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Hellblade: Senua’s Sacrifice Patch Out, Bugs Addressed

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A new patch for Hellblade: Senua’s Sacrifice is out and the bug is intending to fix a lot of bugs with the game.

Developer Ninja Theory posted a blog about the fixes stating that the patch’s goal is to address “a range of issues reported since launch.”

The patch fixes “collision issues” that can result in players “unintentionally exit the game world.”

It also addresses a menu load issue on PC.

Here is the posted breakdown of the patch.

Hellblade: Senua’s Sacrifice 1.01 Patch Notes:

  • Fixed a crash that could happen if two Keep Guard enemies are standing close to each other and one dies.
  • Russian subtitles for the Hellblade feature have been added.
  • Fixed an issue where the audio would be out of sync with the Hellblade feature if it has been paused for an extended period of time.
  • Fixed an issue where the Baldr Masks in the Tower Shard level are white on the inside.
  • Fixed scenarios resulting in unlit geometry after reloading from checkpoint.
  • Fixed a potential progression stopping bug in the Fenrir Cave by the ‘M’ rune door puzzle.
  • Fixed potential progression stopping bug in Fenrir Cave due to check pointing after skipping a lit region.
  • Fixed potential progression stopping bug in Fenrir Cave if player fails to collect floor rune after combat and subsequently dies.
  • Fixed collision issues that could allow players to unintentionally exit the game world.
  • Fixed audio cut-out issues.
  • Added audio cues for hidden faces.
  • Fixed audio hard cut at the end of various cut scenes.
  • Fixes for audio lip sync issues.
  • Audio balancing fixes.
  • Various subtitle localisation fixes across a number of languages.
  • Combat tweaks:
    • Global
      • Adjusted automatic difficulty enemy health scaling and Senua’s damage taken/given modifiers.
    • Senua
      • Increased damage value of certain combo finisher attacks.
      • Adjusted rate of combat focus resource build-up in Hard difficulty mode or higher.
      • Fixed issue with stinger animated cameras popping if the same attack was repeated.
    • Warrior Enemy
      • Warriors now have an increased chance of evading certain heavy attacks.
      • Fixed missing sound effects on certain reactions.
    • Protector Enemy
      • Health values have been lowered.
      • Will now remain vulnerable for longer after his shield guard has been broken.
    • Keep Guard Enemy
      • Fixed a potential crash bug if Keep Guard enemies are standing close together and one of them dies.
      • Tweaked rotation rate during certain attack windups.
      • Fixed missing sound effects on certain attacks.
    • Surtr
      • Fixed an issue where Surtr was able to throw Senua outside of the arena.
    • Valravn
      • Fixed an issue where Valravn could not be damaged while in Focus for certain combos.
      • Parried projectiles will now remove shadow state on hit.
    • Fenrir
      • Health values have been adjusted.
      • Fixed issue where certain attack were not dealing damage correctly to Fenrir.
    • Revenant Enemy
      • Adjusted slide properties for certain attacks.
      • Adjusted cooldown for parry and evade defensive actions.
      • Parried projectiles will now remove shadow state on hit.
    • Photo Mode
      • Fixed an issue where motion blur is applied to object incorrectly during Photo Mode.
      • Removed the second slider that did nothing when cycling through the Effects tab.

PC-Specific Fixes

  • Fixed an issue where altering master volume would cause no audio to be played during the intro.
  • Fixed the lack of vibration with the Steam Controller for the Blindness level
  • Fixed an issue where key bindings and run toggle were not being saved between game sessions
  • Fixed an issue where looking around with the mouse during the boat intro was not working.
  • Fixed an issue where Focus was not able to be assigned to another key.
  • Fixed an issue where tabbing out during cut scenes would cause audio to go out of sync.
  • Fixed an issue where the menu would not load on start up.

 

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Rainbow Six Siege Unveils Reverse Friendly Fire Punishment

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The team behind Rainbow Six Siege has rolled out Reverse Friendly Fire that is intended to react when a player abuses the friendly fire mechanic to grief their teammates, and punish the player for the action.

The team made the announcement, along with details, on Steam, but here is a rundown of the Reverse Friendly Fire system.

ON WEAPONS/THROWN OBJECTS
Impacts:

  • Primary/secondary weapons
  • Direct hits from thrown unique gadgets
  • Exothermic-S Torch (Maverick)
  • SK 4-12 (Buck)
  • Mounted LMG (Tachanka; regardless of who’s using the turret)
  • M120 CREM (Ash) when the breaching round directly hits someone
  • KS79 Lifeline (Zofia)
  • Airjab Launcher (Nomad)
  • Pest Launcher (Mozzie)

Before RFF activation:

  • Can cause damage to teammates
  • Will count towards activating RFF

After RFF activation:

  • Teammates will not receive damage
  • Will reverse damage dealt

ON EXPLOSIVES
Impacts:

  • Generic gadgets (frag grenade, C4, breach charge) that results in an explosion*
  • Gas Grenade (Smoke)
  • TAC MKO asphyxiating bolts (Capitão)
  • M120 CREM (Ash) when the breaching round explodes
  • Cluster Charge (Fuze)

*Explosive gadgets that do not do damage (i.e. stun grenades, Ying’s Candela) will not be affected by RFF in any way
Before RFF activation:

  • Can cause damage to teammates
  • Will count towards activating RFF

After RFF activation:

  • Can cause damage to teammates
  • Does not reverse damage dealt*

*Explosives currently will continue to damage teammates even under RFF. This is not intended and will be fixed in Season 2.
Exceptions*:

  • Claymore
  • Entry Denial Device (Kapkan)
  • X-Kairos pellets (Hibana)
  • Exothermic Charge (Thermite)

*These explosives do not trigger RFF. While under RFF, these also do not reverse damage dealt and can continue to damage teammates. This can change in the future with feedback and further game design considerations.

ON DRONES/OPERATOR CAMERAS
Impacts:

  • Evil Eye (Maestro)
  • Shock Drone (Twitch and Mozzie)
  • Before RFF activation:
  • Can cause damage to teammates
  • Will count towards activating RFF

After RFF activation:

  • Teammates will not receive damage
  • Will reverse damage dealt (onto the drone/camera)

MORE TO COMEFurther changes for Reverse Friendly Fire will come during Year 4 Season 2. We will introduce situations where the system will activate for the whole squad. How gadgets will react and behave under Reverse Friendly Fire will also be fine-tuned based on data and feedback. We look forward to sharing future developments with you.

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Respawn Planning to Ban Piggy-Backing in Apex Legends

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Respawn is looking to stomp out players who use piggy-backing in Apex Legends.

For those of you not aware of the term, piggy-backing refers to a player who joins a team and literally does nothing. Doesn’t fire a shot, doesn’t move, doesn’t do anything but collected the reward, which includes XP, at the end.

It’s led to a level of toxicity within the game and has compromised plenty of matches and Respawn is now looking to ban the behavior.

“After looking at the data and internal discussions, we’ve decided that in the future we’ll start instituting temp bans for players that exhibit piggy-backing behavior and extreme cases could lead to a permanent ban”, Respawn said during a post on Reddit.

“This change will not be immediate but wanted to give a heads up to players so you can adjust that behavior.”

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Wolfenstein: Youngblood Aiming to Be More Detailed, Layered

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Wolfenstein: Youngblood

MachineGames’ is looking to bring a whole new experience to it’s next Wolfenstein title, and by the sounds of it, it seems like it’s on the right path.

Wolfenstein: Youngblood is set to arrive on July 26th for the Playstation, Xbox, Nintendo Switch and PC, and it already presents a drastic difference from previous titles.

The game is being co-developed by Arkane Studios, the team behind Prey and Dishonored, and it’s no surprise that the new Wolfenstein is looking at Dishonored in how to approach the latest game.

“I think players will see a lot of similarities to level design in the Dishonored games, so in that sense it can be a little bit different as an experience but it can be for the benefit of the game, especially when it comes to finding different ways of approaching a combat scenario or a mission in general” executive producer Jerk Gustafsson said, during an interview with Playstation Magazine.

Part of the new direction is the addition of new missions and side quests.

“The open-ended structure and co-op aspect has made it a little more difficult when it comes to the narrative,” he said. “We do think we have a strong story, but it’s quite different from what we have done before; it’s a little bit lighter, not only in tone but also when it comes to the amount of content, and I think that’s the big change when it comes to previous titles: the campaign is a bit shorter but the amount of gameplay time is greater.”

“Players will be able to stay in the game for a long time,” he continued. “We’ll add additional side-missions and new challenges once the campaign is completed. There’s a lot more activities and side-missions that you can do in Wolfenstein: Youngblood than in previous Wolfenstein games.”

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