling again when reaching the beat 5 objective in the Potomac Event Center mission.
  • Fixed the issue with communication collectibles not autoplaying after players completed a Scout to unlock them.
  • Fixed the issue with the “Switch Weapon” button in the Bundles category redirecting the player to the previously selected bundle on the PC platform.
  • Fixed the issue with the Silver Lining skin not matching its preview image when equipped on the AUG A3 Para XS.

Stay tuned for more The Division 2 coverage here on MP1st.

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Alex Co

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

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Dead by Daylight Quality-of-Life Roadmap Revealed, as Update 9.1.2 Delivers Bug Fixes

Behaviour Interactive unloaded quite a bit of Dead by Daylight info today, as not only did the studio release a new patch that aims to fix bugs, but the studio also unveiled an updated look at the game’s quality-of-life roadmap.

From what the studio has relayed today, players can expect a three-phase rollout starting from August and lasting all the way to February 2026.

Read on for the upcoming new features and refinements headed our way via game updates.

Dead by Daylight Quality-of-Life Roadmap for 2025 and Beyond

Phase 1 | August – September

Action

  • Add a third bugfix patch
  • Postpone PTB to early September

Focus

  • Address issues introduced in the July mid-chapter
  • Extra polish time on upcoming original chapter

Phase 2 | October – January

Action

  • Postpone November chapter content to January
  • Focus November release on bug fixing and winter event

Focus

  • Fixing of high priority/impact killer issues
  • The Shape gameplay update
  • Slugging, tunneling & camping update

Phase 3 | February onwards

Action

  • Quality of life focused March release

Focus

  • Fixing of high priority/impact gameplay issues

Adjusted ETA

  • MMR rework
  • Prestige rewards
  • Perk preview in matches

Aside from that, the developers also released a new Dead by Daylight patch, which console gamers will see as version 3.53/9.100.200.This applies a ton of changes and adjustments that affect The Walking Dead content and more

Dead by Daylight Update 3.53/9.100.200 List Released on Aug. 14

2V8

  • The 2V8 event returns Tuesday, August 19th at 11:00 AM Eastern.

PLAY WHILE YOU WAIT

  • Added the option to “Play While You Wait” to the 2v8 game mode.
    • When queuing for a 2v8 Killer match, you’ll receive the option to Play While You Wait.
    • This allows you (and a friend, if you’d like) to play a match of 2v8 as a Survivor while saving your place in the Killer queue.
    • After finishing this match, you will automatically return to your place in the Killer queue.

THE LEGION UPDATE

  • Innate Skills:
    • Reduced the duration of Feral Frenzy to 11s (was 12s).
    • Reduced number of targets seen with Killer Instinct to 4 (was 7).
    • Reduced the number of hits needed to down a Survivor while in Feral Frenzy to 6 (was 7).
    • Removed the bonus which extended the Killer Instinct detection radius beyond the Terror Radius.

SHADOW CLASS UPDATE

  • Team Skill:
    • Grants Undetectable for 60 seconds when sending a Survivor to the Cage of Corruption.
    • After the effect has elapsed, the ability will go on cooldown for 60 seconds.
    • While this skill is on cooldown and you are within 32 meters of your teammate, gain 5% Haste and decrease cooldown by 25%.

ESCAPIST CLASS UPDATE

  • Team Skill (adjustment):
    • Escapist Team Skill is now activated by using Active Ability Button 2.
    • Range of Silent Rush ability has been increased to 12m (was 8m).

GUIDE UPDATE

  • Team Skill:
    • When repairing, reveal the generator’s aura and your aura to other Survivors.
    • Gain the ability to trap a generator. Charges over 90 seconds. Repairing generators can decrease the wait time. Stand next to a generator to install a trap. The trapped generator has a yellow aura visible to Survivors and will stun and blind a Killer who tries to damage it.
    • The trap is deactivated when triggered or after 120 seconds.
    • Open Exit Gates 15% faster and reveal your aura to other Survivors within 128 meters.
  • Unlockable Skill:
    • After being caged, gain access to a listening device that automatically installs on a generator after completing 35% repair progress.
    • A bugged generator’s yellow aura is visible to Survivors and reveals the Killer’s aura when within 14 meters.
    • The device is deactivated when the generator is damaged or after 60 seconds.
    • If a listening device is already installed on a generator when 35% repair progress is reached, install a new listening device that resets the 60 second countdown.

NEW MAPS

  • Treatment Theatre
  • The Shattered Square
  • Greenville Square

Content

  • The Game map and the Jigsaw Piece offering have been re-enabled.
  • The Blood Rush perk has been re-enabled.

SURVIVOR ITEM: FOG VIAL

  • Fog Vials now have a maximum of 2 charges.
  • Added the ability for The Singularity to teleport to Survivors he can see within the Fog Vial’s fog.

Bug Fixes

Audio

  • Fixed an issue where Michonne Grimes’ running grunts were louder than other Survivors.
  • Fixed an issue where background noise was heard when Michonne Grimes was hooked.
  • Fixed an issue where The Xenomorph’s Tail Strike Attack SFX would appear to be coming from its left side.
  • Fixed an issue where the “ready up” SFX would play when activating and deactivating perks in the Loadout.
  • Fixed an issue where Jonah Vasquez’s “Long Swim” outfit would not play the appropriate footstep SFX.

Characters

  • Fixed an issue where Lara Croft’s “Forged Furs” torso would display gaps when mixed and matched with other leg customization items.
  • Fixed an issue where The Unknown’s “The Murder Weapon” was held incorrectly on the match results screen.
  • Fixed an issue where The Unknown’s “The Murder Weapon” was floating out of their hand on the main menu.
  • Fixed an issue where The Animatronic’s head would not follow the direction he was aiming.
  • Fixed an issue where the Blind visual effect was delayed and only lasted a second when blinded as The Animatronic.
  • Fixed an issue where The Executioner’s Cage of Atonement was invisible from the Killer’s point of view.

Environment/Maps

  • Fixed an issue on PS4 where activating the Fog Vial on The Game map could make the screen go black or freeze the game.
  • Fixed an issue in the Treatment Theatre map where The Executioner’s Punishment of the Damned would not travel through viable walls and door frames.
  • Fixed an issue where The Knight could not summon a Guard in multiple areas.
  • Fixed an issue in the Greenville Square map where The Singularity’s biopod could be placed outside of the fence.

Perks

  • Fixed an issue where Exhaustion Perks could be reactivated by triggering Blood Rush while Exhausted.
  • Fixed an issue where Desperate Measures displayed the incorrect value in its description.
  • Fixed an issue where The Wraith would remain cloaked when stunned by Head On or Blast Mine.

Platforms

  • Fixed an issue on Switch and Switch 2 where generator regression sparks were hard to see.

Quests

  • Fixed an issue where the amount of Bloodpoints awarded for completing a quest were not properly shown after abandoning a Trial.
  • Fixed an issue where some “Into the Fog” quest tooltips were missing images.
  • Fixed an issue where some quest tooltip images appeared smaller than intended.

Miscellaneous

  • Fixed an issue where bulk spending could fail if an old event item was present in the Bloodweb.
  • Fixed a server crash which could occur when a Survivor unlocked the secret chest in the Nostromo Wreckage map.
  • Fixed an issue where vault auras were not revealed when using the Sharpened Flint add-on on the Scribbled Map.
  • Fixed an issue where the Fog Vial would clip under the ground when dropped.

It seems Behaviour has a lot planned for the game and it’s not just paid content.

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Alex Co

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

Home > Features

Cronos: The New Dawn – Bloober Discusses Crafting Their Own Blend of Survival-Horror

With the success of the Silent Hill 2 remake under their belt, Bloober Team proved they’re a force to be reckoned with when it comes to delivering AAA horror gaming experiences.

The studio has a chance to prove it can forge its own path with its own IP in Cronos: The New Dawn, which is set to be released in September.

Before the game ships, we got a chance to try it out ourselves, and we walked away impressed and hopeful the game can sustain the tension it showed early on. Not only that, but Bloober Team also gave us a chance to poke around their head a bit when it comes to the game’s development as well.

Talking to MP1st is Grzegorz Like, the Lead Writer and Lead Narrative Designer of Cronos, and Jacek Zięba, the game director.

Bloober Talks Cronos: The New Dawn With MP1st

MP1st: It’s a 16-hour playtime, right? Would you say it’s a linear experience, or is there any open stuff? 

Zięba: It’s hard to answer because we have a time travel story. In the case of structure, it’s linear with moments of freedom, like backtracking, and resolving all the stuff on the level. But still the story will need to go on a proper pace, because we want to say something very specific here. 

Like: We thought about doing multiple variations of things,and all that, but after experimenting, we decided to make it more linear because that’s more of a friendly environment for horror stories. Because you don’t want to make it too big, because it wears off, you know? But we still wanted to give the player that kind of feel of choices and all that, so we have dialogue choices, and your choices affect what you see in the game, what souls you have in your collection.

People you extract will change the way you perceive the game. They will whisper to you different things and they will give you context of things. After one pla through, you meet your friend in a bar, you will talk about the game, and your experience will be a bit different, and maybe that will make you, you know, replay the game.

Zięba: Because of the merge system, combat can look different for each player. 

Like: And there are multiple endings too.

MP1st: How many endings are there, and will it be obvious which sort of ending the player received, as in good, or bad, or is the team wanting something more ambiguous?

Zięba: It’s your decision what you think is good or bad with the ending(s) of the game. Even inside the company, someone will say, ‘Oh, but this one is bad,’ And somebody else will say, “no, that’s good.”

Like: We really wanted to approach the endings with care and do it more like a discussion. So there’s like arguments behind choosing this and choosing that. With the genre of psychological horror, you don’t want to go with, okay, the “bad” ending or the “good” ending. All things need to be a bit more, say, sophisticated, nuanced, and thought-provoking here. 

MP1st: About the merge mechanic, and I think playing, it kind of already answered this, is it something that every enemy can do, or is it just those enemies that have the tentacles on them?

Zięba: There are two types of them with different attributes that can grow and become stronger, and then there are the ones that don’t merge, which I think you’ll be happy as it was one of the decisions not to make it super hardcore challenging. But they can have different stuff, they can be more sneaky, walk on walls, or hide here and there. So they are also different parts of the challenge, and there are boss fights that will also check your skills

Like: Some of them are not combat per se. I don’t want to spoil things, but it’s just obstacles you overcome. Better watch yourself, type of enemy. 

When you say there are like two types of this tentacle monster, It can feel a bit underwhelming, but because of the merging system, the combinations of enemies become more and more varied. It’s easily more than 20. 

You can have a “distance” (range-type) enemy who spits acid at you or pukes or whatever. Then he eats a guy that’s armored, and now you have a challenger that spits acid, and it’s armored, it’s bulletproof. So it’s tricky. 

MP1st: Besides the merge mechanic, are there any other unique environmental interactions and puzzle elements, like with the “Void?” Where did that idea come from? 

Zięba: From the get-go, we knew that we wanted to have a future in this brutalistic architecture covered in dust and destroyed by strange time and gravitational anomalies.

And with some of them, you can do something using the travelers’ tools, 

Cronos Will Encourage You to Play It Again Even After Finishing It

Cronos: The New Dawn dismemberment

MP1st: Besides the aforementioned replayability, will there be like a new game plus or anything like that?

Like: Yes, and you can also change the difficulty to a higher level. 

MP1st: There’s a lot of cross-development and sharing when it comes to working on multiple projects. Looking at the studio as a whole, what learnings did you apply from the Silent Hill 2 remake, if any? 

Zięba: It’s mostly at the beginning; they (other Bloober Team) started before us. So when we finish the medium, we can check how they approach third person, how they approach gunfight, and how they approach melee. And at some point, they diverge in our direction with more knowledge. 

It’s less design-wise and more technology-wise. How they use Unreal 5, how we want to use it as a company, and, you know, push for their projects in a similar direction. But it’s in the case of technology, not so much the case of design. 

MP1st: Any chance that we’ll have a demo of this game before launch?

Zięba: There’s always some chance. I don’t know. Good question

Like: Got to ask the higher-ups, I guess (laughs) 

MP1st: We saw the slideshow of Poland from before we played. Given the game’s setting in a post-apocalyptic 1980s Poland, how does this unique historical and geographical context influence your design?

Like: We started with this idea of a cassette futurism connected to Brutalism and Soviet architecture of Poland. 

Zięba: So even that was an influence when we started. We knew our character could not be high-tech. It needs to be more analog, more grounded, yet still futuristic.

Like: After that, when the first concept art became a reality, I knew we had a mission to support that vision with a compelling story. During the first sketching of the story, we were wondering if maybe it shouldn’t be “Nova Huta” or it should be, and all that.

But then we discovered that there are very many themes that we can use, like the historical background of people then, and use them to enforce and improve our story.

Zięba: Using the ’80s also lets us make it feel like a sci-fi movie from the era.

Like: The nostalgia vibe, but also craftsmanship. There was this idea of people trapped in this awful regime, you know? Under the boot of dictators and all that. We wanted to use that environment, use that background to show like this is the thing that’s more important for us. Like the relationship between characters, their emotions, and all that, and then spice it up more with this kind of sci-fi approach. 

What if, because in the real world, we overcame the regime by uniting, what if uniting makes the merging harder. So we want to unite, we want to overcome these things, but then boom, the apocalypse happens.

It brings the opportunity to ask intriguing questions. Philosophical questions, you know? 

Bloober Navigating the Troubled Seas of Game Development

MP1st Considering Bloober Team’s growing expertise in the horror genre, how do you see Cronos: The New Dawn contributing to the evolution of survival horror as a whole?

Zięba: Even being a new IP  is something. There’s something new there in case of horror on this scale, in a way. But the merging system, this is something that changes the approach of how you play this game. 

So, like in Alan Wake, with the flashlight and breaking the shields of enemies. Dead Space cut off the limbs. With Cronos: The New Dawn, this is the game where killing an enemy isn’t a solution; it’s a problem. So we need to approach it differently, and I’m very interested to know what happens when people are inspired by the merging system and where they want to take it.

Like: I feel we’re in some kind of a good era for horror games and movies and all that, but there was this wave of games that are refreshments of franchises you already know. Or remakes or sequels. We did a remake, so we are part of that.

But the landscape is still dominated by those franchises. Creating an IP right now, in this economic landscape for game development, is a big, big, privilege.

MP1st: Now, given the layoffs and studio shutdowns and that sort of thing that has been the norm for the past couple of years in the industry, how do you navigate that? How do you ensure that you stay within the game’s budget?

Zięba: In a way we prepared, it’s something that Bloober has done very well, even 10 years ago. Still not relying on only one game. So we created Layers of Fear. Then, as we were finishing, a couple of people started working on Observer. Then, after the Observer, we started working on Blair Witch, The Medium, and Layers of Fear as well. If something goes wrong, we still have more titles, and maybe we can make a success, but it’s not like, ‘ Okay, that’s all, folks, bye-bye. ‘ 

So it’s similar to Silent Hill 2 Remake here and Cronos. So if Silent Hill wasn’t a success, there is a Cronos behind it that can maybe do it.

We are also in a better situation all the time, preparation without knowing, of course, what will happen. Staying within the game budget, it’s a very magical place. It’s very tricky. Even without the constraints of the current economy, it’s always a very tricky part in how to do it. 

Like: You’ve got to remember that game development is not only the developers, but also people who are very good with numbers and all that. So if you get those people right, I think you have bigger chances of creating something that will last.

I think that, overall, game development in Poland is in a good position. The times are tough too, but we still have more game development studios than our neighbors, Germany and France, or we like to think so.

 

Cronos The New Dawn Gameplay

MP1st: Since Bloober’s doing multiple AAA titles simultaneously, is there any cross-development happening? Or are you guys kind of just like on your own teams? 

Zięba: Overall, there are two teams, and within each team, there are core teams. Like me and other people, we are always on one project, but part of the team rotate all the time. 

MP1st: Yeah, they rotate when they are needed.

Zięba: In cases like technology, that kind of stuff. Sound departments or cinematic departments are rotating all the time. But a couple of us are glued to the project. We share the knowledge here. 

Like: These guys are experts. We’re basically two teams that are making two projects, but we still have the same coffee machine in the office. When we meet there, we just exchange not only ideas, but also information, and all things.

I think the flow of information inside a studio is very, very well conducted. So people sometimes tend to be like, “Oh, but these are not the guys that did Silent Hill, right? But it’s fine, guys, don’t be worried. 

MP1st: Beyond the success of the Silent Hill 2 remake, do you have any insight into the key factors or discussions that led Konami and Bloober to team up? How did that even happen? 

Zięba: It just happened, once we just knew, Hey, we can do a Silent Hill remake.

Like: I think the important thing to say is it wasn’t like Konami approaching us like, “Hey, do Silent Hill”. We wanted to do that for years, but we didn’t have the resources to do that. And at some point, we kinda grew into that and decided okay, maybe we, and then the stars aligned.

Maybe this is the time we do a big, big game. 

Bloober’s Cronos and Silent Hill Dev Teams Share Tech and Expertise

MP1st: You didn’t have all your eggs in one basket ’cause you were developing Cronos at the same time, right? 

Zięba:  We started with Silent Hill, then we went with Cronos The New Dawn. We had  The Medium that time, and that was our proof of what we can do it.

Like: It was step after step after step. 

MP1st: As we head into the final months before launch, what are you most excited for Players to discover and experience when they finally get their hands on it?

Zięba: A story and the world that is also a bit of crazy sci-fi because at this point, we marketed the game as gameplay-heavy action.

This will be something different, something new for Bloober. But we are still storytellers. There is a very cool story to discover.

Like: And it’s so annoying not to spoil things. Because I wanna talk with you guys about it. 

MP1st: One question I had from the demo, actually, if, when you open those crates, are the items random?

Like: It’s not so random. We have, some of them are, some of them are not. We have systems to keep you on your toes and other stuff.

cronos the new dawn new game+

MP1st: I’m at it  feels like it’s the final kind of boss before the drop, or what is it called? 

Like: The time rift. 

MP1st: Yeah. That,  I’m right before that and I’m completely out of supplies. I have more bullets. I’ve got, I think I have one fire charge if you run out of everything. Are you just screwed for that section? 

Zięba: No. There is always a way to get out more, or less. Both fights can also be more tricky and maybe their stuff is maybe less random than the other things . You can always go back and explore more. 

Like: But I think it’s like more or less calculated that when you go into an arena, 

Zięba: You should have a chance. 

Like: You should like collecting all the things that are in the area that will get you, but you need to be very precise, but then you have to be very precise.

MP1st: There are multiple ways to play the game. How do you guys prefer to play? Or are you more offensive, more defensive? How do you use your upgrades? 

Zięba: I think we are more offensive because we know the game, and we are not scared. I just know what happens. I think we play mostly offensive. 

Like: I think I have a thousand hours in that game, man. And at this point, I want to master things. For me, the most fun thing is to use all the tools that the game gives you. So the flame thrower, then change your weapon to this, then change your weapon to that. You will use a mine. Then blowing things with this like a big gun. 

MP1st: If you guys could pick your next Dream Horror game or IP, including movies, what would it be?

Zięba: Cronos 2.

Like: (Cronos) 2. Yeah. Or…

Zięba:: …Cronos 2 and 3. 

Like: Yeah. Do three before two because you know it’s a time travel story. Dammit. Cronos The 2 Dawn. There it is, there’s the title, The 2 Dawn.

Cronos: The New Dawn is set for release on September 5 on the PS5, Xbox Series X|S, PC and Switch 2, though the PS5 version is the only one getting a physical release.

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Alex Co

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

Home > Title Updates and Patches

Phasmophobia Latest Update 1.000.022 Applies Grafton Rework Hotfix v0.14.0.1

Following the big Grafton Farmouse rework patch released earlier this week, Kinetic Games has released a hotfix for the major update, which players will see as Phasmophobia version 1.000.022, tagged as dev version 0.14.0.1.

This is a minor update that ushers in fixes, which include Twitch drops not appearing in-game.

For the complete changelog, head on below.

Phasmophobia’s Hotfix for August 14 Applies Update 1.000.022

Fixes

  • Fixed an issue that caused Twitch Drop rewards to only appear in-game after restarting and launching a lobby.
  • Fixed an issue on Xbox Series X/S that would cause the CCTV unit screen to go dark after placing multiple cameras in Grafton Farmhouse. This would then cause the player that placed these to disconnect.
  • Fixed an issue that caused mannequins to hover and clip through the environment after moving.
  • Fixed an issue that caused the player to become stuck in the downstairs bathroom in Grafton Farmhouse.
  • Fixed an issue that caused missing text when saving custom difficulties.
  • Fixed an issue that caused line-of-sight issues above the dining room table in Grafton Farmhouse.
  • Fixed several visual issues when a player was using hiding spots in Grafton Farmhouse.
  • Fixed an issue that would cause thrown items to become lost if thrown from the upstairs table in Grafton Farmhouse.
  • Fixed an issue that incorrectly classed distorted music Media as a Ghost Video.

Don’t be surprised if we get another hotfix, though Kinetic hasn’t issued a list of known issues, which means there’s nothing major that has surfaced so far.

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Alex Co

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

Home > News

Battlefield 6 Sprint Stats Prove the Games Is Nowhere Near the Fastest BF Game

If you check feedback of the Battlefield 6 beta online, chances are you’ll see a fair amount of gamers mention how movement is too fast, or how DICE is catering to the Call of Duty audience by making movement faster.

As it turns out, that’s not the case. Not only that, but Battlefield 6 is far from being the fastest game in the franchise — at least in terms of sprinting.

Don’t believe me? We have data to back it up!

Battlefield 6 Sprint Speed Is Slower Than BF4 and BF3

The data comes from YouTuber SMK Gaming, who made an entire video about it that explains the sprint speeds of each Battlefield game that was released in modern times. It measures each game’s sprint speed at the fastest your character can run, so a game like Battlefield 2042 that features Tactical Sprint will come out on top every time.

For older games like Battlefield 3 and BF4, it measures it with the Sprint perk activated, and for Battlefield 6, it’s measured with the knife equipped, which will let you run a lot faster compared if you are carrying a weapon or gadget while running.

Here’s the complete findings in table format.

# Game & Condition m/s km/h mph TIME [s]
1 BATTLEFIELD 2042 (Tactical Sprint) 7.25 26.1 16.2 13.80
2 BATTLEFIELD 4 (Sprint Perk) 7.15 25.7 16.0 13.99
2 BATTLEFIELD 3 (Sprint Perk) 7.15 25.7 16.0 13.99
4 BATTLEFIELD 6 (Knife Equipped) 7.12 25.6 15.9 14.04
5 BATTLEFIELD HARDLINE 6.75 24.3 15.1 14.81
6 BATTLEFIELD 2042 6.50 23.4 14.5 15.38
6 BATTLEFIELD 4 6.50 23.4 14.5 15.38
6 BATTLEFIELD 3 6.50 23.4 14.5 15.38
9 BATTLEFIELD 1 6.04 21.7 13.5 16.56
9 BATTLEFIELD V 6.04 21.7 13.5 16.56
11 BATTLEFIELD 6 5.99 21.6 13.4 16.69

There you go. While Battlefield 6 does feature a sliding maneuver, it’s nothing game-breaking, You can’t bunny hop in the game either, so those who aren’t a fan of movement gymnastics in serious shooters have nothing to worry about.

Personally, I never found Battlefield 6 to be fast or faster than your regular military shooter. Of course, I’ve been conditioned by Call of Duty all these years that operators bunny hop and do all sorts of dives when I combat, so perhaps I’m desensitized?

In case you didn’t know, the Battlefield 6 open beta’s second week is now live, which means you can jump in right now for free and test these sprint speeds out yourself. For the second week, DICE has rolled out a new map, new modes and more. The “Custom Search’ filter has also been enabled, and there’s also a playlist schedule planned until the beta’s final day of availability.

Aside from the Week 2 challenges, there’s also a community challenge wherein $1 trillion in damages in-game need to be met for everyone to get a weapon skin that we can use in the final version of the game.

If you’ve played Battlefield 6, do you find the sprint speeds a little too fast? Too slow or just right?

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

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Alex Co

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

Home > Title Updates and Patches

Tomb Raider 4-6 Remastered New Update 1.04/1.000.008 Fires Out for Patch #2

Developer Aspyr has rolled out Tomb Raider 4-6 Remastered update 1.04/1.000.008 today, and this is for Patch #2! Alongside bug fixes, this brings the Golden Pistols into the trilogy pack.

When it comes to fixes, each game has its own bugs that have been sorted out, as well as improvements to performance and gameplay. There’s a lot to take in here, so read on for what’s new in the official patch notes.

Check out the changelogs for each Tomb Raider game included in the bundle below.

Tomb Raider 4-6 Remastered New Update on Aug. 14 Delivers Patch 2 via Version 1.04/1.000.008

Golden Pistols

  1. Scroll toward the Join the Society of Raiders page from the game select screen (past Angel of Darkness screen).
  2. Click on the Register button to generate the QR code.
  3. Scan the QR code to be brought over to the tombraider.com registration page.  Register on the page
  4. Once registration is complete, a “Success!” screen will appear.
  5. Enter either TR 4 or TR 5.
  6. Once in the game, go to the Sunglass menu -> Outfit to toggle the Golden Pistols on or off.

Notes:

  • Users must register on tombraider.com before the pistols are unlocked.
  • Golden Pistols are not available in TR 6.

Tomb Raider 4

Bug Fixes & Improvements

Stability

  • Fixed a softlock that could occur in New Game Plus if Lara gets on a specific wall before Von Croy reaches it.
  • Addressed low FPS issues on the NX platform across several levels.

Graphics & Visuals

  • Lighting & Textures:
    • Resolved issues with flickering black shadows and dark artifacts appearing on geometry in various levels, including The Lost Library and The Mastabas.
    • Corrected multiple instances of Z-fighting on textures throughout the game, including on stairs, fences, chairs, and elevator floors.
    • The room darkening effect is no longer missing in HD mode in the Hall of Demetrius.
    • The red hue in HD FMVs is no longer oversaturated.
    • Addressed issues where parts of the train car and environment were missing in HD mode.
  • VFX & Reflections:
    • Corrected an issue where lens flare VFX was visible in rooms without a skybox in Coastal Ruins.
    • Fixed issues where additional vegetation was disappearing based on camera angle in The Race for the Iris.
    • The underwater surface of the frozen pool is now correctly displayed as frozen in HD in the City of the Dead.
    • The skybox is now correctly visible through the hole in the ceiling in Angkor Wat and no longer visible through hieroglyph tiles in Underneath the Sphinx.
  • Character Models & Animations:
    • Fixed clipping issues with elements of Von Croy’s outfit during movements.
    • The motorbike lens is no longer rendered over Lara’s model when she stands close to it.
    • Corrected the HD mesh that didn’t correspond to the SD mesh after a flipmap was triggered in Inside the Great Pyramid.
  • Environment:
    • The gate to the room with the Canopic jar no longer falls through the wall when opened in the Temple of Karnak.
    • Fixed a gap that was present between the trapdoor and room geometry in the Temple of Horus.
    • Destructible objects in HD mode now correctly match their SD counterparts in the Desert Railroad and Temple of Poseidon.
    • A loading screen that was missing parts of the environment has been fixed.
    • The Pharos, Temple of Isis level on the NX platform now correctly features fish.

Gameplay

  • Controls & Mechanics:
    • The Camera Target function in Modern Controls now works correctly after Lara uses switches and levers in The Tomb of Seth, Burial Chambers, Desert Railroad, and Temple of Karnak.
    • Corrected an issue where a swinging blade in Inside Menkaure’s Pyramid was not dealing damage.
  • Audio:
    • The crossbow now has correct drawing and holstering sound effects.

Tomb Raider 5

Tomb Raider 4-6 Remastered

Bug Fixes & Improvements

Stability

  • Fixed an issue that caused the title to crash when loading saves from the Red Alert! level on PS4 and PS5.

Graphics & Visuals

  • Lighting & VFX:
    • Fixed flickering lights in the Swampy and Monk cutscenes.
    • The lighting VFX from the Extreme Depth Suit no longer flickers in Deepsea Dive.
    • Resolved an issue where the signal light from the claw would go through the environment in The Base.
  • Character Models & Animations:
    • Lara’s hair will no longer clip with the Deep Dive outfit when changing outfits in Photo Mode.
    • A gap in young Lara’s head is no longer visible during the cutscene at the beginning of the Old Mill level.
    • Lara is no longer rendered over the water surface in the cutscene at the end of Deepsea Dive.
  • Textures & Geometry:
    • Fixed Z-fighting in the Sinking Submarine level.
    • The skybox is no longer visible through geometry in Trajan’s Markets.
    • Resolved an issue where destructible objects in HD mode were different from those in SD mode in Escape with the Iris.
    • Larson’s dynamic shadow no longer duplicates on the geometry below him in The Streets of Rome.
    • Computer screen textures for the disabled Metal Detector and X-ray now correctly show that they are inactive.

Gameplay

  • Inventory & Items:
    • Lara can no longer get two Teleporter Disks by crouching and pressing the action button next to the case in Escape with the Iris.
    • Corrected the name of the Desert Eagle to “Revolver” in Photo Mode.
    • The headset models now match between the inventory and gameplay.
    • The HK gun is now correctly displayed when Lara goes through the X-Ray on Escape with the Iris in HD mode.
  • General:
    • The defeated claw operator will no longer respawn after being triggered a second time in The Base.
    • Lara’s health bar no longer flickers when she enters gas chambers in Red Alert!
    • The Camera Target function in Modern Controls now works correctly when using the Monitor Screen in Escape with the Iris.

Tomb Raider 6

Bug Fixes & Improvements

Stability

  • Addressed multiple issues that caused the game to crash, including:
    • Crashes that could occur after a cutscene in Galleries Under Siege.
    • Crashes that could happen when exiting the game from The Vault of Trophies.
    • Fixed crashes that occurred when Lara was killed by Cabal Commandos in Galleries Under Siege while in HD mode.
    • Resolved a crash that could happen after changing outfits in Photo Mode during a boss fight in Eckhardt’s Lab.
    • Fixed various one-time crashes that could occur during level transitions, such as from PRAGUE4 to PRAGUE4A and between zones in The Sanitarium and Louvre Galleries.
    • Addressed a soft lock that could occur after entering and exiting an elevator in the Derelict Apartment Block.
    • Fixed a soft lock that could happen if Karel killed Lara while she was falling in Eckhardt’s Lab.

Graphics & Visuals

  • Photo Mode:
    • The Photo Mode selector is no longer hidden after switching between tabs.
    • Boran X will no longer disappear from Kurtis’ holster after entering Photo Mode with Chirugai drawn.
  • Reflections & Textures:
    • Addressed an issue where planar reflections were missing on shipping builds.
    • Water textures are no longer broken in Neptune’s Hall.
    • Floor textures in Aquatic Research Area are no longer broken in HD mode.
    • Addressed issues with textures disappearing based on camera angle in various levels, including Parisian Back Streets and The Hall Of Seasons.
    • The water surface will no longer disappear when the camera angle changes, both above and below the water.
    • Fixed a noticeable change in the water surface in the Aqua Research Area.
  • Character Models & Animations:
    • Resolved several issues with Lara’s braid and hair strands, which were distorted or stretching, especially with the Beta outfit.
    • Fixed gaps in Lara’s Beta outfit.
    • Addressed clipping issues with Lara’s jacket in the Beta TR6 outfit, Karel’s coat, and a doctor’s lab coat.
    • Lara will no longer get stuck in a free-fall position after jumping on barrels in The Strahov Fortress.
    • Fixed an issue where Lara could fall through the hatch in The Monstrum Crimescene.
    • Character models will no longer have visible seams in cutscenes, including Marten Gunderson, Pieter Van Eckhardt, Luddick the journalist, and Joachim Karel.
    • Sleeper Nephilim’s HD model position is now correct, and the bands are no longer missing.
    • Cleaner’s guns no longer clip with their holsters.
    • The muzzle flash is now correctly aligned with the Cabal Commando’s gun.
    • Fixed an issue where SD models of dead Strahov soldiers were displayed in HD mode.
    • The Boxer model in St. Aicard’s Church is no longer distorted.
    • Fixed an issue where Lara could remain in the air after a specific save load on Eckhardt’s Lab.
    • Addressed an issue where Lara could get stuck in geometry while climbing walls in The Strahov Fortress.
    • Lara will no longer draw a weapon after skipping cinematics.

Audio & Sound

  • General Audio:
    • Resolved an issue where ambient SFX sometimes wouldn’t play.
    • Fixed a bug where the sound of rain could disappear after saving and reloading.
    • Addressed several missing sound effects in cutscenes and other in-game events.
    • Pushing/pulling objects SFX are no longer looped.
  • Localization & Voice-Overs:
    • Some voice-overs that were missing on the Steam build have been restored.
    • Fixed issues where various voice-overs and voicelines were too quiet, particularly in the Brazilian Portuguese localization.
    • English audio is now played in cutscenes with restored lines, even if localizations are without VO.
    • A specific voiceline from Dr. Muller no longer plays at high speed in the Brazilian Portuguese localization.
  • Lip Sync:
    • Lip sync is now working for Lara’s Beta Outfit.

UI & UX

  • Controls:
    • The highlight position in the Controls menu will now reset to “Restore Defaults” after reopening the menu.
  • Healthbar & HUD:
    • Fixed an issue where the Healthbar wasn’t showing when Lara’s breathing was decreasing with the “Auto” setting.
    • Resolved an issue where several icons were missing when the Healthbar setting was “Auto.”
    • The Healthbar, Auto, and Always On inscriptions are now translated to all supported languages.
    • Damage dealt to Brother Obscura is now initially displayed on his health bar in NG+.
    • The ‘Use’ button no longer overlaps the frame in the Inventory’s Health/Items page in Russian localization.
    • The equip button is now highlighted by default in the Combine menu.
  • Other UI:
    • Fixed button prompts that weren’t centered to their naming in Options.
    • Action indicator is no longer displayed near a specific lever on the level The Serpent Rouge on Pierre’s route.

Gameplay

  • General:
    • Kurtis no longer performs extra actions after defeating Boaz in phase 1.
    • The incubation tanks now correctly save their condition after loading a save.
    • The passports on the shop counter no longer look too dark.
    • Turrets no longer start firing when Lara jumps in The Strahov Fortress.
    • Exploded gas cylinders no longer reappear after loading a save in The Sanitarium.
  • Level Specific:
    • Louvre Guard’s AI will no longer be disrupted in Louvre Galleries.
    • The second part of the sewerage is now properly loaded in The Monstrum Crimescene.
    • Lara can now climb the pipe a second time without having to return to the ground.
    • Lara can no longer hang in the air without grabbing anything in Wrath Of The Beast.
    • The camera no longer goes beyond the level’s geometry if Lara is too close to the ceiling in The Vault of Trophies.
  • Statistics:
    • Statistics are no longer reset after returning to The Archaeological Dig.
    • Pickup statistics are now correctly divided for Pierre’s and Bernard’s ways in Café Metro.

We don’t usually receive updates for the game, so don’t expect another one to be released by Aspyr anytime soon, unless this patch causes issues.

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Alex Co

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

Home > Title Updates and Patches

Madden NFL 26 Day-One Update 1.003 Ushers in Season 1

Madden NFL 26 is now available in the wild today, and alongside its release, EA has introduced a new update that brings Season 1 to gamers.

Console gamers should see this download as Madden NFL 26 update 1.003 (ver. 01.003.000) and this should be a small download. Expect a new Field Pass to be part of the first season of the game, and we have the full details on that available now.

Madden NFL 26 Day One Update Version 1.003 Launches Alongside Release

ULTIMATE TEAM PROGRAMS

  • PREGAME ACCESS
  • PRESEASON STANDOUTS
  • LEGENDS
  • COLLECTOR SERIES
  • TEAM BUILDERS & TEAM CAPTAINS
  • TEAM OF THE WEEK
  • CAMPUS HEROES
  • GAME TIME

FIELD PASS

PLAYER ITEMS

Work your way up the Field Pass to earn all-new rewards, including five player items found in Season 1 Welcome Packs or Player Fantasy Packs. Take your Ultimate Team to the next level, just in time for the NFL season.

  • Marshawn Lynch | HB | 80 OVR
    • Earnable through S1 Welcome Pack, or S1 Player Fantasy Packs
    • Starting OVR is an X, can be upgraded to an 87 with Season Player Upgrade Tokens.
  • Brian Urlacher | MIKE | 80 OVR
    • Earnable through S1 Welcome Pack, or S1 Player Fantasy Packs
    • Starting OVR is an 80, can be upgraded to an 87 with Season Player Upgrade Tokens.
  • Khalil Mack | REDG | 80 OVR
    • Earnable through S1 Welcome Pack, or S1 Player Fantasy Packs
    • Starting OVR is an 80, can be upgraded to an 87 with Season Player Upgrade Tokens.
  • Tee Higgins | WR | 80 OVR
    • Earnable through S1 Welcome Pack, or S1 Player Fantasy Packs
    • Starting OVR is an 80, can be upgraded to an 87 with Season Player Upgrade Tokens.
  • Xavier McKinney | SS | 80 OVR
    • Earnable through S1 Welcome Pack, or S1 Player Fantasy Packs
    • Starting OVR is an 80, can be upgraded to an 87 with Season Player Upgrade Tokens.

REWARD PATH

  • Level 2: 70+ Pack
  • Level 3: Random Strategy Item
  • Level 4: 100 Season Tickets
  • Level 5: Rare Option Pack
  • Level 6: 80 OVR Season 1 Player Fantasy Pack (Esc 85)
  • Level 7: 100 Season Tickets
  • Level 8: 5,000 Coins
  • Level 9: Rare Option Pack
  • Level 10: 81 OVR S1 Upgrade Token (Esc 85)
  • Level 11: 5,000 Coins
  • Level 12: 140 Season Tickets
  • Level 13: Random Strategy Item
  • Level 14: 140 Season Tickets
  • Level 15: Rare Option Pack
  • Level 16: 80 OVR Season 1 Player Fantasy Pack (Esc 85)
  • Level 17: Season 2 XP Token
  • Level 18: 10,000 Coins
  • Level 19: Rare Option Pack
  • Level 20: 82 OVR S1 Upgrade Token (Esc 86)
  • Level 21: 10,000 Coins
  • Level 22: 225 Season Tickets
  • Level 23: Random Strategy Item
  • Level 24: 225 Season Tickets
  • Level 25: Rare Option Pack
  • Level 26: 80 OVR Season 1 Player Fantasy Pack (Esc 86)
  • Level 27: 275 Season Tickets
  • Level 28: 10,000 Coins
  • Level 29: Epic Option Pack
  • Level 30: 83 OVR S1 Upgrade Token (Esc 87)
  • Level 31: 10,000 Coins
  • Level 32: 300 Season Tickets
  • Level 33: Random Strategy Item
  • Level 34: 350 Season Tickets
  • Level 35: Epic Option Pack
  • Level 36: 80 OVR Season 1 Player Fantasy Pack (Esc 87)
  • Level 37: 400 Season Tickets
  • Level 38: 15,000 Coins
  • Level 39: Legendary Option Pack
  • Level 40: 84 OVR S1 Upgrade Token (Esc 87)
  • Level 41: 10,000 Coins
  • Level 42: Epic Option Pack
  • Level 43: Random Strategy Item
  • Level 44: Season 2 XP Token
  • Level 45: 85 OVR S1 Upgrade Token (Esc 87)

We do not expect a full changelog to be released, as this is a day-one update for the football sim. But if EA does roll out a proper list of changes made, expect the article to be updated.

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Alex Co

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

Home > Title Updates and Patches

DayZ Experimental Update 1.29 Now Live on PC and Xbox

Bohemia Interactive has rolled out the latest additions and changes coming to DayZ players in the near future, as the latest Experimental patch is out today on PC and Xbox!

Players will be prompted to download DayZ Experimental update 1.29 today, and this adds a new section to the Frostline expansion, new clothing items for the base game and a lot more.

Read on for the patch notes for PC and Xbox to know everything that’s set to be released to the live servers soon.

DayZ Experimental Update 1.29 Released on Aug. 14

PC Experimental 1.29 Update 1 – Version 1.29.160485 (Release on 14.08.2025)

NOTES

  • Consider using the Steam client option to verify the integrity of the local game cache to avoid corrupted data after downloading this update.
  • Consider de-fragmenting your HDD after downloading large updates.
  • In case of problems, please check the Bohemia Interactive support F.A.Q.DayZ F.A.Q., or BattlEye F.A.Q.
  • You can help us to further improve the game by posting your feedback on the Feedback Tracker.

FROSTLINE EXPANSION 

ADDED

  • New section of the underground bunker on Burukan island
  • Sakhal flag and armband
  • Pilot jacket
  • Winter Military Coat

FIXED

  • Bodies on Sakhal could decay and attract flies despite the cold environment

GENERAL GAME

ADDED

  • Bear headdress
  • Heavy labor jacket
  • Military sweater
  • Fox headdress
  • Military winter boots
  • Fur boots
  • Long haul backpack
  • New promo carousel implemented for the main menu

CHANGED

  • Nights on the official Chernarus and Livonia first person perspective servers were switched to the bright ones
  • Assault rifles gunshot sound reworked
  • Pistol gunshot sounds reworked
  • The Server Browser now opens the “Official” tab by default if the player has no favorite servers; otherwise, it opens the “Favorites” tab

FIXED

  • Character could glitch and clip through objects when taking vaultable items in hands (T192558T193315T193320T193316)
  • Inventory could be accessed in Surrender pose
  • Issues with displaying items in Vicinity tab and being able to access them through objects
  • Reconnecting removed blinding effect of Burlap sack on head
  • Vehicles twitched when driving on concrete panels (T191309)
  • AIs could clip through closed door of specific garage building
  • Specific boat wreck model became invisible at too short view distance
  • Unpacking a headlight had no audio (T192384)
  • Plums disappeared at too short view distance
  • Aiming with M79 removed night vision (T193230)
  • Part of bear attacking audio sample was incorrect (T192086)
  • Fixed multiple locations allowing to look through structures (T191053)
  • Windows in specific garage building were missing collisions
  • Humvee was Missing Getting In/Out Sound (T167764)
  • AP Items deployed through activate widget were missing sound
  • Illness symptom sounds (e.g., coughing or laughing) continued to play even after the player has fallen unconscious
  • Various clipping issues
  • Cars could crash without apparent reason due to unexpected collisions with terrain (T191200T192926)
  • Under unstable or low FPS, the selected gear could be skipped over unintentionally
  • Players could see moving cars and boats glitch after reconnecting
  • Players reconnecting above the ground could be teleported outside the world (T191843T191945T191215T191664T192504)
  • Deployed tripwire was not functional (T193431)
  • Start engine sound is played when player leaves started vehicle
  • Incorrect sound could be played when loading the crossbow (T191119)
  • Incorrect sound could be played when disarming Explosive with a different detonator
  • Items dropped near some specific assets could be inaccessible afterwards (T189382)
  • Certain assets would have incorrect collisions
  • Cars could crash on even roads and launch players into near-death situations (T191200T192926)
  • Exploit where players were able to duplicate items
  • Exploit allowing players to enter vehicles while holding heavy items
  • RAK now spawns chambered when equipped with a magazine
  • Players could spawn random items in their inventory (T192644T192643)
  • Players could see dynamic contaminated zones become invisible over time (T192492)
  • Players could launch themselves into the air by going prone on a car roof edge (T192699)
  • Players could freeze the client by some cargo operations (T192460)
  • Players could hit invisible barriers on some fence and wall objects
  • Item swapping functionality wasn’t working in some cases

CHERNARUS

  • Player could see through specific wall by squeezing between it and a container (T191053)
  • Specific trees were floating in air (T190606T191125)
  • Fallen tree was clipping through other trees (T190606)

LIVONIA

  • Some items and widgets could be inaccessible in swampy locations with reeds
  • Incorrect sizing of contaminated zones in Pavlovo and Radunin

SERVER

  • Fixed: Scripts would not compile with ‘-doScriptLogs=1’ CLI on Retail

LAUNCHER

  • Frostline DLC was not indicated correctly for players not owning the expansion

TERRAIN BUILDER

  • Version information is now shown in the Terrain Builder’s Help > About dialog
  • Saves objects with a persistent ID into WRP instead of regenerating them every build
  • WPR files, exported with TB version higher than X (lets get the exact version number) require 1.29 binarization executable

MODDING

  • Fixed: Crash when using SurfaceUnderObjectByBone on some animals
  • Changed: Temporarily increased the maximum size of ‘ScriptInputUserData’ to accommodate for Network IDs being larger

KNOWN ISSUES

  • PLAY button in main menu does not show server last played at when hovered over and clicking it does not connect you to the server
  • Indoor shots can sound silenced to the shooter
  • We are currently experiencing freezing issues with community Linux servers on Experimental (PC). We have identified the issues and it will come with the future release of EXP.
  • We are temporarily reducing capacity on official Experimental servers to stress-test full pop performance. This will cause some strain, and stability will be affected, but it’s intentional for data collection.

Xbox Experimental 1.29 Update 1 – Version 1.29.160466 (Release on 14.08.2025)

NOTES

FROSTLINE EXPANSION 

ADDED

  • New section of the underground bunker on Burukan island
  • Sakhal flag and armband
  • Pilot jacket
  • Winter Military Coat

FIXED

  • Bodies on Sakhal could decay and attract flies despite the cold environment

GENERAL GAME

ADDED

  • Bear headdress
  • Heavy labor jacket
  • Military sweater
  • Fox headdress
  • Military winter boots
  • Fur boots
  • Long haul backpack
  • New promo carousel implemented for the main menu

CHANGED

  • Nights on the official Chernarus and Livonia first person perspective servers were switched to the bright ones
  • Assault rifle gunshot sound reworked
  • Pistol gunshot sounds reworked
  • The Server Browser now opens the “Official” tab by default if the player has no favorite servers; otherwise, it opens the “Favorites” tab

FIXED

  • Character could glitch and clip through objects when taking vaultable items in hands (T192558T193315T193320T193316)
  • Inventory could be accessed in Surrender pose
  • Issues with displaying items in Vicinity tab and being able to access them through objects
  • Reconnecting removed blinding effect of Burlap sack on head
  • Vehicles twitched when driving on concrete panels (T191309)
  • AIs could clip through closed door of specific garage building
  • Specific boat wreck model became invisible at too short view distance
  • Unpacking a headlight had no audio (T192384)
  • Plums disappeared at too short view distance
  • Aiming with M79 removed night vision (T193230)
  • Part of bear attacking audio sample was incorrect (T192086)
  • Fixed multiple locations allowing to look through structures (T191053)
  • Windows in specific garage building were missing collisions
  • Humvee was Missing Getting In/Out Sound (T167764)
  • AP Items deployed through activate widget were missing sound
  • Illness symptom sounds (e.g., coughing or laughing) continued to play even after the player has fallen unconscious
  • Various clipping issues
  • Cars could crash without apparent reason due to unexpected collisions with terrain (T191200T192926)
  • Under unstable or low FPS, the selected gear could be skipped over unintentionally
  • Players could see moving cars and boats glitch after reconnecting
  • Players reconnecting above the ground could be teleported outside the world (T191843T191945T191215T191664T192504)
  • Deployed tripwire was not functional (T193431)
  • Start engine sound is played when player leaves started vehicle
  • Incorrect sound could be played when loading the crossbow (T191119)
  • Incorrect sound could be played when disarming Explosive with a different detonator
  • Items dropped near some specific assets could be inaccessible afterwards (T189382)
  • Certain assets would have incorrect collisions
  • Cars could crash on even roads and launch players into near-death situations (T191200T192926)
  • Exploit where players were able to duplicate items
  • Exploit allowing players to enter vehicles while holding heavy items
  • RAK now spawns chambered when equipped with a magazine
  • Players could spawn random items in their inventory (T192644T192643)
  • Players could see dynamic contaminated zones become invisible over time (T192492)
  • Players could launch themselves into the air by going prone on a car roof edge (T192699)
  • Players could freeze the client by some cargo operations (T192460)
  • Players could hit invisible barriers on some fence and wall objects
  • Item swapping functionality wasn’t working in some cases

CHERNARUS

  • Player could see through specific wall by squeezing between it and a container (T191053)
  • Specific trees were floating in air (T190606T191125)
  • Fallen tree was clipping through other trees (T190606)

LIVONIA

  • Some items and widgets could be inaccessible in swampy locations with reeds
  • Incorrect sizing of contaminated zones in Pavlovo and Radunin

KNOWN ISSUES

  • Performance and functionality issues may occur when damaging vehicle parts, some cannot be replaced when ruined
  • Indoor shots can sound silenced to the shooter
  • We are temporarily reducing capacity on official Experimental servers to stress-test full pop performance. This will cause some strain, and stability will be affected, but it’s intentional for data collection.

In other survival game news, PUBG is ceasing support for last-gen consoles later this month, as the game will fully transition to current-gen (PS5, Xbox Series X|S) consoles.

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Alex Co

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

Home > Title Updates and Patches

Fortnite’s Latest Update 1.000.190 Released on Consoles; Known Issues Listed

The latest Fortnite update is out today on all platforms, and this brings the game to version 1.000.190! This is a minor update that doesn’t bring in any new content, but was released for bug fixes and to fixother issues that have been causing crashes in the game since the last major update (Chapter 6, Season 4)

Read on for the list of known issues affecting various modes that the developers are currently addressing.

Fortnite’s Update on August 14 Applies Fixes via Version 1.000.190

One of the crashing issues affected the Divisional Cups, which has been moved to new dates:

  • OCE, ASIA: August 16, 17, and 18
  • All other regions: August 14, 16, and 18

When it comes to known issues, check out the list for all of Fortnite’s mode straight from the official Fortnite Trello board. Note that some of the “Fixed in a Future Update” bugs might be resolved with today’s patch, and Epic just hasn’t been able to update the board.

GENERAL TOP ISSUES

In Development

  • Nintendo Switch players encountering storage space issues
  • Some players using NVIDIA graphics cards may experience crashes when playing Fortnite in DirectX 11.

BATTLE ROYALE/RELOAD/OG TOP ISSUES

Fixed in Next Game Update

  • Wraps may not display correctly on Leadspitter 3000.
  • Red Dots indicating gunfire are missing from the Compass

In Development

  • Styles for Ranked Backbling and Ranked Umbrella do not unlock when players rank up

Investigating

  • Bunkers may not appear correctly in some matches.
  • Some Outfits may change their rarity when scrolling in the Locker.

LEGO FORTNITE TOP ISSUES

Fixed in Next Game Update

  • Vengeance Jones is not spawning in players’ worlds

In Development

  • Player 2’s scrolling through the Hero Superpowers Menu also switches Player 1’s equipped weapons.
  • Lag/hitching issues in the Storm King fight
  • Players may get stuck in a cannon if its damaged or falls into water while operating it.
  • Consumable buff timers can be overwritten when eating another consumable with a buff
  • There is no indication of which direction some furniture is being placed
  • The Swag Shot emote is not correctly translating on the Chalk Board

Investigating

  • Cannot find the Spires
  • ‘F’ key conflict: unable to interact with objects.
  • Vacant Apartment and Housing Lot Icons are sometimes not displayed on Map.
  • A prompt to flip a vehicle no longer appears when a vehicle is flipped.
  • Isabelle won’t talk to players while interacting with the blackboard.
  • Can’t move placed decorations in Edit Mode if the Decor Inventory is full.
  • The Wasp 8000 Motorcycle may float after hopping off while in motion.
  • Storm King’s Weak Points and Rift Spawners are immune to damage when an enemy is around.
  • Invisible collision in Phase 1 after being eliminated in Phase 2 of the Storm King fight.
  • Enemies’ health bars may not appear at times.
  • Stuck when exiting the Crusher.
  • Bottom of HUD can disappear after using macrobinoculars.

ROCKET RACING TOP ISSUES

Fixed in Next Game Update

  • Multiple background music tracks playing simultaneously on Delirium and Tri-City.

In Development

  • Vehicles going faster than intended
  • The Weekly Quest progress tracker may not update after progress is made.
  • Locker’s Vehicles – SUV/Truck and Sports Cars sections changes to a different background color when navigating through the cosmetics options

Investigating

  • Some Wheels may incorrectly appear with darker Default Styles or incomplete visual elements.

SAVE THE WORLD TOP ISSUES

Fixed in Next Game Update

  • The ‘Completed Main Quests’ tab is missing from the Quest Log.

Investigating

  • [Volume Warning] Earsplitter and Boom B.A.S.E volume may be very high.
  • HUD Scale reverts to 100% after Missions.
  • The progress circle animation does not appear around the “Vote” button when using a controller.

MOBILE TOP ISSUES

Fixed in Next Game Update

  • Exiting the app through the Sidebar may result in an infinite “Connecting” screen.
  • Auto Fire may become unresponsive after being rebooted.

In Development

  • Storage error when installing Fortnite despite available space.

Investigating

  • Controller bindings cannot be customized on Mobile.
  • Unable to send Game Channel messages in Battle Royale Solos.

If Epic Games releases a proper changelog, we’ll add it to the article.

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Alex Co

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

Home > Title Updates and Patches

Fortnite Gets Surprise Update 4.79 on August 14

Epic Games has released a surprise update for Fortnite today, and this unannounced patch brings in fixes, so don’t expect any new content.

This is a minor update designed to address stability and other issues that have been causing crashes in the game since the last major update (Chapter 6, Season 4). Players should see this download appear as Fortnite update version 4.79, and expect a small file download for it.

Read on for the list of known issues affecting various modes that the developers are currently addressing.

Fortnite’s New Update and Known Issues Listed for August 14:

One of the crashing issues affected the Divisional Cups, which has been moved to new dates:

  • OCE, ASIA: August 16, 17, and 18
  • All other regions: August 14, 16, and 18

When it comes to known issues, check out the list for all of Fortnite’s mode straight from the official Fortnite Trello board. Note that some of the “Fixed in a Future Update” bugs might be resolved with today’s patch, and Epic just hasn’t been able to update the board.

GENERAL TOP ISSUES

In Development

  • Nintendo Switch players encountering storage space issues
  • Some players using NVIDIA graphics cards may experience crashes when playing Fortnite in DirectX 11.

BATTLE ROYALE/RELOAD/OG TOP ISSUES

Fixed in Next Game Update

  • Wraps may not display correctly on Leadspitter 3000.
  • Red Dots indicating gunfire are missing from the Compass

In Development

  • Styles for Ranked Backbling and Ranked Umbrella do not unlock when players rank up

Investigating

  • Bunkers may not appear correctly in some matches.
  • Some Outfits may change their rarity when scrolling in the Locker.

LEGO FORTNITE TOP ISSUES

Fixed in Next Game Update

  • Vengeance Jones is not spawning in players’ worlds

In Development

  • Player 2’s scrolling through the Hero Superpowers Menu also switches Player 1’s equipped weapons.
  • Lag/hitching issues in the Storm King fight
  • Players may get stuck in a cannon if its damaged or falls into water while operating it.
  • Consumable buff timers can be overwritten when eating another consumable with a buff
  • There is no indication of which direction some furniture is being placed
  • The Swag Shot emote is not correctly translating on the Chalk Board

Investigating

  • Cannot find the Spires
  • ‘F’ key conflict: unable to interact with objects.
  • Vacant Apartment and Housing Lot Icons are sometimes not displayed on Map.
  • A prompt to flip a vehicle no longer appears when a vehicle is flipped.
  • Isabelle won’t talk to players while interacting with the blackboard.
  • Can’t move placed decorations in Edit Mode if the Decor Inventory is full.
  • The Wasp 8000 Motorcycle may float after hopping off while in motion.
  • Storm King’s Weak Points and Rift Spawners are immune to damage when an enemy is around.
  • Invisible collision in Phase 1 after being eliminated in Phase 2 of the Storm King fight.
  • Enemies’ health bars may not appear at times.
  • Stuck when exiting the Crusher.
  • Bottom of HUD can disappear after using macrobinoculars.

ROCKET RACING TOP ISSUES

Fixed in Next Game Update

  • Multiple background music tracks playing simultaneously on Delirium and Tri-City.

In Development

  • Vehicles going faster than intended
  • The Weekly Quest progress tracker may not update after progress is made.
  • Locker’s Vehicles – SUV/Truck and Sports Cars sections changes to a different background color when navigating through the cosmetics options

Investigating

  • Some Wheels may incorrectly appear with darker Default Styles or incomplete visual elements.

SAVE THE WORLD TOP ISSUES

Fixed in Next Game Update

  • The ‘Completed Main Quests’ tab is missing from the Quest Log.

Investigating

  • [Volume Warning] Earsplitter and Boom B.A.S.E volume may be very high.
  • HUD Scale reverts to 100% after Missions.
  • The progress circle animation does not appear around the “Vote” button when using a controller.

MOBILE TOP ISSUES

Fixed in Next Game Update

  • Exiting the app through the Sidebar may result in an infinite “Connecting” screen.
  • Auto Fire may become unresponsive after being rebooted.

In Development

  • Storage error when installing Fortnite despite available space.

Investigating

  • Controller bindings cannot be customized on Mobile.
  • Unable to send Game Channel messages in Battle Royale Solos.

If Epic Games releases a proper changelog, we’ll add it to the article.

Avatar photo

Alex Co

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

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The Finals Update 1.000.096/1,34 Released for Patch 7.9; Includes ‘Head 2 Head’ Mode

The Finals update 1.000.096/1.34 has been released for patch 7.9, and one of the biggest new additions is the ‘Head 2 Head’ mode. This is a new ‘Limited-Time Mode’ for the end-of-season showdown.

Players of the game can also experience some increased XP, which starts from now until the end of the season. Check out the new features below.

The Finals Update 7.9 Features Head 2 Head

the finals screenshot

Welcome to the monstrous end-of-season showdown! We’re introducing a new Limited-Time mode called Head 2 Head, which pits Sponsor against Sponsor in the final round of Cashout! Earn free Event rewards for completing Contracts and grab a full set of VAIIYA and CNS themed skins! 

Head 2 Head captures that Final Round experience, a 3v3 round where Respawns are faster and unlimited. Look out for an all new Gameshow Event, the Nedstrike, that will have you fleeing in terror!

Complete Event Contracts to get free rewards! 

XP OVERRIDE 

Time to kick your grind into overdrive! Earn 200% XP for Daily Contracts, and up to 150% XP and Fans for gameplay from now until the end of the Season!

BIRDS OF A FEATHER? STICK TOGETHER!

Vibing with your team? Take the party into the next match by selecting STAY AS A PARTY at the end of the round! When a match concludes you’ll have the option to vote to keep playing with your same team, forming a party. Who knows – maybe this is the start of a lifelong friendship in The Arena!

ONGOING ISSUES WITH FREEZES AND STUTTERING 

Over the summer we have been working to identify the issue where some players experience short bursts of stuttering and sometimes even multi-second “freezes” of the client during gameplay. It’s been a challenge to find the root cause, but this week we finally managed to reproduce the issue! This means we are getting closer to finding a permanent solution.

While we work on figuring out how to eradicate this issue, it’s good to know that the game runs smoother with more memory, so closing any memory-hungry applications (such as Chrome) while playing can help with overall performance.

STORE

Amongst the latest Store additions, say hello to Hammerhead Ned, suitably accompanied by lightning VFX and monstrous voice effects! Make sure to check out the Store this week!

Make sure to check out the full patch notes from The Finals’ Steam page. We will update our readers when more patches are released for the game very soon.

Damien Seeto

Home > Title Updates and Patches

Wuchang: Fallen Feathers Update 1.000.009 Now Out on Consoles for Patch 1.5

Developer Leenzee has released Wuchang: Fallen Feathers update 1.000.009 on consoles (PS5, Xbox Seriex X|S), which is for patch 1.5 that was released earlier this week on PC.

This is probably the game’s biggest patch to date, as not only bug fixes are included, but there are even balance changes applied too.

Read on for the complete changelog that outlines the technical changes made, as well as the gameplay adjustments to make the action game a lot more bearable to play.

Wuchang: Fallen Feathers PS5, Xbox Series X|S Update Now Live as Patch 1.000.009

FEATURES / BUG FIXES

  • Slight adjustment to the invincibility frames during Wuchang’s get-up animation after being knocked down.

This is to prevent players from being attacked during the getting-up animation to optimize the player’s early game experience.

  • Sped up Wuchang’s healing animation slightly to ensure players have enough time to heal. The recovery animation after drinking can now be cancelled with a dodge.

This is to enhance the strategic element.

  • Made adjustments to animations, values, and level design for certain NPCs and AI.

Added dialogues for some NPCs to complete some plots. We will further optimize the exhaustion animations in the future to improve the plot performance.

This also includes the faction bug in Chapter 4, adjusted the level design, and increased the performance effect of BVB.

Moreover, the dialogue order between Fang Yao and He Youzai to prevent a bug where players could not achieve the “Bound by Fate’s Threads” and “Dream’s Sweet Deceit” endings due to an incorrect sequence.

  • Revised descriptions for some equipment and items
  • Added/revised certain audio lines.

Added some ‘Wuchang’ voice to complete the story, and added some NPC dialogues.

  • Fixed an issue where certain buttons could not be set in the controller remapping menu
  • Fixed the issue where the Buddha statue could disappear from the player’s inventory when force-quitting the game after it is placed in the Palace Hill of Chapter 1.
  • Fixed an issue with the combo-based Benediction and Jade Pendant not functioning correctly in NG+ cycles.
  • Addressed issues with certain terrain that can cause the player to become stuck.
  • Reduced elevator waiting time and fixed the issue in Chapter 5 where the elevator may trap the player at its destination.

While Wuchang waits for the elevator, the speed of the elevator tripled. Due to loading issues, the speed of taking the elevator is temporarily unchanged.

  • Optimized the impact resistance of certain monsters.

Reduce the impact tolerance of some primary enemies, making it easier for light weapons to interrupt the attacks of some monsters in the early stages, while increasing the strategic nature of light attacks. For later-stage monsters, players can now use spells, weapon skills, etc., to directly perform follow-up light attack combos to suppress some monsters.

  • Increased the trigger interval for Spike Traps.
  • Further reduced the damage of landmines in Chapters 2 & 3.

Monsters can still be quickly staggered, keeping combat strategies in areas with groups of monsters unchanged.

  • Reduced the number of landmines in Chapter 3.
  • Adjusting game content to prepare for the update of new weapons and sets in the Deluxe Edition compensation.

Currently, the high-poly phase of the Deluxe Edition compensation content is nearing completion, and we hope to bring players more traditional armor, including ancient armor such as Wei/Jin dynasty armor.

  • Optimized game code in preparation for allowing players to choose to respawn at either the Shrine or the BOSS Fight Entrance after death.
  • Optimized asset specifications in preparation for updating to a more noticeable effect when picking up Red Mercury Essence.
  • Other minor fixes.

CRASH FIXES

  • Fixed a GPU crash caused by certain semi-transparent assets in extreme scenarios.
  • Fixed a crash caused by unnecessary rendering calls in specific scenarios.
  • Fixed a crash caused by GPU hangs under specific conditions.
  • Fixed a crash that could occur with a certain probability at the end of map loading due to animation blueprint concurrency.
  • Other minor fixes.

Leenzee states that they will continue to refine and optimize the game based on player feedback, so expect more patches to be released in the future.

While the PC version of the game may be experiencing performance issues, the console versions are performing better. The gameplay of Wuchang isn’t anything to be overlooked, as noted in our review.

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Alex Co

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

Home > Title Updates and Patches

Monster Hunter Wilds Receives Follow-up Update 1.021.010 to Fix Fast Travel and Faint Crashing Issues

Following yesterday’s major update for Monster Hunter World that added new Tempered monsters and other pieces of new content, the game experienced crashing issues in certain situations, which plagued players on all platforms.

Today, that changes, as Capcom has released a follow-up update, which Monster Hunter Wilds players will see as version 1.021.010.

Capcom aims for the patch to fix crashing issues related to your character fainting and even fast traveling. Players will be disconnected to apply the patch, and you will need to update the game to load it again.

Monster Hunter Wilds Crashing Issues Due to Fainting Now Fixed in Patch New Update Version 1.021.010

Per Capcom, here’s what got fixed today:

Bug Fixes and Balance Adjustments

  • Fixed an issue where, under certain conditions, the game could crash when a player returns to camp after fainting or via fast travel.
  • Fixed an issue where the Wide-Range skill effect on Appraised Talismans was not correctly applied to other players during online play.
  • Fixed an issue where the gunlance’s Focus Strike would sometimes not chain into the finishing attack.

As you can see, it’s a targeted update, so it’s understandable that the changelog isn’t exactly long. We’re not expecting this to resolve all the issues with the game, especially those related to performance on PC. It’s gotten so bad that the devs have even faced threats because of it.

Once another patch is released, we’ll be sure to let our readers know.

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Alex Co

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

Home > Title Updates and Patches

MLB The Show 25 Update 1.023 Out for Patch #23 Includes New Player Models

Santa Monica Studio has released a brand new update for MLB The Show 25 today on PlayStation, Xbox and Nintendo Switch. This is update 1.023 on PS5, 1.0.91 on Xbox Series X/S and 1.23 for Nintendo Switch players.

Much like previous updates, this patch updates the models for some players. A few new big fixes are on the way too. Read on for the full patch notes.

MLB The Show 25 Patch #23 Adds Updated Player Models

MLB The Show 25 update 1.016

General:

  • Fixed a bug where the incorrect pitchers threw during the Home Run Derby.
  • The home and away teams will now be in the correct dugouts at Bristol Motor Speedway.

Diamond Dynasty:

  • Fixed a crash that could occur when playing the All-Star Game Showdown.

Updated Player Models:

A few players will be updated after the content deployment on 8/14 at 12pm PT.

  • Joey Ortiz
  • Gregory Santos
  • Nolan Schanuel
  • Cole Young

Make sure to keep it locked at MP1st for more updates about MLB The Show 25 in the near future.

Damien Seeto