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Fortnite v8.10 Adding The Baller, The Getaway LTM, Wooden Lodge Creative, More Tweaks

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Epic Games has a lot going on in v8.10 of Fortnite, including the addition of The Baller, The Getaway LTM, and the Wooden Lodge Creative, among many other things.

Fortnite: Battle Royale

Weapons and items

  • Baller
  • This single seat vehicle is found at Expedition Outposts and around pirate camp loot stashes
  • Use the attached Grappler and Boost functionality to pull yourself up cliffs or swing through the trees
  • The driver is protected from damage, but The Baller is vulnerable to enemy weapon fire.
  • 300 Health
  • Infantry Rifle
  • Removed Common rarity
  • Heavy Assault Rifle
  • Adjusted rarity from Rare/Epic/Legendary to Common/Uncommon/Rare
  • Base damage scaling for Common/Uncommon/Rare 36/38/40
  • Clingers
  • Reduced max stack size from 10 to 6.
  • Vending Machines
  • Removed the material cost.
  • Each Vending Machine will be destroyed after claiming an item.
  • Common and Uncommon Vending Machines have been removed.
  • Removed Mounted Turret from Legendary Vending Machine
  • Reduced availability of Treasure Maps from floor loot .53% to .27%.
  • Reduced availability of Treasure Maps from chest loot 3.25% to 1.65%.
  • Fixed rocket smoke trails disappearing instantly on explosion.
  • Fixed an issue where the popping audio for Balloons would continue to play after using Balloons to get to max build height while using a vehicle.
  • Fixed an issue where Buried Treasure would not auto pickup when the Auto Pickup Weapons setting was enabled.
  • Fixed an issue where Buried Treasure chests could be placed on the Starting Island.
  • Fixed an issue where using an Impulse Grenade or a Shockwave Grenade while jumping on a Hoverboard causes the player to rapidly rotate.

Gameplay

  • Battle Royale Crossplay Matchmaking
  • Combined Xbox One and PS4 pools.
  • This requires you to opt-in to cross-play.
  • Players opt-ing out are restricted to Creative Mode and Playgrounds.
  • Combined Mobile and Switch pools.
  • Before, Switch players were combined with Xbox One and PS4 cross-play parties.
  • We expect an on-average better per-game experience for both Mobile and Switch players.
  • Motivating factor is unlocking optimization potential allowing us to run more playlists during more hours of the day while supporting more data center locations. Please provide us with feedback on your experience!
  • Reduced infinite dab duration from 12 hours to 11 hours in the front end
  • Just kidding, Increased Infinite dab duration from 12 hours to 13 hours in the front end
  • Elimination credit is now awarded to last damager in cases of logging out, self-elimination, and eliminations due to Storm damage. Current threshold timer is 15 seconds.
  • Added visual effects for the siphon on elimination.
  • Players can now build as soon as they impact anything after being launched by a Pirate Cannon
  • Players can dance while holding a balloon
  • Added Pirate Cannon’s audio visualizer HUD icon to be a cannon.
  • Players automatically enter the driver seat when entering an empty vehicle.
  • Added custom consume animations for the following items:
  • Bandages
  • Medkit
  • Small Shield Potion
  • Shield Potion
  • Slurp Juice
  • Chug Jug

Bug Fixes:

  • Fixed Pirate Cannon collision that would block bullets for a passenger inside of the cannon
  • Fixed Pirate Cannon not being able to shoot when moving backwards
  • Fixed an issue where a player may lose functionality when shooting themselves out of a Pirate Cannon.
  • Fixed Pirate Cannon player impact explosion effects sometimes being delayed
  • Fixed an issue where Pirate Cannons flipped onto their side, sliding across the ground for too long
  • Fixed Pirate Cannons dealing damage to itself if fired in close quarters
  • Fixed an issue where players wouldn’t break through structures when fired from Pirate Cannons at close range
  • Traps are no longer triggered by vehicles that are empty or carrying only friendly players.
  • Fixed an issue in extreme camera flicking situations that would cause an incorrect first shot when firing weapons.
  • Fixed an issue with the Conga emote not respecting environmental surfaces like Lava
  • Fixed an issue where a player may briefly stop their skydiving animation unexpectedly
  • Fixed an issue allowing emote-cancelling during door open/close animations.
  • Fixed players holding Buried Treasure map upside down
  • Fixed an issue where pressing Build and Edit buttons in quick succession would enter edit mode on the blueprint piece instead of build the structure.
  • Driftboards no longer explode when exiting one near a Mounted Turret.
  • Fixed PS4 players being unable to adjust mouse sensitivity.

The Getaway LTM

  • Jewels can be found in special supply drop safes, located along the edge of the first storm circle. The safes take a long time to open, so make sure the area is clear before attempting to claim a Jewel!
  • Four Jewels will be in play on the map at all times. If a player escapes with a Jewel or one is lost in the Storm, a new Supply Drop will bring a replacement.
  • Four total getaway vans will be on the map, three that arrive early in the match and one more that shows up near the end.
  • The goal is to find or steal a Jewel and take it to one of the vans in order to secure a Victory Royale.
  • Once they arrive, Safe drops and getaway vans will be visible on the map at all times.
  • When a Jewel is picked up, it will be visible on the map to everyone for 30 seconds.
  • Carrying a Jewel will give players health & shields over time, but also slow them down by 10%.
  • Getaway vans float in mid-air, Jewel carriers must build up and then interact with them in order to complete a Getaway.
  • 10 red “Pursuit” supply drops land at the very beginning of the match. These carry a variety of longer-range weapons and other items, and are the only way to obtain the new Grappler in this mode.
  • Only Rare weapons or better will be found in this mode.
  • Rifts, Rift-to-Go and Launchpads have been removed to reduce mobility for healthier Getaway Van engagements.
  • Profile Stats (K/D & Wins) are tracked in this mode, but Umbrellas are not awarded for wins
  • The ATK has been temporarily brought back in this mode as it is the only 4 person ground vehicle.


Events

  • Tournament Update: Gauntlet Solo Test Event & Gauntlet Duo Test Event
  • Added another extended session, which will run 24 hours a day and concludes on March 19th at 12 AM ET.
  • Matchmaking:
  • Matchmaking will no longer wait create a match with closest scoring players available after 8 minutes, and will now require enough players with similar scores to start.
  • Adjusted matchmaking point expansion to increase likelihood for high scoring players to be matched against other high scoring players.
  • Note: Due to the playlist featuring matchmaking based on your score, the quality or availability of matches may differ at certain times of day.
  • Updated Scoring:
  • Solo
  • +2 Points will now be awarded after reaching 15th Place (previously 10th Place).
  • Duo
  • Increased Bus Fare from -2 Points to -3 Points.
  • This is a temporary solution for the Duo event granting too many points to players due to eliminations, causing an inflation of points over the course of the event.
  • +2 Points will now be awarded after reaching 7th Place (previously 5th Place).
  • New Tournament: Scallywag Duos Cup (March 16th & 17th) [$100,000 in Cash Prizes!]
  • As a test of our prize payment systems leading into the Fortnite World Cup, we’ll be holding a $100,000 Duos tournament on March 16th and 17th. The prize pool will be distributed across all server regions, with official rules and details released later this week.
  • Participation in this event requires players to be in the Top 3% (global) of either the Solo or Duo Gauntlet Test Event as of 12 AM ET on March 16th.
  • Format:
  • Round One: All Eligible Players
  • Round Two: Top 3000 Players from Round One

UI

  • Key Bindings – The keyboard bindings are now categorized to make finding actions you want to rebind a lot easier.
  • Marker System:
  • Added hover details for in-world markers, actions a player may take on a marker will appear in these details. Marker details will appear when the reticule is placed over the marker.
  • You can now mark vehicles and found consumables such as apples.
  • Reworked display of Item markers to increase readability across all platforms.
  • Items will display as a large icon for a short time when first marked, and will reduce in size when a player aims near their location.
  • Markers are now sorted by distance.
  • Reduced screen size of squad waypoint markers to reduce view obstruction.
  • Minimap markers updated to match in-world markers.
  • On keyboards there is now a keybind option to specify a dedicated key for placing a danger marker.
  • Double-Clicking the ping button to place a danger marker, is no longer blocked by items on the ground.
  • You can now ping while riding in a vehicle reliably.
  • You can now Mark While Bush.
  • Please continue to let us know what improvements you would like to see for the marker system!
  • Squad nameplates and team arrows now become more transparent when aiming down sights.
  • Restored the ability to view all of your current Challenges while in a match.
  • Wrap things up in a hurry! You can now apply a wrap to all slots by choosing “Apply To All” when picking a wrap in the Locker.
  • Enabled camera control on some reward types when viewing Challenges
  • Challenge Info panel in the lobby now defaults to Party Assist while you are in a Party.
  • The Luxe bundle is now displayed in the Challenge Screen along with the Blackheart and Hybrid bundles.
  • Wraps are now previewed on the highest resolution version of the vehicle or weapon in the lobby.
  • Fixed an issue on consoles where you couldn’t select “Party Assist” for the last challenge in a bundle.
  • Fixed an issue where the next Stage of a Challenge was not automatically set to “Party Assist”.
  • Fixed an issue where the animation and sound effects would play twice when selecting Challenges on a controller.
  • Fixed an issue where scrolling with the mouse in the Challenge Screen would sometimes jump around unexpectedly.


Audio

  • Added new audio for Balloons while in-air.
  • Reduced volume of small prop destruction sounds (chairs, beds, fences, etc).
  • Removed reverb from pickaxe swings.
  • Removed outdoor ambient sounds when gliding.
  • The Glider deploy sound no longer plays twice when using Glider Redeploy.
  • Fixed Glider land/open sounds ducking the Victory Royale music.
  • Improved music volume when previewing Gliders with music while in the lobby.
  • Pirate Cannon movement sound no longer stops after sprinting for over 10 seconds.
  • Fixed looping Balloon pop sound after going through a Rift.

Performance

  • Fixed some instances of packet loss that could occur with certain ISPs that are prone to re-ordering UDP network packets.
  • Find more context in the Reddit Post we made last week.
  • Improved file I/O performance for Xbox One. This reduces the occurrence of late streaming meshes.
  • Fixed a regression in hitches on Switch due to GPU timing
  • Improved performance on Switch by reducing the likelihood of particles triggering when the day changes phases
  • Optimized the Ship Cannon
  • Optimized UI elements for large team modes
  • Improved performance for the Quick Bar
  • Fixed hitches that occur on the Match Stats screen due to synchronously loading assets

Replay

  • Added bus paths to the minimap.

Mobile

  • Introduced an Auto Fire tuning feature to allow adjustments per weapon. This was done previously for other weapons, but we’ve now added this for pistols.
  • Added occlusion to footsteps on Android.
  • Improve the quality of some sound effects on Mobile/Switch.
  • Fixed an issue with the shoot button getting stuck in a continuous fire loop or being unable to fire without being able to reset.
  • Fixed an issue that caused touch players to need a more specific crosshair location to interact with the Use button.
  • Fixed turbo build not starting when going from edit to build mode with the input held.
  • Fixed Left Trigger action getting stuck when using a Bluetooth controller
  • Fixed weapon stats on the inventory panel for mobile
  • Fixed autorun not fully sprinting if “Sprint by Default for Controller” is set to ‘OFF’ on mobile
  • Fixed build mode being exited if a build piece is selected before releasing the build/combat mode button
  • Fixed dragging an item off the hotbar triggering use actions on mobile.
  • Fixed Throwable items’ trajectory line persisting when a player is driving different vehicles on Mobile

Fortnite: Creative

Prefabs

  • Ambient Gallery Large
  • Wooden Cabin Galleries & Prefabs
  • Volcanic Rock & Lava Tile Galleries
  • Jungle Temple Wall Extended Gallery
  • Mine Cart Gallery
  • Lava Tiles have been added to the Elemental Cube Gallery
  • Known issue: Lava tiles do not cause player damage
  • New floors have been added to the Street Gallery B & Slant Gallery

Islands

  • New Islands
  • Sandbar Island
  • 105 tiles square in size
  • Volcano Island
  • 105 tiles square in size
  • Reduced the number of player islands on a server from 16 to 8.
  • Allows bigger islands
  • Improves server performance
  • Player loading after the first 8 players will not have access to their personal islands and instead have to start a new server. This will be fixed in a future update when the portal mechanic is updated.
  • Removed the blocking collision from islands to allow for the new larger islands.
  • Fixed an issue where objects were missing after loading into an island, reloading and island, or finishing a game. Removed a delete record system that was causing many bugs.
  • Fixed an issue where islands were unable to be restored after resetting them.
  • Fixed a bug where island settings would not get applied to players joining islands.
  • Fixed an issue where some Prefabs and Devices were unable to be placed on certain areas of the default island.
  • Fixed an issue where players would occasionally lose functionality when loading into a Creative Island and quickly returning to the Hub.

Creative tools and phone

  • Sprays will now highlight when you aim at them with your Phone, indicating that they can be deleted.
  • The Phone can now interact with props and building tiles that are underneath the island’s terrain. They’ll highlight as you aim the crosshair over them.
  • While using the Phone to Grow or Shrink a prop with Grid Snap enabled, holding down the button will repeatedly Grow or Shrink the prop.
  • Fixed holographic preview for props drawing through floors or characters on mobile platforms.
  • Fixed an issue where scale indicators are pulsing the wrong direction while scaling down.
  • Fixed an issue where certain player-built walls had a more expensive memory cost than expected.
  • Fixed an issue where the Phone stopped working after your player was launched from a cannon.
  • Fixed props temporarily changing to wrong size when using the Phone to Grow or Shrink when Grid Snap is enabled.
  • Fixed an issue where the Snap Center and Resize indicators were hard to see when a prop is either too large or far away.
  • Fixed an issue where the on-screen button for Terrain Collision On and Off looked the same on mobile platforms.

Gameplay

  • Added Scoring
  • Added Score to Win as an end condition. Specify the target score for players or teams to achieve to win the game.
  • There are many score win conditions, ranging between 1 – 10,000,000
  • Added Total Score option to Type of Scoreboard. Adds a score total to the HUD and shows the total score for players and teams when the game ends.
  • Score comes from vehicle tricks and the Challenge Gallery items like Coins
  • Added Objectives
  • Added Objectives to Win as an end condition. Specify the number of objectives required to end the game.
  • Added Objectives option to Type of Scoreboard. When the game ends shows how many objectives were accomplished by each player or team.
  • Coins props in the “Challenge Gallery” now have new visual effects to help make them more visible to players.
  • Moved the game start countdown to after the screen fade
  • Turned HUD off while starting a game on a featured island
  • Added holding players in place while in countdown to game start
  • Changed the countdown to 3 seconds from 6 seconds.
  • Added new Spawn Location type, Current Location, that keeps you where you are when the game starts. Useful for playtesting games.
  • Reordered Game tab options to make it easier to find options.
  • Added tooltip descriptions for Game options and Game Settings options.
  • Fixed an issue where players who join a server in progress might not have their score properly reset.
  • Fixed an issue where attempting to swap teams could result in DBNO instead of respawn.
  • Fixed an issue where the player could not exit fly mode when the jump function is bound to the right thumbstick button on controllers.
  • Fixed an issue that caused the screen to fade in twice when a game is restarted.
  • Fixed an issue where the yellow triangle on the HUD warmup timer would disappear too quickly.
  • Fixed an issue where the HUD warmup timer would not animate out.
  • Fixed bug where players who were respawning when the game goes to warmup wouldn’t be put into stasis

Weapons and items

  • Fixed Remote Explosives sticking to the player character when throwing them while disguised as a Bush.
  • Fixed an issue where players encountered instability when interacting with the cannon.
  • Fixed Drum Gun sound effect. The satisfying boom is back.

Devices

  • New Baller Spawn
  • This single seat vehicle is found at Expedition Outposts and around pirate camp loot stashes
  • Use the attached Grappler and Boost functionality to pull yourself up cliffs or swing through the trees
  • The driver is protected from damage, but The Baller is vulnerable to enemy weapon fire.
  • 300 Health
  • New Objective Device
  • This device acts as a destroyable prop for new types of games
  • Choose from 7 different objective props – YES the Durr Burger mascot and Pizza Pit mascot are finally here.
  • Set amount of health from 1, 20, 50, 100, 200, 400, 500, 800, 1000, 2000, 3000, 5000, 10,000, 25,000
  • Set which team the objective belongs too
  • Set an explosion radius for when the objective is destroyed. Destroys all tiles and props in the radius even if the environment is set to indestructible.
  • Set an optional beacon type to make them easy to find
  • Known issue vehicles don’t do damage to an Objective.
  • Update Starting Inventory to Team Settings & Inventory
  • Added ability to select settings per team
  • Bonus Ammo For Weapons – On, Off
  • Starting Health – 1%, Half, Full, Invincible
  • Max Health – 1, 25, 50, 75, 100, 200, 500, 1000, 2000, 10,000
  • Starting Shields – Empty, Half, Full
  • Max Shields – No Shield, 25, 50, 75, 100, 200, 500, 1000, 2000, 10,000
  • Infinite Ammo – On, Off
  • Infinite Resources – On, Off
  • Fall Damage – On, Off
  • Gravity – Very Low, Low, Normal, High, Very High
  • Jump Fatigue – On, Off
  • Player Flight – On, Off
  • Player Names and Locations – Always Show, Always Hide
  • Glider Redeploy – On, Off
  • Down but not out – On, Off
  • Block Building in Game – On (Players NOT allowed to build), Off (Players allowed to build if they have resources)
  • Respawn Time – 1-30 seconds
  • Max Initial Team Size – Unlimited, 1 to 16 – Use to make asymmetric teams when using teams game option.
  • Eliminations to Win – Off, 1 to 10
  • Collect Items to Win – Off, All, 1 to 10
  • Score to Win – Off, 1, 2, 5, 10, 20, 50, 100, 200, 500, 1000, 2000, 5000, 10,000, 20,000, 50,000, 100,000, 200,000, 500,000, 1,000,000, 2,000,000, 5,000,000 10,000,000
  • Objectives to Win – Off, 1 to 10
  • Missing in previous patch notes in 8.00 – Added wall version of Speed Boost. Great for elevators.
  • Added Team Settings to Checkpoint device.
  • Added limiting billboards to 50 to fix memory and performance issues on mobile devices. We will continue to monitor to see if we can increase that limit.
  • Fixed performance issues with the Music Sequencer device in islands with a large number of Music Blocks.
  • Fixed the Starting Inventory device granting duplicate items if the “Drop items when eliminated” setting was disabled.
  • Fixed the Player Start device selecting Any team when it was set to None.
  • Fixed an issue where Billboard background colors were not functioning correctly.
  • Fixed the holographic preview for the Pinball Flipper always being the default size when being moved with the Phone.
  • Fixed an issue where the Pinball Bumper would result in overlapping previews when copied after squashing or stretching it using the Phone.
  • Fixed an issue where some of the Music Blocks placed in a Sequencer would not play in some cases.
  • Fixed issues with using the Phone not being responsive while riding on the Driftboard.
  • Fixed an issue where Radios could play music after loading into an island that had a Radio with playback turned off.
  • Fixed an issue where players would be locked from their inventory after being shot from a cannon.

UI

  • Added score to the HUD when Type of Scoreboard is set to Total Score
  • Fixed an issue where HUD elements would sometimes not appear correctly.
  • Fixed an issue where the Start Game Panel would be present after returning to the HUB from a Featured Island.
  • Fixed various grammar and spelling mistakes in the Prefabs menu
  • Fixed an issue where the Start Game screen continues to display after leaving a Featured Island
  • Updated the description for “Joel’s” Prefab to be more accurate
  • Fixed an inconsistency between Creative and Playground when a single player attempted to access the ‘Team Select’ tab in the Hamburger Menu
  • Improved stability when accessing the “Support a Creator” button on the Start Game Screen
  • Fixed an issue where buttons icons were missing from the Start Game Screen on the Switch
  • Fixed a bug where pressing Apply when selecting a team without changing the team number would always swap the player to team 1/

Playground

  • Fixed an issue where options set for Playground would remain applied when entering a featured island even though they had different Game Settings
  • Players on a creative island should now be able to chat with each other prior to the start of the island game. During the game voice chat is determined by the game settings.
  • Creative island games should now continue until all players have left the island or the starting player chooses to end the game from the menu. Previously, the game would end if the starting player left the island.

Performance

  • Fixed performance issues when using the Music Sequencer.
  • Fixed performance issues on servers with maximum player count.

Fortnite: Save the World

Heroes

  • Staredown Southie (Returning)
  • Standard Perk: Bear Stare
  • T.E.D.D.Y fires lasers every 2 seconds, dealing 26 base Energy Damage
  • Commander Perk: Bear Stare+:
  • T.E.D.D.Y fires lasers every 1.5 seconds, dealing 51 base Energy Damage
  • Available in the Weekly Store on March 13 at 8 PM Eastern Time until March 20 at 8 PM Eastern Time.
  • Four Leaf Wildcat (Returning)
  • Standard Perk: Grenade Generation
  • Every 45 eliminations, gain 1 Frag Grenade charge.
  • Commander Perk: Grenade Generation+
  • Every 20 eliminations, gain 1 Frag Grenade charge.
  • Available in the Weekly Store on March 13 at 8 PM Eastern Time until March 20 at 8 PM Eastern Time.
  • Constructor B.A.S.E can now be auto placed, just like traps.
  • Increased the base damage of Tail of the Dragon
  • Standard Perk: Increased from 18 to 26
  • Commander Perk: Increased from 45 to 64
  • All Heroes in inventory and Collection Book will be marked eligible for Item Reset.
  • Items eligible for a free unslot from the Collection Book will also be eligible for an Item Reset after they are unslotted.
  • Fixed an issue which could cause Ninjas to have invisible collision with enemy Husks.
  • Fixed an issue where Bass Solo didn’t enforce its maximum elimination limit.
  • Fixed an issue where Make It Count+ displayed an incorrect tooltip value.
  • Fixed an issue where Tail of the Dragon was dealing more damage than intended
  • Was previously dealing the damage of Dragon Slash in addition to the base damage with every tick.
  • We’ve increased the damage value on Tail of the Dragon (noted above)
  • We’ve marked Snuggle Specialist Sarah as eligible for reset due to this change
  • Bass Solo now correctly shows a warning if used in a support slot for a Commander without Warcry
  • Fixed an issue where hotfixer was granting the incorrect amount of repair speed
  • Fixed an issue where Skull Ranger Ramirez and Fallen Love Ranger Jonesy played the wrong animation in the Hero Loadout screen
  • Fixed an issue where One-Two Punch never ended with some melee weapons
  • Fixed an issue where Impossibility Matrix would override the default Charge Fragment bonus
  • Fixed Bear Stare tooltips to display correct damage values.
  • Bear Stare still deals the same amount of damage, but the tooltip value is now accurate.
  • Fixed an issue where Seismic Smash was doing less damage than intended.
  • This resulted in an increase of 11 base damage.
  • Fixed an issue where Present…Arms! wasn’t granting the correct movement speed bonus as a Commander Perk
  • Parting Gift fireworks now have sound
  • Fixed an issue which could cause Keen Eyes to never turn off.
  • Fixed an issue which could cause Keen Eyes visual effects to double up
  • Fixed an issue where In The Zone hit counter never reset
  • Updated Assault Ammo Recovery’s tooltip to accurately reflect its functionality.
  • Fixed an issue which was incorrectly capping the number of targets that could be hit by Frag Grenade to 8 or 12.
  • This should make “Bigger is Better” feel much more effective.
  • Updated the tooltip for Doppler Effect to indicate that it reduces the cooldown, and not the energy cost, of Shockwave.
  • Fixed an issue with Phase Shift that was causing the speed bonus to not apply consistently or correctly at times.
  • Phase Forward and Phase Shift run speed bonus should now stack with In the Zone properly
  • Phase Forward+ now correctly applies the bonus 10% run speed as intended.
  • Fixed an issue where Anti-Material Charge with Strike Cost couldn’t be activated with less energy than the standard pickaxe heavy attack requires.
  • Fixed an issue where sometimes Anti-Material Charge wouldn’t hit enemies who were too close.
  • Fixed an issue where Outlanders could interrupt Anti-Material Charge and end up in a broken state.
  • Fixed an issue where T.E.D.D.Y. couldn’t spawn if any player was nearby.
  • Fixed an issue where BOOM B.A.S.E. buff was not being removed after B.A.S.E was destroyed.
  • Fixed an issue where Electrified floors was doing the same damage at commander and hero level
  • Fixed an issue where Endless Smoke was bigger than intended at commander and hero level
  • Was previously making the radius of Smoke Bomb 380% bigger at hero and commander level instead of 186%
  • We’ve marked Infiltrator Ken as eligible for reset due to this change

Missions and systems

  • Beta Storms
  • The return of Retrieve the Data Beta Storm
  • We listened to your feedback and this time around players can vote to shoot down the balloon early! No more waiting for it to land.
  • Shooting down the balloon early causes the storm to rush in faster.
  • The landing zone is now a 1 by 1 build area
  • The storm wall is easier to see through.
  • New Beta Storm mission Test the Limits.
  • Test the Limits is a mission about racing around through a series of checkpoints to see how many laps you can complete, the more laps the better the badge reward. There will be a preparation time to help you optimize the path from point to point then a timed race. Great way to test different hero loadouts.
  • Beta Storm: Eliminate and Collect will be rotating out.
  • We appreciate everyone who participated and provided feedback on this Beta Storm variant.

UI

  • The previous “Abilities” tab has been replaced with a “Loadout” tab, where players can view information about their active hero loadout while playing a mission.
  • Changed the controller input so that accessing Mission Details now requires you to hold the associated button down.
  • Edit option for Hero Loadouts now requires only a tap of the associated button.
  • Reduced the wordiness of tooltips for gadgets.
  • Respawn At Start now properly shows its associated keybind when in the Down But Not Out state.
  • Evolution and Rarity increases can now be done when inspecting an item that was received from a Transform Schematic.
  • Changed the “clear all” button in the Hero Loadout screen to also clear gadgets and team perks.
  • Added Toggle Descriptions button to Team Perk and Gadget selection panels in Hero Loadout.
  • Fixed a bug where players using the Old School or Quick Builder Controller configurations would be unable to throw grenades slotted in the third ability slot.
  • Fixed issues with warnings about having another hero with the same perk in the loadout showing up in some cases when they should not.
  • When a hero was being chosen for a slot that had the same perk, it will no longer erroneously warn that the perk is already in the loadout. This will make it easier to replace a hero with a higher rarity or higher Power Level hero with the same perk, since they will sort to the upper part of the list rather than sorting with the “warning” displays in the lower part of the list.
  • Fixed the Hero picker details panel for Expeditions to show the correct Hero Loadout abilities.
  • Changed padding on Zone name header to fix Korean language text getting cut off at the bottom.
  • Fixed the ramp structure so that the trap picker UI works correctly.
  • Fixed an issue that caused the Voice Chat icon to not properly update when kicking a muted player
  • Fixed an issue that caused slottable item counts for Collection Book categories to not update after evolving slotted schematics.
  • Fixed an issue that caused loss of gamepad control in the Transform slot picker after opening and closing the friends list.
  • Fixed an issue with Hero name plate text scrolling with Hero names in all languages.
  • Fixed defender trap UI issues related to selecting a defender from a different pad.
  • Fixed an issue that caused players to partially lose navigation functionality when returned to the Quest Tab from the quest log.
  • Fixed a matchmaking error that would prevent players from matchmaking into zones properly if they tried to start a quest from the quest log while already in a lobby.
  • Fixed an issue with hero ability icons appearing grayed out in the quick bar when casting a hero ability right as another ability comes off cooldown.
  • Fixed expedition timer text overlapping with completion percentage.
  • Fixed an issue where the matching filter would only show the heroes that matched the team perk when the team perk was already active. It now shows all heroes since the team perk has been activated by other support heroes slotted.

General

  • Fixed an issue that caused players to crash while in the Collection Book.
  • Fixed an issue that could cause the Winter Llama to pull from the wrong item set.
  • This issue only impacted Winter Llamas that were converted from Snowflake tickets with the launch of v8.0
  • All players have been granted a 2018 Winter Llama to compensate for this. Additionally, all players who received the incorrect Winter Llamas as part of the 8.0 conversion will be granted the same amount of the correct 2018 Winter Llamas in a future gift box.
  • Fixed an issue that caused players to continue earning Snowflake Tickets
  • All remaining Snowflake tickets will be converted to 2018 Winter Llamas
  • Fixed an issue with a wall being placed when picking a trap from the trap picker via mouse.
  • Fixed an issue with destroying/consuming the last item in the equipped weapon/trap stack, forcing a switch to an item in the next focusable quick bar slot, even if the item is replaced by a new weapon/trap.
  • Fixed an issue with the building outline appearing red after placing a trap on an existing structure.

Weapons and items

  • Fixed an issue that caused items to get put into overflow when you use the item reset feature.
  • Fixed an issue that could cause certain weapon tooltips to not display weapon-specific buffs correctly. This affects the Guardian’s Will, Lead Sled, Six Feet Under, Smasher Basher, Spectral Blade, and Walloper.
  • Fixed bug where Yeoman sniper rifle spawned extra projectile impact particles in some scenarios.
  • Fixed the Space Pistol dealing damage multiple times per shot to the Storm King

Gameplay

  • Re-Implemented how Nature Husks function.
  • No longer deals damage over time
  • No longer applies a 3 second effect removing 6 Energy every second, for a total of 18 Energy.
  • Now applies a 2 second effect which removes 6 Energy on hit, and 6 Energy per second for 2 seconds, for a total of 18 Energy.
  • Now applies standard Energy Regen Lockout for 2 seconds the same way abilities do.
  • Damage vs Metal structures has been unaffected
  • This should provide a more consistent experience when encountering Nature Husks.
  • Improved Blaster headshot hitbox when shooting at him from the side.
  • Proximity mines now have correct explosion upgrade radius.
  • The Trigger radius now scales up with each explosion radius upgrade
  • Fixed Missions that would load into Lakeside slightly rotated, causing building issues around them.
  • Storm Chest now drops both loot presents correctly.
  • Fixed an issue where Frozen Smashers were still being able to damage players while charging.
  • Fixed an issue where the Teleporter Gadget could appear invisible for players joining games in progress or reconnecting to a game.
  • Fixed an issue for Frenzied effects remaining on Beehive Husk helmets and Sploder tanks after the Frenzied effect wears off.

General fixes

UI

  • New: UI – Added support for player surveys.
  • (I’m including this for completeness, but I’m not sure if this is a feature we want to advertise in the release notes, since it is something players cannot activate themselves, and only a select number of players will actually see it to begin with.)
  • Deadzone Menu; Fixed an issue where the initial values on PS4 and Xbox didn’t match the circle size.
  • Fixed a stepping precision issue with the quantity selection slider that gets used when recycling/transferring/dropping multiple items for resources with large values.

Social

  • When in a party or team your Team Members are now shown in the Social Panel!

Performance

  • Scalability levels which disable Ambient Occlusion now reduce SkyLight intensity. This makes lighting contrast between shadowed and lit areas more consistent across scalability levels.

Mobile

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

Published

on

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

Published

on

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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