Oct 19, 2022
Vampire Survivors - Virgil Infernas


We're almost there! One last small update before v1.0 release day, with the new skin for Concetta Caciotta!


We have changed the Save Data system several times during development: VS seems to be very portable so people have been playing it on multiple devices, which is a situation that my initial naive approach to save data wasn't ready to handle.
If you want to be ready for v1.0, I'd suggest to launch the game right now, as it will already take care of migrating your save data to the latest version. If there are problems, please use Lucy's guide to save data recovery: https://steamcommunity.com/sharedfiles/filedetails/?id=2847140637
If that's not enough, please drop us an email at support@poncle.net and we'll do our best.

I know the importance of preserving save data: my 100 hours Pokemon Blue save file has been overwritten by a friend 24 years ago. As you can see, I'm totally over it.


Yes, yes, there's another music track as usual, Side B of the Boss Rash!





Previous days:
Day 1: new relic Seventh Trumpet
Day 2: new skin Mask of the Red Death
Day 3: new Side B music Libro Inferno
Day 4: new skin Pugnala Provola
Day 5: UI improvements
Day 6: new Side B music Barely Staying Alive
Day 7: Vampire Survivors Original Soundtrack
Day 8: new relic Gracia's Mirror
Day 9: new skin Giovanna Grana
Day 10: new sound option Blast Processing
Day 11: new weapon Greatest Jubilee
Day 12: new skin Poppea Pecorina
Goo Gladiators - Sfs Studios
Hey guys! The first major update for Goo Gladiators is here and we have a TON of new content. I'll try to keep it short, but its a lot of stuff so feel free to skip around, anyways lets get into it.

Private Matches
Ever wanted to play against your friends in real time?? Now you can!! Private matches are here, with its first game mode: 'Last Goo Standing.' In this mode you go through a normal 'arena' build facing off against other teams in your match. As the name implies its a free for all with each player getting 5 losses before they are eliminated! This is a super new feature so please let me know if you have any weird issues with it or any feedback on how to make it even better.


Goopendium
BY FAR our most highly requested feature was to have some sort of in game guide for how to mutate the goos. Well now we have one, The Goopendium. Once you discover a goo it will appear here, You can view the Goopendium from the main menu or while in the goo labs.


New Spooky Goos!
We have a new spooky group of Goos to add to your team! Some spooky Halloween Goos!! As well as some new Goo Skins.

GoOoOo
GoOoOo has a unique mechanic where it can be mutated from ANY goo. If you poison any goo it will be sent to the afterlife in the form of GoOoOo. It will maintain any stats it kept in its old form and gain some new abilities... First, it only takes 1/2 damage on all things hitting it, however as the goo is a spirit it can no longer hold or use items!


Candance
Candance is ready to collect some candy! She gets HP whenever a friendly goo faints. The HP will be equal to the 1/2 ATK of any goo that faints. She can get pretty beefy if she is positioned smartly!


Stirkal
Stirkal is another Fire goo. Fire goos are all about Damage, as such Stirkal has a way to get a lot of ATK. Each time Stirkal attacks he increases his attack by 33%. (So if it had 9 ATK and hits something it will get +3 ATK after its first attack). If you manage to keep him alive he can get some pretty high attack values!


New Skins
We have also added some new goo skins. The witch hat is automatically unlocked if you get the spooky goos!


Gang Leaderboards
Want to be the best gang??? Now you can see what gangs have the most wins. Here are the current rankings at the time of this update coming out. Stay tuned for more gang features in the coming months!


Balance Changes
As this is the first balance update we have done since public release some things to note.
#1: Our balance philosophy is buff weaker goos before nerfing stronger goos.
#2: The leaderboards do not reset.
#3: All goo Teams will reset (only goo teams made after this update will still be active).

If you just want to see the raw balance updates feel free to skip to the bottom of this post. Below I'll go into some of the bigger changes and the justifications behind them.

A big balance that affects a lot of goos is the changed 'hit by' mechanic. Any goos or items that would trigger 'when hit' now trigger when hit by more than just an attack (Ex: Shoe Goo's reflect).

Bubble and Cha-Boom by far have the lowest win rates of any goos. To fix this they both are getting reworks to make them more interesting to use and win with! Bubble still will hit enemies for 1/2 of ATK however instead of popping its ATK and HP will just be halved each time it attacks! That way you can get multiple attacks in with them. As well Cha-Boom won some more matches than Bubble it still was hard to win with. Cha-Boom now doesn't damage any other Fire goos and got a 33% increase in starting health to tank more hits before exploding.

Speaking of Fire goos, Fire goos are viable but still less effective than plants and water goos that scaled late game. As such Burning Goo and Flrix now reflect more damage onto their attacker. (25%-> 33% And 50% -> 75%) This paired with the damage changes and the Cha-Boom rework should make for some interesting team compositions!

Only one goo got a sizable nerf this update (see note #1) That is the Freddo the dragon. Freddo was very hard to beat once he started to knock out goos and get bigger. Freddo now gets +10 HP & ATK when knocking out an enemy instead of +15 HP/ATK/Defense. This should make his scaling less crazy.

We have reworked a ton of the held items to make them all have certain roles in certain builds. The Crown and Top Hat were by far the most used items. Crown now only gives +1/+1 on a win instead of +2/+2 and for an item that you could attach on round 2 it was a must have item at a +2/+2. As well sword/fedora/sunhat all give an extra +1 to each stat they modify!

Final Thoughts
Thank you guys so much for all the love and playtime that you have given Goo Gladiators. It has been super fulfilling to see everyone enjoying it and hearing what everyone thinks about it, It has been a great time making this game. Do feel free to leave us a review on Steam (they help us a ton), come join the fun on our Discord and if you're feeling super generous support us on Patreon to help us keep awesome content coming to the game for a long time coming.

Full(ish) Patch notes
1.8.0
  • Added Gang Leaderboard
  • Added new goo skins, no face, Colorless
  • Added new spooky goo DLC (Three new goos, a goo skin and some new items)
  • Added showing of goos extra stats when in the arena view on hover
  • Added display showing when something is going it mutate in x amount of turns
  • Added private matches
  • Added Goopendium
  • Changed 'when hit' to now trigger when hit by anything
  • Changed the placeholder text of 'cool team' on the replay menu to show the round #
  • Improved server performance when applying an item
  • Fixed bug where sleeping powder had a 2x drop rate
  • Fixed Freddie no longer is double buffed when KOing a rock goo.
  • Fixed string item sometime not triggering when attached
  • Fixed wording for award saying level instead of rank.
  • Fixed bug where hurt animation would show improperly when bubble popped
  • Fixed pudbun not actually getting its attack when hurt
  • Fixed bug where your run would be canceled if you updated your icon background or skin
1.8.1
  • Fixed mutate counter being wrong on some of the goos
  • Fixed private matches not exiting to the group play menu when complete.

Full Balance updates
    Ability Changes
  • Tadpole: Ability now reduces ATK by -2 instead of -1.
  • Burning Goo: Ability now reflects 33% of its ATK value on attacker instead of 25%
  • Flrix: Ability now reflects 75% of its ATK value on attacker instead of 50%
  • Cha-Boom: Its attacks will now not hurt Other fire goos
  • Freddo: Ability now gives +10/+10 HP/ATK instead of +15/+15/+15 HP/ATK/DEF

    Stat Changes (This is their starting stats)
  • Rock: Speed: 2 -> 3

  • Bubble: ATK: 6-> 14
  • Bubble: HP: 15 -> 16

  • Moss: Speed: 3 -> 4

  • Mushies: ATK: 2 -> 4
  • Mushies: Speed: 1 -> 2

  • Flowa: Speed: 5 -> 4
  • Flowa: HP: 8 ->6

  • Jumptio: HP: 10 -> 15

  • Freddo: ATK: 20 -> 25
  • Freddo: HP: 20 -> 25
  • Freddo: DEF: 20 -> 0

  • Cha-Boom: HP: 20 -> 30

    Item changes
  • Crown: +2/+2 HP/ATK -> +1/+1 HP/ATK (per win)
  • Fedora: +1 DEF -> +2 DEF
  • Sunhat: +2 HP -> +3 HP
  • Sword: +2 ATK -> +3 ATK
  • Fish: now also gives +1 HP on a loss
  • Top Hat: No longer gives Defense
MONSTER HUNTER RISE - MH Community
Hey Hunters,

We hope you're all having a great week!

Starting this week, Sunbreak Director Suzuki has begun sharing some small new details about Free Title Update 3, which is scheduled to arrive late November!

The first piece of news dropped today, so let's get our first sneak peek at a new feature that'll be waiting for us in Free Title Update 3...

Hey everyone! Free Title Update 3 will let you adjust the Quest Level for Anomaly Investigations. For example, after obtaining a level 31 quest and working your way to level 100 on that quest, you will then be able to freely change the level within that range.



- Suzuki, Sunbreak Director


So, if you're wanting to have greater flexibilty over your favourite Anomaly Investigations that you've levelled, this quality of life feature will be for you!

Whether you're looking to target farm lower level anomaly materials, or simply play these quests with friends who are a lower Anomaly Investigation level threshold than you, we hope you enjoy trying this out!

We'll be back again soon, but in the meantime we'll leave you with the Free Title Update Roadmap that takes us into 2023...



Thanks everyone! See you in the hunt!

- Monster Hunter Community Team


JETT: The Far Shore + Given Time - the.dharbin
Hello there. Tsagas scrivener Dustin Harbin here, with a fresh #squadprofile this week, focusing on two all-star JETT contributors.

Now that the JETT demo is out in the wyld here on Steam, and with the new Given Time campaign coming in early 2023, it's a great time to talk about "JETT Squad", the people who’ve contributed to this game over the last near-decade of work. They hail from all over the world, syncing up (sometimes groggily) across numerous time zones, via a mix of video calls, Slack threads, and once in a while, even a good ol’ email.



Two of the newest additions to the squad climbed aboard specifically for the Given Time campaign: Richard Flanagan and Dan Berry. One a decorated veteran of the indie games scene in Montreal, and the other a decorated veteran of the indie comics scene in the UK. I would say more, and in fact I do say more, below:



Richard Flanagan has collaborated on a number of games across the indie and AAA games landscape, but he’s probably best known for his game FRACT OSC (2014), which he not only created and designed, but handled all the sound, music systems, animation, UI, typefaces… Yeah, he’s one of those guys.

---
"If you’re in ownership of functioning eyes and ears, then you owe it to yourself to play this game."
9/10 FRACT OSC review on Game Revolution
---

FRACT OSC is a first person musical exploration game where the player is dropped into a forgotten and broken down world built on sound. As the player brings the machinery of the world back on line, they solve musical puzzles that contribute to the rich synthwave soundtrack of the world. The game stealthily teaches players how synthesizers and aspects of electronic music work, and by the end players will have unlocked their own electronic music studio.



DUSTIN HARBIN: So Richard, how did you end up working on JETT?

RICHARD FLANAGAN: Craig and I had been in each other's gamedev orbits for a while, but it wasn't until 2016-ish that we noticed some common inspirations. I think it was around that time that my wife Quynh and I played an early version of JETT, akin to a vertical slice, that captured a lot of what would come to be released eventually.

I was immediately smitten by the feeling of the game, as it captures something that (I think) both Craig and I find ourselves craving in locomotion based games; a feeling that captures the vibe of snowboarding. There are plenty of games that try to emulate actual snowboarding, but capturing that mindset of momentum, choice, risk and reward is rare.



DH: Where does the snowboarding thing come from? Are you a snowboarder yourself? Or do you just find that motion dynamic interesting in games?

RF: Snowboarding is a big deal for me and is easily the closest thing to a spiritual practice in my weird little life. For over 25 years it has given me an ever-mutable balance of freedom, escape and focus that I honestly have trouble putting into words; hence why I’ve been on the lookout for examples that capture that same feeling in games, or otherwise.

Snowboarding videogames try to simulate aspects of the snowboarding experience in a very literal way, but rarely capture the emotional context of carving a perfect line or threading the needle through a pair of (probably too narrow) snow covered spruce trees.

JETT does, and in my (ahem, expert) opinion, is one of the absolute best examples of games that capture that vibe.

DH: What was the nature of your work on the new game campaign?

RF: I joined the team in December 2021 and was lucky to serve as a sort of design-backstop on the already cohesive and impressive design achievement that was the Given Time campaign. I helped them turn a few screws, provide some external sanity checks, and help shape and tune the systems into something just a bit tighter and more inviting for folks to play within.

Aside from design stuff I also got a chance to collaborate on some mograph for the pretty dang cool opening titles of the Given Time campaign with the lovely Dan Berry. Dan is also one of those folks that wears a lot of hats and our skill sets really lined up on the opening of the game while also giving us opportunities to meddle together on a lot of other areas of Given Time.



DH: The Dan that Richard is referring to is Dan Berry, a cartoonist, educator and podcaster, among numerous other things. Rivers, a book he co-created with David Gaffney, was recently optioned to be adapted into an HBO series. Unlike Richard, who I’ve only met this year (great, would recommend), I’ve known Dan for years, as we’re both cartoonists.

DH: Dan, how in the world did you end up working, somewhat centrally, on a giant expansion to an existing game?

DB: I first met Craig back in (I think?) 2014, in a bar in Toronto. There’s a long-ish chain of events that stack up to get me there. I’d played and loved Sword & Sworcery when it came out, and was charmed, as we all were, by Jim Guthrie’s soundtrack. When I started the Make It Then Tell Everybody podcast in 2012, I wanted to use one of Jim’s songs as a theme tune and got in touch with him. He kindly said yes, and I eventually ended up making a music video for his song The Rest Is Yet To Come the following year. I was in Toronto in 2014 to exhibit at TCAF, an excellent comics festival and Jim and I arranged to meet up, and it turned out that Superbrothers guy was going to be there too! Anyway, fast forward to 2021 where Craig and I reconnected to chat on the podcast about JETT. It’s a good chat, you should take a listen. After we’d finished recording, we carried on talking and the existence of Given Time was alluded to, and I basically pitched the idea of me helping out and we went from there.

https://www.youtube.com/embed/JqHXsZ4L1QU

DH: What was the nature of your work? I was honestly surprised to find out how indispensable you quickly became to the project.

DB: I’m not sure there’s a short answer to that question. It has been really varied. On the practical side of things, I’ve been cutting trailers, editing audio, contributing some design work, and generally being a spare pair of hands. On the creative side, I’ve been working on narrative pitches, writing and editing dialogue, with some environment work and a little gameplay tuning here and there. I think as well, generally being around as a spare brain to add capacity and a second opinion to maintain focus has been pretty useful.

I was really aware that stepping into a project with established systems, style and lore meant that I had to try to work in a way that left as few of my own grubby fingerprints on it as possible. Tuning in to the unique Superbrothers aesthetic and approach and (hopefully) leaving no visible fingerprints has been very satisfying.

DH: What’s it been like collaborating with people that are in completely different time zones?

DB: Really not all that bad. I’ve been a freelancer for a few years now, so the idea of a regular schedule, or a commute, or lunch at midday is now almost entirely a thing that happens to other people. I’m based in the UK, so perhaps the time difference gave me something of an unfair advantage? As if that 5 hour head start on the day before almost anyone else woke up (apart from Patrick, in Japan of course) gave me a little extra brain-space to get myself in order? Who knows. I can’t really give the time difference much credit though, when the people I was working with made it really easy. Genuinely a delight to get to meet and work with the rest of the squad.



DH: The release of Given Time is just a few months away. What can you say about the coming campaign? Is it substantively different? Are there any parts you’re particularly proud of your contribution to?

DB: Given Time is a new campaign that asks for a slightly different style of play than The Far Shore, that’s more open and exploratory. I think that the feeling of being alone and having to be self-reliant on a distant planet is greatly magnified here.

The parts I’m most pleased with are the subtleties that I think could easily be overlooked at first glance. These are elements that we deliberated over at length–dialogue, environment, music, artwork and more–that hint at greater depth in the story and its resolution. Trying to hand the player a jigsaw puzzle instead of a photograph.

DH: It must be hard to build in nuance and subtlety in a game where the player is often having to pull off complicated flying maneuvers while reacting to the environment around them. It seems like the vibe in the new campaign is definitely more solitary and… scary? Is that the right word? How hard was it to balance gameplay and “vibes” while still typing up narrative threads?



DB: Yeah, that was at the forefront of my mind. The game has an in-built sorrow underlying it, the characters are running from their destiny and wrestling with the moral implications of their actions. This was a kind of lens that gave focus and flavor to other emotional elements, like dialogue and music. There’s a particular scene I really like later on in the game, where Caro radios in with a brief status update and she’s like “you know what? I’m actually doing okay, I’m kinda alright, feeling pretty positive overall y’know?”

And it gives this really neat moment where the facade of their training and the mission and their objectives that they’ve given up so much for fall to one side for a second. I love the depth.

Was stuff like that hard? I don’t know about hard work, but it was a lot of work. I remember Craig and I working on that particular bit of dialogue while he was in Canada and I was on a train in the middle of Denmark in the middle of the night with my internet signal dropping in and out. Stuff like that sticks in the mind!

---

Thanks very much to Richard and Dan for taking the time to talk with me. Speaking of further discussion, we're also posting short videos, dev thinking, and general vibes over at @jettxyz on Twitter. And of course you can follow Richard, Dan, and myself there as well if you feel so inclined.

Gravity Circuit - Sinhei
Today we will present you one of the main mechanic of Gravity Circuit, Kai's grappling hook!

The grappling hook will give you the possibility to get over some areas the Virus Army doesn't want you to. Whether it's some wide pit...



Or intricate defenses created to stop you!



And if the Virus Army is trying to stop you along the way, you can always resort to other methods...



That's only some uses for the grappling hook! Experiment with it and discover how to use its full potential.

Are you hooked on Gravity Circuit? Get the latest news about Gravity Circuit by following and wishlisting the game!

https://store.steampowered.com/app/858710/Gravity_Circuit/
Popplings - Sprytosaur Games
Popplings is going to get a major update soon! And we wanted to drop by right here on Steam to tell you a little about it.

We have been working hard behind the scenes to ensure you enjoy Popplings as it stands. But then we parked one major idea in the original release: Power-Ups.

What do Power-Ups do? They offer you a new dynamic to the game. Whenever you battle your opponents, you will build up your power meter. Fill it up and WHOOSH! You will attack your opponent with your character's special ability!!

The final setup for each character is still being tested behind the scenes, but it makes the game look way, way more awesome!

Oh, and the update will be free for everyone :)

We will keep you posted!
Alien Colosseum - First Player Studios
First of all, thank you to everyone who added Alien Colosseum to their Wishlist during the recent store events. Also, I hope everyone has had an opportunity to play the demo and beat the champion. In order to focus the attention on the one build of the game, the early access version will be the only one available upon release. So the demo and playtest will no longer be playable. This is to ensure that any bug reports are for the same build and I can focus on improving the base game.

This will be an early access version so there will likely still be bugs, especially upon first release. If this happens, please make a post in the Steam community discussion for Alien Colosseum. I will likely make a discord in the future if this is preferred for communication.

Good luck in the arena and I hope you enjoy your time playing Alien Colosseum!
Oct 19, 2022
Destroy All Humans! 2 - Reprobed - fährmann
- The controller layout for the saucer has now correct information
- Fixed issues when the second player joins whilst the first player is in the saucer
- Fixed that the mission “Space 1969” could not be finished when the player respawned during the last objective
- Fixed Natalya’s NPC behavior during “You Only Live 137 Times” mission
- Fixed multiple collision issues in Takoshima
- Fixed the low height limit for the Saucer in Solaris
- Fixed collisions on the moon rovers
- Fixed the camera posts disappearing in “On Natalya’s Secret Service”
- Fixed crashes about the Photo Mode
- Fixed the Blisk mutants getting stuck outside the gameplay area during the mission “Le Femme Natalya”
- Fixed unwanted controller feedback when using PK slam on NPC’s
- Fixed some issues with the traffic system
- Bodysnatch and Bodysnatch cancel is now again triggered with the same key (default: F)
- Added some more keybinding options:
Cloak
Dismiss Tutorial
Expand Tutorial
Open Map
Player Facing Cheats

Issues still being investigated:
On PC, certain rare Nvidia hardware/software configurations may experience a persistent issue causing the game to crash: We are currently investigating this with Nvidia.

Thanks for your continued support!
Battlefield™ 2042 - TOTALfps
Hi everyone,

We’re about to head into the second major game update for Season 2: Master of Arms. We hope you continue to enjoy everything new so far in this Season.

Update 2.2 for Season 2: Master of Arms releases on Thursday, October 20 @ 08:00 UTC.

Here’s an overview of some of the key changes and improvements that are included in this Update:
  • A reworked version of Orbital with an improved gameplay flow, more cover and assets, and terrain improvements
  • 3 new Vault Weapons enter the All-Out Warfare arsenal; the ACW-R, AKS-74u and MP412 REX
  • Premium Battle Pass holders will have the option to keep their servers visible in the Server Browser via the new Persistent Servers Feature even when they’re not playing.
  • Laser Sight behavior on weaponry has received improved visuals and is now more fluid and reactive with movement

With a new reworked map and 3 new Vault weapons available for play alongside a variety of changes and improvements, we’re looking forward to hearing your feedback once you’ve been able to play.

//The Battlefield Team



Stay Informed
Follow us on the @BattlefieldComm Twitter account to stay informed on the roll out of our updates. You can also follow along with our tracking of Known Issues and further game changes we’re making via our Battlefield forums.

Content



Orbital - Map Improvements

Orbital is now more action packed with an improved atmosphere. In Conquest, we’ve changed two of the previous flags (Checkpoint and Radar) into HQ’s. They are placed in such a way that there are multiple viable flags in proximity which will lead to a better combat flow, and reduced traversal time.

We have added a new flag on top of the ridge between the Launch Site, and the Cryogenic Plant. This also helps counter the removal of the two Checkpoint and Radar flags and further helps maintain a smooth gameplay flow by reducing traversal distance. The new flag also connects to the vehicle transport tunnel underneath it, which adds new options for infantry caught in the crossfire of enemy vehicles inside the tunnel.

To implement these new improvements and visual updates we relied on three main areas: a military, war-torn and natural feel across the map. For the military aspect we reinforced industrial areas with buildings that needed defending, which you can now find throughout the map. You'll also find that the war has progressed on Orbital through a previous attempted attack by a convoy of tanks which unsuccessfully tried assaulting the Rocket. There are traces of the assault leading all the way to the crawlerway, and you’ll find a number of destroyed tanks and craters throughout the level with signs of destruction in areas where they have passed through.



Radar Station
The Radar Station has a reinforced military presence through updated visual and new vehicle assets along with signs of destruction by a previous tank convoy assault. It’s now a more linear Breakthrough Sector as well, with both radio domes having one flag each

Crawlerway
The Crawlerway has received a big overhaul, with areas both reinforced by the aforementioned military presence and large craters and destruction covering the previously empty space. There are military areas both around the flags and between them, with additional cover added in the tunnel under the Crawlerway. This is the most war-torn area, showing clear signs of a war that has progressed.



Launch Pad
The Launch Pad has been reinforced as an operational base, ensuring there are more options to play around in any game mode. The natural surroundings between the Crawlerway and the Launch Pad have also received an overhaul with more natural cover such as rocks and vegetation.



Entry Checkpoint (New flag)
On Conquest you’ll find a new flag on top of the ridge. It’s a high action site as it connects the Launch Site with the Cryogenic Plant, while being opposite for both teams leading out of the HQ. Connections inside the tunnel underneath have also been added, with more cover and options for infantry to make their way out of the tunnel and towards the flag.

Cryogenic Plant
The Cryogenic plant has received an improved military theme. It feels reinforced, and part of the combat that has taken hold of the map. There is also new added cover and better combat spaces for infantry, while maintaining options for vehicles throughout the space.

Persistent Servers
A much requested Community feature within Battlefield 2042 is the option to host Persistent Servers to help you grow and play with your own Communities. We are excited to share that we’ll introduce this feature as a new option for hosting Servers within Battlefield Portal as part of this update.

We have designed Persistent Servers for Creators and Community Leaders to nurture their own Communities within Battlefield Portal. This is your own dedicated space where you can meet. You set the rules.

Today, we’ll provide an overview about the functionality of Persistent Servers to help you understand how this works when it becomes available in-game.

What is a Persistent Server?
Presently, if you host a server within Battlefield Portal, it only remains visible within the Server Browser for as long as players are active within it. Once the Server is empty, it shuts down and will no longer be visible within the Server Browser.

A Persistent Server means your Server remains visible within the Server Browser even without active players. This will enable communities to stay together across their favorite servers, without needing to wait for the Server Owner to come online and activate the Server.

Who has access to Persistent Servers?
Starting with Update 2.2, owners of the Premium Battle Pass can select a Persistent Server option when Hosting a Server.

How many Servers can you Host?
Premium Battle Pass owners can host 1 active Server per account.

For how long will Persistent Servers remain visible?
Our intent for Persistent Servers is to help nurture active Communities while also making it easy to find active Servers to play on. This means that a Persistent Server will remain visible in the Server Browser for up to 7 days from any last player activity on the Server. We’re able to adjust this value if we see room to improve that experience.

What functionality comes with Persistent Servers?
Existing functionality for hosting a server within Battlefield Portal remains unchanged. That means when you host a Server you’ll still have access to:
  • Enabling Cross-Play
  • Allowing players to follow a Server
  • Setting a welcome and match message
  • Password protecting a Server
  • Admin features for the Host

We’re eager to hear your thoughts and feedback as we introduce this feature, and we’re looking forward to seeing you create and find new homes for your Community within Battlefield Portal.

New Vault Weapons

ACW-R - Battlefield 3
A lightweight, feature-heavy rifle platform chambering a recoil-reducing round. It’s reliable in all weather conditions from wet, sticky jungles to gritty deserts.

Unlock Assignments:
  • 100 Kills and Assists with the ACW-R or M5A3
  • 20 Headshot Kills with Assault Rifles



AKS-74u - Battlefield: Bad Company 2 / Battlefield 3
A compact and maneuverable platform that excels in CQB situations. 30-round magazine and high rate of fire help you say goodbye to the competition. Just keep it under control.

Unlock Assignments:
  • 100 Kills and Assists with AKS-74u or AM40
  • 8 Kills with Assault Rifles from a distance of 25m or less in a round



MP412 REX - Battlefield: Bad Company 2 / Battlefield 3
The “revolver for export” chambers the .357 round with a 6 round capacity and high damage. But being a revolver, it is low capacity and requires more time to reload.

Unlock Assignments:
  • 60 Kills and Assists with the MP-412 REX or M44
  • 10 Headshot Kills with Secondary Weapons



Changelog

General
  • The in-game Blocked Players list now updates in realtime when Blocking or Unblocking a user from the same platform
  • The Squad VOIP UI is no longer visible on the Home Menu when starting the game
  • When joining a Portal Featured Experience, the map location icon is now displayed on the loading screen in the bottom-left corner of the screen
  • Resolved an issue that could display the same Welcome Screen multiple times when booting the game
  • When joining a friend in Conquest in All-Out Warfare, the bottom left corner of the loading screen now correctly states US/RU instead of No-Pat Conquest
  • Some PC menu buttons and screens have been updated to no longer show "(F) Change Settings" if pressing that button would have no effect
  • Red background lights should no longer clip through player models in the Home Screen
  • PS5 - The Activity menu on PlayStation 5 now correctly show the actual in-game activity, instead of always stating Conquest
  • The "5 Kills and Assists as" Assignment to unlock a cosmetic for Crawford and Lis now track Assists correctly
  • The "Hellbent" Player Card Tag now tracks Season 2 missions correctly. This fix should be retroactive
  • The name of Crawfords Mounted Vulcan in the Mastery criteria has been corrected. Turret Assists now also progress it
  • Fixed an issue with the Statistics page not correctly tracking damage dealt with Season 2 weapons
  • Unobtainable Seasonal badges for expired Seasons are no longer present in the Upcoming rewards screen
  • Fixed an issue with Battle Pass rank ups being missed when a player ranks up too quickly
  • Added the ability to equip Player Card Backgrounds from the Battle Pass screens
  • Fixed an issue with the Battle Pass Mastery Badge tracking slowly. The badge should now track correctly when progress is made
  • Fixed an issue where the XP bar travels backwards in the XP summary screen

Audio
  • Added improvements and fixes to the Audio of C5
  • Removed a faulty Voice Line after capturing E2 on Renewal
  • Added general Audio tweaks and mixing on Orbital
  • Added sound on burning wreck on Orbital
  • Made audio improvements to Ranger's footstep patterns when they are off screen
  • Fixed an audio issue with Ranger's footsteps when they come to a standstill

Gadgets
  • Fixed a minor bug where a backslash symbol was present in the World Log while AI resupplies, heals or revives revives
  • Fixed an issue where grenades did not show any indicators unless facing an enemy grenade. Sometimes problems just hit you in the face
  • Fixed an issue where the "No Ammo" prompt is displayed when throwing your last available grenade
  • The wrong name is no longer displayed for the FXM-33 within the Collection screen
  • Fixed a bug where the left arm is not visible while using the Med-Pen while traversal sprint is active
  • Fixed an issue where the Repair Tool was shaking during the repairing or damaging animation
  • The Recoilless M5, SOFLAM, FXM-33 AA Missile and Javelin can now lock onto empty or neutral vehicles

Portal
  • Stranded has been added to the Custom Conquest Game Mode
  • MCOMs added to TDM, FFA, VTDM, and Custom Conquest Game Modes

Rules Editor
  • MCOM releated blocks have been added to the Rules Editor. Using these new blocks, you will be able to listen for and manipulate MCOMs to add to your game modes:
  • MCOM Objectives
  • MCOMDefused block
  • MCOMDestroyed block
  • MCOMArmed block
  • AllMCOMs block
  • SetFuseTime block
  • Added MCOM objective to EnableObjective block
  • Added MCOM objective to Teleportation block
  • Added MCOM objective to SetTeamOwner block
  • Added MCOM objective to TeamOwner block
  • Added MCOM objective to IsActive block
  • RemainingFuseTime block
  • IsDefusing block
  • IsDefused block
  • IsArming block
  • IsArmed block

Other new blocks have been added to the Rules Editor:
  • GetCapturePointPosition block
  • EnableCapturing block
  • IsType block
  • OnPlayerDamaged block
  • OnPlayerEarnKillAssist block
  • Vehicle Repair block
  • Vehicle Damage block

Mutators
  • FriendlyFireDamageReflection mutator has been added. When using this Mutator, all damage dealt to friendlies will be reflected back at the player after two friendly fire kills.

Soldier
  • Fixed an issue which prevented movement in any direction while using a parachute
  • Soldiers are no longer able to stand on Flying Drones. Drones are not made for surfing and you should know better
  • Soldiers no longer spin for a brief moment after exiting vehicles
  • Fixed an issue where reload animations sometimes wouldn't play as intended directly after being revived
  • Fixed an issue where moving slowly while prone could prevent the matching animations from being played
  • Soldier physics and animation stances were sometimes out of sync. This allowed movement into spaces where there wasn't enough room to stand
  • Fixed several instances where input didn't work while parachuting
  • Soldiers will now stop faster when starting a revive while sliding. This should prevent you from sliding out of range while starting a revive
  • Fixes several instances where the vaulting animation didn't trigger on stairs or steep slopes
  • You can no longer deploy on a squad mate who is close to an enemy vehicle
  • It's no longer possible to to revive teammates through glass windows on Renewal and Exposure

Specialists

Angel
  • Fixed a bug where playing Angel and being in the MD540 Nightbird passenger seat prevented you from dropping a Supply Crate

Boris
  • Fixed an issue where going outside the SG-36 Sentry Gun's range breaks its firing animation while the Sentry Gun is moving

Casper
  • Fixed a bug where "Enter Drone" prompt is present on screen even when the player does not use Casper's tablet
  • Fixed an issue with the EMP weapon icon missing while controlling Caspers' Recon Drone

Crawford
  • Fixed a bug where you could disappear from the map, and squad mates wouldn't be able to spawn on you when operating the Mounted Vulcan
  • Fixed an animation issue when picking up the Mounted Vulcan
  • Fixed an issue where the "No Ammo" prompt appears when picking up the Mounted Vulcan
  • Fixed an issue where the Mounted Vulcan shooting sound gets stuck while alt-tabbed
  • The Mounted Vulcan can now be repaired

Dozer
  • Fixed a bug where bashing a vehicle with Dozer's SOB-8 Ballistic Shield and entering it at the same time will break 1P animations
  • Friendly players can no longer move through Dozer while his Shield is deployed

Falck
  • Resolved a broken self-heal animation upon using the S21 Syrette Pistol
Irish
  • Fixed an issue where Irish's "Veteran" Trait prevented picking up ammo from fallen enemies
  • Fixed an issue where the APS-36 Shootdown Sentinel’s in-world icon appears blue instead of green
  • Fixed an issue where the APS-36 Shootdown Sentinel's icon is not aligned when placing it on uneven terrain
  • Fixes several bugs which allowed the DCS Deployable Cover to be deployed inside players, vehicles or assets

Lis
  • Fixed a bug where Lis dealt 0 damage when shooting herself with the G-84 TGM. We don't know why you want to do that though.
  • Fixed an art issue with Lis after entering BF3 Portal Collection

Mackay
  • An animation issue for Mackay during End of Round has been fixed

Paik
  • Fixed an issue with Paiks' Scanner where the "Got one!" Voice Over would trigger while no enemy was visible on the minimap

Rao
  • Fixed an issue with Rao's Cyber Warfare Suite where a white scanning Indicator was momentarily visible when first equipping it
  • Fixed an issue with Rao not getting XP when Hacking doors

Sundance
  • Fixed an issue where Sundance bounces while opening the Wingsuit close to the ground
  • Fixed an issue where the wrong name isdisplayed for Sundance's Grenade Belt

Maps
We have made numerous smaller fixes across several maps with a focus on fixing bugs which could detract from a smooth and immersive gameplay experience. You should find less distractions such as becoming stuck, seeing floating, glitched or low quality terrain and assets.

Breakaway
  • Fixed some ice and snow covered mounds spawning with low quality textures when explosives are used nearby

Discarded
  • Fixed reflecting lights on the ship interior floor that didn't accurately change position during movement

Exposure
  • Fixed an issue where soldiers could clip through the roof texture and see outside a building at A2
  • Fixed extended collision of several pine trees that prevented players from shooting through them
  • Fixed an issue where players could get stuck behind an invisible collision after falling from a cliff at B1
  • Players will no longer clip through metal beams after climbing on crates at D4
  • Fixed an issue in 64 player Breakthrough where the terrain around fences could be destroyed enough to them float
  • Fixed several areas in structures where soldiers could get stuck
  • Fixed an issue on B1 between containers and landslides which allowed players to crawl through them towards the other side
  • Fixed issue in Breakthrough where soldiers could get stuck between barriers and containers in the tunnel from US HQ to the C1 flag
  • Fixed issue at D3 where soldiers could not traverse the middle of this elevation when running towards the zipline
  • Fixed an issue on several locations where sometimes Soldiers could either go below, or into unintended locations of the map
  • Fixed issue where it was possible to see through mountain textures
  • Fixed issue where the Interaction Key remained visible after having interacted with automatic doors
  • Fixed an issue at where grenades could get glitched in the ceiling of the room with the D1 flag
  • Fixed multiple issues of stretched and corrupted textures across the map
  • Fixed multiple areas on the map where Soldiers could clip through assets or terrain
  • Fixed multiple misplaced or floating assets across the map

Hourglass
  • Fixed an issue with several buildings having collisions outside their visuals. This means they unintentionally could blog bullets
  • Fixed issue on Deploy Screen where the button to select a vehicle was covered by the loadout UI
  • Hourglass - Fixed an issue where light panels near C1 had no animation when being destroyed

Kaleidoscope
  • Culling behavior on windows at the base of buildings has been improved
  • Fixed an issue at C2 where the terrain near the plaza avenue planter could be destroyed enough to see the front of the asset partially float
  • Fixed several terrain and craters issues at B3
  • Fixed issue where anti-air background atmosphere tracers were placed too close to the air OOB area.
  • Fixed an issue at C2 between the electrical box and plaza foundation which prevented traversal
  • Fixed multiple asset clipping issues across the map
  • Fixed an issue on B4 where destroyed terrain could cause assets to float
  • Fixed an issue at C1 with hydrant water VFX inside the building.
  • Fixed an issue with the command post in B1 that had the material physics set to metal resulting in the wrong footsteps SFX

Manifest
  • Removed several invisible walls on Manifest
  • Fixed several light culling issues on floodlights

Orbital
  • Fixed several areas on Orbital where the light was overexposed when looking outdoors from inside a building
  • Fixed several lighting and shadow issues across tunnels in Orbital
  • Fixed several issues at B2 where Soldier encountered traversal issues when passing through two rocks and trying to return
  • Fixed an C5 Explosive issue that disappeared and did not do any damage when placed in the buildings around the D2 flag
  • Fixed an issue where soldier could get stuck under the rocket launching pad
  • Fixed an issue where multiple different impact SFX are audible when throwing any grenade at the ceiling inside D2 storage units
  • Fixed multiple issues where light was bleeding inside/outside buildings and containers
  • Fixed an issue where control panels would remain and float after their surrounding buildings were destroyed
  • Fixed an issue where you could not Hack after being Hacked by an enemy

Renewal
  • Fixed several issues with draw distance and culling of objects across the map
  • Fixed an issue in Hazard Zone where Uplinks were in locations where they couldn't be interacted with
  • Fixed an issue on Sector D where Soldiers could be flag as out of bounds

Stranded
  • Battlefield Portal layouts are now available for Stranded
  • Fixed issue at B1 where defenders in Rush were able to snipe at the A objective in the first sector from their HQ
  • Fixed an issue at C2 where prone soldiers could clip with the tower platforms and could be damaged by bullets
  • Fixed an issue where the widget for the random deploy point was missing in FFA based Portal modes
  • Fixed an issue at C1 where an occluder was visible when looking inside the middle part of the ship near a container
  • Fixed an issue where soldiers were able to interact with a non usable ladder on the ship deck
  • Fixed an issue at C1 where a corner from the marketplace section in the middle of the ship was turning bright when the player was facing the wall
  • Fixed an issue at C2 where Mackay could camp on top of support beam
  • Fixed an issue in Breakthrough where squad members could be seen walking through boxes during the insertion sequence

Vehicles
  • Bolte - Reduced size of Bolte incendiary mine AOE to match VFX.
  • Characters with items on their backs should no longer clip through the seat of the Tuk-Tuk
  • AMPs on the EBLC-RAM now blocks Sundance's Scatter Grenades
  • The EBLC-RAM spawn beacon now gets destroyed by storms
  • Fixed an issue that would cause vehicles to jitter while using the 3p cameras of Tanks and Stealth Helicopters
  • Fixed an issue where overlapping icons would be present when AI's are occupying all the remaining seats in a vehicle
  • Fixed vehicles freezing for a few seconds when switching seats on a moving platform.
  • Fixes an issue which was causing some vehicle cameras to drift upwards while turning.
  • Ground Vehicles - Reduced the impulse of ground vehicles 50mm cannon. This should stop vehicles such as the MD540 Nightbird from being pushed too much by weapon impacts.
  • Improved the collision of tank shells when aiming close to the side of an object.
  • KA-520 Super Hokum and MV-38 Condor - The Miniguns for Ground Vehicles now properly damage the Condor and Hind across various distances
  • Lock on missiles will no longer hit the helicopter pilot but instead deal damage to vehicle as intended
  • RAH-68 Huron - Fixed an issue where rain could be seen inside the cockpit of the RAH-68 Huron
  • Smart rockets now follow the same scatter angles as heavy rockets. They shoot more inwards and are more accurate
  • Stealth Helicopter Bombs will now play the bomb trail visual effects as intended for players other than the pilot dropping them.
  • The 1st person view in the Polaris RZR now displays dynamic values.
  • The audibility of the stealth helicopter bombs for low altitude bombings has been improved
  • The name of the M1A5 and T28 HEAT Shell to HE Shell to better match its functionality as anti-infantry
  • The Polaris RZR is now affected by systemic damage on its wheels.
  • The SFX from Passenger pings would sometimes play twice, so we've removed the repeat button
  • Wildcat - Fixed an issue which caused the crosshair for 40 and 57mm Cannons to not work properly on the Wildcat
  • Wildcat - The projectiles from the Wildcat's 40mm cannon are now aligned with the center of the crosshair when shooting from a 1P perspective.
  • The enemy vehicle type is now shown on the Kill Card when a vehicle blows up due to vehicle collision
  • Fixed a bug where some Specialists still have their backpack gadget on while in the Polaris RZR
  • Fixed a bug where players could lock onto friendly helicopters after locking onto an enemy helicopters

EBAA Wildcat, MAV, M1A5, T28
We have increased the health for the Track / Wheel Damage Zone on Heavy Armor vehicles to ensure players have to be accurate at disabling specific vehicle parts. It now takes 2 shots to disable.
  • Tank Track / Wheels - Health Increased from 200 -> 300

EBAA Wildcat, M1A5, T28
The Turret Damage Zone also had its health increased to reward accuracy versus vehicles. It now also takes 2 shots to be taken down. To compensate, the health regenerates slower.
  • Tank / Wildcat Turret - Health increased from 250 -> 350
  • Health Regeneration Duration increased from 10 -> 14

Weapons
  • The Target 8T Iron Sight is no longer blocked when using the Skeletonized skin.
  • Added suppressor sounds to the GVT 45-70
  • DM7 - The DM7 magazine would sometimes disappear for a second after reloading when viewed from a 3rd person perspective. The mags have been given a confidence boost and no longer hide
  • Added a missing animation for the DXR-1 casing ejection
  • The AM40's standard issue / Drum Mag now displays the correct ammo count.
  • Toggling an underbarrel will no longer appear in the HUD of nearby players
  • Fixed an issue where bipods appeared closed from another players perspective
  • Removed muzzle flash that was incorrectly visible across a number of weapons when using a suppressor
  • The M16A3 was missing pros and cons for some of its underbarrels. These have been located
  • Resolved an issue with missing SFX while reloading
  • The barrel is no longer visible while Aiming Down Sight while using the Avancys with certain scopes
  • The GAR45 silencer now properly hides you from the minimap like all light silencers.
  • Fixed an issue that was causing an invisible mesh to appear on the standard magazine of the PF51
  • Laser sight is no longer misaligned on weapons when using traversal sprint and a FOV above 55
  • In-game hints now display correctly for the Canted Sight Sig Tango 4
  • Improved spin-up weapon behavior when firing soon after entering vehicle weapon stations
  • Fixed an issue where the ADS animation would look odd from another player's perspective
  • Fixed an issue that was causing the animated bolt to clip through the gun on an empty magazine reload

Laser Sights
Laser Sight behavior on weaponry has received multiple fixes and visual improvements
  • Fixed an issue where the laser was floating around the weapon attachment in 1p view when using a high FOV setting
  • Fixed an issue where the laser was pointing forward too much in 1p while sprinting and using a high FOV setting
  • Fixed issue where the glare from green and blue lasers was red when looking at other players
  • Green and blue lasers are now slightly more intense than the red one
  • Lasers are now accurately blocked by geometry
  • Laser dots are now visible as intended when ADS through most sights/scopes
  • Added further visual polish and fixes to lasers
City of Ages: Picture Supportive Text MUD (server and client included) - obiWanted
type AC or HEIGHT or HR or DR and poof there it is, hitp is hitpoints as we use hp for healpets
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