Shi's Summer Battle - A_WNPC

1. Added an ice-cream sword, a melee weapon, to the main character

2. Improved access to acceleration, which serves to 1. increase production speed, 2. increase attack speed, 3. increase movement speed

4:42am
Evergreen Tavern - GG Sylvernerd Stallone

Hi Tavern Keepers,

I just pushed a hotfix for the Cooking Pot which was preventing the game from running when placed. Sorry about that.

Take care!

Rom

Kaion Tale MMORPG - PatRey
Bug fixes and performance improvements
Battlefield 3™ - Electronic Arts

This Community Update outlines the current status of the Class System in Battlefield Labs, featuring insights from early player experiences.

Some systems aren't yet available in Battlefield Labs, but everything discussed here is crucial for defining class identities and achieving our goal of creating the best Class System in Battlefield's history. 

We have seen the suggestions to revert to previous systems and/or closed weapons. We are keeping these in mind in our discussions as we aim to connect new and veteran players to the Battlefield experience, fostering teamwork and creating a universal understanding of our systems for the future.

We've collected extensive player feedback and data to improve the next Battlefield, particularly around classes. Some improvements happen quickly through Battlefield Labs testing, with balancing done via server-side commands. Other changes require new tools or client-side updates that take longer.

Battlefield Labs allows us to respond to feedback and balance gradually with our community. We invite you to share your thoughts in the Community Updates section on our official Battlefield Discord. This is the new frontier of community collaboration for Battlefield, and we welcome you to explore it with us.

Let’s begin!

A RECAP ON THE CLASS SYSTEM

As indicated in Part One, our current focus for classes is to have players recognize and intuitively feel the unique identity that each class brings to their squad on the Battlefield. To have the interconnected systems and fundamentals of each class shape their role, while granting the freedom to customize how to execute that role.

The Class System is defined by two main components: Customizable and Class-defining. 

The customizable components empower players to explore and push the boundaries of their roles within their chosen class, while still adhering to the class's expectations. The class-defining components are designed to enhance "pick-up-and-go" playability and reinforce the expectations of your class identity. 

Throughout this Community Update, we will use Recon as the baseline example and detail its signature elements.

Pick your Training Path
Customizable: Training

Training is designed to amplify the unique strengths of each Class, ensuring your role on the field is both impactful and strategic. Each Class offers two distinct Training Paths that you can choose from when customizing your loadouts. They provide flat-stat bonuses and benefits that enhance your performance in teamwork scenarios and objectives across various modes.

Training Paths are structured into three levels:

  • Level 0: Passive benefit available upon immediate selection of the Training Path.

  • Levels 1 and 2: Enhanced benefit aimed at improving your selected role. Only earnable through teamplay progression and score XP.

  • Level 3: Is a one-time use ability that you manually activate and either benefits yourself, your team, or your situation in the match.

    • In Recon’s case, it is the ability to call in a damageable UAV to a marked position for passive spotting. Upon activation, you will need to continue working with your team to make sufficient progress to use it again.

As you engage in teamwork or tackle mode-specific objectives, you will passively gain bonuses at each level along your chosen path. Triggering your level 3 ability resets you back to level 2 to re-earn your level 3 ability. Additionally, Training Path progression is reset at the beginning of each round.

Through Battlefield Labs, we are validating the progression rate, impact and balance of each path, allowing us to adjust their relative usefulness and power to perform the desired role.

Recon specializes in long-range shooting and covert gameplay; your Training Path is designed to enhance and encourage certain aspects of that role. If you find yourself being more up close and personal as a Recon player, you would benefit from selecting Pathfinder, which has improvements such as being undetectable by equipment except when sprinting.

Although the Training System has been live in Battlefield Labs for only two play sessions, we have already identified a range of areas that we plan to improve before launch. Role efficiency and teamwork incentives are the priorities of this system, and Battlefield Labs continues to provide us with the space and time to ensure we meet these priorities.

All roads lead to Class Identity
Class-Defining: Signature Weapon

Each Class has a Signature Weapon that is intrinsically connected to their Class Identity, with the role of each Class taken into close consideration, as covered in Part One of this series. 

While each weapon can pack a punch when used in the right combat situations and be a valuable addition to your loadout, choosing to use the proficient weapon category for each Class will provide you with tailored passive benefits for your role.

Assault & Assault Rifles - Assault is the ultimate infantry fighter, responsible for leading the charge and responding to situations as and when they arise. Using an Assault Rifle with this Class will result in faster transitions from sprint to shoot and switching between Assault Rifles and other weapons.

Engineer & Sub Machine Guns - Engineers are positioned for destruction and repair at all costs, which means getting up close and dirty while on the battlefield. You’ll benefit from improved hip-fire control when using SMG’s.

Support & Light Machine Guns - Being used to heavy fire situations and being in the midst of chaos, Support are experienced with heavy gear, and as they lay down fire with Light Machine Guns they will not suffer from sprint speed penalties like other Classes would if they were to use the same weapon.

Recon & Sniper Rifles - Scope sway will be decreased, and the ability to stabilize your aim by holding your breath improves with the use of Sniper Rifles. Being highly proficient with Sniper Rifles will allow for Recon to be faster at rechambering between shots too!

Class-Defining: Signature Trait

With Signature Traits, we aim to create a set of unique bonuses that increase the efficiency of your overall role as that Class.

Assault - Enhanced Mobility. We’re currently looking at providing this class with reduced fall damage and no movement speed penalty that results from a fall. Combined with other Class-defining elements, such as Training, it aims to place emphasis on Assault being the tip of the spear class and utilizes mobility as its key strength.

Engineer - Explosive Damage Resistance. While Assault is all about leading the charge in infantry combat, the Engineer is the only Class capable of repairing and dealing significant damage to vehicles. You’re in highly explosive situations here, and we’re theming this trait around that.

We’re currently providing a reduction to damage from explosions as the Signature Trait, and we’ll be assessing within Battlefield Labs if that difference is felt between the different Classes and what the right level of balance should be for a passive resistance increase (or decrease!)

Support - Faster Revive. Support is designed to be every squad's essential choice for defense and sustained combat. Our focus for this Class was to enhance the importance of reviving, protecting, and supplying teammates, enabling them to rejoin the fight quickly.

Currently, the Signature Trait for Support allows faster reviving when stationary. We’re using the time with our community in Battlefield Labs to monitor your feedback on the Support class and the evolving expectations of Support's role, and identify the best aspects of this role to elevate further.

Recon - Aim Spotting. We currently have Recon’s Signature Trait as the ability to spot enemies while aiming down sight automatically. This is a Signature Trait that we are actively seeking feedback on within Battlefield Labs and are continually improving.

Class-Defining: Signature Gadget

Class definition is central to our future gadget lineup, ensuring each class features unique gadgets with zero overlap in usage. This approach highlights and reinforces the distinct role of each Class, offering gadgets that either enhance your own effectiveness or support your squad.

Assault - Adrenaline Injector. We’re equipping the Assault class with an Adrenaline Injector that grants resistance to flash and stun effects, enhances sprint speed, reduces explosive damage, and amplifies enemy footsteps for a brief period.

Battlefield Labs has already gathered substantial feedback on the Adrenaline Injector, which we’re already taking on board for the future to ensure it’s balanced across classes. For more details, check out the Learnings from the Labs section!

Engineer - Repair Tool. Whereas in the past, the Repair Tool has sometimes been a choice between using it or sacrificing it for something more aggressive. Going forward, the Repair Tool will always be available to you, so there really is no excuse for you not to repair your squad's vehicle, right?

Support - Supply Bag. Whenever you see a Supply Bag on the ground, you will now know that this item is capable of either healing you or providing you with a certain amount of ammo, and Support will be the class responsible for this.

We are currently working through the balance of this gadget through Battlefield Labs, and defining how much health or ammo you should receive, what the optimal range should be, and spam prevention.

Recon - Motion Sensor. Whether you're a Sniper or a Pathfinder in either a defensive or aggressive position, the motion sensor is useful for tracking enemy movement within its limited range. As a Recon, it's essential to have this tool readily available to perform at your best, making it an excellent choice for your Signature Gadget.

Learnings from the Labs

Thousands of players began experiencing Battlefield Labs in March, and it has already resulted in thousands of feedback submissions and bug reports, allowing us to work on rapid iteration of specific gameplay elements like movement and responsiveness, whilst discussing how to improve upon areas that take longer to implement, like destruction, movement, animation and more.

Battlefield Labs is an ongoing process that has laid the foundation for us to collaborate on player-driven changes that will impact the next generation of Battlefield games. While we continue to read through feedback and assess areas to work on, it has already been instrumental in guiding us to meaningful improvements.

CLASS IDENTITY & GAMEPLAY
  • Assault - Players have emphasized Assault has a “Lone Wolf” mentality and there is desire to make the class less self reliant and instead enhance team play capabilities. Key areas for improvement include the Weapon Sling, particularly its early pre-alpha functionality, which allowed for carrying two signature weapons. The Adrenaline Injector has also received significant feedback and will undergo improvements, including the removal of the health regeneration component, with further changes to be shared at a later date.

  • Engineer - The Engineer remains in a good place, but we're exploring ways to further enhance its interaction with vehicle play. Players were able to equip dual rocket/missile launchers within earlier play sessions, and while that may have enhanced interaction between this role and destruction capabilities, it provided too much power in a single loadout and we will be limiting this so you can only choose one at a time.

  • Support - Support is frequently played due to its abilities to revive teammates, supply ammo and health, and intercept systems. We're focusing on subtle enhancements rather than significant changes with this class. Feedback indicates that there is an abundance of supply crates taking place, and this can often cause a detrimental effect on combat and create stalemate situations due to excessive healing and ammo. We are investigating adjustments, such as the crate’s duration, how much it can resupply, and more, to ensure we strike a good balance for impact to Support and other classes.

  • Recon - Play sessions and feedback have highlighted room for improvement with Recon, and we agree, more work needs to be done to enhance its role on the Battlefield. One aspect that we continue to assess feedback around is how we want to encourage specific Training Path playstyles for this Class, strengthening disinformation and sabotage aspects of their role, and need to balance spotting capabilities.

GENERAL CHANGES

While the list above is not exhaustive, we continue to enhance various aspects throughout the development process with gradual changes within Battlefield Labs and beyond, guided by player feedback. For example, earlier pre-alpha play sessions received a large response against Ballistic Armor, and this feature is no longer included in our multiplayer modes. Additionally, improvements are ongoing with movement and animation, as well as vehicle handling for ground vehicles and aircraft control.

Our content is currently in alpha development, and some features may take longer to implement than others, depending on their complexity. However, we remain committed to keeping you informed through our community channels and Battlefield Labs as we work together to build Battlefield.

—--

Get Involved

Sign up for Battlefield Labs now if you’re interested in helping us validate the future of Battlefield. Read our FAQ if you’d like to learn more, and join the discussion on Battlefield Discord.

As a reminder, Battlefield Labs is a closed environment with limited attendance, but we’ll make sure to share updates to keep everyone informed.

Thank you for joining the discussion. We look forward to connecting again soon - see you on the battlefield!

These game details are subject to change based on community discussions, player data, and feedback from Battlefield Labs as we continue developing the next Battlefield title and beyond. We will always strive to keep our community as informed as possible.

Waifu Shop - community

Merry meet, my good Master Trader!

We are now two months into Waifu Shop on Steam! Being in good company with all of you, we can talk with more ease about the future of the game.

Just recently, we pondered our original Roadmap for Waifu Shop. We published it shortly after the game first launched, and sighed in relief that most of it came true in a timely manner. It’s no secret that, upon release, Waifu Shop was “due” rather than “done”. We put in a lot of effort to work on new features while managing a live game, and your live Discord feedback was a real blessing that kept us on a good path. By its Steam launch, Waifu Shop was a much more engaging game, closer to our original vision.

But we’re not done here.

Put on your Covered Helmets and let’s take a stroll around the construction site. Here are some of the changes you can expect to see in your game this year.

A quick look at Tier 8 items

Any moment now:
  • Wheel of Fortune because what kind of live game doesn’t have a Wheel of Fortune. This’ll likely be part of our next update.

  • Steam Achievements. You’re gonna feel a real dopamine rush as your Steam Client pings all your friends about what a Waifu Wrangler you’re becoming >;)

Rethinking:
  • Waifu Pass. The revamp is due for a revamp! It’s all gotta change – the rewards, the tiers, the requirements! Might be an autumnal update at the latest.

  • Main story delivery. The Waifu Shop story is currently divided into chapters, which are divided amongst your Workers. Adventurers get sex scenes, Workers get everything. We want to let Harmony and your Waifu Shop Worker gang shine even brighter.

  • Daily tasks. We’re running a whole different game to what we had in October 2024. Therefore, we gotta create a whole different set of daily tasks to match the new gameplay.

Conceptualizing (doable):
  • Community features are the foundation of this season’s development. We’re currently busy with leaderboards, the first of which has already been implemented into Bunny’s Lucky Run. But there is also…

  • visiting and voting for the best Shop. Jazz up your place and bring out the fine china, there’s guests coming over!

  • Date night! A chat system (Scroll system? Parchment penpals??) lets you get intimate with your Waifu in a cozier, more personalized environment. An environment to solicit some nudes, respectfully.

  • New options to unlock Exotic Waifu outside of Gacha Pulls (via new event types and such).

  • Rizz up your Worker Waifu – high charisma speeds up crafting!

  • The hips don’t have to do all the talking – we can also do a localization sometime.

  • Deeper item and skill progression systems will make your Waifu better prepared for The Next Chapter.

The Next Chapter
  • We’re thinking about combat. It’s not on our calendar yet, but combat multiplayer is the next big thing, right after we polish the community features mentioned above.

  • A multiplayer system lets us continue working on ideas from our original Roadmap, though they might be presented differently than what we originally thought they would be. Kaiju battles whennnn??

Closing thoughts

What a wonderful community Waifu Shop has brought together! It is a gratifying thing for a developer to work on their project with such creative input from the players – makes us feel like we’re doing a good thing together. Our gratitude goes to our Discord community and our most diligent mods!

If you didn’t know, we’ve just finished our first Community Waifu Voting, and there’s an Art Contest going on. The community voted for their own waifu concept – an Old Ones faction Mystic Sea Witch. Animal-like (specifically a wild, aquatic mammal with predator traits), with dark fantasy-toned hair, a soft & round body, and flirty & seductive personality. It took some weird turns but she’s looking kinda cute now. We can’t wait to see your interpretations of her!

Thank you for staying with us for our second big Roadmap, and remember to
CRAFT. TRADE. LOVE.

– The Waifu Shop Development Team

Blue Archive - GM 샬레운영사무국

\[7/22(Tue) Maintenance Notice]

1. Schedule: 7/22(Tue) 2:00 AM – 06:00 AM (UTC)

2. Effect: Unable to enter Blue Archive.

3. Compensation: Pyroxene x 480

4. Details: Details of the update will be shared through a separate notice. 

5. Updated Content

 

Updated Content as of 7/22(Tue) after maintenance

Fest Recruitment 

Period End & Recruitment Points Reset – Rio, Neru (School), Hanako (Swimsuit)

Event Story

Event Period End – Code: BOX - The Shadow Approaching Millennium

 

Updated Content as of 7/29(Tue) 02:00 AM (UTC)

Mini Event

Event Period End – Special Investigation: The Tree of Sephiroth

Grand Assault

Rank & Rewards Claim Period End  - KAITEN FX Mk.0(Urban Warfare)

 

Updated Content as of 7/31(Thu) 02:00 AM (UTC)

Event Story

Exchange & Reward Claim Period End – Code: BOX - The Shadow Approaching Millennium

 

❗ Note ❗
- Please make sure to receive the content rewards that expire along with 7/22(Tue) maintenance.         

 

\[Official Discord Server]

Feel free to join us on our official Discord server here! \[[url="https://discord.com/invite/bluearchiveglobal"]CLICK HERE[/url]]

Brickadia - Zeblote

UI

  • The server list now shows servers of all versions, greying out the ones that are incompatible. This should help you realize when you are running an outdated game version as Steam can be very slow to propagate the updates automatically.

Audio

  • Added 3 new component audio tracks: Crystal Tower, Landing Page, Uncouth Meeting.

Bugs

  • Fixed client crash when melee weapon is removed from the inventory while holding it.

  • Fixed infinite hang on loading screen after disconnecting from certain servers.

  • Fixed brick mesh simplification getting stuck for certain arrangements of bricks, resulting in some chunks never rendering.

Battlefield™ V - Electronic Arts

This Community Update outlines the current status of the Class System in Battlefield Labs, featuring insights from early player experiences.

Some systems aren't yet available in Battlefield Labs, but everything discussed here is crucial for defining class identities and achieving our goal of creating the best Class System in Battlefield's history. 

We have seen the suggestions to revert to previous systems and/or closed weapons. We are keeping these in mind in our discussions as we aim to connect new and veteran players to the Battlefield experience, fostering teamwork and creating a universal understanding of our systems for the future.

We've collected extensive player feedback and data to improve the next Battlefield, particularly around classes. Some improvements happen quickly through Battlefield Labs testing, with balancing done via server-side commands. Other changes require new tools or client-side updates that take longer.

Battlefield Labs allows us to respond to feedback and balance gradually with our community. We invite you to share your thoughts in the Community Updates section on our official Battlefield Discord. This is the new frontier of community collaboration for Battlefield, and we welcome you to explore it with us.

Let’s begin!

A RECAP ON THE CLASS SYSTEM

As indicated in Part One, our current focus for classes is to have players recognize and intuitively feel the unique identity that each class brings to their squad on the Battlefield. To have the interconnected systems and fundamentals of each class shape their role, while granting the freedom to customize how to execute that role.

The Class System is defined by two main components: Customizable and Class-defining. 

The customizable components empower players to explore and push the boundaries of their roles within their chosen class, while still adhering to the class's expectations. The class-defining components are designed to enhance "pick-up-and-go" playability and reinforce the expectations of your class identity. 

Throughout this Community Update, we will use Recon as the baseline example and detail its signature elements.

Pick your Training Path
Customizable: Training

Training is designed to amplify the unique strengths of each Class, ensuring your role on the field is both impactful and strategic. Each Class offers two distinct Training Paths that you can choose from when customizing your loadouts. They provide flat-stat bonuses and benefits that enhance your performance in teamwork scenarios and objectives across various modes.

Training Paths are structured into three levels:

  • Level 0: Passive benefit available upon immediate selection of the Training Path.

  • Levels 1 and 2: Enhanced benefit aimed at improving your selected role. Only earnable through teamplay progression and score XP.

  • Level 3: Is a one-time use ability that you manually activate and either benefits yourself, your team, or your situation in the match.

    • In Recon’s case, it is the ability to call in a damageable UAV to a marked position for passive spotting. Upon activation, you will need to continue working with your team to make sufficient progress to use it again.

As you engage in teamwork or tackle mode-specific objectives, you will passively gain bonuses at each level along your chosen path. Triggering your level 3 ability resets you back to level 2 to re-earn your level 3 ability. Additionally, Training Path progression is reset at the beginning of each round.

Through Battlefield Labs, we are validating the progression rate, impact and balance of each path, allowing us to adjust their relative usefulness and power to perform the desired role.

Recon specializes in long-range shooting and covert gameplay; your Training Path is designed to enhance and encourage certain aspects of that role. If you find yourself being more up close and personal as a Recon player, you would benefit from selecting Pathfinder, which has improvements such as being undetectable by equipment except when sprinting.

Although the Training System has been live in Battlefield Labs for only two play sessions, we have already identified a range of areas that we plan to improve before launch. Role efficiency and teamwork incentives are the priorities of this system, and Battlefield Labs continues to provide us with the space and time to ensure we meet these priorities.

All roads lead to Class Identity
Class-Defining: Signature Weapon

Each Class has a Signature Weapon that is intrinsically connected to their Class Identity, with the role of each Class taken into close consideration, as covered in Part One of this series. 

While each weapon can pack a punch when used in the right combat situations and be a valuable addition to your loadout, choosing to use the proficient weapon category for each Class will provide you with tailored passive benefits for your role.

Assault & Assault Rifles - Assault is the ultimate infantry fighter, responsible for leading the charge and responding to situations as and when they arise. Using an Assault Rifle with this Class will result in faster transitions from sprint to shoot and switching between Assault Rifles and other weapons.

Engineer & Sub Machine Guns - Engineers are positioned for destruction and repair at all costs, which means getting up close and dirty while on the battlefield. You’ll benefit from improved hip-fire control when using SMG’s.

Support & Light Machine Guns - Being used to heavy fire situations and being in the midst of chaos, Support are experienced with heavy gear, and as they lay down fire with Light Machine Guns they will not suffer from sprint speed penalties like other Classes would if they were to use the same weapon.

Recon & Sniper Rifles - Scope sway will be decreased, and the ability to stabilize your aim by holding your breath improves with the use of Sniper Rifles. Being highly proficient with Sniper Rifles will allow for Recon to be faster at rechambering between shots too!

Class-Defining: Signature Trait

With Signature Traits, we aim to create a set of unique bonuses that increase the efficiency of your overall role as that Class.

Assault - Enhanced Mobility. We’re currently looking at providing this class with reduced fall damage and no movement speed penalty that results from a fall. Combined with other Class-defining elements, such as Training, it aims to place emphasis on Assault being the tip of the spear class and utilizes mobility as its key strength.

Engineer - Explosive Damage Resistance. While Assault is all about leading the charge in infantry combat, the Engineer is the only Class capable of repairing and dealing significant damage to vehicles. You’re in highly explosive situations here, and we’re theming this trait around that.

We’re currently providing a reduction to damage from explosions as the Signature Trait, and we’ll be assessing within Battlefield Labs if that difference is felt between the different Classes and what the right level of balance should be for a passive resistance increase (or decrease!)

Support - Faster Revive. Support is designed to be every squad's essential choice for defense and sustained combat. Our focus for this Class was to enhance the importance of reviving, protecting, and supplying teammates, enabling them to rejoin the fight quickly.

Currently, the Signature Trait for Support allows faster reviving when stationary. We’re using the time with our community in Battlefield Labs to monitor your feedback on the Support class and the evolving expectations of Support's role, and identify the best aspects of this role to elevate further.

Recon - Aim Spotting. We currently have Recon’s Signature Trait as the ability to spot enemies while aiming down sight automatically. This is a Signature Trait that we are actively seeking feedback on within Battlefield Labs and are continually improving.

Class-Defining: Signature Gadget

Class definition is central to our future gadget lineup, ensuring each class features unique gadgets with zero overlap in usage. This approach highlights and reinforces the distinct role of each Class, offering gadgets that either enhance your own effectiveness or support your squad.

Assault - Adrenaline Injector. We’re equipping the Assault class with an Adrenaline Injector that grants resistance to flash and stun effects, enhances sprint speed, reduces explosive damage, and amplifies enemy footsteps for a brief period.

Battlefield Labs has already gathered substantial feedback on the Adrenaline Injector, which we’re already taking on board for the future to ensure it’s balanced across classes. For more details, check out the Learnings from the Labs section!

Engineer - Repair Tool. Whereas in the past, the Repair Tool has sometimes been a choice between using it or sacrificing it for something more aggressive. Going forward, the Repair Tool will always be available to you, so there really is no excuse for you not to repair your squad's vehicle, right?

Support - Supply Bag. Whenever you see a Supply Bag on the ground, you will now know that this item is capable of either healing you or providing you with a certain amount of ammo, and Support will be the class responsible for this.

We are currently working through the balance of this gadget through Battlefield Labs, and defining how much health or ammo you should receive, what the optimal range should be, and spam prevention.

Recon - Motion Sensor. Whether you're a Sniper or a Pathfinder in either a defensive or aggressive position, the motion sensor is useful for tracking enemy movement within its limited range. As a Recon, it's essential to have this tool readily available to perform at your best, making it an excellent choice for your Signature Gadget.

Learnings from the Labs

Thousands of players began experiencing Battlefield Labs in March, and it has already resulted in thousands of feedback submissions and bug reports, allowing us to work on rapid iteration of specific gameplay elements like movement and responsiveness, whilst discussing how to improve upon areas that take longer to implement, like destruction, movement, animation and more.

Battlefield Labs is an ongoing process that has laid the foundation for us to collaborate on player-driven changes that will impact the next generation of Battlefield games. While we continue to read through feedback and assess areas to work on, it has already been instrumental in guiding us to meaningful improvements.

CLASS IDENTITY & GAMEPLAY
  • Assault - Players have emphasized Assault has a “Lone Wolf” mentality and there is desire to make the class less self reliant and instead enhance team play capabilities. Key areas for improvement include the Weapon Sling, particularly its early pre-alpha functionality, which allowed for carrying two signature weapons. The Adrenaline Injector has also received significant feedback and will undergo improvements, including the removal of the health regeneration component, with further changes to be shared at a later date.

  • Engineer - The Engineer remains in a good place, but we're exploring ways to further enhance its interaction with vehicle play. Players were able to equip dual rocket/missile launchers within earlier play sessions, and while that may have enhanced interaction between this role and destruction capabilities, it provided too much power in a single loadout and we will be limiting this so you can only choose one at a time.

  • Support - Support is frequently played due to its abilities to revive teammates, supply ammo and health, and intercept systems. We're focusing on subtle enhancements rather than significant changes with this class. Feedback indicates that there is an abundance of supply crates taking place, and this can often cause a detrimental effect on combat and create stalemate situations due to excessive healing and ammo. We are investigating adjustments, such as the crate’s duration, how much it can resupply, and more, to ensure we strike a good balance for impact to Support and other classes.

  • Recon - Play sessions and feedback have highlighted room for improvement with Recon, and we agree, more work needs to be done to enhance its role on the Battlefield. One aspect that we continue to assess feedback around is how we want to encourage specific Training Path playstyles for this Class, strengthening disinformation and sabotage aspects of their role, and need to balance spotting capabilities.

GENERAL CHANGES

While the list above is not exhaustive, we continue to enhance various aspects throughout the development process with gradual changes within Battlefield Labs and beyond, guided by player feedback. For example, earlier pre-alpha play sessions received a large response against Ballistic Armor, and this feature is no longer included in our multiplayer modes. Additionally, improvements are ongoing with movement and animation, as well as vehicle handling for ground vehicles and aircraft control.

Our content is currently in alpha development, and some features may take longer to implement than others, depending on their complexity. However, we remain committed to keeping you informed through our community channels and Battlefield Labs as we work together to build Battlefield.

—--

Get Involved

Sign up for Battlefield Labs now if you’re interested in helping us validate the future of Battlefield. Read our FAQ if you’d like to learn more, and join the discussion on Battlefield Discord.

As a reminder, Battlefield Labs is a closed environment with limited attendance, but we’ll make sure to share updates to keep everyone informed.

Thank you for joining the discussion. We look forward to connecting again soon - see you on the battlefield!

These game details are subject to change based on community discussions, player data, and feedback from Battlefield Labs as we continue developing the next Battlefield title and beyond. We will always strive to keep our community as informed as possible.

Going Medieval - SeVerin

Greetings, medievalists!

Vladimir here - you might remember me from the playthroughs and update showcase videos. We previously mentioned that we’d love to highlight some cool and creative mods in a dedicated video. But with Update #16 right around the corner and taking up most of our focus, we decided to shine a light on them through a blog post instead. So without further ado, here are some fantastic mods that caught my eye for various reasons (listed in no particular order).

Repair master - made by 鹿神ヒハル

https://steamcommunity.com/sharedfiles/filedetails/?id=3386793676This mod amazes me on a technical level. Repairing items has always been buried deep in our to-do list, but it was never near the top of our priorities. We’ve often debated design questions like: What happens to an item’s quality after it’s repaired? Should it lose a level? Should that depend on how much durability it lost or the skill of the settler repairing it?

This mod handles all of that beautifully. It treats repairing as essentially recycling - breaking the item down and creating a new one with random quality based on the settler’s skill, just like production. It’s a brilliant use of the existing system, and I love how the modder approached it from that angle and just ran with it.

The JSON file for this mod is quite hefty, and I can only imagine what a headache it was to put together. 😅 As we consider adding a similar feature in future updates, this mod will definitely be on my mind.

Decorative plants - made by Maito

https://steamcommunity.com/sharedfiles/filedetails/?id=3365903762This is one of many creative-focused mods our players have come up with, and it’s such a lovely addition for anyone who enjoys the more sandbox side of things. If you’re the type who dreams of building a grand castle or a charming little village, this mod lets you take that a step further by adding gorgeous, full-grown trees and plants purely for decoration. They spawn tall, lush, and instantly give your settlement a higher aesthetic value.

I really like how mods like this give players new tools to shape the world purely for the joy of it, beyond survival or efficiency. Sometimes, after hours of careful planning and battling the harsh environment, it’s nice to step back and just make something beautiful.

Decorative plants are actually on our long-term roadmap, so I’ll definitely be taking a few cues from how this modder approached things. It’s inspiring to see players expand the game in directions we always hoped it would grow.

Map type plateau - made by nukumorina

https://steamcommunity.com/sharedfiles/filedetails/?id=3402441924This is a really interesting addition - a new map type built around the concept of a plateau, which naturally lends itself to strong defensive play. It’s one of those clever ideas that feels both fresh and perfectly suited to the game’s mechanics. Strategically, having a raised area to build on or defend from gives players new ways to approach threats, and I can see a lot of tense moments unfolding on maps like this.

From a technical standpoint, I genuinely appreciate how our sometimes messy, behind-the-scenes systems are picked apart and fully understood by our modders, then turned into something both functional and beautiful. It’s no small feat to navigate those tangled JSON files and data structures, yet this mod does it gracefully.

I also love the attention to detail here. The way the new map type ties neatly into event triggers shows real care and understanding of how all the pieces of the game fit together. It’s a thoughtful touch that ensures the experience feels cohesive and balanced, rather than tacked on.

Food - More Lavish Meals - made by Lyosha

https://steamcommunity.com/sharedfiles/filedetails/?id=3430103302This is such a charming, Sims-like addition for anyone who enjoys giving their settlers a bit more life beyond survival basics. It’s the kind of mod you add when you want your game to lean slightly more toward cozy daily living, letting your people enjoy varied meals rather than just scraping by.

The different food combinations are fun and make for a delightful way to expand feast events. Reading through all the new dishes this mod adds actually gave me a bit of a Zelda: Breath of the Wild vibe. 

Sometimes, a mod doesn’t have to have an impact on the gameplay. Sometimes, it’s about additional options. This one is for all you food lovers.

Construction Variants Personaliz - made by Jorge 

https://steamcommunity.com/sharedfiles/filedetails/?id=3495465252When it comes to aesthetically pleasing mods, you’ll want to keep an eye out on this one. I especially love how it uses mesh variations to bring more visual diversity to the timber, lime, and sandstone walls. Seeing different textures and subtle design changes like these can really transform the overall look and feel of a settlement, making every player's base feel unique and personalized.

The staircase railing addition particularly caught my attention - it's such a neat solution. Normally, fences in our game are positioned directly in the center of a grid, making it tricky to achieve a seamless and aesthetically pleasing staircase design. The modder saw this challenge as an opportunity and crafted a special staircase made entirely of railings, allowing the fence to blend naturally and beautifully into the overall structure.

It's these kinds of intuitive improvements that genuinely impress me, as they showcase not only creativity but also a deep understanding of the game's limitations and possibilities. I look forward to seeing more of their creations in the future.

And that would be all for our first Mod Spotlight! What says you? Did you know about these mods? Have you used them? What are your favorites? Let us know in the comments and keep submitting them to our Steam Workshop. Of course, the workshop has a bunch of mods that we love, but there is only so much time/space we can share at the moment. You know what that means? We’ll do this again sometime in the future. Maybe continue it this way or in the form of a video, depending on the time and availability.

In case you missed it, Update #16 is live on the experimental branch, so right now we’ll focus on patching and improving it. Once we are satisfied with its performance and quality, we’ll push it live for everyone. Until then,

Stay Medieval!

Vladimir

Onigiri - Onigiri Official
Greetings from the Onigiri Service Team.

The service team has currently confirmed the following bugs.

・When using the gamepad and summoning the Vanguard Character "Abe no Seimei", the game would force close if either of the following conditions were met.
 ●Vanguard Swaping with no “Guard” in the shortcut list and with the shortcut list displayed.
 ●Display the shortcut list after a Vanguard Swaping with no “Guard” in the shortcut list.

It is our intent to fix this issue in a future maintenance.

We sincerely apologize for the inconvenience and appreciate your patience and understanding as we resolve this matter.
...

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