The Weekly Grind - July 14, 2026
Welcome back to The Weekly Grind, San Vanners! Let’s roll! What’s going on? X Games San Van hits the city in seven days! We’ll be dropping the X Games San Van details this Thursday, July 16, and open access to the stadium starts on July 21, 2026 (no Rip Chips or skate. Premium Pass needed to access the stadium for the remainder of Season 4). To get ready for X Games San Van, we’ve got a X Games Quick Drop store rotation starting today. Last Call! Our Fingerflips video contest is almost over, so make sure to grab a 15-30 second clip featuring fingerflips and drop it on skate.REEL for a chance to win one of the last Year 5/seagull decks. Check here for the rules, requirements, etc. And starting Friday, July 17, 2026, in the official skate. Discord, we’re hosting our second community UGC contest - Design a Deck. Submit your deck graphic designs for a chance to see them in-game. (Details coming Friday!) Don’t forget: Keep sharing your bugs/issues so we can squash ‘em flat. Let’s dive right into the calendar. Weekly Calendar The Weekly Grind returns (that’s today!) New Weekly Tasks (also today!) X Games QD Store Rotation Starts Today Global Celebration Store Rotation Continues (July 7-21) X Games San Van Details -blog, etc. (July 16) Fingerflips Video Contest is almost over! Design a Deck UGC Contest (July 16-31 in Discord) *What is General Access for The Stadium? From July 7 - 21, 2026, get access to The Stadium via: skate.Premium Pass (unlimited access) 250 Rip Chips for a 24-hour Stadium Pass Coming Up The Weekly Grind Interviews Design a Deck UGC Contest (July 16-31 in Discord) Update 0.31.5 (July 21) X Games San Van and Stadium Open Access (July 21 - Aug 25) More content from the skate. community! We wanted to share a few pieces of content that caught our eye. Remember: if you want to be featured in The Weekly Grind, make sure to share yours (screenshots, videos, clips) via skate.reel. Part of The Weekly Grind will be dedicated to sharing the current Known Issues the team is tracking, any active deployments/fixes, and next steps. Known Issues Still Being Investigated: Some Players are unable to export in MP4 Format. Workaround PC ONLY: Using WebM format when exporting works. Rarely, a black screen appears when starting a challenge or throwdown on PlayStation 4 and Xbox One. Workaround: Rebooting skate. may resolve this issue. Pinned tasks do not remain pinned when the game reconnects after inactivity. Changing the graphics preset doesn’t update the settings shown at the bottom of the Graphics screen as it should. The first step of the Help Wanted mission, Coping Inspector, gets crossed out and doesn't progress when arriving at the target area. Workaround: Rebooting skate. results in the Mission progressing to the next step The option to select between a 16:9 centered HUD and a full-width-and-height UI is present but non-functional in Windowed mode. After finishing a Co-op Challenge, party members' names will swap with random ones during the celebration screen. Often, players can't climb the scaffolding of M-Corp Tower. The images and prices of some Bundles are not displaying in the Shop. AMD driver 26.6.1 is causing skate. to crash. Workaround: Roll back your drivers to 26.5.2 and restart skate. Occasionally, players encounter a black screen when using fast travel, the Session marker, or when starting/completing challenges. The Footplant to Body Flip transition causes an immediate bail when Require Grab While Flipping is enabled. Rip Score pop-up appears after entering or leaving Stadium or Isle of Grom. Using R3 to Quick Travel will also always toggle the Camera Height. The Level 3 Mastery Task group is mistranslated in Japanese. Daily and Mastery Task sections sometimes display a blank screen. The Quick Drop radial menu temporarily resets after joining the server. Trick landing animations can appear inconsistent after performing a Boned Ollie. Flick-It Visualizer disappears after completing a challenge. Tailslides and Noseslides are not correctly detected when approaching the ledge from its end. The game freezes on the social spectate menu or while spectating. The friends list sometimes displays multiple entries of the same friend or none at all. Wallride detection often causes the skater to flip unnaturally. The Smith-to-Tailslide task often fails to register when performed correctly. Reverting after a grind can cause an unnatural speed boost. The camera doesn't update to the skater's direction when mounting. Returning to a Lip Mount session marker can result in a severe launch glitch. Air Footplants are not ending scoring as intended. Late Flips and Fingerflips don't flip correctly after an on-ground footplant. Appearance changes can be lost if skate. is closed immediately after doing so. Certain inputs become unresponsive, resulting in a softlock when using the Replay Editor. Adjusting the camera or trim while using the Replay Editor can result in a softlock. Sometimes the Replay Editor doesn't export a video properly. Other skaters visually stutter briefly after teleporting nearby. Sometimes other players' Quick Drop objects are still visible, even when visibility is set to Mine Only. Players are unable to complete the Tip to Toe challenge due to Tailslides registering as Bluntslides. Pinned tasks are unintentionally duplicating. The Auto Curb Pop In Setup setting affects gameplay even when it is toggled off. Players remain in a Party they are kicked from. Inconsistent physics behavior that causes frequent bails on Xbox One and PlayStation 4. Certain tricks that should meet the criteria aren't doing so for the XX challenge. Some players are receiving an error message stating they don't have access when they try to join a Party in San Van, Isle of Grom, or the Stadium. Challenges on the Isle of Grom are greyed out and incorrectly displayed on the Daily Challenge icon. Quick Drops are displayed in the Skater section, replacing the skater appearance preview. Player profile names don't display as intended. Pedestrian voice lines can still be heard even after the setting is turned off. Other skaters visually stutter while doing tricks near the player.113Views0likes0CommentsLaundry List: Upcoming Fixes and Features - July 14, 2026
Hi Simmers! Welcome to the Laundry List, where we share the fixes and features we’re working on for our July 21 Base Game update. This month we’re introducing a new AutoSave to The Sims 4, and rolling out Memory Boost to Mac and console players to improve overall performance for more Simmers, plus continuing to fix the top-reported issues from players via EA Forums. Join us on July 14 for a special Dev Q&A in The Sims Discord, where members of the development team will talk through these updates, and answer questions live. The Sims Team Coming to The Sims 4 on July 21 AutoSave and Save Reminders From big life moments to everyday chaos, every Sim story deserves to be saved. With the July 21 update, we're introducing AutoSave and Save Reminders to help protect your progress while you play. Whether you're spending hours in Build Mode or guiding your Sims through their next adventure, these new features make it easier to keep your stories safe so you can focus on what comes next. AutoSave works quietly in the background, automatically creating save points at key moments while you play. You can customize when AutoSave happens in Game Save Settings, with options like saving after traveling between lots, after a period of playtime, or at important gameplay milestones. If you'd rather stay in control, Save Reminders like the friendly (or slightly grumpy) gnome notification below can prompt you to create a manual save at the frequency you choose. Together, these features help reduce the risk of lost progress while giving you the flexibility to save the way you want. Two grumpy save-reminder gnomes in red hats and glasses, each holding up a blue floppy-disk icon, in a playful, chaotic style. Memory Boost is Coming to all Platforms Whether you're playing with a bustling household, building your dream home, or returning to a save that's been with you for years, smoother gameplay means more time enjoying your stories. That's why we're introducing Memory Boost in the July 21 update across all platforms. Memory Boost improves how The Sims 4 manages memory while you play, helping deliver a smoother experience with reduced lag, improved frame rates and responsiveness, shorter loading times, and a lower risk of memory-related crashes. Players may notice the biggest improvements during longer play sessions, in large households, on highly decorated lots, and in older save files. While Memory Boost isn't a dedicated save repair feature, it can also improve save stability and help reduce some memory-related save issues. Want to learn more? Read our deep dive on Memory Boost. Bug Fixes This month, much of our effort went into delivering new features like Memory Boost, Auto Save, and the Save Reminder system, which meant we tackled fewer individual bug fixes than usual - but these improvements build an important foundation for what's ahead. We'll have more to share as we get closer to September, and in the meantime, here's what we've addressed in the July 21 update: Last patch, we added new Festival Notification toggles in the Options menu. In this patch, we’ve added a new toggle for Nordhaven Hobby Meetups. [EA Forums] We’ve resolved an issue where parts of a roof, or entire roof sections, could disappear when viewing upper floors in Build Mode. Roof pieces should now remain visible and render correctly regardless of the selected floor level. [EA Forums] We tested reports of corrupted lots appearing in saves with many Residential Rentals. With Memory Boost now available and enabled for all players, we can no longer reproduce this issue in any of the affected saves we collected. Upcoming Quality-of-Life Updates Over the past six months, our Quality of Life team has remained focused on delivering improvements driven by community feedback while continuing to strengthen the overall health of The Sims 4. Across multiple game updates, we've addressed many of the community's most-voted issues - from gameplay systems and Sim behaviors to UI, routing, Build/Buy, and Create a Sim fixes - alongside hundreds of additional bug fixes and quality improvements. We've also made meaningful investments in the game's long-term stability and performance, including reducing simulation lag, improving save stability for larger and more complex saves, and introducing features like Memory Boost, AutoSave, and Save Reminders to make everyday gameplay smoother, more reliable, and more resilient. Our work doesn't stop here. The next major Quality of Life update, coming in September, is focused on improving general Sim autonomy - making Sims behave more intelligently, consistently, and responsively across everyday gameplay. It's another step in our ongoing commitment to making The Sims 4 feel smoother, more reliable, and more enjoyable every time you play. We'll have more to share about the September update as we get closer to release. For all the latest news, follow Sims Direct on X and join our Discord community - we’ll share updates as they’re available. Thank you for your patience and for all the helpful reports. Please keep posting any issues you encounter on The Sims 4 EA Forums. We’ll keep checking in, and together we’ll make this game the best it can be.47Views3likes0CommentsMemory Boost Coming to all Platforms on July 21
Sul Sul, Simmers! We're always looking for ways to make your time in The Sims 4 feel smoother, more stable, and more fun. We're focused on improvements that benefit as many Simmers as possible. Memory Boost is one of those improvements. Available on all platforms with our July 21 Base Game update, Memory Boost improves how The Sims 4 manages memory while you play. That means less lag, better performance, and fewer memory-related crashes, so you can spend more time telling stories and less time dealing with technical hiccups. You may notice the biggest improvements during longer play sessions, when playing with large households, on highly decorated lots, or in save files packed with years of Sims, builds, and stories. Every setup is a little different, so your experience may vary depending on your hardware. But across all platforms, Memory Boost is designed to improve stability and help make gameplay feel more consistent from the moment you hit Play. What's Included with Memory Boost? With Memory Boost enabled, players will see: Improved memory management during gameplay Reduced lag and performance slowdowns Improved frame rates and responsiveness Greater stability during extended play sessions Reduced risk of memory-related crashes Reduced loading times Improved Save Stability Memory Boost can also help with certain save-related issues associated with memory limitations. During testing, some players experiencing issues such as missing lot data were able to recover affected content after enabling Memory Boost and loading their save. While Memory Boost is not intended to be a dedicated save-repair tool and may not resolve every save-related issue, its improvements to memory management can help reduce the likelihood of certain problems occurring and support overall save stability. Thank you to everyone who continues to share feedback and experiences with us. Your reports help shape our Quality of Life initiatives and guide future improvements to performance, stability, and the overall gameplay experience in The Sims 4. Happy Simming! The Sims Team242Views3likes0Comments[BF Comms] Anti-Personnel Shells on the Main Battle Tank Disabled
Following recent community reports, we identified an issue where the Anti-Personnel Shells, also known as Canister Rounds, on the Main Battle Tank were not performing as intended. We have temporarily disabled this while we investigate the cause and work on a fix. Thank you for flagging this to us and for your patience while we look into it.14Views0likes0CommentsAn Update from the Anti-Cheat Team - 07/13/2026
Cheating has consequences beyond a single account. Since the end of April, we have executed nearly 6,000 hardware bans across PC and console. While the majority of those bans impacted players on PC, we are actively increasing our utilization of hardware bans on consoles. Hardware bans are one of many tools in our Anti-Cheat Team’s toolbelt and allow us to target systems designed to evade enforcement. Our tools identify repeat offenders and ensure that they will be unable to access Apex Legends, even if they spin up new accounts. We occasionally see the community requesting hardware bans as a more permanent punishment for cheaters, and we wanted to provide more transparency into the matter - hardware bans are happening (and they’re represented in our ban number comms) and we are planning to utilize them even more, especially on consoles. So, “why isn’t every ban worthy of a hardware ban?” Hardware bans are our most severe penalty so we reserve it as a proportional response when we encounter high severity cheating. We strive to reform rather than permanently banishing players from our game, so hardware bans typically target malicious bad actors and serial cheaters. We are continuing to invest in new detections, strengthen our enforcement, and take action against those who threaten the integrity of Apex Legends. Fair play remains our priority. ApexLiveComms (Twitter/X) @apexlivecomms (Threads)46Views1like0CommentsHotfix Update + Compensation Update
Hello Holotable Heroes, We wanted to keep you updated on our adjustments and compensation plans for the issues we ran into yesterday. Due to the issue limiting players advancing Marquee characters from lack of Era Resources, we will be granting all players over level 20 enough materials to take all of their Era Units up to Era Level 95 in the hotfix today. Star Level still impacts how high your Era level can go on a unit. Note: The dusting of any left over materials will be reduced by half for this Era for the granted Era Materials: MK I Grek Ability Module Mk I Basic Performance Core MK II Forn Ability Module MK II Improved Performance Core MK III Esk Ability Module MK III Advanced Performance Core MK IV Dorn Ability Module MK IV Enhanced Performance Core MK V Cresh Ability Module MK V Augmented Performance Core Era Level Currency We are disabling Era merchandise for the remainder of the Andor Era in the hotfix today The hotfix today resolves the issue where players couldn’t progress in Coliseum For the folks who purchased Era Material Bundle VI, Era Material Bundle VII, Era Material Bundle VIII, and or Era Material Cache VI, we will be sending you a make-good equal to the value of these bundles and packs in Crystals in a separate release. For the folks who completed the Journey Guide for Cassian (Undercover) and reached 7* on him before yesterday’s release we will be sending you a make-good in a separate release Because Coliseum ran into issues, we will be sending all eligible players 1000 Era Shipment Currency in a separate release EDIT For those of you who had Journey Guide Cassian 7* prior to today's update, in a future compensation we will be giving you 3,000 Crystals. In addition to this, we will be giving you Episode Pass Plus for the duration of New Republic Era (3 Pass + In total). See latest Message on the update for people who got Cassian 7* prior to our Fix. This above is no longer the compensation.20KViews28likes122CommentsFlow State Visual Effects Toggle and Upcoming Gameplay Updates
Hey UFC Fans, We’ve been closely following your feedback, and we want to start by saying thank you again. Your matches, comments, clips, and conversations have helped us better understand what’s feeling great, what needs more tuning, and where players want more control over their experience. One area we’ve heard about clearly is Flow State. While the feature adds another competitive layer to UFC 6, many of you have asked for more choice in how it’s presented. On July 15, we’re adding a new Flow State Visual Effects toggle that lets you turn off the visual and audio effects tied to Flow State while keeping the underlying gameplay mechanics intact. We’ve also heard your feedback around stamina, counters, fighter balance, and the number of knockdowns happening in fights. These changes will arrive in a future update. However, we wanted to give you an early look at what we’re working on, why we’re making these adjustments, and how they’re designed to create a more rewarding, competitive, and authentic gameplay experience. Check out individual sections below or hit the link for the full post! EA SPORTS™ UFC® 6 - Flow State Visual Effects Toggle and Upcoming Gameplay Updates Your Feedback Matters Flow State Toggle - July 15 Stamina/Counters - Future Update Flow States - Future Update Knockdowns - Future Update11Views0likes0Comments[BFComms] BR Initiation Temporarily Removed
We've temporarily removed BR Initiation from live playlists while we investigate a potential server issue that may cause players to get stuck in matchmaking or return to the main menu. Thanks for your patience while we work on a resolution.5.4KViews9likes79CommentsBATTLEFIELD 6 GAME UPDATE 1.3.3.0
On Tuesday, June 30, our next game update will go live for Battlefield 6 and REDSEC. At 08:00 UTC, players will be able to download the update across all platforms and jump in with the latest gameplay changes, including weapon and vehicle tuning, netcode improvements, UI and HUD updates, Portal additions, audio polish, AI improvements, and map and mode fixes. At 12:00 UTC, the new content in this update becomes available, including the Wet Work Event, Tactical Obliteration, Casual Battle Royale, the EOD Bot Arm melee weapon. Battlefield 6 Free Trial From June 30 to July 6, Battlefield 6 will be free to play for a limited time.* Jump into 5 modes across 4 maps, including the biggest map in Battlefield 6, Railway to Golmud, the reimagined Cairo Bazaar, Tactical Obliteration, and more. Download, squad up, and make your mark with a legendary Only in Battlefield moment. NEW CONTENT Wet Work Event Every player has a target on their back. Wet Work is a new Battlefield event built around cutthroat missions, high-value objectives, and high-stakes situations across Battlefield and REDSEC modes. Assemble your arsenal, identify your target, and begin the manhunt. New Mode Tactical Obliteration: The high-stakes Battlefield classic returns with a new level of intensity. With smaller teams and focused gunfights, Tactical Obliteration delivers a relentless chase for the bomb carrier in its purest form. Secure the bomb, escort your carrier to the detonation site, and obliterate the enemy. New Battle Royale Mode Casual Battle Royale: A faster, more accessible way to drop into Battlefield’s Battle Royale experience. Casual Battle Royale brings shorter, more approachable BR Quads matches with additional AI Bots, making it the perfect entry point for every squad. New Melee Weapon EOD Bot Arm: This bomb-defusing machine lends a hand in a different way. Repurposed from EOD equipment, the EOD Bot Arm is a new improvised melee weapon for close-quarters combat and last-ditch engagements. Major Updates for 1.3.3.0 New Content Arrives: The Wet Work Event begins, bringing a new hunt-or-be-hunted event experience across Battlefield and REDSEC, alongside Tactical Obliteration, Casual Battle Royale, the EOD Bot Arm melee weapon, and a new Battlefield 6 Free Trial. Gunplay Improvements: Core gunplay has been updated to reward more deliberate aim, better recoil control, and stronger weapon mastery. Damage multipliers, dispersion, muzzle velocity, bullet drag, recoil variation, and Bolt-Action Rifle sweet spot ranges have been adjusted so pacing shots, controlling recoil, and aiming for the upper body matter more consistently. Netcode and Damage Feedback Improvements: This update continues the netcode and combat readability improvements we’ve been making throughout the season. Hit confirmations, damage feedback, server-side damage handling, bandwidth prioritisation, and TimeNudge behaviour have received further tuning to reduce delayed damage, late enemy position updates, and extreme cases of dying behind cover. Vehicle Combat Tuning: This update builds on the vehicle changes introduced at the start of Season 3, with further tuning to counterplay, survivability, and weapon consistency. IFVs, MBTs, Mobile Anti-Air, Attack Helicopters, smoke systems, countermeasures, lock-on behaviour, and vehicle weapon damage have been adjusted to further refine their combat roles. REDSEC and Second Chance Polish: Battle Royale flow has been improved across looting, missions, Field Upgrade behaviour, Safes, UAV detection, and redeploy sequences. Second Chance transitions are now smoother, squads redeploy together more reliably, and players now face towards the centre of the ring when returning to the fight. UI, HUD and Front-End Clarity: Combat information and menu presentation have been improved across the game. Map indicators, objective messaging, revive prompts, hit feedback, Loadouts, Battle Pass rewards, Store previews, Ranked visuals, and profile customisation should now appear more reliably and be easier to read at a glance. Portal, Audio, AI and Map Polish: Portal creators gain new tools for moving platforms, physics impulses, camera controls, vehicle resupply, Obliteration support, and map imagery. Audio readability, AI vehicle behaviour, spawn placement, map collision, objective interactions, and mode-specific flow have also received further polish. CHANGELOG PLAYER: Dummy Targets no longer slide into place when entering the Firing Range. Firing Range now includes an additional target at 5m for testing close-quarters weapon damage. First-person ADS hit reactions now behave more consistently while seated in an open vehicle seat. Smoke Grenades now interact with spotting more reliably, preventing cases where smoke either blocked spotting incorrectly or failed to block spotting when it should. Soldier rotation now behaves correctly when changing stance while dragging a downed teammate. The Briefing Screen camera now centres correctly at the start of a round. Weapons no longer disappear in first-person after being revived. Netcode-specific Improvements Blood effects no longer appear on screen from shots that did not hit the player. Client hit confirmations now display faster when receiving damage. Damage corrections have been reduced by improving how client damage is matched with the server. Damage feedback is no longer delayed when taking damage from multiple sources at the same time. Damage handling has been improved when the server receives multiple damage events at once, reducing extreme cases of dying behind cover. Death timing is now more responsive in dense combat situations. Netgraph and connection icons no longer freeze when experiencing rubberbanding. Network bandwidth distribution has been improved to prioritise gameplay-critical players, such as nearby or visible enemies. Network TimeNudge now reacts more quickly when network or performance conditions change, reducing cases of delayed enemy positions. Network TimeNudge now recovers faster after performance spikes, with reduced spike severity. The client game clock now synchronises with the server more quickly after poor CPU performance. Time synchronisation now avoids unnecessary corrections during temporary latency fluctuations, reducing brief rubberbanding and stuttering. VEHICLES: Developer note: We’re making a series of changes to follow up on our update at the start of Season 3, targeting Vehicle Equipment that is under or overperforming. While we’ve made small changes to many systems, key changes include reducing the effectiveness of Thermal Smoke and increasing the damage of the RPG-7V2. ATPs now reset team ownership correctly when nearby friendlies are downed. Attack Helicopter Heavy Rocket damage increased from 94-250 to 120-320 against tanks, from 300 to 356 against helicopters, and from 450 to 520 against jets. Camera transitions when exiting a tank after using scoped turret view no longer clip through terrain. Emergency Countermeasures cooldown acceleration now remains active until Countermeasures are available again. Emergency Countermeasures cooldown acceleration reduced from 2x to 1.5x. Emergency Repair Pause On Damage timer increased from 1 to 2 seconds. Fixed an issue where tanks could take reduced damage from Top Attacks because they were being registered as a turret hit. Missile lock-ons no longer continue incorrectly against vehicles using, or positioned within, lock-on countermeasures. Projectile Intercept System activation time reduced to 0.55 seconds. Radio selection now works correctly when using a controller. RPG-7V2 damage increased from 173-460 to 188-500 against tanks, and from 1035 to 1125 against helicopters. The Smoke Generator now provides damage reduction benefits similar to Thermal Smoke, causing impact damage against vehicles inside the smoke cloud to register as minimum-angle hits. Main Battle Tanks MBT 120mm APFSDS Rounds damage reduced from 282-750 to 244-650 against tanks, from 600 to 520 against helicopters, and from 750 to 650 against jets. MBT 120mm HEAT-MP-T Rounds total blast radius increased from 4m to 5m, and lethal radius increased from 1m to 1.25m. MBT Aim-Guided Shell damage increased from 235-625 to 244-650 against tanks, and from 700 to 720 against helicopters. Infantry Fighting Vehicles IFV AP Shell initial velocity increased from 375 to 445 metres per second. IFV AP Shells now pierce the Projectile Intercept System. IFV AP Shells rate of fire increased from 120 to 160 rounds per minute. IFV Lock-Guided Missile damage increased from 390 to 450 against tanks, and from 845 to 975 against helicopters. Mobile Anti-Air Vehicle Armour Piercing Anti-Air Ammunition damage against aircraft increased from 160 to 200. General Purpose Anti-Air Ammunition damage against aircraft increased from 110 to 130. High Velocity Anti-Air Ammunition damage increased from 48 to 52 against helicopters, and from 60 to 65 against jets. High Velocity Anti-Air Ammunition heat generation per bullet reduced from 4.2% to 3.6%. Thermal Smoke Thermal Smoke damage received a cap increase from 75% to 100%, reducing its effectiveness in mitigating damage. Thermal Smoke no longer removes C-4 Explosives. Thermal Smoke now needs to cover the middle of a tank for it to gain damage resistance benefits. GADGETS: Goliath Compact Supply Pouches are no longer absorbed by nearby friendlies unless intended. LWCMS Portable Mortar resupply time can no longer be bypassed by redeploying or dying. M320A1 SMK and M320A1 THRM icons now display optics in the correct position. M84 Flashbangs no longer deal damage to gadgets. Placing a Motion Sensor after being revived now displays the Soldiers hands and the Gadget correctly in third-person. Shell impacts from Mortars and JAGM strikes are now visible on the Big Map. The GPDIS Grenade Intercept System no longer destroys itself after blocking one grenade. The MANET-DIS 5 Handheld Jammer now disables lights and visual effects on the GDPIS and MP-APS while they are jammed. The PowerPulse Defibrillator discharge sequence now completes fully before the gadget is removed when out of ammo. TRCRv2 Tracer Darts are now temporarily disabled when the attached vehicle activates countermeasures, or when a friendly player has an active Handheld Jammer nearby. WEAPONS: Angled Grips on the M16A4 and RPK-74M now apply the intended recoil reduction values. Hollow Point and Synthetic Tip Ammo descriptions now correctly reflect their lower penetration values. L115 iron sight attachment cost increased from 5 to 15, bringing it in line with other Bolt-Action Rifles. M2010 5-round magazine now sits correctly in third-person view. M45A1 and Vz.61 sidearms now use Subsonic Ammo by default. M87A1 magazine tubes no longer become invisible in third-person view. Speedloader attachments now play the correct animation in third-person view. The Extended Fast Magazine on the L115 now uses the correct 3D asset. The PP-19 no longer clips through the character model while in the Loadout screen. The Taclight-Hip icon now displays correctly. Thermal Scopes no longer cause sudden full-screen brightness spikes while playing on Eastwood. Updated the description of the L115 32” Custom Extended Barrel to display the correct weight value. USG-90 hip-fire weapon position has been lowered to reduce how much screen space it occupies. Weapon and camera sway no longer becomes disabled after firing and zooming in quick succession. Weapon parts now appear correctly in the Customization menu and when viewed as loot on the ground. AK-205 AK-205 314mm Fluted Barrel icon now better reflects the attachment model. AK-205 barrel icons now display correctly. AK-205 ergonomic attachments now correctly update weapon stat values. M16A4 M16A4 Carry Handle Iron Sight naming now displays correctly. M16A4 Carry Handle Iron Sight no longer disconnects from the weapon when reloading or rotating quickly. M16A4 Flip-Up Iron Sight naming now displays correctly. M16A4 single-fire behaviour in third-person now ejects one shell casing per shot. M16A4 third-person reload animations now correctly press the magazine catch and release. RPK-74M RPK-74M Ballistic Tip attachment cost set to 20. RPK-74M soldier finger animation now behaves correctly after firing a single shot. RPK-74M third-person crouch pose no longer hyperextends when using underbarrel grips. RPK-74M third-person prone pose no longer clips the hand through the magazine. Bolt-Action Rifles Sweet Spot Bolt-Action Rifle sweet spot ranges have been narrowed, requiring more intentional positioning by the shooter and making it easier for targets to traverse. L115 sweet spot range decreased from 120-175m to 100-133m. M2010 ESR sweet spot range decreased from 75-120m to 75-100m. PSR sweet spot range decreased from 100-150m to 90-120m. SV-98 sweet spot range decreased from 54-90m to 54-75m. WEAPON BALLISTIC CHANGES: To make long-range engagements more engaging, we've adjusted projectile physics across most primary weapons. Bullets now travel slightly slower and lose speed more quickly over distance, increasing the importance of leading moving targets and rewarding precision aim. Bullet Drag has been increased by 40% across all weapons and by 100% when using Match Grade ammo. Muzzle Velocity reduced for most primary weapons. Muzzle Velocity Adjustments: ES 5.7: Decreased from 650 m/s to 510 m/s (-21.54%) LMR27: Decreased from 880 m/s to 800 m/s (-9.09%) SCW-10: Decreased from 428 m/s to 398 m/s (-7.01%) SG 553R: Decreased from 519 m/s to 483 m/s (-6.94%) TR7: Decreased from 648 m/s to 604 m/s (-6.79%) NVO-228E: Decreased from 671 m/s to 626 m/s (-6.71%) M417A2: Decreased from 600 m/s to 560 m/s (-6.67%) M121 A2: Decreased from 600 m/s to 560 m/s (-6.67%) CZ3A1: Decreased from 360 m/s to 336 m/s (-6.67%) M240L: Decreased from 630 m/s to 590 m/s (-6.35%) M4A1: Decreased from 630 m/s to 590 m/s (-6.35%) VCR-2: Decreased from 704 m/s to 660 m/s (-6.25%) SOR-300SC: Decreased from 563 m/s to 528 m/s (-6.22%) GRT-BC: Decreased from 599 m/s to 563 m/s (-6.01%) RPKM: Decreased from 670 m/s to 630 m/s (-5.97%) M123K: Decreased from 670 m/s to 630 m/s (-5.97%) M433: Decreased from 670 m/s to 630 m/s (-5.97%) SGX: Decreased from 402 m/s to 378 m/s (-5.97%) QBZ-192: Decreased from 644 m/s to 608 m/s (-5.59%) DRS-IAR: Decreased from 720 m/s to 680 m/s (-5.56%) M/60: Decreased from 720 m/s to 680 m/s (-5.56%) AK4D: Decreased from 720 m/s to 680 m/s (-5.56%) PW5A3: Decreased from 432 m/s to 408 m/s (-5.56%) M16A4: Decreased from 720 m/s to 680 m/s (-5.56%) SVK-8.6: Decreased from 720 m/s to 680 m/s (-5.56%) PSR: Decreased from 720 m/s to 680 m/s (-5.56%) SV-98: Decreased from 720 m/s to 680 m/s (-5.56%) L115: Decreased from 703 m/s to 664 m/s (-5.55%) L110: Decreased from 780 m/s to 740 m/s (-5.13%) B36A4: Decreased from 780 m/s to 740 m/s (-5.13%) M277: Decreased from 624 m/s to 592 m/s (-5.13%) PP-19: Decreased from 468 m/s to 444 m/s (-5.13%) M39 EMR: Decreased from 800 m/s to 760 m/s (-5.00%) SVDM: Decreased from 800 m/s to 760 m/s (-5.00%) GRT-CPS: Decreased from 800 m/s to 760 m/s (-5.00%) M2010 ESR: Decreased from 800 m/s to 760 m/s (-5.00%) Mini Scout: Decreased from 800 m/s to 760 m/s (-5.00%) M250: Decreased from 760 m/s to 724 m/s (-4.74%) Kord 6P67: Decreased from 760 m/s to 724 m/s (-4.74%) USG-90: Decreased from 570 m/s to 543 m/s (-4.74%) SL9: Decreased from 510 m/s to 486 m/s (-4.71%) L85A3: Decreased from 814 m/s to 778 m/s (-4.42%) UMG-40: Decreased from 488 m/s to 467 m/s (-4.30%) SOR-556Mk2: Decreased from 800 m/s to 768 m/s (-4.00%) PW7A2: Decreased from 600 m/s to 576 m/s (-4.00%) VZ.61: Decreased from 326 m/s to 313 m/s (-3.99%) AK-205: Decreased from 737 m/s to 708 m/s (-3.93%) KTS100MK8: Decreased from 840 m/s to 808 m/s (-3.81%) RPK-74M: Decreased from 840 m/s to 808 m/s (-3.81%) KV9: Increased from 348 m/s to 362 m/s (+4.02%) RECOIL CONSISTENCY CHANGES: We've reduced recoil variation across the arsenal to make weapon behavior more predictable and controllable. Weapons should feel less erratic during sustained fire while retaining their individual recoil characteristics. Recoil Variation Adjustments: TR-7: Decreased from 47.1° to 40.8° (-13.4%) AK4D: Decreased from 25.4° to 20.0° (-21.3%) NVO-228E: Decreased from 36.8° to 28.9° (-21.5%) VCR-2: Decreased from 64.9° to 50.3° (-22.5%) M433: Decreased from 50.9° to 41.4° (-18.7%) M16A4: Decreased from 46.4° to 37.5° (-19.2%) B36A4: Decreased from 37.4° to 28.0° (-25.1%) L85A3: Decreased from 29.4° to 22.8° (-22.4%) SOR-556 MK2: Decreased from 17.3° to 12.7° (-26.6%) KORD 6P67: Decreased from 35.3° to 28.9° (-18.1%) M417A2: Decreased from 19.8° to 15.4° (-22.2%) SG 553R: Decreased from 43.3° to 35.8° (-17.3%) SOR-300SC: Decreased from 19.2° to 15.8° (-17.7%) M277: Decreased from 39.4° to 34.4° (-12.7%) M4A1: Decreased from 37.9° to 30.7° (-19.0%) GRT-BC: Decreased from 31.2° to 26.1° (-16.3%) QBZ-192: Decreased from 23.5° to 19.9° (-15.3%) AK-205: Decreased from 7.8° to 7.4° (-5.1%) RPKM: Decreased from 22.7° to 17.5° (-22.9%) DRS-IAR: Decreased from 35.2° to 29.3° (-16.8%) KTS100 MK8: Decreased from 10.9° to 9.5° (-12.8%) RPK-74M: Decreased from 18.9° to 16.1° (-14.8%) M121 A2: Decreased from 39.5° to 31.8° (-19.5%) M240L: Decreased from 41.8° to 34.5° (-17.5%) M/60: Decreased from 38.8° to 29.9° (-22.9%) M250: Decreased from 39.7° to 35.9° (-9.6%) M123K: Decreased from 55.9° to 47.7° (-14.7%) L110: Decreased from 39.4° to 31.0° (-21.3%) SCW-10: Decreased from 35.0° to 33.5° (-4.3%) UMG-40: Decreased from 17.4° to 13.0° (-25.3%) KV9: Decreased from 57.6° to 50.0° (-13.2%) CZ3A1: Decreased from 59.1° to 50.8° (-14.0%) SGX: Decreased from 39.8° to 31.7° (-20.4%) PW5A3: Decreased from 33.2° to 28.3° (-14.8%) PP-19: Decreased from 21.4° to 18.0° (-15.9%) SL9: Decreased from 16.2° to 13.0° (-19.8%) USG-90: Decreased from 42.8° to 35.5° (-17.1%) PW7A2: Decreased from 33.3° to 27.8° (-16.5%) VZ. 61: Decreased from 20.8° to 18.4° (-11.5%) Developer Note: These changes are part of our ongoing gunplay refinement work within Battlefield Labs. Our goal is to make longer-range gunfights require players to lead their shots more consistently against moving targets, while also improving survivability for players on the receiving end. Players will now notice greater projectile travel time at range, but they will also be paired with more predictable recoil control during sustained/prolonged engagements allowing for more situations to define your scenario through skill. Damage Multipliers To better reward skill and mastery, average Time to Kill (TTK) has been slowed down without affecting the best possible TTK. Damage to limbs and lower torso has been reduced for all weapon classes except shotguns and sidearms. This change generally increases the amount of shots to kill by one when hitting these areas multiple times but landing headshots will compensate for the lower damage dealt to limbs and lower torso. In most engagements, this means that players that are more intentional about keeping their aim at the chest or at the head of their target will be more likely to win a gunfight. To maintain weapon balance and consistency, recoil for automatic weapons has also been adjusted, headshot multipliers for automatic weapons have been slightly increased, and base damage values have received minor adjustments. Automatic Weapons Damage Multipliers: Head: Increased from 1.34x, 1.5x, 1.75x to 1.4x, 1.57x, 1.8x (depending on headshot ammo type) Chest: Unchanged (1x) except against armor where the damage is now decreased from 1x to 0.84x Stomach: Decreased from 1x to 0.84x Limbs: Decreased from 1x to 0.84x DMRs Damage Multipliers: Head: Unchanged (1.34x, 1.5x, 1.75x) Chest: Unchanged (1x) except against armor where the damage is now decreased from 1x to 0.91x Stomach: Decreased from 1x to 0.91x Limbs: Decreased from 1x to 0.91x Sniper Rifles Damage Multipliers: Head: Unchanged (1.75x) Chest: Unchanged (1x) except against armor where the damage is now decreased from 0.8x to 0.67x Stomach: Decreased from 0.8x to 0.67x Limbs: Decreased from 0.8x to 0.67x Weapon Dispersion Dispersion has been adjusted to make firing behaviour more demanding for most weapons. It remains more forgiving for weapons with very low damage output, while weapons with medium to high damage output now require greater reliance on proper shooting technique and weapon mastery. Weapons with higher damage output now experience a more aggressive increase in dispersion, especially immediately after the first shot. This places greater emphasis on burst firing or single firing when engaging at extended ranges. Lower damage output weapons are affected less, and in some cases may have slightly reduced dispersion growth. On average, dispersion growth has increased by 14%. Weapons with the highest damage output can receive up to a 22% dispersion increase. Weapons with the lowest damage output can receive up to a 48% dispersion growth reduction, with smaller differences in absolute terms. MAPS & MODES: Capture points can now be pinged correctly. M-COM “Destroyed Support” events now trigger correctly. Objective A on Cairo Bazaar can now be captured while using the Assault Ladder gadget and from the nearby stairs while playing King of the Hill. Obliteration Bomb objectives no longer become trapped under debris piles. Obliteration now backfills with Bots to populate the server and meet game start criteria. Player spawn placements have been adjusted on Eastwood, New Sobek City, Saints Quarter, and Siege of Cairo. Players will no longer clip through terrain objects while in the Siege of Cairo pre-game lobby. Strikepoint round outcomes now correctly account for full team wipes, regardless of capture progress. Strikepoint rounds no longer end in a tie after a full team wipe when no capture progress is active. Updated the Automated Anti-Air range to be consistent across all maps. Water no longer flickers when viewed from a distance. PROGRESSION: Nightfall Hardware Challenge 1 now calculates vehicle damage progress consistently, preventing cases where vehicle damage could count higher than the value shown on screen. Updated several Challenges to support “OR” completion requirements, giving players multiple valid ways to complete the listed objective. UI & HUD: “Reconnection” dialogs now remain responsive if the player is disconnected while the EAConnect overlay is open. Added a “Mark All Seen” button to Loadouts, Battle Pass, Store, Profile, Challenges, and Play. Air vehicle icons now remain visible when aircraft are at a higher altitude than the player. An Event tab has been added, making it easier to explore event content, track progress, and earn rewards. Battle Pass and Store previews for soldiers inspecting the L85A3 now display the correct hand position. Battle Pass items now remain correctly framed within the menu. Battle Pass screen keybindings no longer cause tier advancement and slide navigation to trigger at the same time. BF Pro challenges can now be tracked as intended. Capture icons now move correctly with the train on the Deploy Screen on Railway to Golmud. Career Rank XP Booster rewards now appear correctly in rank-up notifications and End of Round progression animations. Combat areas for flying vehicles now appear correctly when viewed on the Big Map. Corrected an issue for Obliteration where multiple instances of the Bomb objective would appear in the CommoRose for Squad Leaders and the objectives would show the wrong text. Bomb objectives should now only appear when they are pingable and have the correct context text: pickup, intercept, and escort. Cosmetic items now display the correct icons and artwork more reliably. Damage numbers and hit indicators no longer move far away from the screen centre when reloading while zoomed. Deploy Screen camera no longer shifts unpredictably when attempting to centre. Distance limits for displaying nearby medics while downed have been adjusted to 50m. Enemy icons now appear correctly on the Big Map. Free Mode Trial tiles now keep their Trial tags after a menu refresh. Gadgets and melee weapons now appear correctly framed within the Loadouts menu. Hit indicators no longer appear before a spectated player is seen damaging another player. Obliteration game mode name now appears correctly in its Custom Search description title. Player pings on M-COMs in Obliteration no longer clear immediately when they do not match tactical advice context. Profile customization items, including backgrounds, badges, stickers, and Dog Tags, now load faster on Xbox Series S. Profile tabs now display hover visuals when hovered and focus visuals when focused. Purchased Battle Pass tier items no longer appear incorrectly locked. Revive icon opacity for friendlies now applies correctly when zooming. Selecting “Mark All Seen” now clears all “New” indicators within that section of the menu. Spotted notifications now continue to appear correctly after a player’s first death. Sprays now appear correctly in Store bundle previews. The “Alliance Disbanded” notifications no longer briefly appear after the initiation sequence. The “Getting Revived by” UI text no longer appears compressed. The crosshair no longer moves unintentionally when swapping weapons while sprinting. The Loadout screen now displays the correct Mastery Rank badges and progression for favourited weapon packages. The pre-game lobby now displays the player’s selected Training Path. The Scoreboard no longer plays the “Liked” animation when opened for the first time in a match. Weapon Charm thumbnails now display with the correct orientation. World icons no longer use the “When Zooming” opacity setting while not zooming. SETTINGS: Accessing Audio Settings through the Social menu while in the Firing Range no longer causes the game to become unresponsive. Added a new option to disable projection for hit indicators separately from the crosshair, allowing hit indicators to remain centred on screen instead of following the sight. PORTAL: “Core_Stinger_RankUp” music now triggers more reliably and as intended. “Core_Urgency” music parameter now correctly reaches 4 instead of capping at 3. “mod.SetPlayerMaxHealth()” error logs now display the correct value. “MovingPlatform” has been added, allowing creators to place objects that can move along a defined path for custom experiences. Added “SetThirdPersonCameraPosition” and “SetFreeCameraCollision” Actions. AI Redeploy Delay Multiplier now only affects AI redeploys, and no longer applies to their first spawn. Custom Bazaar has been added to the Spatial Editor. Free Camera has been updated with a new control system. M-COM functionality and Bomb asset have been added to Obliteration. Operation Metro community map has been added to the SDK. Physics Impulse now includes an example and a Readme file. Physics Impulse now includes the “ApplyAreaImpulseAndDamage” Action, allowing creators to apply impulse and optional damage to vehicles within an area. Physics Impulse now includes the “ApplyImpulse” Action, allowing creators to apply impulse directly to a single vehicle. Portal Performance tools have been added, including functions for server-side average game frame time and Portal logic frame time. Screen Effects now support Freeze Max amounts above 200. Sound Effect feedback now plays when joining a match through the Portal Server Browser. Text formatting now appears consistently in the Portal Server Browser. The “EnableSpatialObject” function has been removed. Creators can now use “SpawnObject” and “UnspawnObject” to add or remove objects. The Rules Editor now updates correctly after importing a Blockly JSON file. The Train on Railway to Golmud now only loads the variant requested by the experience creator. Third-person camera collision and positioning have been improved. Top-down orthographic map images have been added to the SDK for Multiplayer maps and REDSEC POIs. Vehicle Resupply Station has been added to the SDK. Verified modes have been added for Squad Deathmatch and Team Deathmatch. AUDIO: Commander voice lines in Obliteration no longer coach players to use vehicle support unless they are currently in a vehicle. Cutter voice lines now use the correct “Destroyed” and “Threat” dialogue. Defibrillator charge replenishment now has unique sound effects. Focus sound now plays correctly on the “Select Character” button when using a controller. Foley audio no longer cuts off when stopping movement. Land vehicle Doppler and pass-by audio has been improved. Lopez voice lines no longer reference tanks when other enemy vehicles are present. Navigation sound effects now play correctly when switching classes with controller shoulder buttons in the pre-game lobby. Navigation sound effects now play correctly when viewing player profiles through the Social menu. Obliteration urgency music now plays correctly when a match ends by time limit. Small concrete buildings now provide improved destruction audio feedback. Small vehicle wreck fire audio now has improved spatialisation. Soldier armor damage audio now scales more clearly with the amount of damage taken, improving clarity and directionality. Soldier armour damage audio has been updated to feel snappier, improving hit readability when taking multiple hits in quick succession. Sound effect feedback now plays when joining a match through the Portal Server Browser. The Defibrillator reload animations now include new audio. Vehicles no longer randomly play low-health sounds when they should not. Weapon-to-shoulder movement now has added audio when stopping a sprint. Wooden surfaces now play the correct sounds when destroyed by a melee weapon. AI: Bot-controlled bikes in Rush can now reliably reach objectives in the final sector on Cairo Bazaar. Bot-controlled tanks on Rush now pass over parked vehicles more reliably than before on Cairo Bazaar. Bots can now use boost when driving cars and tanks. Bots now recognise parked vehicles as obstacles. Bots now turn more effectively at speed when driving cars and tanks. Vehicle positioning and locomotion have been improved for bot-controlled tanks and cars. REDSEC PLAYER: Added a new Recon Training Path, Disruptor, featuring the Mobile Jammer and Hardware Suppression System for counter-gadget and electronic warfare play. Ammo and armour plates can now be automatically looted when placed on certain couches. Class Armory Crates, Armory Crates, and Tactical Armory Crates now reset and become lootable again when Second Chance is disabled. Corrected an issue where ammo and armour plates sometimes had to be manually picked up. Corrected an issue where weapon drops sometimes were empty. Improved infantry armour animations during stance transitions, including entering and exiting prone. Players no longer get stuck interacting with the Antenna during the Signal Decryption mission. Players redeploying through Second Chance, or from other redeploy sources, now face towards the centre of the ring when spawning. Pointman Training Path Rank 2 no longer requires players to reload the HE Grenade Launcher if the first round of ammunition had not been granted/generated after deploying. Second Chance fade transitions are now snappier and better hide redeploy transitions. Second Chance messages now appear with improved timing and added animations. Second Chance redeployment and spectating no longer result in a black screen. Second Chance respawn sequences now play at the player’s upcoming spawn location. Squads redeploying through Second Chance after a squad wipe now spawn together more reliably. Teams redeploying through Second Chance now redeploy together more reliably. The “Tank Hunter” mission can now be attempted more than once per match. Thermite Charges can no longer be picked up after sabotaging armoured vehicles. CALL-INS: Updated airstrike call-ins to correctly display their replenishment state before being equipped. Updated the Missile Strike Package inventory display to show the correct number of uses to the player. GADGETS: Grenade Launchers and explosives can no longer open Safes in Battle Royale. MAP: Lighting has been improved to address visual glitches across the Downtown area. Psygas now appears as intended in the Downtown layout in Gauntlet. REDSEC missions have been removed from the “Defense Testing Complex 3” area. The REDSEC Signal Hack antenna placement has been adjusted in the Chemical Storage area. UI & HUD: Distance limits for displaying nearby medics while downed have been adjusted to 100m in Battle Royale. Matchmaking screen no longer overlaps with loadouts when deploying in Gauntlet while the Loadout menu is open. PP-19 loot and upgrade feed entries now display the correct SMG icon. The Compass UI now correctly shows the presence of shooting enemies in Battle Royale. Updated several Contract and Counter Mission icons. COMPETITIVE: Introduced new categories for Weapon Camos, Charms and Stickers as well as Vehicle Decals to better separate Ranked rewards. Ranked screen season visuals now show the active game mode and no longer display the arbitrary year. Several Ranked Camo cosmetics have been moved to categories that better fit their style. The “Misc” category for Camos has been retired, with all “Misc” Camos moved to “General”. Top 250 Ranked Sticker has been renamed from “S3 Ranked Champion” to “S3 Ranked Elite” to better differentiate it from Top 1. This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible. *Requires Battlefield REDSEC on applicable platform (available separately) and all game updates. Limited time free trial. Trial time is subject to change. Internet connection, EA account, acceptance of EA User Agreement (terms.ea.com) and Privacy & Cookie Policy (privacy.ea.com) required to play. Trial can be played once per EA account.167Views2likes4Comments