Elder Scrolls Online – Eswyer Expansion Announcement Cinematic Teaser

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After Fortnite Lawsuits, Forza Horizon 4 Removes Carlton And Floss Dance Emotes

A new update for Microsoft’s racing game Forza Horizon 4 removes the “Carlton” and “Floss” dance emotes, which are similar to the ones that led to lawsuits against Epic over their use in Fortnite. Microsoft quietly removed the dance emotes in the Xbox One and PC game’s latest update. The patch notes posted on the Forza website only state that “The ‘Carlton’ and ‘Floss’ avatar emotes are no longer available.”

Microsoft provided no explanation for why the dance emotes were removed, but it seems likely that the company saw what happened with Fortnite and wanted to avoid legal action being taken against its game. This is only guesswork, and we’ve contacted Microsoft in an attempt to get more details on why the emotes were removed.

Alfonso Ribeiro, the actor from Fresh Prince of Bel-Air, sued Epic Games for using “The Carlton” in Fortnite, while Backpack Kid also sued Epic for using “Floss” in the game. Those cases, which seek to see the game stop using the emotes and pay damages, are ongoing. Epic has also been sued by rapper Terrence Ferguson, who claims Epic stole his Milly Rock dance for Fortnite’s “Swipe It” emote.

Actor Donald Faison’s trademark dance from the show Scrubs also appears to be replicated in Fortnite as an emote, and Faison says Epic “jacked” his dance for the game.

GameSpot’s search of the database containing nationwide court records for the United States yields no apparent results for any lawsuits against Microsoft over dance emotes in Forza Horizon 4.

There appears to be some amount of uncertainty regarding whether or not a dance move can even be trademarked. However, it remains to be seen what specific legal tactics that Ribeiro, Backpack Kid, and others will use in their cases against Epic against Fortnite. Keep checking back with GameSpot for more on this story.

Double Cross Review – Combat Woes

There is no shortage of indie 2D platform games out there vying for your attention and money. In order to stand out from the crowd, these games have to try to make themselves unique through visuals, sound, and perhaps most importantly, gameplay. 13 A.M.’s Double Cross does this by mixing a physics platformer with a mild dash of beat-’em-up combat and even a mystery-sleuthing story element. It’s an interesting concoction, but sadly, this mix doesn’t go down quite as smoothly as you’d hope.

Double Cross has players assuming the role of Zahra, a spunky young lass who works for RIFT, an interdimensional police force. RIFT is in charge of keeping all the various alternate universes out there in check, and Zahra’s one of their best up-and-coming agents. When RIFT HQ falls victim to a mysterious attacker, however, Zahra is tasked with combing through multiple dimensions and finding clues to the strange being’s identity. This involves some hand-to-hand combat, a bit of evidence collection and investigation, and a lot of swinging about with Zahra’s special Proton Slinger.

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While the game’s tutorial and Zahra’s status as interdimensional law enforcement might have you thinking that Double Cross’s priority is combat with monsters from different universes, it’s actually slanted very heavily towards pure platforming. Zahra makes ample use of her grappling-hook-like Proton Slinger to latch onto objects and propel herself along the game’s various environments, using the swings in tandem with a dodging skill to avoid hazards like spikes, fire pits, and security lasers. You’ll often be tasked with doing multiple, very precise swings in a row, which can be quite challenging–but thankfully, time slows down when Zahra is aiming her Proton Slinger, making it much less of a pain to do the demanding multi-sling sequences. It feels really satisfying to hit a bunch of tricky sling targets all in a row, especially if you’ve managed to suss out a hidden path to collect Upgradium, the game’s token ability-boosting collectible.

Elements like weird, clingy-bouncy goo walls and switch-activated platforms keep stage design interesting and engaging while providing simple puzzles to solve. It’s a good thing most of the stages are fun to bounce around in, because there’s not much to them visually–while Double Cross does offer a pleasant color palette and uses camera zoom wisely in areas where it’s beneficial, the lack of detail and samey-ness in many of the game’s backdrops don’t inspire much excitement to explore. You’re really playing to see what kind of fun platforming challenge will get thrown at you next. There are a few levels that are just plain bad–the arcade stage with numerous timer-based challenges is a real hair-puller–but they’re rare.

However, sometimes those fun platforming challenges are interrupted by combat. While Double Cross tries to make its combat seem meaningful–even offering a nifty custom combat-enhancement loadout system with new skills players can earn and equip–in practice, combat is a boring, mash-heavy slog with little player skill involved. The impact from connecting hits feels weak, enemy variety is nonexistent, and what few enemies there are in each stage are pretty easy to beat: whack the small fries with quick attack chains, stunlock the bigger dudes with heavy attacks, and occasionally use the Proton Slinger to grab and toss a projectile back at a foe.

You can gather energy from felled foes to charge up special attacks like a burst and a projectile, but their use tends to be limited. I got through the game almost never using the burst, instead hoarding my fireballs for when I knew a big annoying enemy wave was coming. Combat-heavy boss encounters, such as the fight at the end of the Reptarria level set, highlight the most glaring flaws of Double Cross’ combat: you’re up against a huge damage sponge that often doesn’t react to your arsenal of primarily short-range strikes in a way that indicates whether what you’re doing is right or wrong. Other bosses, like the battle at the end of the Gootopia stages, focus more on clever gimmicks than combat and are far more fun for it.

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Another element of Double Cross that disappoints is the game’s mystery theming. Zahra’s cross-dimensional adventure has her finding evidence related to the attack on RIFT headquarters, presenting it to her coworkers, and using their observations to build a case and go after various bad guys. This sounds like a pretty exciting gameplay element–I mean, who doesn’t like the sound of Where In the Physics Platformer Multiverse is Carmen Sandiego?–but in practice, it’s simply trial-and-error. You talk and show various items to the characters inhabiting RIFT HQ until one of them reacts. There’s no setback for showing the wrong thing to the wrong person–the only thing an incorrect guess does is prevent you from reaching a boss stage until you do get it right. Much like the combat, the detective aspect feels unnecessary and unsatisfying.

Had Double Cross opted to focus more on its strength–fun physics platforming–and de-emphasized things like combat and the tedious mystery-solving element, the game would have been an easy recommendation. But the weak parts of the package drag down the whole, and Double Cross winds up feeling like it’s a somewhat undercooked mash of ideas.

New Xbox One Games With Gold Now Available

We’re midway through January, which means the second half of this month’s free Games with Gold are now available. Through the end of the month, Xbox Live Gold subscribers can grab another pair of titles at no charge on Xbox One and Xbox 360, and they’ll be yours to keep and play so long as you have an active subscription.

On the Xbox One side, the off-road racer WRC 6 FIA World Rally Championship is free download from now until February 15. Xbox 360’s free game, meanwhile, is Far Cry 2, which is still regarded as one of the best entries in the open-world shooter series. It’s up for grabs until January 31, and thanks to backwards compatibility, it’s also playable on Xbox One.

On top of those two titles, Gold subscribers still have a little more time to download the poignant 2D platformer Celeste, which is free throughout the entire month of January. Regarded as one of 2018’s best games thanks to its challenging gameplay and touching story, Celeste follows a young woman’s struggle to reach the top of a mountain. Developer Matt Makes Games also has a free DLC expansion on the horizon for it, making this a good opportunity to experience the game if you haven’t yet.

Gold members still have a few more hours to grab January’s other freebies, Lara Croft and the Guardian of Light and Never Alone, before they go back to their full price. You can find the full list of this month’s free Games with Gold below.

In addition to the new freebies, a new sale is now underway in the Microsoft Store, offering deals on a variety of Xbox One and 360 games for Gold and non-Gold members alike. The sale runs through January 21 and includes nearly the entire Far Cry series, as well as Halo 5: Guardians, Life is Strange: Before the Storm, and SteamWorld Dig 2.

Games With Gold January 2019

Xbox One

Xbox 360

John Wick: Chapter 3 – Parabellum – Official Trailer Tease

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Spider-Man Far From Home Theories: Mysterio Isn’t What He Seems And Endgame Connection

Game Of Thrones Season 8: Release Date Teaser Trailer Breakdown

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See Glass For Free Before It Hits Movie Theaters

If you simply can’t wait to see the new M. Night Shyamalan movie Glass, you’re in luck! Universal Pictures is giving away tickets to early screenings around the United States on January 16.

Glass is the third part in Shyamalan’s trilogy that also includes 2000’s Unbreakable and 2016’s Split, bringing Mr. Glass (Samuel L. Jackson) and David Dunn (Bruce Willis) face-to-face with Kevin Wendell Crumb (James McAvoy) and his Horde of personalities for the writer/director’s take on an epic superhero story. The tale, set largely at a psychiatric hospital housing the three men, also stars Sarah Paulson as Dr. Ellie Stable, a psychiatrist who believes she can treat those that believe they have superhuman abilities.

Notably, the film also sees the return of supporting characters from both previous films, as well. Spencer Treat Clark and Charlayne Woodard reprise their Unbreakable roles as David’s son and Glass’s mother, respectively, while Anya Taylor-Joy returns as Casey Cooke, one of the girl’s kidnapped by the Horde in Split.

Glass won’t be in theaters until January 18, but you have the chance to check it out two days early. All you have to do is head over to the site Universal Pictures has created for the event, find the screening closest to you, and secure your tickets to see the film before the rest of the world. Each person has the ability to request two screening tickets.

Free Black Ops 4 Blackout Trial Starts This Week

Treyarch has announced a free trial for Blackout, the battle royale mode in Call of Duty: Black Ops 4. The trial will be available for Xbox One, PS4, and PC.

Once you’ve downloaded the trial, you’ll be able to participate in Blackout matches with other players. This trial does not include the full game, so you won’t have access to either of Black Ops 4’s Multiplayer or Zombies modes. The Blackout trial starts on January 17 and continues to January 24. If you’re a fan of Call of Duty’s battle royale mode, play on PC, and don’t care too much about the other parts of Black Ops 4, there’s a $30 version of the game that cuts out Zombies and only includes Blackout and Multiplayer.

Treyarch has also released a new update for Black Ops 4 on Xbox One and PS4. The update adds an improved looting interface in Blackout–a highly requested feature on consoles–which replaces the movable pointer. On PS4, Gauntlets and new Elixirs have been added to Zombies as well. These additions are scheduled to come to Xbox One and PC at a later date.

Blackout is the first battle royale mode in a Call of Duty game. Similarly to PlayerUnknown’s Battlegrounds and Fortnite, the mode pits up to 100 players on one map. In order to improve your chances of survival, you need to scavenge for weapons, armor, and items. Survivors are pushed together over the course of a match as the survivable area on the map shrinks over time. Once killed, you won’t respawn, so victory is given to the player or squad left standing by the match’s end.

Blackout mixes up the battle royale formula by implementing elements from some of Call of Duty’s other multiplayer modes, such as computer-controlled zombies. The new mode takes place on Call of Duty’s largest map to date, one that’s partially composed of other multiplayer battlefields like Nuketown and Hijacked.

Although it’s probably the selling point of Black Ops 4, Blackout is hardly the only good part of the latest Call of Duty game. In our Black Ops 4 review, Kallie Plagge gave the game an 8/10, writing, “Black Ops 4 isn’t short on content, and its three main modes are substantial. Multiplayer introduces more tactical mechanics without forcing you into them, and it largely strikes a good balance. Zombies has multiple deep, secret-filled maps to explore, though its returning characters don’t hold up and prove distracting. Finally, Blackout pushes Call of Duty in an entirely new direction, making use of aspects from both multiplayer and Zombies for a take on the battle royale genre that stands on its own. Sure, there isn’t a traditional single-player campaign, but with the depth and breadth of what is there, Black Ops 4 doesn’t need it.”

Battlefield 5 Update Out Now, Here Are The Patch Notes

Battlefield V‘s second free DLC expansion is now available. Developer DICE has rolled out the first wave of Chapter 2: Lightning Strikes content on PS4, Xbox One, and PC, bringing a new mode, weapons, and gameplay fixes to the World War II shooter, with even more content on the way over the next few weeks.

Headlining this week’s additions is Squad Conquest, a new mode described as “a tighter and more intense version of Conquest.” Here, 16 players divided up into two teams of eight must battle it out on smaller versions of the Arras, Rotterdam, and Hamada maps, each of which features “more tactical layouts.” As DICE explains, “A core belief behind Squad Conquest is a restricted number of variables to allow strategy to be able to exist–you have to be able to predict player behavior and patterns, which is reflected in all three map layouts.”

Additionally, the developer has added several new weapons to the game: the Zk-383 SMG (Medic class), Modele 1944 semi-automatic rifle (Assault class), and M1922 MMG (Support class). These can be unlocked by completing the Weekly Challenges in January and February. A new vehicle, the Tank Hunter, is also on the way as part of Chapter 2.

Finally, DICE has implemented a long list of gameplay tweaks and bug fixes, including improvements to Time to Death and Death Experience. You can find the full patch notes for this week’s update–courtesy of the Battlefield website–below.

There’s a lot more content on the way as Chapter 2 rolls on. Next month, DICE will introduce the cooperative Combined Arms mode, as well as a new Grand Operation, Battle of Hannut. March, meanwhile, will see the return of Rush mode for a limited time. Battlefield V’s battle royale mode, Firestorm, is also slated to arrive in March as part of Chapter 3.

Battlefield V Chapter 2: Lightning Strikes Patch Notes

Table of Contents [hide]

New Mode: Squad Conquest

Squad Conquest is a tighter and more intense version of Conquest, where two squads per team battle it out over smaller, more tactical layouts of three existing maps: Arras, Hamada, and Rotterdam. These maps all feature 16 players on two teams, three flags, spawning restricted to HQs, and limited access to vehicles. A core belief behind Squad Conquest is a restricted number of variables to allow strategy to be able to exist–you have to be able to predict player behavior and patterns, which is reflected in all three map layouts. Clear lanes and conservative combat areas allow players to predict where enemies are coming from, where they need to defend, and how to subvert enemy movement.

New Weapons

These are some of the weapons that will be obtainable through the Weekly Challenges in January and February:

  • ZK-383 (SMG)
  • Modele 1944 (SA)
  • M1922 (MMG)

Time to Death and Death Experience Fixes

  • The name of the enemy that has killed a player is now shown in the game world when the player has died. This highlights the killer and helps players understand who killed them and from where, especially in crowded situations.
  • Improved the death experience with the addition of a camera that now follows and zooms towards the killer. This will allow players to understand what killed them and the position of the killer.
  • Improved accuracy of the visual representation of incoming bullets for other players. Tracers should now properly appear to consistently appear from the shooter, and should be clearer when the victim is looking directly at the shooter.
  • Fixed an issue with the UI directional damage indicator that delayed the indication of damage to the victim.
  • Made tweaks to the UI directional damage indicator to more accurately point towards the enemy damaging the player.

Soldier Fixes and Tweaks

Vault

  • Improved vaulting so that it no longer incorrectly triggers against steep hills and slopes.
  • Improved vaulting detection when trying to vault through a window that’s already broken. This will make vaulting in those cases less sensitive to tight attack angles.
  • Fixed an issue where players could receive fall damage from vaulting over a wall.

Revive

  • Fixed an issue where players would pick up a weapon while reviving on console.
  • Fixed an issue where the camera would clip through the soldier while in the man down state when the player had set a very high FOV.
  • Improved the camera behavior when a player revives a downed player very quickly.

Animation

  • Improved soldier ragdoll behaviors and made them more granular when killed in different poses (stand, crouch, prone) and based on the impulse of explosions.
  • Soldiers killed by explosions will now blend nicely into full ragdoll when they land rather than snapping to a specific ragdoll position when landing.
  • Players will no longer get a strange arm pose when melee hitting an enemy three times in a row and then switching to the Fortification tool.
  • Fixed an issue where the ammo self-supply animation could get stuck and play indefinitely.

Miscellaneous

  • The Heavy Weapons trait is no longer as powerful on AA guns which previously would result in them having almost no overheat while firing.
  • Improved sliding activation consistency from double-tap by reducing the impact of turning while sprinting.
  • General improvements to the detection of auto-peek over and auto-lean.

Prone

  • Increased the horizontal free aiming angle when prone by 40°.

Vehicles

Gameplay

  • Halftracks now take more and more consistent damage, making them easier to destroy.
  • Fixed an issue where the Stuka quick repair did not resupply when flying through a resupply point.
  • Increased the damage of the Stuka BK37 cannons against all targets, while also reducing the splash range. Accurate shots versus vehicles and infantry will be greatly rewarded, but inaccurate fire will still suffer significantly reduced damage. These are intended as precision-strafing weapons, and should be powerful on single targets but weak on area targets.
  • The damage caused by the Mine Clearing Line Charge Specialization will register in the kill log and in the kill cam as well. Also, friendly players are no longer affected by the damage of the Mine Clearing Line Charge.
  • Fixed so that all tank cannons one-hit kill all types of airplanes, even those equipped with Specializations that reduce damage from Flak.
  • Increased the ammo capacity of all airplane cannons from 150 rounds to 200 rounds. The previous reduction caused players to return to reload more frequently than intended.
  • Standardized an unintended imbalance between the coaxial and port firing vehicle machine guns. Overall this is a big buff to German machine guns, and a small buff to British ones. Some British machine guns were doing too much damage over all, and some German machine guns were doing too little. The close range damage of the German guns has been increased to match the British guns, and the long range damage of the British guns has been reduced to match the German guns. As a balancing factor, the range of all of these machine guns has been increased, so players should not see a reduced effectiveness in the British machine guns, and should experience an increased effectiveness of the German machine guns.
  • Reduced the damage reduction of explosions on players in prone. Players were previously resisting up to 25% of an explosion when prone, which was only intended in a few edge cases. This was fundamentally breaking the intended damage of tank shells, as players could absorb too much damage. The damage of explosions is otherwise is unchanged.
  • Reduced reload time of rockets to 15 seconds (was previously 30 seconds).
  • Reduced reload time of bombs to 20 seconds (was previously 30 seconds).

Visual & Audio

  • Resupply Station locations for vehicles are now pinned to the edge of the screen when ammo resupply is available, in order to help players find these resources. These icons scale in size and transparency the further a player is from the resources to prevent icon clutter.
  • Fixed a bug which would make vehicle paint jobs look less detailed compared to how they look in the customization menu.
  • The Stuka siren has been made louder.
  • Improved audio mix on planes to have more noticable propeller sound and less engine sound.
  • Improved the graphics on the wheel compartment of the Blenheim MkI.
  • When spawning into a top gunner seat, players are now holding the machine gun properly.
  • Fixed the third-person animation when entering the Churchill Mk VII Tank so it aligns better.
  • Third-person animations should now play properly when using the backseat in the Kettenkrad.

Fixes

  • Fixed an issue where players using higher sensitivity options could be counted as being out of bounds while in a top gunner seat while actually being within bounds.
  • Players should no longer fall under the map when spawning into a vehicle that managed to get destroyed right before the spawn.

Weapons, Gadgets, and Specializations

Gameplay

  • Removed the Extended Magazine Specialization for the M1907 SF and made the extended magazine equipped by default. Recoil Buffer has been added as a replacement. This weapon’s Specializations will be reset and the means for unlocking them will be refunded. The M1907 SF was not useful enough without the extended magazine upgrade, making the hipfire upgrades a bad choice.
  • Decreased the effectiveness of the Ported Barrel Specialization on the M1928A1 to better balance the weapon in the SMG class. The upgrade was a bit too strong, leading to a slightly too controllable weapon.
  • Reduced the base deploy time of the StG 44 to 0.80 seconds from 0.85 seconds to better align with the animation. This was not in line with other assault rifles. You can shoot a bit sooner after switching to this weapon now.
  • Enabled semi-automatic fire for the M1928A1 which was previously missing.
  • Increased Suomi Kp/-31 reload speed when not using extended magazines. Reload times are now 2.3 seconds (previously 2.5 seconds) tactical and 3.45 seconds (previously 3.75 seconds) empty. The base reload was a bit too slow for the small magazine, making the extended magazine upgrade too important.
  • Fixed an issue where some weapons were inaccurate for too long when going from sprinting to firing when aiming down the sights (ADS). Some weapons did not reach full accuracy when fully zoomed in when transitioning from sprinting to ADS, leading to unexpectedly high recoil when firing. This was most noticeable on SMGs.
  • Fixed an issue where SMGs and weapons with the Enhanced Grips and Slings and Swivels Specializations remained inaccurate when going from sprinting to firing in hipfire. SMGs and weapons with these upgrades did not recover accuracy quickly enough when going from sprinting to firing in hipfire, reducing the intended mobility advantage they should have.
  • Made tweaks to SMG weapon positions in hip fire when firing and strafing to prevent the weapon from covering the crosshair.
  • The Panzerfaust no longer has a long delay before being able to fire after switching to the weapon.
  • Fixed so that the Panzerfaust one-hit kills all types of airplanes, even when equipped with Specializations that reduce damage from Flak.
  • Reduced the damage of the Panzerfaust. The Panzerfaust is very easy to use, and widely equipped. As a fast fire-and-forget weapon, its damage payoff was still too good against all types of armor. The damage is still high enough, even against a heavy tank, that a smart player can utilize a dedicated anti-tank loadout to defeat the enemy using skill and tactics.
  • Increased Throwing Knives max damage range to 10m from 6.5m.
  • Reduced the delay between two consecutive Throwing Knives throws by 40%.
  • Adjusted parameters for explosive damage when behind cover so that players behind cover properly receive reduced damage when cover is destroyed.
  • Adjusted damage multipliers for grenades and Panzerfaust versus various barricades so that multiple grenades are required to tear down a sandbag Fortification.
  • The RSC now reloads with the correct amount of bullets even if there’s already a bullet in the chamber.
  • If the player revives a friendly while reloading, the reload will now properly get interrupted instead of completing it during the revive animation.

Visual

  • Fixed the sling swivel so it no longer floats below the MP28.
  • Fixed clipping weapon when firing the M1928A1 with some iron sights.
  • Enemies firing no longer have their heads moved backwards while firing, which could cause unpredictable head movements when players tried to land headshots.
  • Improved the trajectory of supply pouches when thrown towards players.
  • Aligned the optics for the Lattey sights while in ADS using the M1897.
  • Fixed an issue where the hand pose would break when switching the primary weapon and the Ruby pistol.

Scope Glint

  • Adjusted the size and intensity of the glints for medium powered scope and high powered scopes. Medium powered scope glints are now smaller and less intense than high powered ones.
  • Pushed the visible distance for scope glints a bit further. They will now start being visible from longer distances (both Medium and High).
  • Scope Glint for medium scope visibility falls off over longer distances.

Fixes

  • The interaction prompt now properly appears when looking at a Spawn Beacon if it can be picked up.
  • Fixed a bug where players were unable to switch to their secondary weapon when having the M30 Drilling Equipped while using rifle mode.

Damage

  • Reduced the minimum damage of the Gewehr 43 and Selbstlader 1916 to 33.5 from 35.
  • Increased the damage for the Mk VI Revolver. Two-hit kill range is now 12 m (previously 7 m), three-hit kill range is 30 m (previously 12 m), four-hit kill range is 50 m (previously 30 m). Minimum damage is now 22 instead of 15. Damage dropped too steeply for the rate of fire and magazine capacity of this weapon.

Handling

  • Buffs to SMGs in this update are aimed at improving the mid-range combat ability of the Medic class. Reductions in recoil and increases to accuracy will allow the SMG user to maintain damage on target and increase their effectiveness over all.
  • Improved SMG sustained fire when hip firing.
  • Reduced SMG base dispersion to 0.15 from 0.2. This makes SMGs feel a bit more controllable and enables the low rate of fire SMGs to be reasonably effective at medium range without having to get accuracy upgrades.
  • Reduced Suomi Kp/-31 vertical recoil to 0.76 from 0.8.
  • Reduced Suomi Kp/-31 horizontal recoil to 0.93 from 0.95. The Suomi was a bit too hard to control compared to the M1928A1.
  • Reduced EMP recoil pattern strength to make firing single shots less awkward. Single shots were heavily biased to go sideways, making them awkward to use compared to other weapons.
  • Increased M1A1 vertical recoil to 0.6 from 0.55. This weapon was outperforming other weapons at intended ranges and will now be more difficult to land multiple shots on target at longer range.
  • Increased M1907 SF vertical recoil to 0.82 from 0.68. This weapon was outperforming other weapons at intended ranges and will now be more difficult to land multiple shots on target at longer range.
  • Reduced the vertical recoil reduction when crouching to 25% from 30% and when prone to 40% (previously 50%).
  • The vertical recoil reduction when crouching or prone no longer stacks with the reduction from using a bipod. This was inadvertently making bipods inconsistent, making fire patterns with bipods difficult to learn since they were different in each stance. Stance changes reduced recoil too much, especially when combined with a bipod, which virtually removed all handling difference when prone. This affects MMGs when prone most noticeably.

Maps & Modes

  • Final Stand: players are no longer able to skip revive in this mode.
  • Breakthrough on Rotterdam: removed an out of bounds spawn for the defenders near the A flag.
  • Panzerstorm: fixed an issue where there would be lamps floating in the air after the building they were in was destroyed.
  • Final Stand: fixed the black deploy screen.
  • Airplanes no longer take damage when taking off from the landing strip on the Practice Range.
  • Fixed an issue where the gamepad vibrations would not work on Grand Operations.
  • On Aerodrome, the Fortification sandbags will no longer block the view of the stationary weapon near the airplane hangar.
  • Fixed the floating Flak 39 on Panzerstorm.
  • Fixed a piece of barbed wire that was seemingly invisible on Devastation near Flag A while playing Conquest.
  • Improved the railing on Rotterdam near the canals so they are easier to vault over.
  • Fires on levels no longer cause unintentional lens flare effects.
  • Decreased the intensity of the white environmental smoke on Devastation.

UI/HUD/Options

  • The Distinguished Defender’s Cross ribbon is no longer awarded multiple times upon completion.
  • Players are now able to scroll through the map list from the server info screen ingame.
  • Added the missing M24 grenade icon on the statistics screen.
  • Fixed an issue where the “enter vehicle” prompt could be visible while in parrot camera view.
  • Fixed a bug where squad orders were delayed for top gunners in tanks.
  • Added the missing image for Panzerstorm in the Advanced Search menu.
  • Rarity of vehicle skins is now shown in the Vehicle Customization screen.
  • Special Assignment icons should now always be visible on all challenges.
  • Fixed an issue which could result in the bleed out functionality not always working.
  • Added a Zoom Transition Sensitivity Smoothing option (this is off by default). When enabled, this option allows players to smooth out the sensitivity transition when aiming down sight instead of instantly transitioning to the zoomed sensitivity. This option only affects legacy aiming users as it’s already automatically enabled when using Uniform Soldier Aiming.
  • Fixed an issue where the killcard would not be visible if the player gets revived too quickly after getting killed.
  • Made various text fixes.

Audio

  • Voiceovers are now played when notifying players in the man down state that you are coming to revive them.
  • Footstep audio has been improved making walking and sprinting louder for a better gameplay experience, while crouching and crawling generates less sound to enable sneaking and stealth gameplay.
  • Fixed an issue where the disabled sound for planes would keep playing after repairing.
  • Improved footstep sounds based upon what type of physics material the player is stepping on, on both Arras and Twisted Steel.
  • Fixed an issue which could result in the “kill confirmed” audio confirmation to not play at the correct moment.

Stability

  • Made multiple crash fixes and general stability improvements.

PC Specific Improvements

  • Increased the density of the fields on Arras when playing on lower settings, to not give a visual advantage to those playing on low-spec PCs.