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Fortnite v8.00 Update Introduces Pirate Cannon, New Locations, More

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Season 8 is finally here and Epic Games is pulling out all the stops to help get Fortnite back on top after the amazing launch of Apex Legends.

Fortnite: Battle Royale

Weapons and items

  • Pirate Cannon
  • Push the Cannon into position, take aim, and fire! Alternatively, climb into the barrel and launch yourself!
  • The cannon will fire cannonballs or players a great distance. Cannonballs and players can plow through a number of objects before stopping with a bang, causing damage and knockback to nearby players.
  • Deals 100 Damage to enemies on a direct hit and 50 Damage to enemies within a small radius.
  • Found throughout the environment.
  • Vaulted
  • Sneaky Snowman
  • Chiller Grenade
  • X-4 Stormwing
  • Shopping Cart
  • All Terrain Kart
  • Updated Hunting Rifle Icon
  • Reduced the availability of high tier Assault Rifles
  • Total number of Assault Rifles available remains unchanged
  • Increased chance of receiving a Common quality assault rifle from 48.56% to 56.30%
  • Increased chance of receiving an Uncommon quality assault rifle from 26.83% to 28.15%
  • Reduced the chance of receiving a Rare quality assault rifle from 16.17% to 10.91%
  • Reduced the chance of receiving an Epic quality assault rifle from 7.02% to 3.52%
  • Reduced the chance of receiving a Legendary quality assault rifle from 1.82% to 1.13%
  • Supply Drops now properly appear on the map.
  • If the fire button is pressed while the shotgun cooldown is still active after swapping weapons then the shotgun will automatically fire once the cooldown is over.
  • Fixed Clingers causing damage through walls / floors when stuck to a player.
  • Fixed players accidentally sticking Remote Explosives onto themselves after applying a Consumable Bush.
  • Fixed Legendary/Epic Pump Shotgun pellet tracers and muzzle flash sometimes not replicating to other clients.
  • Fixed an issue where players couldn’t use Auto-Run while using a Hoverboard with a gamepad.
  • Fixed items occasionally being invisible to some players.

Gameplay

  • Added Lava
  • Lava will deal 1 damage per touch and will cause players to bounce off the surface. Watch out!
  • Added Volcanic Vents
  • Volcanic Vents will boost players and vehicles into the sky in a gust of hot air!
  • Party Assist Added
  • Prior to a match, enable Party Assist on a Daily or Weekly challenge to complete it with the assistance of everyone in your party.
  • Party members are able to provide progress to the selected challenge in addition to yourself.
  • This functionality excludes “fill” players who are added into the party during matchmaking or teammates from large team modes such as Team Rumble.
  • Increased Infinite Dab duration from 11 hours to 12 hours in the lobby.
  • Cozy Campfire now glows while active when viewed through a Thermal Scope.
  • Starting in Season 8, daily quests will be automatically claimed once they’ve been completed.
  • Any Challenges that were ready to be collected will be auto completed and all rewards will be delivered. However, at this time there will be no in-game notification for you receiving these rewards.
  • Fixed a bug where the Lynx Outfit would jitter very badly when playing the original Wave emote in the lobby.
  • Fixed an issue where players were able to aim down sights while jumping.
  • Fixed an issue where weapons picked up would sometimes be incorrectly unloaded. This would happen if a player looted a weapon dropped by a player immediately after being eliminated.
  • Fixed Bush consumable not being destroyed if player takes damage from a great distance.
  • Fixed aim assist to work through windows.
  • Fixed an issue where players could stop themselves from getting on a Zipline by standing too far behind it and colliding into the ground as they try to enter.
  • Fixed an issue where the player couldn’t pick up items dropped around the Zipline pole.
  • Fixed an issue where entering a vehicle while ziplining left the fall damage immunity visual effect on the player.
  • Fixed auto-pickup of items not working when first landing from skydiving.
  • Weapon auto-reloading no longer cancels emotes.
  • Fixed an equipped Trap being swapped after dropping a stack of items or after using the last item of a stack of consumables or explosives.
  • Fixed equipped traps being dropped when using hold to swap to pick up items.

UI

  • Added the ability to access the Patch Notes website from the News Screen.
  • Visual improvements made to squadmate names and indicators.
  • World Marker Improvements
  • World Markers are now visible in the world when placed close to you.
  • Double-clicking the World Marker hotkey will place a “danger” version of that marker. World Markers placed while aiming with a weapon will also place the danger version.
  • Added 2D UI indicators to the World Markers, making them easier to see through objects.
  • World Markers now have an off-screen indicator and display the distance your character is from them.
  • Placing a World Marker on an item will display that item’s icon and rarity.
  • Placing World Markers remains on the same key for PC and console (KBM: Middle Mouse Button, Controller: D-Pad Left).
  • This button can be remapped to any button you want. Let us know on our social channels what works best for you!
  • Mobile also has a button that can be added to the HUD. Place this button by using the HUD Layout Tool.
  • Added filter tabs to the locker for animated loading screens and pets.
  • Added a card corner icon for certain types of animated cosmetics.
  • Fix cases where the Bad Network Indicator would appear at the beginning of the match due to slow loading conditions.
  • The Battle Pass / Battle Bundle purchase screen now shows your supported creator if one is set.
  • Fixed an issue where the team elimination count was sometimes inaccurate.
  • Fixed an issue where eliminations weren’t properly counting when playing in Playgrounds.

Replay

  • Fixed an issue where scrubbing through a replay could cause the player’s hero model to disappear in the lobby.
  • Fixed issue with cosmetic styles not displaying properly during replay playback.
  • Fixed elimination damage numbers being inaccurate in replays.
  • Fixed weapon firing animations sometimes playing twice in replays.

Audio

  • Above/below footstep improvements.
  • More distinct sound for above footsteps.
  • Tuned the distance at which above/below footsteps travel to be more realistic.
  • Improved footstep audio timings when the game simulation is under heavy load.
  • Set Down-But-Not-Out alert sound spatialization from the location of the downed player.
  • Added stereo sounds for all weapons for those carrying the weapon.
  • Added foley audio feedback when crouching and ADS’ing with a weapon.
  • Improved Rocket Launcher incoming audio. It now plays an additional warning layer if the rocket is coming towards you.
  • Added distant perspective to the enemy glider audio tell.
  • Improved damage/elimination audio feedback.
  • Added a new shield break sound.
  • Improved the “weak-point” hit sound when harvesting.
  • Fixed in-air wind audio restarting when eliminating an enemy while they’re in mid-air.
  • Fixed sniper projectiles not playing impact audio.
  • Fixed “Hootenany” emote getting stuck on infinitely.
  • Fixed Suppressed SMG sound effect occasionally looping continuously incorrectly.

Mobile

  • Added more visual feedback when buttons are pressed.
  • Changed gliding/freefalling HUD visibility to be more consistent between mobile/other platforms.
  • Player are now able to toggle between crouch and standing states while in build and edit modes.
  • Fixed bug which caused the lobby background to disappear when closing the Report Player dialog.
  • Fixed an issue where trying to switch to build mode and tapping the quickbar at the same time would switch back to combat mode.
  • Fixed an issue where attempting to place a trap using a mobile controller made the player animate as if they were trying to open a door several times before the trap is placed.
  • Fixed players ability to un-crouch while gliding.
  • Fixed action button remaining on the UI during the Battle Bus phase.
  • The ‘Resources’ HUD setting now properly shows in-game after making changes on mobile devices.
  • Fixed an issue where using touch to edit a structure breaks the ability to continue crosshair editing until the button is pressed again.
  • Fixed an issue where dragging an item off the hotbar triggered a double click.
  • Fixed an issue where pick up and zip line activation icon’s default position overlapped with the aiming icon.
  • Fixed controller art sometimes missing in the Controller Setting screen.

Fortnite: Creative

Prefabs

  • Added 5 all new Jungle Temple Prefabs
  • Great Pyramid
  • Pyramid
  • Courtyard
  • Temple
  • Shrine A
  • Shrine B
  • Added 4 all new Jungle Temple Galleries
  • Jungle Temple Gallery
  • Jungle Temple Prop Gallery
  • Jungle Nature Gallery
  • Jungle Temple Wall Extended Gallery
  • Added Elemental Cube Gallery
  • Added 5 different color Bridge and Girder Galleries
  • Orange, Grey, Green, White, Blue
  • Added Ring Part Gallery
  • Added the Visualizer Gallery XL
  • Added the Ambient Gallery Large
  • Added 8 different color Obstacle Course Galleries
  • White, Orange, Black, Blue, Purple, Grip Tape, Red, Green
  • Added an Obstacle Course Stairs Gallery

Creative tools and phone

  • Improved Resize mode:
  • The Phone’s Resize mode now allows you to stretch and squash props along a specific direction, either Width, Height or Depth. This works the same as changing Rotation Axis while in Rotate mode.
  • When Resizing props, you can now “flip” props backwards by continuing to Shrink them beyond their minimum size. This also works when a specific resize direction has been selected, and enables new possible arrangements of props!
  • When the Phone is in Resize mode, you can now reset the size of the object to its default size. This works the same as resetting Rotation while in Rotate mode.
  • You can now embed props inside the island terrain.
  • Set your Collision mode to “Nothing” to allow props to be moved right through the terrain.
  • The existing Collision “On” mode has been renamed to “Everything”, and “Off” was renamed to “Terrain Only”.
  • Added new helper visuals while placing props:
  • The “Snap Center” position of props is now displayed while Snap is turned on.
  • While rotating props, guides now appear to show you the selected axis of rotation.
  • While resizing props, guides now appear to show the selected direction the prop will grow, shrink, stretch or squash.
  • These visual guides will also briefly appear when switching between Rotate, Resize or Snap modes.
  • Players can now interact with objects like doors, devices and traps even while flying.
  • Fixed the holographic preview of certain (flipped) props appearing in the wrong location when Copy or Cut was used.
  • Fixed some types of props (like Music Blocks) not landing on the ground as expected when Drops mode was enabled.
  • Fixed props falling below the terrain when Drops mode was enabled in some cases.
  • Fixed props moving unexpectedly when copying them with the phone if they were already resized before grabbing them.
  • Fixed many objects being able to be placed faster than the turbo build speed by spamming button presses.
  • Fixed up the word “Rapidly” for the Turbo build delete text.
  • The phone now tries to use the visible prop to determine bounds whenever possible. Ignoring things like the barrier device, elimination zone, etc.
  • Returning the rotate code to use its old pivot logic.
  • The Phone now respects the Size and mirror state of every prop that is spawned from prefabs or catalogs. The move tool now takes the absolute value of the scale before setting the scale values.
  • When placing props beneath the level, drops will not activate and cause them to fall even further beneath the floor. Preventing drops code from setting the new lower transform of the actors if those actor.

Gameplay

  • Added a new Creative Volcano Island
  • Added a new Creative Hub island
  • Playgrounds update
  • Matchmake with 15 others (total of 16 players) into the new Playgrounds Hub to explore 4 Featured Islands. Or drop into one of five locations on the Battle Royale map to practice.
  • Added new Jungle Temple Galleries
  • Added Visualizer Gallery XL
  • Added Starting Inventory, Chiller Grenade and alt Village Set
  • Players will now be reset and Island health settings will apply upon joining an Island.
  • Fixed a bug where be eliminated and entering a vehicle at the same time would cause the player to lose most controls.
  • Your friends’ Playgrounds sessions will appear when browsing Creative servers.

Islands

  • You can now customize your island’s time of day!
  • A new “Time of Day” option has been added to the My Island menu.
  • By default, time of day will advance normally, which is shared between all islands on the server that are also set to “Default”.
  • You can select a specific hour of the day, which will force your island to always be at that time.
  • Selecting “Random” will automatically choose a random time of day when your island is loaded, and will stay at that time.
  • Islands now load much more quickly.
  • Fixed an issue where corn, various bushes, and chain link fences would prevent players from taking damage from bullets.
  • Fixed an issue where Island portals would always result in players spawning in a skydive animation, forcing a player’s camera to look down even when teleporting onto land.

Devices

  • Added a Billboard
  • Write and publish text to the Billboard that can easily be placed on Creative Islands.
  • Added the new Pirate Cannon
  • Push the Cannon into position, take aim, and fire! Alternatively, climb into the barrel and launch yourself!
  • The cannon will fire cannonballs or players a great distance. Cannonballs and players can plow through a number of objects before stopping with a bang, causing damage and knockback to nearby players.
  • Deals 100 Damage to enemies on a direct hit and 50 Damage to enemies within a small radius.
  • Added Pinball Bumper and Flipper
  • Placeholder
  • Added additional options to the Barrier Device
  • Base Visible In Game – Added ability to toggle the visibility of base plates.
  • Turn off to hide the device base during a game.
  • Block Weapons In Game – Turn off to allow weapons and projectiles to pass through the barrier.
  • Speed Boost traps can be placed on vertical walls.
  • Added option to hide the checkpoint device during games.
  • Added option to clear the player’s inventory when they reach a checkpoint device.
  • Barrier device can now be set to be all black.
  • Elimination Zone renamed to Damage Zone.
  • Added multiple options to Damage Zone.
  • Base Visible In Game – Turn off to hide the device base during a game.
  • Damage Type – Allows for immediate elimination or damage over time.
  • Damage – How much damage is applied each damage over time tick.
  • Damage Tickrate – How often damage over time is applied.
  • Safe Team – Designate a team that won’t be affected by the Damage Volume.
  • Shield Damage – Turn off to skip damaging player shields and directly attack their health total.
  • Players can now customize the team a Sentry is assigned to.
  • Added option to turn on/off the bonus ammo for weapons that are spawned from the item spawner.
  • When off, some weapons will have very small amounts of ammo when picked up.
  • Added an option for the Movement Modulator effect to last for infinite time during a match.
  • Fixed issue where starting inventory device would grant duplicate items if the “Drop items when eliminated” game option is set to Off.
  • Fixed challenge gallery items colliding with Hoverboard.
  • Sentries will target players more reliably when they are crouching now.

Teams

  • Fixed a bug where pressing Apply on the Team Select dialog could cause players to change to team 1 when that was not intended.
  • Fix a bug where swapping teams could result in going into the Down-But-Not-Out state instead of respawning.
  • Fixed a bug where setting a Player Start to Team None would behave instead like Team All.

UI

  • Fixed an issue where the Game Description screen was displaying on screen even while still restoring from a previous game.

Fortnite: Save the World

Missions and systems

  • New Beta Storm Mission: Eliminate and Collect!
  • Jump into a new, 10 minute mission with the storm closing in fast!
  • Eliminate husks and collect husk data, the more you eliminate the better rewards.
  • Complete randomized bonus objectives each time you play.
  • Beta Storm Mission Alerts will reward Spring Tickets and either Hero, Schematic, or Survivor XP
  • Mission Alert Quota will be 5 every 24 hours. This will not share a quota with the other Alerts
  • We’ve significantly increased the Hero XP, Schematic XP and Survivor XP rewards from Missions and Mission Alerts in Plankerton, Canny Valley and Twine Peaks.
  • Plankerton: 2x for Hero XP and Schematic XP, 3x for Survivor XP
  • Canny Valley: 3x for Hero XP and Schematic XP, 4.5x for Survivor XP
  • Twine Peaks: 4x for Hero XP and Schematic XP, 6x for Survivor XP
  • Winter Tickets have been retired, with any excess converted into Winter Llamas.
  • Mutant Storm mission alerts now grant Spring Tickets. Quota is unchanged at 10 every 24 hours.
  • Legendary Troll Stash Llamas can be purchased from the Item Store for 1000 Spring tickets.
  • Unlimited quantity
  • Updated several normal progression quest rewards which grant Heroes. This will reduce the number of duplicate heroes received.
  • Players who have already completed these quests will receive the new hero rewards upon login.
  • The Three Strikes quest no longer gives credit for Power Level 64 group missions.
  • Fixed an issue with how traps were counted in the Constructor Build-off mission causing the player built count to be reset.
  • Fixed an issue that caused the Atlas to lose functionality in Fight the Storm Missions.
  • Fixed an issue that allowed the Ride the Lightning mission difficulty to be increased by a player who joined while the mission is in progress.

UI

  • Updated the collection book progress panel to handle the case where the player’s current level is lower than their max achieved level
  • Upcoming rewards that have already been earned have a checkmark
  • The milestone reward is the next reward the player will earn in progression
  • Reduced the length of tooltips for Gadgets.
  • Removed “Cannot place due to obstacle!” and “Cannot place due to existing building!” announcements from appearing on the HUD.
  • Fixed an issue that caused incorrect mission information to show up when changing zones.
  • Fix stretched badge images in the Mission Stats menu of the Results screen.
  • Added an action button prompt to items in the Llama opening summary when player is using a gamepad.
  • Fixed an issue with evolution confirmation panel becoming unresponsive to navigation inputs.
  • Fixed help text below Hero/Schematic level up confirmation to only show for items that can be recycled.
  • Fixed an issue that sometimes caused the upcoming reward icon to not appear next to the XP bar on the Command screen.
  • Fixed subtitles to display in the correct position on cinematics and the HUD when using resolutions with lower aspect ratios.
  • Fixed an issue that caused Hero Abilities to not properly show up while in game.
  • Updated the Collection Book unslot confirmation message to show a name for Defenders/Survivors
  • Fixed an issue with the transform item picker to not properly focus the scroll box of the details panel when returning from the item inspect screen.
  • Fixed a visual issue that prevented stats on weapon/trap schematics from properly updating when upgrading perks.
  • Fixed missing quickbar key prompts when switching game presets.
  • Fixed ammo indicator not displaying when using R.O.S.I.E.

Performance

  • Optimized replication of items to reduce network bandwidth demands and help prevent out of sync issues during heavy combat.

Mobile

Dr. Mario World Arrives in July, New Gameplay Trailer Drops

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Dr. Mario World

Dr. Mario World is set to arrive next month and Nintendo is getting everyone hyped with a brand new gameplay trailer.

Dr. Mario World officially launches on Android, and iOS on July 10th.

Continue Reading

Mobile

Fortnite v9.30 Adds Chug Splash Item, New Prop Hunt Mode

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Fortnite

A brand new update arrived for Fortnite and v9.30 is bringing a new item to battle royale and a new mode to Creative.

Check out the official patch notes below:

Fortnite: Battle Royale

LTM

  • Sniper Shootout Duos: Sniper rifles only. May the best aim win!
  • Trios: Classic Battle Royale with Three-Person squads.
  • Solid Gold Squads:Fight to the finish using Legendary weapons.
  • Chug Splash
  • On impact, this thrown item splashes liquid in a small area. All players within the splash radius will be instantly granted 20 Health/Shield.
  • Grants health unless you are full health, in which case it will grant Shield.
  • Chug Splash can heal allies, enemies, and can extend the duration of the ‘knocked’ state for knocked players.
  • Rare variant.
  • Drops in stacks of 2.
  • Max stack size: 6.
  • Can be found from Floor Loot, Chests, Vending Machines, Supply Drops, and Llamas.
  • Shotgun Swap Delay Removed
  • Shotgun cooldowns now only apply when the player is carrying multiple shotguns, regardless of Shotgun type.
  • This is a Quality of Life change to prevent the swap delay system from interfering with players who do not have multiple shotguns in their inventory. As with all changes, we’ll be keeping a close eye on this and make adjustments if necessary.
  • Reduced the Combat Shotgun’s long-range effectiveness
  • Reduced damage at medium distances by 10%
  • 2.44 tiles to 4.88 tiles
  • Reduced damage at long distances by 20%
  • 4.88 tiles to 9.76 tiles
  • The Combat Shotgun’s accuracy uniquely enables players to hit shots from longer distances compared to other shotguns. However, the damage at those longer ranges was a little higher than desired..
  • Vaulted
  • Boom Bow
  • Dual Pistols
  • Dynamite
  • These Vaults are primarily targeted at adjusting the availability of explosives, putting them more in line with where we think they should be.
  • Removed the ability to ride Proximity Grenade Launcher projectiles
  • Due to the faster speed of this projectile, it was causing problems with level streaming. You can still ride rockets launched from Rocket Launchers.
  • Added short delay to start damaging players from Storm Flip on entry, to mimic normal Storm gameplay
  • Added Storm Flip to Audio Visualizer when it is activated
  • Toys no longer will show up in the elimination feed on Starter Island
  • Players could shoot immediately after using a Rift to Go.
  • Supply Drones would sometimes spawn underground in areas with water.
  • Adjusted the area of around the Reboot Van that players cannot build to prevent the placement of floors and traps under the Van.
  • The Proximity Grenade Launcher was auto reloading while aiming down sights.
  • This is fix makes it consistent with Snipers and will reload once unscoping or after next attempt to fire.
  • Adjusted the timing for the effects of consumables to help situations where players would switch away from the consumable before it finished activating.
  • Reboot Cards will no longer fall to the ground. They will remain where they spawn.
  • Reboot Cards were remaining available on the map even after the timer had expired.
  • Campfires could block explosion damage at specific angles.
  • The Shadow Bomb double jump ability could be activated while under the effect of a Boogie Bomb.
  • Boogie Bomb effects would continue playing on players while they were skydiving.
  • Empty Shadow Bombs could not be discarded correctly if eliminated while the effect was active while in respawn game modes.
  • Players that had a Rift to Go used on them at the same time they were being rebooted would sometimes not be put into the skydiving state.
  • Storm Flip would deal incorrect damage if two were overlapped on each other.
  • Storm Flip was able to stop a Supply Drop from falling
  • Weapons were showing while using emotes while on a Driftboard

Audio

  • Improvements to Grenade Launcher and Grenade fuse sounds
  • Added a close-range fuse loop that is attenuated based on damage radius.
  • Sound ramps up as the projectile get close to exploding. If you hear this you’re going to take damage unless you block the explosion.
  • Lowered the volume of vehicles in a Slipstream that doesn’t have a driver/passenger.
  • Increase the range for the enemy 1×1 pickaxe impact sound from 1 tile to 1.5 tiles
  • Fixed an issue with audio device hot-swapping when switching between outputs.
  • One-shot sounds could re-trigger when walking into audio range.
  • This was most noticeable with harvesting, explosion, and gunshot sounds.
  • The Victory Royale sound no longer gets affected by the slow motion effect when a match is won.
  • The Combat Shotgun had the wrong fire sounds on Mobile/Switch.
  • The Baller suction sounds were playing 2d if someone piloted a baller that you’d previously dismounted.
  • Sounds for consumables would not play if approaching a player while they were already using them
  • Footstep audio for the “Take the Elf” emote wasn’t playing.

UI

  • Hiding the vehicle health bar that appears above a vehicle if you are the player operating it to avoid two vehicle health bars from being displayed.
  • The vehicle health bar that appears above a players health and shield will remain in the HUD.
  • The direction-to-safety vector lines were not appearing properly on the map when in game modes where respawn was enabled.

Performance

  • Rendering optimizations on player built walls to help end-game situations with thousands of building pieces.
  • Added general optimizations for audio visual indicators.
  • Resolved an issue causing poor performance in the lobby on Mac when in a large party.

Gameplay

  • Made the “Hold to Swap” feature an option. This defaults as OFF.
  • With the option OFF, pickup is now back on the initial button press instead of button release. This should result in more responsive pickup behavior.
  • Made the Fortbyte Pressure Plate Puzzle NW of The Block easier to complete.
  • Once unlocked the Fortbyte will be available for up to 15 seconds.
  • Parking all vehicles on the pedestals will trigger them, except the Hoverboard.
  • Slipstreams now fade out the visual effects and play audio cues to warn that they are shutting off before the collision and forces are disabled, to give players more advance warning.
  • Added Storm Flip color switch effects, depending on Storm intersection points.
  • Skydiving from the bus toward a slipstream was not auto-deploying gliders at the correct height.
  • Storm Surge was not activating in Phase 8
  • Player health could be improperly rounded when receiving damage.
  • The health bar for structures could disappear when hitting a wall and swapping to build mode.
  • Lava was dealing damage to players too quickly.

Replay

  • Scrubbing a replay could cause the unique font color on Golden points of interest to disappear.

Mobile

  • Increased the size of the auto-pickup radius for items
  • Graphical Improvements:
  • Lava textures were not appearing properly in the Floor of Lava Limited Time Mode on Android.
  • Resolved HLOD issues that were occurring at Loot Lake on Mobile.
  • Fixed the Quinjet Glider deploy animation on the Google Pixel 2.
  • The collar of the Instinct Outfit was clipping into the hood.
  • The Fiend Wrap and Turbulent Wraps were not displaying properly on certain Mobile devices.
  • The icon for the Wonder Outfit was displaying as pixels.
  • The FPS counter was not being properly displayed in-game when enabled.
  • While the map was opened, pressing anywhere outside of it was making that press count as if it was the joystick.
  • The Cycle Weapons HUD Layouts weren’t visible after jumping from the Battle Bus
  • Fixed an issue where the “Require Access to Contacts” prompts was appearing for Mobile players.
  • Sound effects and music were not playing properly on the Moto Z2Force and HTC U11 devices.
  • Reloading a Shotgun was being impeded when Tap Anywhere was active.
  • Using a bluetooth controller was assigning players to the incorrect matchmaking bucket.
  • Player character models weren’t appearing after returning to the Lobby from the Item Shop.
  • The Controller UI was appearing on screens even when a controller wasn’t connected.

Fortnite: Creative

Prefabs and galleries

  • Added the Mega Mall Prefab
  • Added 2 new Galleries:
  • Mega Mall Gallery
  • Mega Mall Prop Gallery
  • Added the Clocktower Trim and Ship It Trim to Neo Tilted Gallery A.
  • Added the Peely Walls to Neo Tilted Gallery B.
  • Added the tree in Mega Mall to the Nature Tree Gallery.
  • Added the bush in Mega Mall to the Nature Shrub Gallery.
  • Added the Volcano Throne and Red Dragon Egg to the Castle Prop Gallery.
  • Added Lava Bubbles Particle to the Particles Gallery.
  • Added Geyser Rocks to the Volcanic Rock Gallery.
  • Added Tent Color Variations to the Military Props Gallery.
  • Renamed the Challenge Gallery to the Collectible Gallery
  • Placing the Lab Tunnel would destroy other props near it.
  • The size of the preview volume for the Block Party Prop Gallery was not properly fitting in the gallery.
  • The rug and sports poster from the No Collision Gallery was not showing up on Mobile platforms.
  • The Arctic Base Hangar Door would delete itself when copied and pasted.
  • The Basic Storm Controller would not glow green when marked for multi-select.

Islands

  • Added the Wasteland Island.
  • Added the Caldera Island.
  • Added new Game Settings for configuring outdoor Lighting and Fog.
  • Light Brightness: Controls the intensity of outdoor lighting from the sun or moon.
  • Default: Uses the light brightness from the current time of day.
  • 0% – 100%: Sets a specific fixed light brightness. 0% is very dark, and 100% is very bright.
  • Light Color: Controls the color of light from the sun or moon.
  • Default: Uses the light color from the current time of day.
  • White, Red, Green, Blue, Yellow, Magenta, Cyan: Sets a specific color for the lighting.
  • Fog Thickness: Controls the density of fog on the island.
  • Default: Uses the fog settings from the current time of day.
  • 0% – 100%: Sets a specific fog thickness. 0% turns off the fog, and 100% will pull the fog in very close to the camera!
  • Fog Color: Controls the color of the island’s overall fog.
  • Default: Uses the fog color from the current time of day.
  • Black, White, Red, Green, Blue, Yellow, Magenta, Cyan: Sets a specific color for the fog.
  • Note that lighting and fog graphics can look different depending on the platform.

Weapons and items

  • Added the Prop-o-Matic
  • Transform into a prop to hide from your opponents! You can aim at nearby props and trigger the Prop-o-Matic to possess the appearance of the desired object.
  • For best results, use with props found in the following galleries:
  • Outdoor Residential Prop Gallery
  • Indoor Residential Prop Gallery
  • Container Prop Gallery
  • When transformed, you can taunt other players by whistling.
  • Lock your location to stand completely still and blend in.
  • You can rotate the camera without rotating your prop when locked.
  • Note, you cannot transform into walls, structural elements, devices, or traps.
  • Added UI that displays during games to indicate the number of players hiding.
  • The UI element tracks the number of people with a Prop-o-Matic in their inventory.
  • The UI element is displayed automatically if someone starts a game with a Prop-o-Matic in their inventory.
  • Added UI to indicate the duration of time between the “ping” sound effect when hiding as a prop.
  • This UI element and the audio cue is only active while players with Prop-o-Matics are actively hiding as a prop.
  • Flag item locations, when dropped or being carried, are now indicated on the minimap.
  • A player’s health would drop to 50/100 after respawning in a game if the Infinity Blade was equipped.
  • The angle of the Stormwing camera would not change when switching between seats.
  • The time to equip a Sneaky Snowman was not matching the time displayed on the HUD, which is 3.5 seconds.

Devices

  • Added new settings to Beacons.
  • Enabled: Controls when the Beacon will be shown.
  • Enabled (default) – On
  • Disabled – Off
  • Warm-Up Only – Appears during the warm-up phase
  • Gameplay Only – Appears when the game is active
  • Beacon Style: Selects the visual style of the beacon.
  • Beacon (default)
  • Badge Style
  • Both
  • Hide HUD Icon At: Sets how far away the beacon’s icon will appear on the players Heads Up Display. (Badge Style only)
  • 2M, 5M, 10M, 15M, 20M, 30M, 50M, 100M, 150M, 200M, 250M, 500M (Default: 20M)
  • HUD Icon Identifier: Allows a specific alphabet letter to be displayed on the HUD Icon (Badge Style only)
  • None, A, B, C, D, W, X, Y, Z (Default: None)
  • Requires Line of Sight: Controls whether the HUD Icon is only visible when in plain sight. If disabled, the badge will be visible on the HUD even when visibility is obstructed.
  • Yes, No (Default: Yes)
  • Friendly Team: Controls whether this beacon appears as Friendly or Hostile for a given team.
  • All Hostile, All Neutral, All Friendly, Any, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16 (Default: All Neutral)
  • Team Visibility: Limits visibility of this beacon to only certain teams (both Beacon and Badge).
  • All Hostile, All Neutral, All Friendly, Any, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16 (Default: Any)
  • Enable When Receiving From: Shows the beacon when the specified channel is triggered, using the Trigger device.
  • Disable When Receiving From: Hides the beacon when the specified channel is triggered, using the Trigger device.
  • Added new settings to Particle props:
  • Enabled: Controls when the particles will be visible.
  • Enabled, Warm-Up Only, Gameplay Only, Disabled (Default: Enabled)
  • Enable When Receiving From: Shows the particle when the specified channel is triggered.
  • Disable When Receiving From: Hides the particle when the specified channel is triggered.
  • Added new settings to the Objective Device:
  • Added an additional health option, “Invulnerable”. When this is set, only triggers or an Explosive Device with the ‘Damage Indestructible Buildings’ option enabled can harm the device.
  • Added “Warning Notification Threshold” setting, controlling the remaining health percentage at which a damage warning notification will be shown.
  • None, 35%, 50%, 75% (Default: None)
  • Added “Critical Notification Threshold” setting, controlling the remaining health percentage at which a critical damage notification will be shown.
  • None, 5%, 10%, 25% (Default: None)
  • Added “Show Destroy Messages” setting. If enabled, show elimination feed messages when the objective is destroyed.
  • On, Off (Default: Off)
  • Added a new setting to Capture Item Spawner device.
  • Added “Show Capture Messages” setting. If enabled, show elimination feed messages whenever the capture item changes states (Captured, Taken, Dropped, etc).
  • On, Off (Default: On)
  • Added new settings to Player Spawn device:
  • Adding “Enabled during Phase” option. (Disabled, Enabled, Warm-Up Only, Gameplay Only. Default: Enabled).
  • Allows you to designate if a Player Spawn pad is active between gameplay and pre-game phases.
  • Color of Pad now changes to red when the Spawn is disabled (either manually disabled or no valid team).
  • Enable When Receiving From: Allows the use of this spawn device when the specified channel is triggered.
  • Disable When Receiving From: Disallows use of this spawn device when the specified channel is triggered.
  • Renamed the Air Vent Device to Air Vent Gallery, because it now contains multiple props.
  • Added the Geyser to the Air Vent Gallery.
  • The Geyser is a natural spring that launches players high up into the air and allows gliders to be activated.
  • Added new settings to Air Vent device:
  • Enabled: (Disabled, Enabled, Warm-up Only, Gameplay Only. Default: Gameplay Only)
  • Knockup Force: None, Low, Medium, High, Very High, Super High, Mega High (Default: Medium)
  • Added Gust Range: How far from the device the gust reaches (3m-15m in 1m increment adjustments. Default: 3m).
  • Min Knockup Percentage: 30%, 40%, 50%, 60%, 70%, 80%, 90%, and 100% (Default, 100%). How much knock up is applied if you step into the gust at maximum range.
  • Enable When Receiving From: Enables the vent force when the specified channel is triggered.
  • Disable When Receiving From: Disables the vent force when the specified channel is triggered.
  • Activate when Receiving From a Channel: Provides a 1-second gust before switching off. Useful to use as a trap.
  • Added new settings to the Explosive Device:
  • Adding New Health Option: Indestructible.
  • Adding additional values to Proximity Range (1/8th Tile, 1/4 Tile).
  • Health Bar Style. Switches between the default health bar, an objective style health bar, and an objective style health bar that only shows up when the barrel is damaged. (Default, Badge Style, Badge Style Damaged. Default: Default).
  • Hide HUD Icon At: Distance at which the icon is displayed, in meters (Badge Style Only)
  • 2m, 5m, 10m, 15m, 20m, 30m, 50m, 100m, 150m, 200m, 250m, 500m. (Default: 20).
  • HUD Icon Identifier: Displays a letter to show on the HUD Icon (Badge Style Only)
  • None, A, B, C, D, W, X, Y, Z. Default: None
  • Requires Line of Sight: Whether the HUD Icon only shows when you are within line of sight. (Badge Style Only).
  • Yes, No. Default: Yes.
  • Added new setting to Team Settings & Inventory device.
  • Initial Team Size Ratio: This allows you to set team size ratios. For example, if Team 1 has a Team Size Ratio of 3 and Team 2 has a Team Size Ratio of 1, then Team 1 will have three times as many players as Team 2.
  • Don’t Override, 1 – 10 (Default: Don’t Override)

  • Added new settings to Player Checkpoint Device:
  • Added Enabled on Game Start: Whether or not the checkpoint will mark your save when you run over it
  • Enabled, Disabled (Default: Enabled)
  • Added Enable When Receiving From: Enable the checkpoint when receiving on this channel
  • Added Disable When Receiving From: Disable the checkpoint when receiving on this channel
  • Added When Activated for First Time Transmit On: The first time this checkpoint is activated we will transmit on this channel
  • Added When Activated for First Time Per Player Transmit On: The first time this checkpoint is activated for each player we will transmit on this channel
  • Added new settings to Item Spawner device:
  • Added new option to Time before first spawn: Instant, spawns the item at the start of the game
  • Added Enabled on game Start: Whether or not the item spawner will begin spawning items at the beginning of the game
  • Enabled, Disabled (Default: Enabled)
  • Added Enable When Receiving From: Begins spawning items from the item spawner when receiving on this channel
  • Added Disable When Receiving From: Destroys the item on the spawner and stops the spawner from spawning items when receiving on this channel
  • Added Spawn Item When Receiving From: Spawns the next item in the item spawner if there is not already an item on the item spawner when receiving on this channel
  • Added Cycle To Next Item When Receiving From: Destroys the current item on the item spawner and then spawns the next item on the item spawner when receiving on this channel
  • Added new settings to Creature Spawner device:
  • Enabled On Game Start: Whether the spawner will actively spawn at the start of a game or not.
  • Enabled, Warm-Up Only, Gameplay Only, Disabled (Default: Enabled)
  • Enable When Receiving From: Enable the spawner when receiving on this channel
  • Disable When Receiving From: Disable the spawner when receiving on this channel
  • Added new settings to Billboard device:
  • Enabled: Whether text will show during the specified game state or not.
  • Set Text Visible When Receiving From: Show billboard text when receiving on this channel
  • Set Text Hidden When Receiving From: Hide billboard text when receiving on this channel
  • Renamed the Collectible Gallery option, Only Visible to Collecting Team, to Visible to Opposing Team.
  • Never, Always, or Until Fully Collected (Default: Never)
  • The Hover Platform was preventing players from building through it in some cases.
  • Fixed various issues with the Billboard and how text wrapped between lines.
  • Reverted to the original font.
  • The Item Spawner where Respawn Time of 3s would not be saved correctly.
  • Fixed an issue where the Barrier device would not scale visually based on changes made in the customization options.
  • The Flag was not appearing on the map or minimap.
  • The Storm was not appearing on the map or minimap.
  • Creative servers were ending when a game was completed after a Storm has finished closing.
  • The Flag despawn, pickup, and throw sound effects were projected from the Capture Area rather than where the actions took place.
  • Players were immune to Storm damage when the “Starting Circle” was set to 10 on the Basic Storm Controller device.
  • The Storm from the Basic Storm Controller was missing a timer when active during a game.
  • The Flag ambient flapping audio was too loud.
  • The ambient audio for the Basic Storm Controller would stop playing after a game.
  • The texture on the Color Changing Tile was stretching when placed vertically.

Gameplay

  • Added a new setting “Building Can Destroy Environment” in the Game Settings.
  • Yes: When players build during gameplay, certain props may be destroyed when built upon. This is the default setting.
  • No: Props are never destroyed when players build on top over them during gameplay.
  • Added a new “Delete” option for “Keep Items When Eliminated” in the Game Settings.
  • By default, players will drop their inventory items when eliminated.
  • When Delete is selected, inventory items will be removed from the game when the player is eliminated, and the player will respawn with default items.
  • Added new settings to apply damage to players when they hit something.
  • Damage Self On Hit Amount: How much damage to apply to the attacking player when they hit a target.
  • 0 – 999 (Default: 0)
  • Damage Self Requires Non-Zero Damage: Sets whether at least one point of damage is required before the attacking player will also be damaged.
  • Yes, No (Default: Yes)
  • Damage Self Target Filter: Optionally restricts self-damage to only apply to certain types of characters.
  • Non-Players, Players, All (Default: All)
  • Damage Self Weapon Filter: Optionally restricts self-damage to only apply when specific classes of weapons are used.
  • Pickaxe Only, Ranged Only, Melee Only, All (Default: All)
  • These settings can also be overridden for specific teams using the “Team Settings & Inventory” device.
  • Added effects when respawning, as well as a golden flash effect to indicate how when a player is invincible after respawn.
  • Added a new option in the Game Settings to “Allow Manual Respawning”
  • Yes, No (Default: Yes)
  • The Max Initial Team Size setting was not being enforced in some cases.
  • Players were spawning without their starting inventory.
  • A networking issue would occur with physics collision that was causing “jump fatigue” issues with certain props.
  • Explosive Device sound effects could be muted while the match start cue was playing.
  • Sound cues at the end and beginning of Rounds was not properly triggering.
  • The Capture Item Spawner was not displaying the related item name during interactions in the Activity Feed.

Creative tools and phone

  • The hover-over highlight was not appearing on certain props and building tiles.
  • Objects that were being held with the Phone were being saved outside the Island’s boundary.
  • The Phone would not delete objects that were touching the boundary of the Island.
  • Objects highlighted in red would paste when using multi-select.

UI and social

  • End of round and end of game flow has changed.
  • Added time dilation when the round and/or game finishes to break up gameplay before showing winners.
  • Winner screens now show before all scoreboards.
  • Round Winners are shown if the game has multiple rounds
  • Displaying Round numbers instead of team names
  • Game Winners are shown at the end of the game
  • Made it clearer if the player is on the winning team
  • Scoreboards are shown afterward.
  • Round scores are shown if the game has multiple rounds
  • Timer shows time till next round or time till game scores are displayed
  • Game scores are shown at the end of the game
  • “Eliminations to Win” was changed to “Eliminations to End”
  • “Creature Eliminations to Win” was changed to “Creature Eliminations to End”
  • “Objectives to Win” was changed to “Objectives to End”
  • “Collect Items to Win” was changed to “Collect Items to End”
  • “Score to Win” was changed to “Score to End”
  • “Scoreboard Stat” 1-4 has been renamed to “Scoreboard Tiebreaker” 1-4.
  • “Scoreboard Stat 5” has been removed from the UI Settings in My Island.
  • Changed the help text for the Allow Manual Respawning game setting to be easier to understand.
  • Changed the Scoreboard settings help text to explain how the win condition for the round works.
  • Fixed settings for the Creature Spawner being called “True” or “False” instead of “Enabled” and “Disabled”.
  • Players could potentially get duplicate widgets during games.
  • Island description text could overlap the rift waypoint if the description was too long.
  • The Chest tab in the Creative Inventory was not displaying the number of stored items.

Fortnite: Save the World

Missions and systems

  • New SSD Mission: Endurance
  • Complete all of your Storm Shield Defense missions in any zone to unlock the Storm Shield Endurance mission.
  • Storm Shield Endurance is 30 waves of escalating enemies that will test the best fort designs.
  • The Major will occasionally throw in a Wargames simulation to keep you on your toes.
  • The difficulty is based on the zone that you’re in, so it will be the easiest in Stonewood, but will require expert gameplay in Twine Peaks.
  • Enemies drop more ammo than normal, but plan on bringing different weapon types just to be safe.
  • Players who complete this challenge will earn:
  • Four new and unique Endurance banners by completing all 30 waves for each zone.
  • Earn a Legendary Troll Stash Llama for completing all 30 waves of a zone.
  • Earn Gold, RE-PERK!, and PERK-UP! based on your wave progress.
  • Retrieve the Data mission has been replaced with the Beta Storm version!
  • Retrieve the data now has a Storm closing in on the landing zone.
  • The landing zone defense area is a 1×1 area.
  • Players can vote to allow the balloon to be shot down after locating the landing zone.
  • The first Retrieve the Data in Stonewood does not have a Storm but has a 1×1 landing zone.
  • Resupply is back as a permanent primary mission.
  • Harvest and Collect a shopping list of items in 10 minutes as the Storm shrinks.
  • The “Assist Wargames” and “Assist Wargames (Repeatable)” quests have been updated to count hosts who utilize the “Wait for Assistance” functionality in addition to players who use the Wargames Assist feature of Community Lookout.
  • Stonewood, Plankerton, Canny Valley, and Twine Peaks will now all reward the same quantity of event tickets for Wargames.
  • Players will now be rewarded any of the four evolution materials at all difficulties in Plankerton and Twine Peaks Wargames.
  • PERK-UP! Rewards in High level Twine Peak Wargames will now only be of Epic or Legendary quality.
  • In the Hexed Wargames simulation, statues no longer pop-out of visibility if the player moves far enough away from the statue.
  • The recommended power and Husk rating in the last 2 difficulty zones in Twine Peaks have been increased to 132 and 140 respectively.
  • This is only a visual change – there is no change in the Husks actual difficulty.
  • The Target Practice secondary mission will now appear in more open areas.
  • Statue icons in the Hexed Wargames simulation were disappearing from the minimap after a player disconnected from the group.
  • If all party members are knocked down in Wargames, players would sometimes be revived before the defeat screen displayed.
  • Repair the Shelter would take damage from Husks in underground caves below the shelter.

Heroes

  • Chromium Ramirez returns to the event store!
  • Standard Perk: In a Pinch
  • Reloads with an empty magazine regenerates 13.5% of your Shield over 3 seconds.
  • Commander Perk: In a Pinch+
  • Reloads with an empty magazine are 50% faster and regenerates 13.5% of your Shield over 3 seconds.
  • Available in the Event Store starting June 19 at 8 PM Eastern Time.
  • Diecast Jonesy returns to the Event Store!
  • Standard Perk: Boomstick!
  • Increases Goin’ Commando Damage by 25%
  • Commander Perk: Boomstick!+
  • Increases Goin’ Commando Damage by 50% and changes Damage type to Energy.
  • Available in the Event Store starting June 19 at 8 PM Eastern Time.
  • The Standard Perk In a Pinch was incorrectly granting reload speed.
  • As a result, Chromium Ramirez has been marked for an item reset.
  • The Commander Perk In a Pinch was incorrectly granting the indicated shield value.
  • Reload speed was not functioning properly when using the commander perk In a Pinch+.
  • The In and Outlander perk was not properly tracking eliminations for Phase Shift.
  • The Shifting Gears perk was causing Phase Shift to catch on inclines.
  • Phase Siphon and Run and Stun perks weren’t properly colliding with the Husks.

UI

  • The Storm Shield computer has had an overhaul with an all new layout and art!
  • Lighting issues were occurring in the lobby when shadowing was turned off.
  • Quest names in the Quest Tab would not scroll if they were longer than the intended display area.
  • Some languages were showing cut off text during a Llama opening choice sequence.
  • The open Llama prompt wasn’t updating properly when claiming reward Llamas.

Performance

  • Improved performance of the raft that appears in some Arid zones.
  • Improved performance of the ceiling drop trap.
  • A hitch was occurring when entering the Armory menu.

Weapons and items

  • Defenders can once again see and shoot through walls with the Neon Sniper.
  • Defenders can once again shoot through walls with the Obliterator.
  • If there is a wall between the defender and Husk, the defender will only be able to hear the Husk up to 4 tiles away.
  • As a result, the Obliterator is now marked as eligible for item reset.
  • Energy Cells no longer cost Bacon to craft.
  • Increased the Battery cost from 1 to 3 per 100 energy cells.
  • Defenders could not fire the Plasmatron 9000.
  • Fixed elemental alterations not showing correctly on the following weapon sets:
  • Steampunk
  • Ratrod
  • Flintlock
  • Medieval
  • The weapon destruction effects weren’t correctly playing when the Easter Egg Launcher ran out of durability.
  • Fixed Scatter Shot projectiles from Retro Sci-Fi weapon perks detonating against certain types of invisible collision.
  • Elemental effects would sometimes grow to enormous scale after using a consumable and auto-equipping a weapon.

Gameplay

  • The screen would sometimes zoom out and change color when taking damage from a rift.

Art and animation

  • Defenders would sometimes not hold certain weapons properly.
  • Players could sometimes see or hear Storm effects when near a player who is on the other side of the Storm.
  • Storm effects in the arid biome would not correctly change color gradients when a player entered the Storm.

Audio

  • Updated the Supply Crate collect sound.
  • Shock Tower explosions would sometimes be suppressed during combat.
  • Phase Blaster impacts now were using incorrect audio.
  • Pickaxing the landing zone sounds were playing incorrectly in Retrieve the Data missions.

General

  • Player Surveys
  • For widgets with multiple answers and select options, there is now an upper limit on how large that field is before scrolling commences.
  • Text Chat messages have been re-compacted into a single line across all game modes and screens.
  • Some HUD settings weren’t correctly saving.
  • Players could get stuck in a bad party state when signing into a different platform.
  • IOS Voice Chat setting now defaults to ON instead of OFF, matching other platforms.
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Mobile

Commander Keen Mobile Game Arriving this Summer

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Commander Keen

Zenimax Online Studios is reviving one of id Software’s classic franchises, but this time for mobile, as Commander Keen is set to arrive later this summer.

Featuring a single-player story mode and a PVP online battle mode, the game will be family friendly with smooth cartoonish designs and fluid gameplay.

Check out the trailer below:

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