PC Early Access is now available on EA App!
Hello Holotable Heroes, Today marks a big day on the holotable in STAR WARS™: Galaxy of Heroes as we open up Early Access on EA App for PC to all players! We wanted to extend a big thank you to those who joined us during the Closed Beta and shared their feedback to make the galaxy a better place to engage in battles with some of our favorite Star Wars™ heroes! To those of you who have shown interest in joining the PC Client, now is your time! We look forward to more of you experiencing the PC Client and can’t wait to hear what you think. Thanks for being on this journey with us! Enjoy this trailer, and see you on the holotables. TRAILER - STAR WARS™: Galaxy of Heroes Dev Team220KViews16likes18CommentsBattlefield Briefing: Welcome to 2042
Update - September 3: We wanted to give you a heads up on a change we've made to Falck based on findings from our Technical Playtest last month. A big finding was that Falck's S21 Syrette Pistol was causing a significant enough imbalance in gameplay to warrant making some changes. Previously we shared that Falck's Gadget would Revive, and Heal at Range., but going forward the gadget will simply Heal at Range, and not Revive. REPORT FOR BRIEFING Get ready for the next generation of all-out warfare! You’ve learned a lot about Battlefield 2042 over the past few days, through our Reveal Trailer, Gameplay Trailer (which is still just Pre-Alpha footage, by the way) and via our website. We’ll have plenty more to discuss in the months ahead, but first it’s time to recap everything we’ve talked about so far. Battlefield is bigger than ever. Using the power of new generation consoles and latest PC hardware each match will feature up to 128 players on Xbox Series X, Xbox Series S, PlayStation® 5 and PC. On Xbox One, and PlayStation® 4, maps and modes will be optimized for a 64-player experience. Three Distinct Multiplayer Experiences Within Battlefield 2042’s All-Out Warfare experience, fan-favorites Conquest and Breakthrough once again make their return. In Conquest, two teams fight to control various points on the map in order to reduce the enemy’s strength to nothing. Breakthrough pits a team of attackers against defenders, with attackers having to capture all sectors on the map to overcome the defenders and win. Conquest is bigger than ever, with multiple Sectors (each Sector containing several control points) ensuring battles are constantly happening all over the map during a match Using Battlefield 2042’s increased map scale, Conquest matches will now contain multiple smaller areas, called Sectors. Each of these Sectors consist of a grouping of control points, filling out each map with even more battles happening concurrently during a match. Expanded vehicle and traversal options have also been added into the mix to make navigating these large spaces fully streamlined. Also new is the introduction of AI Soldiers (Artificial Intelligence) to the series. As a multiplayer-only experience, it’s important for us to let you play Battlefield 2042 when and how you want. Here is what that looks like in the All-Out Warfare experience of Conquest and Breakthrough: Multiplayer – AI soldiers are used for server-filling capabilities, ensuring your matches remain full, no matter your location. Co-Op – Allows you to play together with friends, against AI soldiers. Solo – If you wish to perfect your skills for multiplayer, you can even play alone against AI soldiers. And lastly, a reminder on the two other distinct multiplayer experiences coming to Battlefield 2042. One is being built by our team in LA, which we’ll show you at EA Play Live on July 22nd. And finally, Battlefield 2042 will introduce Hazard Zone, a brand new Battlefield game mode we’re excited to talk more about later this year. Set in the near future, the world has changed. Both the United States and Russia are once again on the brink of war as nations struggle over resources. As entire countries collapse, people find themselves with no nation to call home. These nomads are known as the Non-Patriated (“No-Pats”), a diverse group of people who have bound together in various clusters across the globe in order to survive the new turbulent world. In Battlefield 2042, you’ll play as Non-Patriated soldiers with unique skills who’ve taken up arms to secure dwindling world resources such as food, water and energy. They are known as Specialists, tasked with trafficking intel and supplies, and carrying out military missions that serve No-Pat geopolitical interests. Each of these unique Specialists have their own specialty and trait that you can use to give yourself the advantage in combat. Specialists mark a change from the Loadouts of previous Battlefield games. Every Specialist now has a Specialty and Trait that ties into their class of either Assault, Engineer, Recon, or Support. These Specialties and Traits are unique to their respective Specialist, which for your Loadout means you can now fully customize it to your liking: Primary Weapon Equipment (items anyone can use such as a Medical Crate or Supply Crate) Secondary Weapon Throwable (such as Frag or Incendiary Grenade) Class type will no longer restrict what weapons, equipment or throwable you can equip, offering you more flexibility than ever before in the series when it comes to Loadouts. You can also save these custom Loadouts, and select them for any Specialist you’d like to play with. Similar to personalizing your Loadout, you will also be able to customize the appearance of your Specialist. You’ll have the freedom to choose how you’d like to stand out on the Battlefield. There will be plenty of customization options available to ensure your Specialist doesn’t look the same as other players, and you can expect more details on customization at a later time. "With Specialists, we're excited to offer our players more flexibility than ever before when it comes to customizing their loadouts and adapting to situations on the battlefield," says Daniel Berlin, Design Director on Battlefield 2042. Battlefield 2042’s maps are filled with countless tactical positions for you to use to dominate the battlefield. Just be ready to move at a moment’s notice since storms, powerful weapons, and other dynamic events can tip the scales of war. At launch, you’ll be able to play as 10 unique Specialists. We’ve selected four of them to give you a closer look: Webster MacKay Lone-wolf survivalist MacKay is all about traversal. His Grappling Hook allows him to maneuver around the map more freely, while his Specialist trait (Nimble) prevents a movement penalty when aiming down sights or ziplining. Wikus ‘Casper’ van Daele Technologically savvy and a practitioner of subterfuge, Wikus’ abilities and specialty equipment make him a huge resource to any team. His OV-P Recon Drone can designate targets for lock-on weapons, spot nearby enemies, and detonate EMP blasts. Wikus’ trait (Movement Sensor) alerts him about approaching enemies, both when on the ground or piloting his recon drone. This makes him an absolute master of situational awareness. Maria Falck The true medic of the group, Maria’s S21 Syrette Pistol fires a syringe that can heal or revive friendlies at range and with increased speed, or damage foes. Her Combat Surgeon trait sets her apart from other Specialists by allowing her to revive fallen allies back to full health. Pyotr “Boris” Guskovsky A necessity for any squad, Pyotr’s engineering skills allow him to place a SG-36 Sentry Gun to defend locations, while his Sentry Operator trait makes his Sentry Gun even more efficient in combat when he’s standing near it. Additionally, any enemy the Sentry Gun locks onto will be spotted for Pyotr. But that’s just a taste of Battlefield 2042’s roster of capable characters! We’ll have more Specialists to show you in the months to come. Alongside the increase in players, the spaces of these sandboxes are also growing, allowing for more vehicles and battles to be spread out across the entire map. With unprecedented scale and choices in gameplay, each map is specifically designed to provide a unique experience that directly impacts strategy for you and your squad. Battlefields have multiple distinct combat areas housed in a single playspace and this extra space means more variety and more meaningful vehicle gameplay. In Breakaway, you’ll be taking the fight to the ice with hovercrafts, helicopters, and more. Here’s a quick look at Breakaway, which is set on Antarctica. Tread carefully on this dynamic map, where oil extraction has turned the freezing area to a strategic hot spot. Take advantage of destructible fuel tanks and silos that create debris fields and permanent fires when destroyed. At launch, Battlefield 2042 will have seven maps for the All-Out Warfare experience. You can find out more about them by heading to our map overview. Battlefield has built its name on being a chaotic sandbox where you are encouraged to use the massive arsenal of weapons, vehicles and abilities at your disposal on a battleground rife with strategic opportunity and player freedom. Battlefield 2042 brings a host of new enhancements to the series. In Breakaway, you’ll be taking the fight to the ice with hovercrafts, helicopters, and more. Massive events, such as tornadoes capable of whipping Specialists across the map and exploding space rockets, will impact the map before you. Altering safe spaces and forcing you to adapt to the ever-changing battlefield with your gadgets and even use such powerful forces of destruction to put pressure on the enemy. "The enhancement afforded by the new generation of console technology has allowed us to make the world of Battlefield bigger than ever before,” says Daniel Berlin, Design Director. “Dynamic events will constantly encourage players to adapt to situations and create those Battlefield moments we've come to know and love from the franchise." Weapons and Attachments To succeed on the battlefield, every Specialist will need to utilize their entire arsenal, from powerful weapons to useful gadgets and a wide array of vehicles. Battlefield 2042 brings a new level of player agency to Battlefield, giving you access to the weapon modifications and tools you need at any given moment in a match. No matter where you’re at in-round, you can equip your weapons in real-time with modifications that the situation calls for via the Plus Menu. You will be able to wield assault rifles, SMGs, LMGs, DMRs, shotguns, sniper rifles, pistols and explosive ordnance. Weapons are no longer restricted by loadouts, with every Specialist capable of wielding any weapon. Depending on the weapon used, you have up to four categories for customization: Scopes/sights Muzzles/barrels Ammo types/magazines Underbarrel attachments Gadgets While every Specialist has their own unique specialty, like Mackay and his trusty Grappling Hook, classic Battlefield items will be accessible to every Specialist including the C5 Explosive, Anti-Tank Mine, and Frag Grenade. But a Battlefield game wouldn't be complete without some new hardware. We’d like to introduce you to Ranger, an agile and mechanized companion that can be called in to faithfully follow you into combat. Here’s a quick look at Ranger rushing across Kaleidoscope. Vehicles Vehicular gameplay remains an essential part of the Battlefield experience. And with Battlefield 2042, you will have access to vehicles such as jets, hovercrafts, tanks, troop carriers, armored cars, and the long-awaited return of helicopters. Also new to Battlefield 2042 is the vehicle call-in system, which allows you to airdrop vehicles to wherever you are on the map, instead of spawning into them. This system will allow you more freedom than ever before when it comes to navigating Battlefield’s massive spaces and terrain in search of a tactical advantage. We’re also going back to Battlefield’s roots where you once again can find vehicles on the battlefield, instead of solely activating them from the deploy screen. In Battlefield 2042, you’ll be able to call in any vehicle to where you are on the map, giving you more mobility power than ever. We’re taking a new approach to live service with not only a commitment to new content, but a goal of enhancing the Battlefield experience through Seasons that will continue to build the world of Battlefield 2042. “In Battlefield 2042 we’ll continue our commitment to keep the community together during the live service,” says Ryan McArthur, Senior Producer on Battlefield 2042. “In our first year, we plan to deliver four seasons, each evolving the sandbox, while delivering its own Battle Pass, Specialist, and more great content that you’ve come to expect from a Battlefield game.” We’ll be evolving our world and expanding on the fiction through Seasons, each one lasting for about three months. Every Season will come with a new free and paid-for Battle Pass, delivering new content to chase after. This also means everyone can progress towards earning all content that impacts direct gameplay such as Specialists, through natural play. In our first year of live service, we will deliver four Seasons, with four Battle Passes, four new Specialists, along with more fresh content. In The Next Briefing… And that’s all for today. Battlefield 2042 marks the start of a new journey for Battlefield and all-out warfare, and we’re excited to give you more updates and reveals in the coming weeks and months. We’re also looking forward to seeing you at EA Play Live on July 22nd, where we’ll talk more about the experience being built by our team in LA. Stay safe, No-Pats. END OF BRIEFING REFERENCE TO A PARTICULAR MAKE, MODEL, MANUFACTURER, AND/OR VERSION OF WEAPON, GEAR OR VEHICLE IS FOR HISTORICAL ACCURACY ONLY AND DOES NOT INDICATE ANY SPONSORSHIP OR ENDORSEMENT OF ANY TRADEMARK OWNER If you'd like to discuss your thoughts and comments with us, please join us here.213KViews150likes153CommentsTitle Update and 10-Year Anniversary Announcement Post
Hello Holotable Heroes, Ten years. A decade. It's difficult to believe that it's been this long since we first invited you to pull up a seat at the Holotable and begin your journey in Star Wars: Galaxy of Heroes. Together, we've achieved numerous milestones, assembled legendary squads, and watched as this incredible community has grown and flourished. Thank you for being the heart and soul of SWGOH. To properly honor this momentous 10-year anniversary and set the stage for the next exciting era of the game, we are thrilled to announce a foundational overhaul in the biggest update we’ve ever made! We're bringing sweeping changes to the structure of the game, designed to revitalize the core experience, enhance progression, and introduce new ways to play. There is a lot of information below, so grab a beverage, find a comfy chair and enjoy the update notes! Eras Last year we released Episodes, and with them we mentioned this concept called Eras. These are Galaxy of Heroes’ new seasonal structure. The guiding principles for seasonality can be found at the end of this document. Each standard Era will consist of: Three Episodes per Era Six Marquee units A Journey Guide event and associated unit Weekly Episode Quests Era Challenges to test your Marquee Squads And multiple pieces of content for all players to enjoy Periodically we’ll have non-standard eras that may only last one Episode or that may not have a Journey Guide event, but we will communicate about these as they occur. As part of these changes we are also expanding the availability of Episode Quests, the Episode Track, and the Episode Pass to all players starting at Level 10 instead of Level 85. Players will get a different set of Episode Quests in each Episode depending on their level when the Episode starts. Players who are below Level 85 receive a standard set of introductory Episode Quests Players at Level 85 receive the bespoke set of Episode Quests for that Episode Additionally, Character Quests will become available for all players at Level 20, which is the same level that unlocks Marquee Events Era Isolation Eras will be isolated from the rest of the game, which we’re referring to as “Legacy” content. During the Era in which each Marquee and Journey Guide unit is released, both the Journey Guide and Marquee units will be considered an “Era Unit”. When an Era ends, all of the current Era units will become Legacy units. When the next Era begins, the newest Marquee and Journey Guide units released during this new Era will be considered Era units for its duration. This is an important distinction for a few reasons: Era units can only be used in Era modes and will not be allowed in Legacy modes. Era Units only use Era resources for progression while Legacy units will continue to use existing materials and recipes for upgrades. Legacy units cannot be used in Era modes or be upgraded with Era materials This isolation is primarily to allow players to progress in both the latest content and grow their rosters with Legacy content without having to choose where to put their resources, but a more detailed explanation of why this distinction and isolation is important can be found at the bottom of this update. Era Journey Guide will work a little differently than normal Journey Guide events. The Era Journey Events will start in week 9 of the Era, which is when the 5th Era Marquee is released. Era Journey Guides Units will be available at 4* to allow players to use them early during the Era. This Era Journey Guide will be structured as follows: Tier I requires the first 5 Era Marquees at 4 at Era Level 45 and will unlock the Journey Guide Unit at 4 The 5 Era Journey Guide Unit will require 5 Marquee units at 5 The 6* and 7* versions of the JG will become available when the 6th Marquee releases and will require all 6 Marquees at 6* and 7* respectively. A significant amount of time after the Era, the Journey Guide will become a Legacy event, but it will have different requirements as the Marquees will no longer be Era units Era Levels To support our design pillars, we’re introducing a new progression system for Era units. This system uses new resources instead of Legacy gear or Relic materials, allowing all players to simultaneously continue their existing farms and chases while building up and playing with new units. Era Levels are a linear progression path that unlocks stats or abilities at each level. Unit Stars is another way to power up your Era units and are required to upgrade Era Levels beyond certain levels: 4* is required for Level 66+ 5* is required for Level 76+ 6* is required for Level 86+ 7* is required for Level 91+ Players will need a variety of Era Materials to upgrade a unit’s Era Level. These can be earned from participating in the Era through Coliseum, Era Marquee Events, Era Journey Events, and Episode Track milestones or purchased from the store. When Era units become Legacy units at the end of an Era, their Era Level will convert into the Character level, Gear tier/Relic level, and Ability level associated with that Era Level. Any Era Materials and Era currencies will be converted to Legacy materials at the end of an Era. The specifics of this new economy are still being finalized, but here are some examples of how your Era Units will be converted over: Era Level 65 - Lv 85/Gear 12(Base)/Ability Level 7 This is where we expect most players to reach with F2P Era Level 80 - Lv 85/Relic 2/Ability Level 7 Era Level 95 (Max Era Level) - Lv 85/Relic 6/Ability Level 8 (Zeta abilities!) Now let’s look at the first round of changes coming to the game in support of Eras, followed by what players can look forward to next year. Coliseum Coliseum is a new game mode and the first Era mode to be added to Star Wars: Galaxy of Heroes. Unlocking at Player Level 10, this game mode pits individual players against formidable foes from the Star Wars universe. Bosses will rotate daily, with players attempting to achieve new high scores each day. These high scores will earn rewards in two ways: one-time rewards for reaching certain score milestones (that reset each era) and daily leaderboard rewards competing against other players’ high scores for the day. The Coliseum leaderboard is one of the primary places to earn the new Relic 10 materials. More on Relic 10 below. To support this new leaderboard, players will be randomly assigned to new Era Shards. These are similar to Squad Arena and Fleet Arena shards, but are completely separate. An Era shard is not tied to a player’s Squad or Fleet Arena Shard and will not affect either of those in any way. Players will be randomly assigned to a new shard each Era, giving everyone an opportunity to prove their mettle against a variety of opponents. Era Challenges Era Challenges are another place to use Era units in this release. These will be replacing Galactic Challenges in an effort to help manage how much time players spend completing their daily tasks. The difficulty tiers are balanced around having Era units & squads at certain Era Levels, and the feats reward those appropriately. These will be available during the weeks between marquee releases, and players will have the full week to complete as much as they can on their own schedule. Time In Game Time needed to complete all the events and modes daily is an important topic to discuss as part of all these changes. With the addition of Coliseum and managing an Era roster on top of your existing roster, it is critical that we ensure the time spent in game daily doesn’t increase significantly. We designed the systems and the scale of Eras to something far more manageable. For this release Coliseum is a huge focus, but we were careful to ensure that only a few battles a day are needed to complete most of the Era content and advance up the leaderboard. Your score for each Coliseum boss is a high water mark that persists over the Era, which means once you achieve your best score, you don’t need to keep battling over and over again that day. A new type of event is Era Challenges, which replaces Galactic Challenges. Every other week, Players have 7 days to complete Era Challenges and use their newly powered up Era Squads. This should make Era Challenges less time intensive than Galactic Challenges overall. Lastly, we wanted to reduce some time spent in Conquest and Territory Battles. For players who are over-invested in the Squads needed for the zone, Relic Delta will make those battles faster and need less micromanaging during the encounters. In the future, we will continue to examine which modes should be supplanted by the Era system and which ones are the important drivers of your Legacy roster that should stay front and center. We are also scrutinizing which areas of the game are not only time intensive but become repetitive once mastered. This is a space we are continuing to examine and determine if they should be addressed with quality of life changes or removed entirely. More on this in the future as we watch this release closely for how it impacts time spent in the game. Cantina We have long wanted to spice up the cantina with new characters, story elements, tie-ins to current events within Galaxy of Heroes, and more. While our Art team is hard at work preparing larger changes, we wanted to put seasonal content front and center. To facilitate this, we’ve condensed the Light Side and Dark Side tables into the Cantina Battles table and renamed it the Campaigns table. We will be continuing the work to modernize our Cantina in an update scheduled for next year. Our goal is to provide an easily-navigated home screen that informs you of the most relevant information to you and what exciting new content has been released. Future Seasonal Content Oftentimes players will be building two or even three squads out of the marquee and Journey Guide units they unlock during an era, and we want to support player agency in developing those squads. Early next year we plan to release what we’re calling Loaned Units - a system where players will temporarily be granted a variety of additional Era units based on Legacy units for use in Era modes. Loaned units will not require direct investment to increase their power, and they will go away at the end of the era. Until then, we’re utilizing summoned units within Coliseum to provide a better and more well-rounded combat experience. We recognize that there are players who want to duke it out in direct PvP rather than fight big bosses. With that in mind, we want to bring a PvP mode to Eras in the future. For this to be the compelling PvP experience we want it to be, it needs to be supported by Loaned Units and a system for stat differentiation. However for Era PvP, mods can be complicated, and they introduce a wide variance in player experience and competitive viability based on random rolls. While the system provides interesting texture to legacy content and long-term progression, it is not conducive to seasonal content where all players start from the same place each era. With all that said, any Era PvP will be introduced alongside a new system for stat differentiation among Era units that will allow Era PvP to be an intriguing competitive landscape for players to deeply engage with. More on the next Era features as we get closer to their releases. We should note that this is not the end of "Legacy" content as the Era system works in conjunction with new events and modes that are outside of Eras. We have many plans to release more features and content like Raids, Territory Battle Planets, and Units in the future. Legacy Changes Alongside the new era content, we have a number of changes coming to the rest of the game. Let’s take a high-level look at what those are. Marquee Cadence A long time ago, we established a cadence for Marquee units. Since then, we’ve added to the cadence (shards become accelerated approximately one year later) and introduced new versions of Marquee events. With the introduction of Eras, we are evolving Marquees to the next stage. Players will be granted all of the Marquee units from an Era the first time they log in during that era. These units will not be accessible for upgrades or battle use until their individual marquee event starts, but they will exist in your roster. This way, all players will have access to the same Marquee units at the same time, even if a particular Marquee event is missed during an Era. (You’ll still want to play the Marquee while it is active to earn more shards for your Era Units, though!) It also helps players jump straight into Era content. The other notable change to marquee units is when they transition to shipments, nodes, and accelerated status. Marquee characters’ shards will be available in Shipments approximately the second week after their release Era ends and they become legacy characters. Marquee characters’ shards will be farmable on a node approximately 13 weeks after their marquee event. Marquee characters’ shards will become accelerated around one year after the start of their release Era, even when this would mean an individual character may become accelerated earlier than one year after their marquee event. This is also when Marquee units are eligible for Lightspeed Tokens, as a change from our earlier plan of having them become eligible one year after the end of the Era. Relic Economy Changes As part of this major Eras update, there will be a number of changes to the Relic economy. Eras create a path for players to reach the higher tiers of Relics if they want to invest deeper into their squads. Relics are also a critical part of the rewards for the Era, and there are three ways we are improving the Relic experience for players: Reduce the Pinch of Gear and Relic Materials Increase inflow of Relic resources to majority of players Improve Access to Relics Reduce the Pinch of Gear and Relic Materials The first way we are reducing some of the Relic pressure on your roster is through the changes to Eras. Eras significantly change how players interact with Legacy unit progression as Era Levels provide a head start on new units when they convert at the end of an Era. This reduces the amount of Gear needed for new units and instead can be used at the Scavenger to obtain the Relic materials you need. Outside of the newest units, Era rewards will also impact many older Journeys. Lightspeed Tokens are rewarded from engaging or investing in the Era and can be used on Legacy units to accelerate access to squads and Journey Guide events. Again, this reduces the amount of Gear you need to get Journey Guide requirements up to speed and freeing up Gear to be used elsewhere. Our goal for Eras is to be an efficient way to acquire Journey Guide units and power up your roster. Additionally to alleviate some pressure on Relic materials for Relic 9, we are removing Fragmented Signal Data, Chromium Transistor, and Aurodium Heatsink from the Relic 9 recipe. All of these changes combined allow you to use less Gear for upgrading Units and save Gear for the Scavenger to get the Relics you want faster. Increase amount of Relic Material inflows While reducing the number of places you need Gear, it is important to get more Relic materials into players’ inventories. This primarily comes from the updates to milestones on the free Episode Track. Relic 1-5 materials and Tier 1-3 Signal Data will be replacing existing GC Salvage Boxes on the free Episode Track milestones. Players engaging daily in Eras will still be able to complete the Episode Track, and we expect most players to be able to earn these resources monthly. On top of that, we are updating Episode Shipments to include items like Signal Data (Fragmented and Incomplete) so players can use their extra Episode currency to also boost their Relic farms. Improve Access to Relics More resources and less pressure on Gear when upgrading Characters is great, but without access to more of the important materials to upgrade higher tier Relics, players would be unable to utilize these additional resources. With that in mind, the Scavenger will be updated with the following changes: New Relic Material recipes Aeromagnifiers Mk 12 ArmaTek Tactical Data Prototype = 270 points Mk 12 ArmaTek Tactical Data Prototype Salvage = 9 points Mk 7 Kyrotech Shock Prod Prototype = 450 points Mk 7 Kyrotech Shock Prod Prototype Salvage = 9 points Mk 9 Kyrotech Battle Computer Prototype = 450 points Mk 9 Kyrotech Battle Computer Prototype Salvage = 9 points Points to create 1x Aeromagnifier = 175 points Droid Brains Mk 12 ArmaTek Tactical Data Prototype = 270 points Mk 12 ArmaTek Tactical Data Prototype Salvage = 9 points Mk 7 Kyrotech Shock Prod Prototype = 450 points Mk 7 Kyrotech Shock Prod Prototype Salvage = 9 points Mk 9 Kyrotech Battle Computer Prototype = 450 points Mk 9 Kyrotech Battle Computer Prototype Salvage = 9 points Points to create 1x Droid Brain = 245 points New Relic Signal Data recipe Corrupted Signal Data Fragmented Signal Data = 6 points Incomplete Signal Data = 8 points Flawed Signal Data = 10 points Points to create 1x Corrupted Signal Data = 145 points In addition to the Scavenger, Raid Shipments are being updated: Electrium Conductor and Zinbiddle Card are being changed from costing Mk III Raid tokens to Mk II Electrium Conductor Cost = 75 MKII Raid Tokens each Zinbiddle Card Cost = 100 MKII Raid Tokens each Carbonite Circuit Board, Bronzium Wiring, Chromium Transistor, and Aurodium Heatsink are being changed from Mk II Raid tokens to Mk I. Carbonite Circuit Board Cost = 35 MKI Raid Tokens each Bronzium Wiring Cost = 40 MKI Raid Tokens each Chromium Transistor Cost = 50 MKI Raid Tokens each Aurodium Heatsink Cost = 55 MKI Raid Tokens each The goal here is to make these Relic materials easier and cheaper to acquire. Updated Rarity Requirements The number of Stars required for certain Relic Amplifier Levels has been reduced as well: Relic 4: Now requires 5 Stars, reduced from 6. Relic 5: Now requires 6 Stars, reduced from 7. Relic 6: Is now the first Relic Amplifier Level to require 7 Stars. While we lift the floor of Relics for many players, we also want to raise the ceiling with the introduction of Relic 10. Earned from Era Shipments, Relic 10 materials will be the most valuable for players competing at the high end of Grand Arena Championships and Territory Wars. While new units and content are exciting for our most veteran players, the competition at the top end of our PvP modes is what drives the excitement for many of our top players. Increasing the accessibility of Relic 9 means players should feel more comfortable with pushing their competitive squads to higher Relics. This is some major context for why Relic Delta is important and how the access to Relics is becoming easier. Speaking of which… Relic Delta Thanks to the efforts of those involved in the recent playtest, we have finalized the values for Relic Delta as shown below. This system will not be active in Conquest during the Stranger arc. For the Conquest arc after the Stranger, we are working on changes to improve quality-of-life and ease pain points so that the Relic Delta’s effect on the Conquest experience is purely positive. We knew this was a critical but difficult change to make, which is why we ran a playtest to help tune this to the appropriate levels. Thanks to your feedback, we lowered the overall impact of these modifiers at lower Relic differences and reduced their power at the top. Even now, the numbers above are something we will monitor closely to ensure there is a robust meta based on squad synergy and strategy that respects players’ ability to theorycraft and push squads to their limits. If you want to know more about Relic Delta and our intentions for its impact, check out our Design Fireside Chat on Relic Delta here. Episode Track Updates This release also contains a number of changes to the Episode Track. With the release of Era Levels, a variety of Era Materials will be added to the Episode Track. The Pass and the Pass+ will contain even more Era Materials to accelerate your Marquee upgrades and help you climb the Coliseum leaderboards. Additionally Relic 1-5 materials and Tier 1-3 Signal Data will replace Gear on the free Episode Track milestones. Overall, this adds more value to the Episode Track, the Pass and the Pass+ while the price will stay the same. Galactic Challenge Episode Points Migration With this release we are discontinuing Galactic Challenges in their current form and adapting the GC system to create new Era Challenges as detailed above. Episode Points awarded from these feats have been fully distributed across Episode Quests. Only the points from feats requiring Episode Pass ownership were applied to quests requiring it. Specific point changes to Episode Quests are as follows: Free Episode Quests award 5,000 EP, up from 2,000 Episode Quests requiring the Episode Pass award 7,000 EP, up from 4,000 Chapter Headline Quests award 11,000 EP, up from 8,000 There is also a new Daily Quest for playing in the Coliseum, making eight total. Individual Daily Quest rewards have changed as follows: Daily Quests reward 300 EP, reduced from 350 Completing all Daily Quests rewards 1600 EP, increased from 1500 This results in an overall increase of 50 EP/day from Daily Quests, (3,950 vs 4,000,) or 1400 per Episode. Lightspeed Tokens Future Lightspeed Tokens will have tiers updated to better match current character power levels. These consumables still instantly upgrade characters, but now grant higher Gear and Relic tiers. Note that this does not affect any existing Lightspeed Tokens. Updated Tiers Tier 1 – Carbonite: Level 85, 3 Stars, Gear XII, Ability Level 3 Tier 2 – Bronzium: Level 85, 4 Stars, Relic 1, Ability Level 4 Tier 3 – Chromium: Level 85, 5 Stars, Relic 3, Ability Level 5 Tier 4 – Aurodium: Level 85, 6 Stars, Relic 5, Ability Level 6 Tier 5 – Kyber: Level 85, 7 Stars, Relic 6, Ability Level 7 All other upgrades granted by each LST remain the same. The Anniversary Era For our 10th Anniversary, we wanted to do something special with our Marquee characters. We looked at characters that were in the game in our original launch back in 2015, and paid homage to them with new characters that have a modern place in the SW:GoH meta. The ones we chose all focus on either lifting squads that we feel could use a little help in certain areas, or building entirely new squads out of currently “homeless” characters. Anniversary Era Marquees Stormtrooper Luke - One step up from Farmboy Luke, this somewhat short Stormtrooper makes Stormtrooper Han and Princess Leia part of a real Rebel squad along with R2-D2 and Old Ben prior to unlocking Leia Organa. IG-90 - Counting up from IG-86 and IG-88, we get IG-90, a notorious bounty hunter who provides Doctor Aphra and her squad with a much-needed tank. Yoda & Chewie - Take Clone Wars Chewbacca, add one Jedi master, and bake into a powerful addition to Tarrful’s Wookiee squad. Asajj Ventress (Dark Disciple) - As a bounty hunter, Asajj Ventress looked for a place to belong as she made her way through the galaxy… much like the Scion whose squad she’ll join. Inquisitor Barriss - As Barriss Offee falls from grace, she will be part of a strong Inquisitiorius squad in 3v3 as well as a potential Unaligned Force User for Cere Junda to take under her wing. Darth Vader (Duel’s End) - As a Stranger steals away Vader’s apprentice from legend, this Elite Marquee joins his new master and the Emperor’s Hand as the backbone of a true Empire squad. Anniversary Era Journey Maul (Hate-Fueled) - Rebuilding his broken body from scrap metal and pure rage, the former Sith apprentice Maul will seek out a Stranger to give him new purpose and lead him in battle. Important Note: The Era Journey Event will now begin with the fifth Marquee unit’s release. This will allow you to unlock the Era Journey Guide unit at 4* and can get enough shards to get to 5*. When the final Era Marquee unit releases you can then play the last tiers of the Journey Event and get enough shards for 6* and 7*. Like their Era Marquee companions, the Era Journey Guide unit also uses Era Levels until the Era ends. Anniversary Era Coliseum Bosses Dryax - A vicious pair of apex predators from the planet Wayland! Jotaz - A bulky, ferocious brute from the mysterious planet of Zeffo! Pirate AT-ST - Abandoned by the Empire and salvaged by a bloodthirsty crew of pirates! Zeffo Tomb Guardians - An emotionless trio recovered from Zeffo’s Jedi tombs! 10th Anniversary Quest Celebration Starting with the release of this Title Update, and continuing over the next six months, we are releasing a series of Anniversary Quest chains that will appear in all players’ Journey Quest logs starting at Player Level 10. These quests will take a little longer to complete than a typical Journey Quest, but will be especially attractive for brand-new or returning players, granting Lightspeed Tokens to accelerate them through unlocking a number of Journey Guide characters. That said, all players should see at least some benefits from these quests! These quests will remain available until November 17, 2026. Unless otherwise specified, LSTs rewarded in these quest lines upgrade the character to 7 Stars and Gear XIII (a.k.a. Relic 0), with all abilities upgraded to maximum level. This includes Zeta upgrades but not Omicron upgrades. Below are the total rewards granted by each Anniversary Quest chain: Quest Chain 1-A (Start Date 11-18-2025): Hera Syndulla LST Sabine Wren LST 10x Zeta Ability Materials 3x Omicron Ability Materials Quest Chain 1-B (Start Date 12-2-2025): Ezra Bridger LST Chopper LST 10x Zeta Ability Materials 3x Omicron Ability Materials Quest Chain 1-C (Requires completing chains 1-A and 1-B): Captain Rex LST Rebel LST Emperor Palpatine LST (Requires completing final quest in chain to unlock Palpatine) Does not grant Star upgrade, but all other upgrades are the same Quest Chain 2-A (Start Date 12-16-2025): Ahsoka Tano (Snips) LST Jedi Knight Anakin LST 10x Zeta Ability Materials 3x Omicron Ability Materials Quest Chain 2-B (Start Date 12-30-2025): Mace Windu LST Shaak Ti LST 10x Zeta Ability Materials 3x Omicron Ability Materials Quest Chain 2-C (Requires completing chains 2-A and 2-B): Kelleran Beq LST Jedi LST Grand Master Yoda LST (Requires completing final quest in chain to unlock GMY) Does not grant Star upgrade, but all other upgrades are the same Quest Chain 3-A (Start Date 1-13-2026): Eighth Brother LST Ninth Sister LST 10x Zeta Ability Materials 3x Omicron Ability Materials Quest Chain 3-B (Start Date 1-27-2026): 5th Brother LST Seventh Sister LST 10x Zeta Ability Materials 3x Omicron Ability Materials Quest Chain 3-C (Requires completing chains 3-A and 3-B): 2nd Sister LST Empire LST R2-D2 LST (Requires completing final quest in chain to unlock R2) Does not grant Star upgrade, but all other upgrades are the same Quest Chain 4-A (Start Date 2-10-2026): Princess Leia LST Luke Skywalker (Farmboy) LST 10x Zeta Ability Materials 3x Omicron Ability Materials Quest Chain 4-B (Start Date 2-24-2026): Obi-Wan Kenobi (Old Ben) LST Stormtrooper Han LST 10x Zeta Ability Materials 3x Omicron Ability Materials Quest Chain 4-C (Requires completing chains 4-A and 4-B): Admiral Ackbar LST Droid LST Commander Luke Skywalker LST (Requires completing final quest in chain to unlock CLS) Does not grant Star upgrade, but all other upgrades are the same Quest Chain 5-A (Start Date 3-10-2026): Boba Fett LST Bossk LST 10x Zeta Ability Materials 3x Omicron Ability Materials Quest Chain 5-B (Start Date 3-24-2026): IG-88 LST Dengar LST 10x Zeta Ability Materials 3x Omicron Ability Materials Quest Chain 5-C (Requires completing chains 5-A and 5-B): Fennec Shand LST Bounty Hunter LST Chewbacca LST (Requires completing final quest in chain to unlock Chewbacca) Does not grant Star upgrade, but all other upgrades are the same Quest Chain 6-A (Start Date 4-7-2026): The Mandalorian LST Cara Dune LST 10x Zeta Ability Materials 3x Omicron Ability Materials Quest Chain 6-B (Start Date 4-21-2026): IG-11 LST Kuiil LST 10x Zeta Ability Materials 3x Omicron Ability Materials Quest Chain 6-C (Requires completing chains 6-A and 6-B): Greef Karga LST Mandalorian LST The Mandalorian (Beskar Armor) LST (Requires completing final quest in chain to unlock BAM) Does not grant Star upgrade, but all other upgrades are the same Pillars of Seasonality Star Wars: Galaxy of Heroes has evolved so much over the last 10 years. As we looked at the future of the game, we wanted to build an ecosystem where all players could enjoy the latest content together. We established a few pillars for this ecosystem, eventually called Eras (seasonality), around which all of our design decisions were based and where we looked for guidance whenever an issue popped up. Let’s walk through the following 4 pillars to understand why they exist and how they affected the design of this release. Pillar 1: Seasonal Play is for All Players Whether players have been playing for 10 days or 10 years, we want everyone to play with the newest Marquee characters together. The first step to getting all players to experience the newest content together was to put all players on the same footing at the start of an Era. One option was to simply grant everyone the units for each event tier, but “borrowing units” doesn’t allow players to upgrade units in a unique way or support theorycrafting. Just using borrowed Units for an Era fundamentally didn’t feel like a fun or compelling way to grow a roster. This led to the creation of a new progression system called Era Level. Now everyone would start from the same place each Era when playing with the new Marquee Units, and players could invest as they wanted. Great! But now we had some questions to answer: How would these Era units interact with existing rosters and game modes? If it’s not the highest relic level, how can players get that unit to a state of competitive viability? What constitutes game-wide competitive viability when players could have a roster full of G7s or R7s? Ensuring that these Units felt competitive for all types of players in existing modes regardless of where they are going on their journey was impossible. What was viable for one player in Grand Arena for example was completely useless or overpowered for another. We could have picked an average spot that would have these units be competitively viable for most players but we would be leaving someone out and it would violate our pillar of “Seasonal Play is for All Players.” Additionally, having these units live side by side also creates an in-game communication issue where the unit could exist in two very different states based on which mode(s) you used them in. This left us with a choice: Allow players to use characters at a level that may or may not be competitively viable, which could mean the unit is usable by some and unusable by others Isolate seasonal play so that all players could use the new units in modes specifically designed to accommodate the new progression system We chose to isolate seasonal play as we believe it is the cleaner solution that results in a better player experience across the board and lets everyone enjoy the newest content together. Pillar 2: Focus on the Fun One of our main pillars with introducing Seasonality was to create an experience for all types of players that focused on doing what is fun in Galaxy of Heroes. Fun means different things to different people, but here we are defining this as getting new characters, using them in exciting battles, and experiencing epic Star Wars stories. This distills not only what makes character collecting games exciting, but also why Star War: Galaxy of Heroes is a game we have loved for years. So how do we do that? In our early game, players see rapid advancement in Gear levels and a matching pace of progression through early content. It’s fun watching multiple numbers go up every day, making clear progress toward content goals, and frequently getting stronger. It’s natural that as players get to higher investment and content, pacing slows down. This is evident in practically every RPG or game with a leveling curve. It’s something to embrace, yet it can sometimes leave us wishing we could experience that rapid progression again. To that end, we wanted new Marquee units to be usable in content immediately with rapid and consistent incremental progress. This means Marquees need to be relevant at lower power levels and to receive frequent upgrades that result in direct improvement in gameplay performance. Eras should provide a consistent progression experience to all players. This pillar informed some of the shaping of the Era Level system, but its primary impact was on the content landscape. We needed one or more new game modes that could be designed specifically for this new, isolated ecosystem. Content where players could feel the impact of upgrades while witnessing large accomplishments over the course of an Era. Enter the Coliseum! The first of our new seasonal modes provided opportunities for boss encounters on a rotating schedule so players could feel the experience of making significant progress on a daily basis. It also gives our designers space to come up with fun and exciting content more frequently while revisiting some of the awesome units we have created in the past but were only used a handful of times. Now remember Pillar 1, Seasonal Play is for All Players. With this in mind, we aimed to keep the Coliseum boss encounters simpler. However, the Coliseum still needs to be a place where veterans and new players alike can experience the fun of mastering a new challenge together. A variety of bosses at the right level of complexity allows theorycrafters to have a space to explore nuances while others can enjoy the progression from day to day. In short, we’re aiming to bring the whole community together to have fun. Pillar 3: Tell a Star Wars story Our love of Star Wars is what brings us together. It’s a wonderful universe full of stories we enjoy reading, watching, hearing, and playing. We wanted to make sure that through Eras we were providing deep, immersive stories and rich narrative experiences for players. While the Coliseum provides some narrative elements, we want to do more. The Cantina and the overall game need to evolve to better support the Star Wars stories we want to tell. This is arguably our largest update ever to the game, and yet it doesn’t contain nearly all of the stuff we wanted to build for you, our players. We have much more in store for Eras in the future, and that’s where we want to continue to grow this Pillar with more story-driven content. Pillar 4: Eras are the Most Efficient Path for Player Progress This Pillar has been a top priority as we’ve developed these systems. At every turn we kept asking “how is this helping players grow their roster?” Players who’ve played for 10 days have drastically different goals than those who’ve played for 10 years and require very different rewards. All players need to see durable progress from participating in Eras. For Eras to be the most efficient path for growing your roster, any progress made during an Era needs to translate directly into progress after the Era ends. It is critical that players did not feel like they lost any progress or their resources were wasted when upgrading characters during an Era. This is the reason for several choices, including (but not limited to): Why Era Levels use unique materials instead of Gear/Relics - Players no longer have to choose between progressing toward their goals or playing with the newest characters. Lightspeed Token Rewards and Era Units Conversion - Seasonality provides players with Lightspeed Tokens to help them achieve their goals while also growing their roster with the newest Era units, all without using their Legacy resources. Relic 10 Materials Rewards - For veteran players, Eras allow them to power up their existing Legacy units to greater heights by competing on Era leaderboards to earn Relic 10 materials. Era Currency gives Players Agency over their Rewards - Players need to earn relevant rewards for their legacy roster, and Era Currency and the new Shipment tab allow you to earn the resources that are most valuable to you. With these, players can continue to work on Territory Battle and Raid squads, hone their PvP capabilities, and unlock new Journey Guide chases while still acquiring, using, and advancing the newest characters. Conclusion Hopefully this post provides you with a better understanding of how we made some of the choices we did for this monumental 10th Anniversary update. We want to move to a world where Galaxy of Heroes players both new and old are strategizing and playing together in the latest events and with the latest characters without feeling like they are missing out on their favorite Star Wars experiences. Where newer players can feel like they are contributing to Guilds meaningfully without years of catching up while respecting our most engaged players who have been playing for years. Ultimately, Seasonality needs to provide real progress towards your existing goals. We don’t want you choosing between playing the latest cool stuff and actually preparing your roster for long term success. It’s a tough balancing act and we know there will be feedback on how we achieve this. It won’t be perfect but we are truly excited to continue this journey with you all! Thank you again for 10 years of amazing holotable stories. We could not have done it without you. - SWGOH Dev Team We know this was a long post, so if you have questions, feel free to submit them HERE Shameless Plug for Charity Event Live Stream185KViews57likes167CommentsF1® 24 - Community-Raised Issues (Last Update: March 26)
Racers, Thank you for your support of F1® 24. Following the game's release, the development team will continue to work hard at making tweaks to the game based on the feedback you provide. What's this post all about? This post will be used to inform you on issues that the F1® 24 team are actively investigating or working on that have been raised by members of the F1® 24 community. How do I report a bug or issue? Before starting a new subject in EA Forums, please check to see if we're already tracking your issue in the list below. If you're not seeing the issue listed below, please visit the F1® 24 Technical Issues and Bug Reports to see if someone else has already raised it. If you're still not seeing your issue, please report it with as much information as possible. Please also attach any relevant files that you think would help the team verify your issue such as screenshots and videos. More information on how to report a bug can be found by clicking here. For account-related issues please reach out to us via EA Help. How do I know what the status of an issue is? There are four categories that issues will be assigned to. Those are as follows: 🚧 INVESTIGATING 🚧 A significant number of people have reported this issue occurring. The development team is currently investigating the issue to understand how, or if, this can be resolved. ⏳ AWAITING PATCH ⏳ A fix/adjustment has been made and will be issued in a future patch. ✅ RESOLVED ✅ This issue has been resolved in the game version listed beside the issue. Please ensure you have updated your game to the latest version. ✋ CLOSED ✋ If marked as such: the issue can't be verified by the development team (therefore unable to resolve), is no longer being reported as an issue, or, is working as intended. Additional context about these particular issues may be linked alongside them. Items marked 🆕 have been recently updated/moved this week (since Monday). Items marked 📸 were originally flagged by an EA Creator Network member. 🆕🛠️ Latest Patch: v1.19 - Released March 26 - Includes: F1 25 Liveries for Iconic Edition Pre-Orders & EA App Save Game Update 🛠️ 🚧 INVESTIGATING 🚧 A significant number of people have reported this issue occurring. The development team is currently investigating the issue to understand how, or if, this can be resolved. Any additional planned fixes/bug investigations will be listed here if being worked on ⏳ AWAITING PATCH ⏳ A fix/adjustment has been made and will be issued in a future patch. Items marked as 🆕 in here may have previously been in the Investigating section. Any additional planned fixes/bug investigations will be listed here if being worked on ✅ RESOLVED ✅ This issue has been resolved in the game version listed beside the issue. Please ensure you have updated your game to the latest version. 🆕 v1.19 - Issues with saving the game through EA App v1.18 - Photo Mode - Changing shutter speed causes problems with rendering the shot v1.17 - Customisation - Driver numbers unavailable on Grove Classic and Hethel Classic liveries v1.16 - Issues when Anti-Aliasing and Dynamic Resolution options are enabled (PC Only) v1.15 - Graphics - Excessive smoke from other drivers when locking up v1.14 - Audio - Joshua Dürksen being skipped on the grid running order v1.14 - UDP - "Retry Practice Programme" causes UDP data to become corrupt v1.11 - F2 - F2 2023 calendar being used in Grand Prix instead of 2024 v1.11 - 📸 Gameplay - ERS deploy doubled for the player v1.11 - 📸 Tracks - Auto recovery, Safety Car and Track Acclimatisation bugs on Interlagos v1.10 - AI - AI pace seemingly inconsistent between qualifying and race v1.10 - F1 World - Team Member mod effects do not last the whole duration v1.8 - 📸 Gameplay - Incorrect penalties for 'Illegal Blocking' v1.8 - Gameplay - Flickering ERS bar v1.8 - 📸 Multiplayer - DSQ on Formation Lap resulting in DSQ after race start v1.8 - Stability - Game freeze after contract renewal in Two-player Career v1.8 - Tracks - Mismatch between actual Pit Lane speed limit and signs placed beside the Pit Lane (Jeddah) v1.7 - Stability - Game occasionally crashing after completing an FP3 session in MyTeam v1.7 - Leaderboards - Reset leaderboards following the v1.6 patch v1.7 - Additional adjustments to Slipstream and DRS values to help overtaking and reduce AI trains v1.6 - Gameplay - 10 second time penalty served in 5-6 seconds v1.6 - Handling - Adjustments to Medium Traction Control setting v1.6 - Handling - Additional smaller handling improvements v1.6 - Stability - Game crashing on boot due to GFX issue v1.6 - Stability - Game crash when returning to mid-session save v1.6 - Stability - Game crashing when trying to access replays in Theatre mode (PC) v1.6 - Tracks - Kerbs and sausage kerbs more obvious, unsettling the car more when driven over v1.5 - AI - Excessively-long AI ERS trains v1.5 - AI - Excessively-long AI DRS trains v1.5 - Career - Two-player Career mode becoming unresponsive in menus v1.5 - Gameplay - Unable to open radio comms v1.5 - Input Devices - Logitech G923 FFB not working correctly unless turning off and on (Xbox Series) v1.5 - Multiplayer - Unusual collisions during some Multiplayer races v1.5 - MyTeam - MyTeam unable to proceed after ~1.5 Seasons v1.5 - MyTeam - PS5 players potentially getting a "customisation item removed" error after applying sponsor logos to their MyTeam livery v1.5 - Stability - Game occasionally soft-locking at the beginning of a race session (Multiplayer) v1.5 - Tracks - Invisible bump at Turn 13 (Spain) v1.5 - 📸 UI - Haas and Ferrari using the same colour on timing board and mini-map v1.5 - UI - Customisations to on-screen display (OSD) aren't being saved v1.4 - Career - Drivers incorrectly or unfairly losing Pace rating if they don't set Fastest Lap v1.4 - Career - Weather desync occurring in Two-Player Career v1.4 - Gameplay - Wet weather tyre compounds unavailable/incorrect in certain conditions v1.4 - Gameplay - ERS suddenly stops deploying, due to an ERS reliability fault not being communicated to the player. v1.4 - Gameplay - Wet tyres not available in wet conditions, when the player uses the Casual race style v1.4 - Gameplay - All cars starting on slick tyres in wet conditions v1.3 - 📸 Career - Pace stat increasing incorrectly v1.3 - 📸 Career - Focus stat rolling back to '99' incorrectly v1.3 - Career - Lack of AI-triggered mistakes/DNFs/yellow flags in Career mode v1.3 - Gameplay - Adjustments to Vehicle Handling v1.3 - Gameplay - Marginal increase in speed when partially driving on the grass ✋ CLOSED ✋ If marked as such: the issue can't be verified by the development team (therefore unable to resolve), is no longer being reported as an issue, or, is working as intended. Additional context about these particular issues may be linked alongside them. AI - Possible additional work AI ERS/DRS trains Following improvements in patch v1.5 to how AI battle on-track with one another, including how they deploy DRS, investigations in to how this can be improved further will be incorporated into future F1 game titles Career - Inability to use #1 driver number after winning the Driver's Championship This functionality is being investigated for implementation in a future F1 game title Multiplayer - Inconsistent host advantage on lights-out An adjustment to combat this problem was made in a recent patch, with reports suggesting that this is now resolved/improved. The team will continue to monitor reports and whether additional improvements will be made for future titles. Tracks - Potential ongoing issues with invisible bump at Turn 13 (Spain), Turn 1 (Bahrain), Turns 14-15 (Miami), and Turn 15 (Silverstone). Unusual collision behaviour with kerb at exit of Turn 13 (China) Improvements to these areas won't be made for F1 24. These issues will be investigated for our future titles. 📸 Audio - Incorrect Ferrari engine sound A change was made alongside the Season 3 updated to adjust the Ferrari engine sound to bring it closer to the real-world audio, therefore this change is as intended. Multiplayer - Equal team performance setting not applying correctly in some scenarios Please see the following post relating to Equal Performance in F1 24: here. Replays - Replay audio doesn't always match on-screen visuals As with the real-world broadcast, there will be instances where car audio doesn't always match the on-screen action 100%. This year's integration is the first to offer more authentic replay sound with improvements planned to be made in future years. Stability - Game crashes when running BitDefender If running BitDefender, adding F124.exe or EAAntiCheatLauncher.exe as exceptions can avoid certain game crashes. More info can be found here and here. Input Devices - Thrustmaster TX wheel not being recognised (PC) By adding an exception in BitDefender for F124.exe, this problem is solved. More info can be found here. 📸 Audio - F1 'Theme Song' is being copyright-claimed on YouTube Claims of the F1 Theme Song (Brian Tyler) will no longer be copyright-claimed on YouTube by Tunecore. Input Devices - Logitech devices causing a game crash By updating the G-HUB software, crashes related to Logitech devices are no longer happening. More info can be found here. Stability - Anti-cheat executable is missing (Steam) This issue has been resolved. If you are still experiencing this problem, please reboot Steam, verify game files, and update F1 24. Game boots in Chinese language by default (EA App) This issue has been resolved. If you are still experiencing this problem please reinstall the game. 🔧 PATCH NOTES 🔧 The following information includes details of the patches that have been released for F1® 24. For itemised patch information, please check the attached link. Version 1.3 - Out June 7 Version 1.4 - Out June 12 Version 1.5 - Out June 24 Version 1.6 - Out July 8 Version 1.7 - Out July 22 Version 1.8 - Out August 19 Version 1.10 - Out September 19 Version 1.11 - Out October 14 Version 1.13 (PlayStation Only) - Out November 4 Version 1.14 - Out Week November 11 Version 1.15 (Hot Fix) - Out November 21 Version 1.16 - Out December 9 Version 1.17 - Out February 3 Version 1.18 - Out March 3 Version 1.19 - Out March 26 Please consider the following: This is not an exhaustive list of everything the development team are working on. Just because an issue is not listed above does not necessarily mean it's been ignored. If an issue is added to ⏳ AWAITING PATCH ⏳ this does not mean it will be addressed in the next patch but will be included in an upcoming patch. We hope you continue to enjoy F1® 24!163KViews33likes0CommentsBattlefield Briefing: Answering Your Reveal Questions
On June 9 we revealed Battlefield 2042, and gave you an extensive look at All-Out Warfare, one of the game’s three core experiences. Your reactions to our unveiling have been memorable for the entire Battlefield team, and we look forward to sharing even more with you in the near future. We’ve since read your feedback and sat down with Daniel Berlin, Senior Design Director for Battlefield™2042 to answer your questions. In this post, you can expect to learn more about the following topics: A closer look at Specialists, Maps, Vehicles and AI Soldiers Why we’re moving the Technical Playtest to later this summer How we’re building cross-play and cross-progression functionality for Battlefield 2042 And as a bonus, we added an interview about how the much beloved penguins of the map Breakaway came to life. Let’s jump in! In Battlefield 2042 you will step into the boots of Specialists, an all-new type of playable soldier for the franchise. Inspired by the traditional Battlefield Classes, Specialists will be equipped with their own unique Specialist Trait and Specialty, and will have fully customizable Loadouts. At launch there will be a total of 10 Specialists. So far, we’ve shown you 4 of them: Boris, Casper, Falck and Mackay. You can expect further details on the remaining 6 later this year. How do Specialties and Traits work? The Specialty and Trait of each Specialist is unique to them, and can’t be changed. So as an example, we’ve noticed your excitement for a certain Specialist using a Wingsuit to navigate around the battlefield. That Wingsuit is their specific Specialty and cannot be used by any other Specialist. As for Traits, let’s take a closer look at Falck, equipped with the Combat Surgeon Trait. Combat Surgeon allows Falck to revive allies to full health. This gives her an advantage over players using Squad Revive, which we’re bringing back to Battlefield 2042. Squad Revive takes longer and does not bring players back to full health. How do customized Loadouts work? Class no longer restricts which weapons you can bring onto the Battlefield thanks to a fully customizable Loadout. As a Specialist, you’ll be able to customize the following: Primary Weapon Equipment (items anyone can use such as a Medical Crate or Supply Crate) Secondary Weapon Throwable (such as Frag or Incendiary Grenade) Here is what a customized Loadout could look like: Primary Weapon: M5A3 (Assault Rifle) Equipment: Supply Crate Secondary Weapon: G57 (Sidearm) Throwable: Frag Grenade As with all Specialists, Mackay’s Specialty and Trait are unique to him and cannot be changed as part of his Loadout: Specialty: Grappling Hook Trait: Nimble Will all players have RPG’s / SRAWs / SMAWs? All Specialists now have the ability to fully customize their Loadout, which means you have to make a choice about your focus on the battlefield. For example, you could opt for a Carl Gustaf M5, which is a unguided rocket launcher effective against vehicles at mid range. Or would you instead like an anti-air approach via the FIM-33 AA Missile? Choosing a more explosive approach for your Equipment slot would mean you won't be able to carry a Medical Crate, or a Supply Crate, and thus leaves you without health or ammo replenishing options. So choose wisely. Whenever we introduce a feature such as Loadouts, we also think about balancing the individual mechanical elements, such as missile ease of use, or range and effectiveness against vehicles or infantry. We then also introduce counters and scenarios, such as against rocket launchers, where you may have been better off picking something else. Battlefield is all about player choice and freedom to play however you want, and your decisions are vital to your squad and ultimately, team's success. Can Squads use any combination of Specialists? In Battlefield 2042, a Squad will consist of a maximum of 4 players. In Conquest and Breakthrough, squads can contain more than one unique Specialist. How can you differentiate between Specialists on your own and enemy team? The series icons highlighting your team (blue) and squad (green) will make their return and also help you differentiate between a friendly combatant and an enemy. There are also other options and systems we’re still testing that will assist you in distinguishing enemy players on the field. One last note on customization: There will be plenty of options available to you in the form of skins, which can alter your appearance and allow you to choose how you’d like your Specialist to stand out on the battlefield. The same two Specialists can look vastly different when wearing different skins. Is Ranger a Trait or Specialty? We can confirm Ranger is neither a Specialty nor Trait and won’t be unique to any Specialist. Instead, everybody has the opportunity to call-in them when in need of support. However, when you make that choice, you are choosing Ranger over other options available within the call-in system. There is of course also a limitation on the amount of Rangers available at any given time. Once safely on the ground, Ranger will follow and protect you and even put your life above their own! You’ll also be able to issue orders such as scouting a location, having them return to you and follow you. If a situation becomes dire, you can also command Ranger to self-destruct. This gives you several new interesting tactical options, such as do you send Ranger into the line of fire, or maybe as a decoy in order to flank the enemy? Your choices are critical, as Ranger is a light unit designed for anti-infantry combat but can easily be knocked out by enemy fire, explosives or EMP. And yes, before you ask, you can place a C5 Explosive on Ranger and send them into an enemy squad… We’ve shared that you can expect 7 new maps at launch for the All-Out Warfare experience of Battlefield 2042 (be sure to check out our dedicated Maps section if you need a refresher on each individual map). In terms of gameplay opportunities and land mass, this is the biggest and boldest Battlefield we have ever built. So what does that mean for you? Here’s a rundown of some of the most popular questions about maps you’ve asked. How does Clustering and Sectors optimize gameplay in Conquest? For Conquest we’ve made two distinct gameplay changes for Battlefield 2042 that will optimize larger-scale battles while preserving the classic essence of the experience: The first is called Clustering. We’ve introduced this to create deliberate areas of activity and capture areas for players to engage with. We’ve also added Sectors, which changes how players gain control of an area. In order to successfully capture the Sector, teams must seize and maintain control over all flags within a Sector, otherwise it will be treated as a neutral and contested area. Here’s an example of more fluid and targeted combat in a Conquest match. You are attacking a Sector and you capture the first flag. Previously, you and your squad would immediately be on the move towards another flag. But due to the Conquest changes in Battlefield 2042 you’ve now established a foothold in the Sector and can spawn and confront the enemy to take further flags. This creates a higher intensity fight for the full Sector. Only when the full Sector has fallen do you make the decision on where to go next. This reduces the back and forth running between flags and puts focus on the Sector itself. And lastly, different game modes will use different areas of our large maps. For example, when playing Conquest you’ll fight on certain areas of the map that aren’t available in Breakthrough and vice versa. This is one of the strengths of our massive play-spaces where different game modes bring more variety of experiences. Optimizations and differences between the 64 and 128-player experiences On Xbox One and PlayStation®4 you will have access to the same gameplay features that we’ve announced for Xbox Series X|S and PlayStation®5. Weapons, Vehicles, Specialists and Gadgets all remain the same no matter what generation of console you’re playing on. Dynamic Weather events such as tornadoes, or Environmental Hazards like EMP storms will also be experienced by all players. Our intention is to ensure that nothing detracts from the overall experience of playing Battlefield 2042. The main differences between console generations is that we’ve made adjustments to the playable area on the maps to ensure a fluid play experience for Xbox One and PlayStation® 4 consoles. Can you fight on every floor of skyscrapers? You will not be able to play on every level of a skyscraper. But you can expect lobby and rooftop combat, which can be accessed via elevators and ziplines. As fighting on all levels of a skyscraper would be an entire map of its own, this prevents detracting from the rest of the map. How does increased map size impact limits such as going out of bounds? We have taken onboard feedback from past titles where the airspace is considered to be too cramped and expanded upon this to allow for more dogfighting scenarios. With the improvements made towards map scale, you can expect to be running or driving much longer before you hit an out of bounds warning. Will there be more maps? At reveal we talked about the 7 maps for our All-Out Warfare experience, and the addition of further maps through our live service. But that’s not all we have to share about maps! Be sure to tune in to EA Play Live on July 22 as we dive into the experience created by our Ripple Effect team (formerly known as DICE LA). We’re highly excited about this one! Vehicles are more easily available and more squad focused than ever before. We looked at how we can both balance out the scales between vehicle and infantry-play and create an anchor point for conflict. Earlier we mentioned the importance of balancing your Loadout (having a Medical Crate or Ammo Crate vs explosive ordinance for your Equipment slot). As infantry this boils down to how you engage with a vehicle, how you help others to do so more effectively, or how you stop the enemy from destroying too many of your team's tanks. When in a vehicle, the situation is about providing recon for your gunner, triggering defenses or even knowing when to hit the gas and boost off to freedom. How does the vehicle call-in system work? While you can still spawn directly into vehicles from the Deploy screen, one other important change we’ve made to accommodate the increased map scale is to make it possible for you to call-in vehicles when and where you need them. The vehicle call-in system can be accessed via a tablet interface and is available to all players, no matter which Specialist you are playing. There’s some further things to keep in mind: Use of the call-in system is dependent on map, mode and will have a specific budget assigned to each team. You still spawn into Air vehicles such as Aircrafts and Helicopters from the Deploy screen. Once you’ve called-in a vehicle, you will incur a cooldown so everyone has a fair chance to call-in support. Do the Factions have their own vehicles? Yes, the iconic vehicles you’ve come to know and love will still be faction-specific. The No-Pats taskforce that you follow in Battlefield 2042 will team up with either Russia or the US depending on the location in the world. This means that you will get to utilize either the iconic Russian or US hardware as you go into battle. As an example for Tanks, Russia will get to play with the T28 versus the M1A5 on the US side. You can also still expect to encounter vehicles that anyone can play with, such as the MD540 Nightbird Helicopter, or the EBAA Wildcat Heavy Ground vehicle. Will there be naval vehicles and sea warfare? You can expect to see naval oriented vehicles such as the LCAA Hovercraft, however there isn’t a focus on naval specific warfare right now. We’ve seen your comments about how excited you are about naval warfare, so stay in touch with us about what you’d like to see in the future! So far we’ve told you about the three distinct experiences where we’re introducing AI Soldiers, and how you can play with them: Multiplayer – AI soldiers are used for server-filling capabilities, making it easier for you to matchmake when you want to play. Players always have priority over AI when playing multiplayer. Co-Op – Allows you to play together with friends, against AI soldiers. Solo – If you wish to perfect your skills for multiplayer, you can even play alone against AI soldiers. If you’re new to Battlefield, AI soldiers are a great option to learn the mechanics of Battlefield 2042 at your own pace without the pressure and competition that comes with multiplayer. So how will AI Soldiers actually play on the Battlefield? AI Soldiers are intended to play the game like how you would play it yourself. However they are not designed to be Specialists and cannot use Traits and Specialties. You will see them undergoing certain tasks such as using the vehicle call-in system and engaging with vehicles, or capturing objectives. Whilst they can’t use the Wingsuit, they do have the intelligence to decide between engaging with you via enemy fire, flanking, throwing grenades or even reviving a downed squad mate. Can you completely opt-out of using AI Soldiers? In the All-Out Warfare set of experiences of Conquest and Breakthrough, AI Soldiers are used to backfill servers and you cannot opt-out of playing with them. However, there is a cap to how many of them you can encounter in a multiplayer match. In general, you will not experience more AI soldiers than players unless the match is still filling-up, or almost empty. Players will always have matchmaking priority over AI. As an example: if there are 120 players out of 128 players currently playing in a server, 8 AI Soldiers will join the match to help even out the teams. Should a player leave, another AI Soldier will temporarily replace them until a new player joins the game. We’re providing them as a helpful option to ensure you won’t have trouble matchmaking and can fully enjoy the all-out warfare chaos you can expect from a Battlefield match. Since AI Soldiers can be used in Solo mode, does that mean I can play offline? Battlefield 2042 is a multiplayer-only experience. So while you can play Solo against AI Soldiers if you’d like to practice, it will be in an online setting. One of your most frequently asked questions is about cross-play. We can confirm it’s a function we’re looking to build and test for Battlefield 2042. To accommodate that, we’ve made the decision to move the Technical Playtest to later this summer so we’ll have the opportunity to test the cross-play functionality. This means a few thousand participants will join us to help us test some of our new features and functionality that we’re building from the ground up for Battlefield 2042. Do keep in mind that the Technical Playtest is purposefully not intended to be the full experience you will see in the Open Beta, or at launch. It is a development-led environment with only a subset of features, focused on technical performance. How can I join the Technical Playtest? No need to contact us, we’ll contact you! The Technical Playtest will be in a closed environment and under strict NDA. Only a small group of participants will be able to join. If Playtesting is something that interests you, then we recommend you update your EA Playtesting profile. Registering for EA Playtesting will not guarantee you access to this, or other Playtests. Testing cross-play during the Technical Playtest We’ll test a subset of cross-play functionality during the Technical Playtest. This means during this test, PC, Xbox Series X|S and PlayStation® 5 consoles will be able to test playing together. Cross-play in Battlefield 2042 beyond the Technical Playtest We are still building cross-play functionality, and the first opportunity for us to test it with a wider, invite-only group will be within the Technical Playtest. Right now, we’d like to give you an understanding of what we’re looking to achieve as final functionality beyond the Technical Playtest, so here is an overview of what you can expect that to look like: PC, Xbox Series X|S, PlayStation®5 system (PC and console can opt-out from playing together) Xbox One and PlayStation®4 systems Cross-progression and cross-commerce Alongside cross-play we’re also building cross-progression and cross-commerce for Battlefield 2042, which will be shared across all platforms and travel with you wherever you go. For example, your unlocked progress and purchases in your PlayStation® copy of the game will carry over onto the Xbox or PC version, and vice versa*. One of our favorite reveal reactions is the surprising popularity of a new set of waddling friends first seen for only a brief moment in the Reveal Trailer. It was definitely love at first sight between you and the penguins in the new Battlefield 2042 map, Breakaway! We’ve since followed your fan art, memes and further penguin related discussion with much enjoyment. We felt this was a perfect moment to recap and sit down with the person who brought these lovely penguins to life. Meet Joel Zakrisson! Can you tell our penguin fans more about your role at DICE? Hi! I’m Joel Zakrisson, a 3D artist at DICE and I’m mainly focusing on environments. We have both level artists and 3D artists here at DICE, so the 3D artists are doing most of the hard surface art, like anything that’s man-made on the map such as the oil rig on Breakaway. The level artists make most of the nature assets, such as rocks and trees as well as the placing of props and sculpting the terrain. How did you get into this role? I first decided I wanted to make games when I was 14 and built Little Big Planet 2 maps in my spare time. I then did a game design orientation program in high school, but was torn between art, design and programming. After testing out each field I ultimately landed on art because of the creative aspect, and 3D in particular since it would give me a better chance to work on the AAA games that I'm a fan of, such as Battlefield. After that I went to university, finished some art projects and published them online. They got quite a bit of attention with even companies like Rockstar contacting me, which was crazy! But I really wanted to work at DICE, so I ended up talking to DICE’s Head of Art about open positions, and that’s how I managed to get in! Can you give us an example of something else you worked on for a map? On Breakaway we have an oil rig for instance, so I’m creating that one. Like building it from scratch, composing it and building the systems that we use to construct it. The building blocks, and the entirety of it pretty much. I’m managing most of the 3D art on the map, which includes an oil port with architecture such as small living quarters for the workers who work there. As well as a research station up on the glacier. Oh, and I also made the huge mountain base you can see in the beginning of the Reveal Trailer. So, let’s talk about how the penguins of Breakaway came to life? When I first started on Breakaway I thought... we’re on Antarctica, I just have to do this! I love adding these little things that add more soul to the game. While resource extraction is still at the core of the map, adding these little fellows and adding more life to the environment was a no brainer for me. Adding something like penguins to the map isn’t easy, though. Once I was done with the models, I handed it over to the VFX artist Tobias Ahlgren, who did the animation and implemented their behaviour in game. In the end, it’s worth it and I love that myself and the team can add personal touches. We hope you get to see our passion when you play! What has your overall reaction been to all the penguin hype? While I’ve added Easter Eggs to games before which received attention through Reddit etc, nothing blew up like the penguins. That was a total surprise to me! So I feel a bit overwhelmed I guess? I love it. I love all of the tweets, and all of the fan art that I’m even getting, that’s just crazy. I love it all. It’s really fun to interact with the community. Anything you’d like to say to the community? So what I’d like to say to the entire community… I hope that you like the penguins and will have fun seeing them when you’re playing Battlefield 2042. It really means a lot to me. We’d love to thank Joel for being here with us today. We’re looking forward to you seeing the penguins in their full glory when Battlefield 2042 launches later this year! Up next… We know there are more questions that you would love us to answer right now. We’ve read them, and we want to thank you for staying in touch with us. We’re still only at the start of our journey unveiling Battlefield 2042 to you, and still hard at work to finalize the exciting features you can expect to see at launch. We’ll check back in with you once we have more details to share with you. At EA Play Live on July 22 we’ll show the next feature we’re ready to talk about and we’re looking forward to seeing you there! Be sure to visit our EA Play Live website to learn more about the upcoming event where we unveil the brand new mode that the Ripple Effect team in LA has been working on! *CONDITIONS AND RESTRICTIONS APPLY. SEE https://www.ea.com/games/battlefield/battlefield-2042/disclaimers FOR DETAILS. REFERENCE TO A PARTICULAR MAKE, MODEL, MANUFACTURER, AND/OR VERSION OF WEAPON, GEAR OR VEHICLE IS FOR HISTORICAL ACCURACY ONLY AND DOES NOT INDICATE ANY SPONSORSHIP OR ENDORSEMENT OF ANY TRADEMARK OWNER.158KViews69likes172CommentsKit Reveal: I love Marrok and Roll
UNIT NAME: Marrok ALIGNMENT: Dark Side CATEGORIES: Support, Inquisitorius, Mercenary, Unaligned Force User ------ Key Attributes: Mercenary and Inquisitorius Support character, designed to work with both squads (with a heavy emphasis on Mercenary). The Omicron greatly helps Inquisitors beat the Third Sister shard mission in the Rise of the Empire Territory Battle. They are the Final piece of the kernel for the Baylan Skoll Mercenary squad. Marrok benefits from more stacks of Soldier of Fortune in multiple ways such as his Special inflicting Ability Block, reducing enemy Offense when attacking out of turn, or applying additional stacks of Purge and Expose on all enemies. Inspiration: Marrok, as seen in Ahsoka, was a mysterious and interesting figure who worked with Baylan Skoll and Shin Hati for the Great Mothers to liberate Grand Admiral Thrawn. While the look of the character is based on his appearance on the Ahsoka show, his abilities will also synergize with Inquisitors. We only ever see him fight in the Ahsoka-timeframe so animations and ability names will be inspired from that appearance. We all loved the Marrok’s spinning lightsaber move in the show, so made sure to give the character some love by including it in the kit. Strategy Tips: Marrok is part of Baylan Skill’s Mercenary squad which relies on gaining stacks of Soldier of Fortune. With his unique ability, Marrok enables his mercenary allies to apply Purge on enemies and he himself gains stacks of Soldier of Fortune on return. Since he also interacts with Purge on enemies, he can be a valuable part of an Inquisitorius squad as well. If Marrok consumes max stacks of Purge using Desperate Getaway the cooldown is reset, so prioritizing the right target is vital FAQ: How do I acquire Marrok? Marrok’s Marquee event begins on October 3rd at 11am Pacific in-game. Which characters are required for the Marrok event? Shin Hati will be required to enter into the Marrok event from tier 2 onwards. She can be at any investment for Tiers 1 through 6. Both characters need to be Relic 5 for the final tier. Is Marrok required for GL Ahsoka? Nope Is Marrok required for Baylan Skoll? Yep (Relic 7) How does Marrok fit in the Inquisitorius squad? Marrok’s ability to dispel debuffs on Inquisitorius ally on consuming Purge is a very helpful ability that happens quite frequently. From the Marrok Designer: CG_Guardian: Designing Marrok was very interesting and exciting. From his first appearance in the show, I was very intrigued by him because of his mysterious design. The way he spins his lightsaber, the way he duels with Ahsoka and the way he disappears with green smoke when defeated; all of them were very cool and interesting. One of the fun challenges in designing Marrok was how to make him fit with both Inquisitors and Mercenary squads. We wanted Marrok to have benefits based on Purge as well as the new status effect - Soldier of Fortune. Since his primary team is supposed to be the Mercenaries, we ultimately decided to bring Purge in the Mercenary squad. Although Purge is not directly advantageous to some of the other Mercenary allies, applying Purge on enemies gives Soldier of Fortune stacks to Marrok and that gives out benefits to the squad. Q/A Link: Click me ------ ABILITIES: BASIC: Spinning Slash Final Text: Deal Special damage to the target enemy. If the enemy had a stack of Purge, inflict Tenacity Down for 1 turn. If it's Marrok's turn, all Mercenary allies gain Defense Up for 1 turn, otherwise inflict 3 stacks of Purge on the target enemy. SPECIAL 1: Desperate Getaway (Cooldown 4) Final Text: Deal Special damage to all enemies and deal an additional instance of damage to the target enemy. Expose target enemy for 1 turn. If Marrok has 20 or more stacks of Soldier of Fortune, inflict Ability Block on all enemies with Purge for 1 turn. Consume all stacks of Purge on the target enemy. If 6 stacks were consumed this way, reset this ability's cooldown. For each stack of Purge consumed, grant Advantage to a random Mercenary ally who doesn't have it for 2 turns. UNIQUE 1: Masked Hunter (Zeta, Omicron) Final Text: At the start of battle, Marrok gains 30% Max Health and Max Protection, and 50% Potency. At the start of his turn, Marrok inflicts Defense Down for 1 turn on a random enemy with Purge, which can't be evaded or resisted. Whenever another Mercenary ally uses a Special ability, Marrok will assist. Whenever Marrok scores a critical hit, all Mercenary allies gain 5% Offense (stacking, max 100%) until the end of the encounter. Whenever an enemy resists a debuff from a Mercenary ally, all Mercenary allies gain 10% Turn Meter. Whenever another Mercenary ally uses an ability on their turn, inflict a stack of Purge on the target enemy which can't be resisted. Whenever a Mercenary ally reaches 20% Health for the first time, they gain Damage Immunity for 1 turn. While Marrok has 20 or more stacks of Soldier of Fortune, whenever he attacks out of turn, reduce the Offense of the target enemy by 20% until the end of their next turn. If Marrok has 40 or more stacks of Soldier of Fortune, whenever he attacks out of turn, apply additional 3 stacks of Purge on all enemies and using Desperate Getaway will Expose all enemies for 2 turns. While in Territory Battles: At the start of battle, Marrok gains 2 stacks of Soldier of Fortune for each enemy. If Marrok is present, enemies can't be revived. All Inquisitorious allies are immune to percent based Health damage. While an enemy has Purge, they can't recover Health and Protection, and Inquisitorious allies attacks deal additional True damage. UNIQUE 2: Soldier of Fortune - Marrok Final Text: At the start of battle, Marrok gains 1 stack of Soldier of Fortune per Jedi or Light Side Unaligned Force User enemy. At the start of each Mercenary ally's turn, they gain 2% Defense Penetration for each stack of Soldier of Fortune they have until the end of their turn. Marrok gains a stack of Soldier of Fortune for each stack of Purge inflicted by another Mercenary ally. Marrok loses 3 stacks of Soldier of Fortune whenever he uses Desperate Getaway. Every time a Mercenary ally gains a stack of Soldier of Fortune, they recover 5% Health and Protection. UNIQUE 3: Patience Final Text: At the start of battle, if all allies (minimum 3) are Inquisitorius, this character gains 20% Max Health, Max Protection, and Potency. Dispel debuffs from a random Inquisitorius ally whenever a stack of Purge is consumed or dispelled by any Inquisitorius ally. Whenever an enemy damages this character with an attack while attacking out of turn, that enemy gains a stack of Purge (max 6), which can't be evaded or resisted. Whenever Purge is consumed or dispelled on an enemy, this character gains 3% Turn Meter.102KViews10likes8CommentsCommunity Update - Eras, Episodes and Marquees Oh My
Hello there Holotable Heroes! We're excited to announce a massive update coming to Star Wars: Galaxy of Heroes, which will enhance your gaming experience by streamlining older processes that have been around for our 9-year tenure. We expect these changes will make your sessions more enjoyable and rewarding! One major change is our revamped quest system, making quests easier to track and complete. We will also implement the Episode Track, a new reward track with Free and Paid tiers to reward you along your journey, as well as a loyalty program for those who interact with our webstore. Most importantly, we will be creating a clearer schedule for you to follow in your SWGOH journey, to allow you to plan your sessions better. In addition to the above, we will discuss a highly requested Quality of Life update to make many events SIMMABLE which will be coming in a near future update (soonTM)! Plus one more QoL surprise. So let's get into it! As a reminder, while this is still in development, anything is subject to change, including visuals and things visible on said visuals So why are we making these adjustments 9 years into development? That’s a great question which partially answers itself: Our game is 9 years old with a lot of systems, some older than others, and our game needs to adjust to ensure the experience reflects the love and passion we put into it. This means we need to make some hard decisions, look at the game as a whole, and figure out what needs to be reworked, moved around, or removed altogether. As we go through the rest of the update notes below, you’ll start to see our process and how we went about the adjustments. To get where we are today took months of hard work and dedication from many disciplines inside Capital Games and we are extremely happy with where we landed. We consider the experience delivered with our next update to be a great foundation for the future of the game, making it more enjoyable every time you open up Star Wars: Galaxy of Heroes. “Throughout this process, or journey we should say, we prioritized what makes Star Wars: Galaxy of Heroes compelling for many types of players while simultaneously smoothing out portions of our game that we felt would have the most impact on a player’s day to day experience. Our main focus was to make sure we kept all our groups of players top of mind with every decision we made. One group in particular we wanted to focus on with these changes was our Free to Play players and how they will interact with the new Episode and Quests systems. This approach guided us to create experiences and opportunities that allow many types of players to be able to enjoy the latest Star Wars experiences.” Chris Stott / “CG_SBCrumb” Lead Producer for this Title Update Improved Scheduling One of the largest changes you will see is with our content cadence, which will be moving to a more defined 12-week release schedule. If you’re anything like MeatheadMilitia, you probably would love an image to better showcase what this schedule looks like, so here you have it: a Meathead-special piece of art. We intend to announce all of each Episode’s content just before that Episode starts, so you can better follow the story we are telling, and so we can showcase the characters who will be joining us as part of that story. We want you to see your intended end goal as well as what to expect along the way. What is an Era? What is an Episode? An Era is a period of time in which released characters and events are themed around a specific story being told. Eras last just under 3 months, or to be more specific: exactly 12 weeks. Each Era is broken up into 3 Episodes, each lasting exactly 4 weeks, or 28 days. An Episode’s content arc is thematic to the specific unit or units acquired during the Episode. There will always be a new Marquee unit released to start each Episode, with most Episodes containing a second Marquee released midway through the Episode. At the end of each Era we intend to provide a new Event or Journey-Guide-level unit to pursue using all of the units you’ve worked to acquire through the Era. Over the course of a calendar year, you can expect 12 Episodes contained within 4 Eras, plus an additional 13th Episode each year during our normal time off in the Holiday season. Holiday Episodes are an exception regarding Marquee releases, as they will not contain new Marquee characters. Launch Era: The Era of Apprentices So after laying all of this out, this is where I deliver the news that the first Era begins one week from today, on November 19th, 2024, and will play out slightly differently than what’s described above. This squad will be based on the events of Season 3 of the Bad Batch Disney+ Series, and includes a couple of characters that make use of the new Mercenary tag. We can’t wait to announce more details in the new year! Episode 1 of the Era of Apprentices begins at 11:00 a.m. Pacific Time on November 19 and, as planned, features 2 new Marquee Characters. The first, (drumroll please,) is Huyang, the lightsaber architect and storyteller droid who was Ahsoka’s companion on the show. The second, arriving two weeks later, is none other than General Syndulla, Ahsoka’s longtime friend, close ally, and a General in the New Republic! Episode 2 of the Era acts as the Holiday Episode for 2024 and does not include any Marquees, but is included in the Era since the release of Galactic Legend Ahsoka Tano lands during Episode 2, to wrap up the Era’s theme. The First Full Era: The Era of the Cavalry Our first full, 3-Episode Era begins on January 14, 2025, and clever players may already be able to deduce the theme based on the title. This Era will contain 5 new Marquee Characters to create a new Bad Batch squad! This squad will be based on the events of Season 3 of the Disney+ Series, and includes a couple of characters that make use of the new Mercenary tag. We can’t wait to announce more details in the new year! Where do Conquest characters and Galactic Legends fit into this schedule? Conquest characters will continue to be released at their current cadence, but are not tied to an Era. While occasionally a Conquest character will line up with an Era’s theme, they often will not. This lets us continue to release powerful one-off characters without being limited to our planned themes. The relationship of Galactic Legends is still being worked on, but we definitely will not limit participation in an Episode around owning a GL. While GL Ahsoka will release during Episode 2 of the Era of Apprentices, having her unlocked is not a requirement to enjoy any other part of the Episode. What is happening to Daily Activities? The upcoming adjustment to the Daily Activities portion of your SWGOH adventure is one of my favorite changes in this update. For starters, they are now called Daily Quests. Additionally, you’ll only need to complete 7 quick and efficient Daily Quests each day to collect your Daily Quest Reward. Individual Daily Quests are one source of Episode Points (EP), that progress you along the Episode Track for each Episode. More on this in a minute. Below are the quests that you will see each day when you are at Player Level 85. Players below Level 85 will have a different selection of Daily Quests to complete each day as they level up. Daily Quests Use 600 Energy, Cantina Energy, Mod Energy, or Ship Energy Purchase 3 Shipments Finish a Galactic War battle Finish 2 Challenges Finish 1 Fleet Challenge Open 1 Data Pack in the Store Complete 1 Squad Arena or Fleet Arena battle Spoiler Alert: See that first quest to spend all those different types of Energy? You probably recognize that 600 is the total spent Energy or Cantina Energy required to earn all of your daily Guild Raid Tickets. Well, now Mod and Ship Energy also contribute to earning Tickets, making it easier to help out your guild and focus on nodes you care about, and easier for your Guild Officers who don’t have to chase you down to earn those dang Tickets. And by the way, that Energy change goes live TODAY!!!! So you can enjoy earning those tickets faster, before the release of this Feature Update. This change is intended to guide players of all levels, and reduce the amount of focus required for this part of your daily gameplay, so you can dedicate more time and resources to the fun stuff and your personal goals. What are the Episode Track and Episode Pass? Once a player hits level 85, they unlock the Episode Track and can start earning additional rewards on the Track by completing Quests. You progress along the Episode Track by earning Episode Points (EP) which are given as rewards from Daily Quests at level 85, as well as from the new Episode Quests and Character Quests. Additionally, earning feats in Galactic Challenges now rewards you with EP. In each Episode there is a Free Track and an Episode Pass track that is unlocked by purchasing the Episode Pass. Fear not: if you are a Free-to-Play player who completes all your Daily Quests and Episode quests, and engages in Galactic Challenges, you can expect to complete the Free Track by the end of the Episode. However, purchasing the Episode Pass will let you complete the track more quickly, earning more rewards such as Marquee character shards, Relic tier materials, Kyrotechs and ability materials such as Zetas and Omicrons. It also includes a repeatable Bonus Reward at the end of the Track that can be claimed as many times as you can unlock it before the Episode ends. Note that the Episode Pass will include shards for both Marquees to be released over the course of the episode. Initially, shards for the first Marquee will be available on the paid tier of the Episode Track, while shards for the second one will be a reward for completing one of the Pass-Exclusive Episode Quests that appear at the same time that the Marquee is released. The cost of the Episode Pass will be $20 (USD) and will provide a significant amount of value. The rewards inside the Free Track are about equivalent in value to earning 4 Tier-10 boxes, (a.k.a. red boxes) and 4 Tier-9 boxes from our previous Galactic Challenges. What is the Episode Shipment store? Similarly to the Raid Shipment tab, the Episode Shipment tab will allow you to choose the rewards you’d like to spend your Episode Currency on throughout the Episode, as you earn that currency on the Episode Track. At release, Episode Shipments will refresh once per week, on Tuesdays. The total value provided across shipments is far more than any player could spend in a single Episode, so there is plenty of flexibility to pursue the rewards that you would like. Notably, Episode Shipments contain Omicron Ability Materials, very inexpensive Mods (presented just as they are in Mods shipments,) and character shards for many characters at discounted value. Episode Quests Another source of Episode Points are Episode Quests. There are 28 Episode Quests in each Episode, one of which is revealed to players each day. These 28 quests are divided into 4 “Chapters” with 7 Episode Quests per Chapter. Completing 7 Episode Quests in a Chapter lets you claim a larger Chapter reward. Episode Quests are intended to be completed without significantly adjusting your normal gameplay behavior within SWGOH. There may be quests that require you to use a farmable character, but these quests are front-loaded in the Episode to allow time to get them if you do not already have them. Fortunately, our first Episode features quests that require various members of the original Phoenix Squad, which all players now have unlocked by the time they reach level 85. Another great feature is that Episode Quests remain available to complete through the entire Episode, which means if you miss any days, you can come in later and still complete Episode Quests to catch up. While we plan on some Episode Quests being time-sensitive around events, (e.g. “Attack 3 times in a Territory War,”) we fully expect all players to be able to participate in and complete each Chapter if they are playing consistently. For those who purchase the Episode Pass, there are additional quests in each Chapter that can be completed to help you progress down the Episode Track even faster (but are not required in order to reach the end of the Track). These quests also count towards the Chapter reward, so can be completed to make up gaps if a time-sensitive quest was missed. Character Quests This new type of quest is in support of the Marquees that get released during an Episode and will reward a player who participates in both the unlock and advancement of said Marquee Character in the 2 weeks after the Marquee’s release. Like Episode Quests, there are 28 Character Quests, divided into 4 parts of 7 quests each, and again, completing all 7 quests in one part grants a larger reward. Unlike Episode Quests, all 28 of these quests are revealed and available immediately when a Marquee is released. Character Quests are intended to be simple to complete, and are focused around using the new character in battle. In fact, just playing through the Marquee Event will complete many of them! However, claiming these quests requires the player to own a specific number of shards of the associated Marquee Character. Shards that have already been used to promote a character count towards these requirements, so don’t worry about using them! Completing Character Quests also earns Episode points to progress you down the Episode Track. These quests are intended to give a player a boost in their progress on the Track, but are not required to complete the Episode Track itself. TL;DR: The faster you progress a Marquee Character during their Episode release window, the quicker you'll unlock additional rewards. Journey Quests A few months ago we released a significant update to rewards earned from quests granted from levels 1 to 85. That was the start of work we are continuing with this Title Update, as we give these quests the official name of “Journey Quests” and present them in a more easily-digestible format. All Journey Quests now have only a single task, and going to the Journey Quests tab in the new Quests UI will allow you to see everything that quests are asking you to do much more easily than tapping through a list of identical quest-giver portraits. In general, we’ve reduced the amount of grind required for many of these quests, which now focus on investment and the introduction of players to new features as they advance to level 85 much more quickly than before. Prestigious… Achievements! So how do the existing Prestigious Quests fit into this new quest format? To put it bluntly: they don’t. As a result, Prestigious Quests have been converted into Prestigious Achievements, which appear in your list of achievements along with all of the others. Most of these new achievements focus only on investment goals, and the long, grindy tasks of old have been removed, making these much more achievable for many players. They still grant the same rewards that the quests did before, and many players will earn one or two immediately upon logging in after the release of this update! For example, the new Prestigious Bounty Hunter achievement now grants the Bounty Hunter title and requires completing the 7 other new Bounty Hunter achievements. Each of these new achievements corresponds to one of the 7 Bounty Hunters featured in the old Prestigious Quest, and requires only that the Bounty Hunter be upgraded to Gear XII. They also can be completed in any order! If you’ve already completed a step in a Prestigious Quest, you won’t see the associated new achievement listed, and if you have an active Prestigious Quest in your Quest Log when your game is updated, you will see a quest marked “Prestigious Quest: Legacy” in your new Journey Quests tab. This can still be completed, and you will still be able to earn the reward. Quality of Life Update: Simming Events! While working on Daily Quests and making sure that was a solid QoL improvement to your gameplay, we wanted to do more to improve the overall quality of your time spent in the game. We realize that some systems and events have been around for a long time, which take extra effort to get through, and may impact your ability to continue your normal farms. So with that, we will be introducing the ability to sim some events in the near future! We hope this helps to reduce your overall time in-game as well as let you focus that time on things more suited for the journey you are on. Events that will now be Simmable are: Galactic Legend Ultimate Journey Mythic Events (all tiers) i.e. Artist of War, Daring Droid, Pieces and Plans, Emperor’s Demise, Grand Master’s Training Smuggler’s Run I and II Galactic Bounties I and II Endor Escalation Ghosts of Dathomir Defense of Dathomir Contraband Cargo We will continue to look for more ways to help improve your gameplay and make sure your time and experience inside SWGOH is the best it can be. Wait, there’s another Quality of Life Update! With the release of the Huyang Marquee Event, you’ll see a brand new Marquee UI that will make it much easier to navigate and participate in Marquee Events. You’ll be able to see what the rewards of each tier are without needing to unlock the tier, and you’ll be able to quickly navigate to and from the Character Screen and Store for a more streamlined process of acquiring Shard Packs and promoting the character. I can’t believe it’s another Quality of Life Update! You may have noticed in some of the above screenshots that while Guild Activities have not changed, there is now an indicator right on the navigation tab that shows you how many Raid Tickets you’ve earned. No more digging through menus to know for sure how many you have! What’s happening to Galactic Challenges? Our biggest change to an existing system in the next update is the removal of “boxes” as rewards within Galactic Challenges. Rewards from the Galactic Challenge boxes have been moved to the Free Track of the Episode Track and inside the new Episode Shipment store. As mentioned above, completing the Free Track rewards the equivalent value of 4 Tier-10 boxes (a.k.a. Red Boxes) and 4 Tier-9 boxes. For the majority of players, they should see the same or more rewards as they received before. Galactic Challenge Feats are still a part of this system, but instead they provide you with Episode Points. These are rewarded immediately upon completing each feat, which means you will no longer need to wait for the GC to end to get the rewards you’ve earned. By earning these Episode Points and moving up your Episode Track, you will earn Episode Currency that you can spend on new Episode Shipments for items you need. Similarly to how you are able to choose your rewards with Raid currency, you will now be able to do that with your Episode Currency, giving more freedom to choose the items you need for your current goals. As for the Feats themselves, there are a few changes. At launch, the feat to beat each tier with no squad restriction will require the Episode Pass to collect it. (Beating the tier and then buying the Episode Pass will work, but you’ll need to complete any GC battle to “refresh” the data and trigger the Feat completion.) Another feat asks you to win the battle with the newest Marquee Character on your squad at a specific Star requirement. (They don’t have to survive!) This requirement escalates from 3 Stars in the early tiers to 7 Stars at the top tiers. For example, these are the feats for the first GC to arrive after the release of Episodes, on 11-20/24: Win the battle with a full team of Rebel Fighters Win after removing 400% Turn Meter from enemies Win the battle with an active Episode Pass Win the battle with a 3-star Huyang on your squad This is for tiers 1 and 2, escalating to a 7-star Huyang for tiers 9 and 10. This adjustment is intended to reduce the time required for players to participate in Galactic Challenges as well as reward players who are actively engaged with the newest Episode content. Don’t worry, the feats without Episode Pass or Marquee requirements don’t have to be maxed out in order to reach the end of the Episode Track by the end of the Episode, but completing more feats will accelerate progress on the Track and increase the potential for more Bonus Rewards at the end. One final change: because Galactic Challenges reward Episode Points directly, they now require the player to be Level 85 to participate. For players under Level 85, focus on your Journey Quests and you’ll get there in no time! Schedule Changes With the changes to Marquees and Galactic Challenges, the scheduling of these events is changing as well. Marquees are moving from Thursday to Tuesday to coincide with the start of their Episode. GCs will now begin on Wednesdays and Saturdays, with Tuesdays as the day when no GC is active. What is the Loyalty Program (Kessel Run)? With the above changes coming to SWGOH, we will also be introducing a Loyalty Program, which will be known as the Kessel Run. This feature will only be available for the Webstore at launch but we have every intention to bring the Loyalty program to the PC Version at a later date. In Kessel Run Events players complete objectives to earn Coaxium. As a player earns Coaxium they advance to new milestones, called Parsecs, where they earn new in-game rewards. Earning Coaxium can be done through free-to-play actions, but making purchases in the Webstore can earn even more. Closing We can’t wait for you to get your hands on our latest update in the coming week. Our goal with this Title Update was to put us on a path towards a more streamlined and transparent experience, particularly benefiting Free-to-Play players, while focusing on what makes Star Wars: Galaxy of Heroes fun and appealing - collecting a roster of Star Wars characters and using them in exciting events to relive iconic Star Wars moments and create new ones. This is certainly not the end of this journey, we have many ideas for how we continue to shape the game to be engaging for years to come. Most importantly, we also want to hear from you on how it is going and will be looking forward to your feedback. Thank you all for reading. If you have any questions about what you’ve read above, please submit them HERE: https://forms.gle/sAEmGtVHA8NWuGFDA93KViews26likes204Comments[INFO] BATTLEFIELD 6 - KNOWN ISSUES 1.0.1.0
Please note that the following is not an exhaustive list of all issues present in the 1.0.1.0 launch build. Battlefield 6 is a live game, and some issues are expected at release. We encourage you to continue reporting anything you encounter so the team can investigate and resolve them in future updates. PLAYER: Party System: Accepting a multiplayer invite while in Campaign does not transfer you to the lobby or server. Soldiers may bounce off vault-height objects if jumping from too far away. Characters can bounce when landing on certain assets. Profile: All Weapon Mastery Badges appear greyed out in the loadout screen. You will still be able to progress towards these badges. GADGETS: EOD Bot may get stuck if deployed on top of a Supply Crate. Defibrillators may have inconsistent hit registration after range adjustments. WEAPONS: Some weapons are missing the intended camera shake when aiming. Crosshair does not scale correctly when playing in 4K resolution. Weapon sway can disconnect after exiting a vehicle. Some weapons cannot reload if reload input is pressed immediately after firing. Charm loops are missing on some weapons. For certain scopes, the lens may visually detach from the scope during ADS reload. VEHICLES: R-84V2 and AIM-84 Air-to-Air Missiles have been temporarily disabled due to an issue related to Air-to-Air missiles from jets towards other aircraft. These missiles will be re-enabled in an upcoming update. MAPS & MODES: The combat area may sometimes fail to render on the minimap or deploy screen while playing Escalation. Strikepoint: Halftime screen may show no information. Empire State (Rush): All sectors may appear active from the start of a match. UI & HUD: HUD may not appear in gameplay when using 16:10 aspect ratio with certain resolutions. The game mode UI at the top of the screen (including team scores) may not update if you join a match mid-round. This will remain incorrect for the rest of that round on your client. Rejoining the match resolves the issue. Command Console cannot currently be accessed. “Purchase Failed” error message may appear when pressing the CTA button in Inbox, Front-End Bulletin, or Takeover screens. The "Highly Trained" Dog Tag currently refers to it being an AI Dog Tag, this is due to be renamed to "Bot Dog Tag" and will remain being unable to be equipped. CHARACTERS: Faction and Class patches may be missing on some skins. The Sunstroke skin uses the wrong camo pattern. The Bramble skin has an incorrect texture. Player choice patches may override Faction and Class patches. Patches are not correctly applied on Assault ROAR when using the Get Loud Class Assignment. The Copperpulse skin currently shares the same outfit/pattern as Evergreen. The System Override cosmetic is currently too saturated and will be reduced in vibrancy in a later update. SINGLE PLAYER: Challenges may not unlock if they were failed in a previous mission during the same playthrough. Relaunch the mission from the main menu and complete the challenge again in that mission to unlock it. Graphical issues may occur if settings are set to Low; Performance Mode will also force settings to Low. Adjust graphics settings to resolve. Screen tearing may occur; enabling V-Sync can resolve this. Teammates can sometimes get stuck; restarting the checkpoint or mission resolves the issue. Characters may become stuck due to collision; restarting the checkpoint or mission resolves this. Reloading a checkpoint can cause issues; restarting the mission resolves this. Playing outside intended areas (edges of the map, ignoring objective markers) can cause AI or mission objectives to stop functioning; restart the checkpoint and follow the mission path to resolve. The game may become unresponsive after being idle for long periods; restart the title to continue playing. On PC, unintentional interactions with apps outside of the game may occur when in Windowed mode; switch to Fullscreen mode to prevent this. The Challenge Mode UI may not display correctly after unpausing; restart the checkpoint or mission to resolve. Controller issues may occur on PC; switch to mouse and keyboard if this happens. Shader stutter may occur at the beginning of the Prologue and some missions on PC. Corrupted weapon firing VFX can appear when running at 120Hz. Mission 07: Nile Guard: Player camera may break and fly through the map after triggering a specific cinematic while in first-person view. On Xbox and PS5, the game may crash when pressing “Continue” in Campaign if no add-ons are installed. SETTINGS: Graphics settings may default to Low when using the Auto Performance preset on some RTX 5080 cards at 4K or 1080p. Different aspect ratio selections may cause see-through borders or other display issues, depending on resolution. PC Players: If you played on release day on PC your deadzone values may be defaulted at a too high of a value (22%). This may result in scenarios such as your aim moving when no input is taking place. We recommend you change this to the new default of 8%. Consoles: Currently DRS (Dynamic Resolution Scaling) is not working as intended in Performance Mode. After joining a Game Session, the Performance Mode option will need to be toggled off and then back on again to receive the full benefit. This process would need to be repeated each time a new Game Session is joined or after having gone to the Main Menu. We are working on a more permanent solution for a future update. PORTAL: Unable to host an experience if the server description contains special characters. On PS5, the title may crash if a party leader starts a Portal server while certain content packs (01 and 04) are disabled. Portal: Unable to scroll to the bottom row in the “My Experiences” tab. PROGRESSION: Player stats may incorrectly count progress from custom Portal game modes. Challenges: “Resupply teammates with the Supply Pouch” is not tracking progress. Challenges:The Progress bar for “Repair Vehicles” does not update when repairs are made. Challenges: “Use Vehicle Supply Crate” does not progress even after completing the action. Challenges: The Weapon Expert Unit Challenge is not tracking correctly. The description says you must “Get a kill with each type of weapon in a match,” but the actual requirement is to get 15 longshot kills in a single match. Assignments: Helicopters are incorrectly counted as Ground Vehicles in the “Land Vehicle Expert“ assignment. Assignments: Helicopters are not counted properly in Vehicle Challenge 1. VFX & VIDEO: Shader stutter may occur in the intro video on the PC splash screen. Accessibility: Photosensitivity concerns may occur when rapidly switching from third-person to first-person weapon perspective while in a vehicle. CHARACTERS: Faction and Class patches may be missing on some skins. The Sunstroke skin uses the wrong camo pattern. The Bramble skin has an incorrect texture. Player choice patches may override Faction and Class patches. Patches are not correctly applied on Assault ROAR when using the Get Loud Class Assignment. The Copperpulse skin currently shares the same outfit/pattern as Evergreen. The System Override cosmetic is currently too saturated and will be reduced in vibrancy in a later update. SINGLE PLAYER: Challenges may not unlock if they were failed in a previous mission during the same playthrough. Relaunch the mission from the main menu and complete the challenge again in that mission to unlock it. Graphical issues may occur if settings are set to Low; Performance Mode will also force settings to Low. Adjust graphics settings to resolve. Screen tearing may occur; enabling V-Sync can resolve this. Teammates can sometimes get stuck; restarting the checkpoint or mission resolves the issue. Characters may become stuck due to collision; restarting the checkpoint or mission resolves this. Reloading a checkpoint can cause issues; restarting the mission resolves this. Playing outside intended areas (edges of the map, ignoring objective markers) can cause AI or mission objectives to stop functioning; restart the checkpoint and follow the mission path to resolve. The game may become unresponsive after being idle for long periods; restart the title to continue playing. On PC, unintentional interactions with apps outside of the game may occur when in Windowed mode; switch to Fullscreen mode to prevent this. The Challenge Mode UI may not display correctly after unpausing; restart the checkpoint or mission to resolve. Controller issues may occur on PC; switch to mouse and keyboard if this happens. Shader stutter may occur at the beginning of the Prologue and some missions on PC. Corrupted weapon firing VFX can appear when running at 120Hz. Mission 07: Nile Guard: Player camera may break and fly through the map after triggering a specific cinematic while in first-person view. On Xbox and PS5, the game may crash when pressing “Continue” in Campaign if no add-ons are installed. Additional Known issues 11/10/2025,SETTINGS The team is aware that Smooth Motion being set in the Nvidia App (found in Graphics > Global Settings) causes the client to either get stuck on a black screen, or crash shortly after launching., Individuals may find that their Phantom Edition shows as Standard Edition on Steam. Deselecting all DLC within the Steam DLC window, restarting Steam and selecting them once again will result in a fix for this issue whilst we work towards a permanent fix.87KViews13likes325CommentsKit Reveal: Big Punishing One
UNIT NAME: Punishing One ALIGNMENT: Dark Side CATEGORIES: Dark Side, Attacker, Bounty Hunter, Scoundrel ------ Key Attributes: Out of turn attacks make Punishing One deadlier, faster Steals Stealth from enemies that try to avoid combat Can inflict Deathmark on a target Inspiration: The Punishing One is Dengar’s ship, first seen in the Expanded Universe The ship has no holding cells for prisoners, meaning that Dengar would bring violent ends to his bounty targets for easier transport. We represented this with his Wanted: Dead’s ability to inflict Deathmark on his targets. Strategy Tips: Utilize the appropriate allies to set up maximum damage potential Look for the pertinent Bounty Hunter debuffs to get more instances of damage Being deployed with all Bounty Hunter allies provides several passive benefits Ships have reinforcement priority orders, but when those are tied (like Xanadu and IG-2000) it will go by order placed FAQ: How do I unlock Punishing One? You can unlock Punishing One starting on Thursday 10/17 What is different about a ship marquee event? You will need to be Level 60 and own a Capital ship is required Does the TIE Defender count as an Imperial TIE Fighter for the Unique? Yes Q/A Link ------ ABILITIES: BASIC: Quad Laser Cannon Final Text: Deal Physical damage to target enemy. Deal an additional instance of damage for each of the following: Target enemy is Breached Target enemy is Marked Target enemy is Target Locked SPECIAL 1: Disruptive Combo (CD=3) Final Text: Deal Physical damage to all enemies and dispel all buffs on them. Target other Bounty Hunter ally gains Potency Up for 1 turn and is called to assist. Ally Bounty Hunter Tanks Taunt for 1 turn and Light Side enemies lose 50 Speed for 1 turn, which can't be evaded or resisted. SPECIAL 2: Wanted: Dead (CD=9) Final Text: Deal Physical damage to target enemy and inflict the target enemy with Deathmark which can't be copied, dispelled, or resisted for 2 turns. Inflict Breach on all enemies for 1 turn, which can't be resisted. Punishing One recovers 100% Health. This ability can't be evaded and starts on cooldown. UNIQUE 1: JumpMaster 5000 Final Text: At the start of battle or when reinforced, Punishing One gains 3 Speed per Bounty Hunter ally and 6 Speed per Light Side enemy (including Capital ships). Whenever Punishing One is called to assist by a Bounty Hunter ally, if the enemy had Buff Immunity or Marked, Stun them for 1 turn, which can't be resisted. Whenever an enemy attacks out of turn, reduce the cooldown of Wanted: Dead by 1 (tripled if the enemy is Light Side). Whenever an enemy attacks Punishing One out of turn, it recovers 10% Health and Protection. At the start of battle, if Punishing One is deployed and all allies are Bounty Hunters (excluding the Capital Ship): Enemy Imperial TIE Fighter ships lose 200% Critical Chance and Evasion for the rest of the encounter The ally Empire Capital Ship gains 5 Speed Ally Bounty Hunter Attackers gain 100% bonus Protection for 1 turn Punishing One dispels all debuffs on itself and ignores Taunt on its first turn At the start of the enemy Capital Ship's turn, all enemies lose 100% Critical Damage until the end of the turn. Whenever an enemy gains Stealth, dispel it, inflict Breach on themselves for 1 turn, which can't be resisted, and Punishing One Stealths for 1 turn. While Punishing One is active, Breached enemies have -25% Health and Protection recovery. Enemies with Deathmark can't recover Health and Protection, and whenever an enemy with Deathmark is defeated, ally Bounty Hunters gain 100% Defense for 1 turn and recover 100% Protection. Reinforcement- Skip Tracer Final Text: Enter Battle: Punishing One gains Defense Penetration Up for 2 turns. Target enemy is inflicted with Buff Immunity for 1 turn, which can't be evaded or resisted.86KViews7likes49CommentsBattlefield Briefing: The World of 2042
Battlefield™ 2042 is the next generation of the series’ exciting sandbox gameplay, containing three distinct multiplayer experiences. We’ve spoken about All-Out Warfare, and Battlefield Portal already, and we’re still to reveal Battlefield Hazard Zone, an all-new, high-stakes, squad-based game-type for the Battlefield franchise that we can’t wait to tell you about. But before we get to that, we’re going to be talking about the narrative of Battlefield 2042 and how we’re telling the story of that world. Multiplayer is the core of Battlefield, however, we’ll also be telling a compelling narrative through a new lens for the series. The World of 2042 will play a vital role in how we tell the story, and it's one we plan on unraveling over time. You'll learn more about the world through the eyes of the Specialists that you play as. Each one has their own story that connects them to our ongoing narrative, and to the world itself. Discoveries you make in the game will also expand upon the narrative, while stories that exist outside of the game itself will aid you in piecing together the pieces that make up the World of 2042. The world of Battlefield 2042 is chaos. Resources are dwindling as violent climate change takes hold and the United States and Russia are on the verge of war. As entire countries collapse, people find themselves with no nation to call home. These nomads are known as the Non-Patriated (“No-Pats”), a diverse group of people who have bound together in clusters across the globe in order to survive the turbulent new world. In Battlefield 2042, you’ll play as Non-Patriated soldiers with unique skills who’ve taken up arms. They are known as Specialists, tasked with carrying out military operations. In-game, each of these unique Specialists have their own specialty and trait that you can use to give yourself the advantage in combat. The World of 2042 has been ravaged by unpredictable and volatile weather. The city of Doha (AKA the map Hourglass) knows this all too well. Each map in Battlefield 2042 has its own story. For Hourglass, we wanted to tell the story of a city that’s not only been ravaged by sand but one where life has ground to a halt. Extreme conditions have become part of daily life for the citizens of Doha and you’ll see these highlighted throughout the map on advertisements informing citizens what they should do in the event of a storm. Lining the streets are signs detailing evacuation procedures. You’ll notice cars that have been left behind, in the process of being claimed by the sand their inhabitants were once trying to escape. Now they lie still, providing you with potential cover from enemy fire. Throughout your journey across the World of 2042, you may notice signs and logos on buildings and vehicles. Some of the organizations and businesses we’ve created for the world will be present in multiple maps. Within Hourglass you may notice logos of Synseco, an agricultural company based out of Egypt, featuring heavily on Renewal. What are the reasons for Synseco’s presence in Hourglass? Only time will tell. Other organizations you will encounter include Daesong Electronic and Four Sec, a private security company whose growth increased rapidly as the world plunged into turmoil. Some are quick to point out that they have the backing of numerous wealthy private investors, while American media outlets would likely call out their close ties to Russia. These are just a few of the fictional organizations that you will encounter in the World of 2042, with many being specific to various maps and geographical locations. As you make your way through Battlefield 2042’s maps, you may hear broadcasts from the America United News Network or you might hear the same story from the Russians’ point of view. Each of these voices aims to give you something to reflect upon and will help to give context to the events that are unfolding within the world we’re creating. Definitely keep an ear out... With Battlefield 2042, we’re dedicated to building an engaging world for you to experience. All of these in-game elements will help push our story forward, playing a part in building the puzzle that is the World of 2042. Look beyond the boundaries of the game, and you will find even more of those puzzle pieces. You know what the No-Pats are, but just who are they? How did they come to be? Why and how do they fight? This past week we published The Journey of the No-Pats, a multi-chapter narrative piece written by journalist Kayvan Bechir about his experiences while traveling with the No-Pats (as well as several Specialists) while the world’s nations fall to scarce resources, greed, and violent climate change. Alongside answering questions about the No-Pats’ fight for survival and how they operate, this piece takes readers on a journey through a series of locations across Battlefield 2042. Why is Doha drowning in sand? Bechir lays out the hard facts of the city’s failure to fend off desertification and the suffering of its people: bankruptcy, famine, and political strife, all culminating in a cataclysmic sandstorm assaulting an unprepared metropolis at the same time you’re waging war in the city streets. If you want to know more about what Doha and other locations you’ll be fighting across in Battlefield 2042, be sure to read The Journey of the No-Pats. At the conclusion of The Journey of the No-Pats, we released an original cinematic piece called Exodus that explored the final chapter of the story in greater detail and reintroduced an old friend. Battlefield™ 4’s Kimble “Irish” Graves returns in 2042 as one of the prominent leaders of the multi-factioned No-Pats and as a playable Specialist. Michael K. Williams, the original actor for Irish in Battlefield 4, has also returned to help bring the character to life once more. In Battlefield 2042, Irish finds himself at a crossroads with the mysterious Oz, another leader amongst the No-Pats. Irish wishes to tend to his people and keep them out of wars fought by the superpowers of the world. Oz stokes the flames of war, believing that the old world must burn for the new one to be born. Irish, as the leader of one of the groups of No-Pats, gives commands and expects them to be followed without question. He’s a man who’s been hardened by great loss who chooses to pay his respect to the fallen by using his skills to provide for those who cannot provide for themselves. Class: Engineer Specialty: Fortification System Trait: Veteran As an Engineer, Irish is a great asset to any team. His specialty is the Fortification System, which allows him to place two separate items into the world – the DCS Deployable Cover and APS-36 Shootdown Sentinel. DCS Deployable cover You can place the cover on nearly any flat surface, creating a small protective barrier that allows your allies to see out through its bulletproof glass. This barrier can protect you and allies from incoming fire until its health pool is depleted. As Irish, you can place multiple covers on a map. Need to revive someone? Protect yourself against a sniper attack in the open? Hold the capture point for just a few more precious seconds? Using multiple covers, you can create your own small outposts to help you buy time. Obtaining some medical and ammo crates and teaming up with Boris and his SG-36 Sentry Gun will allow you to build your own castle-like fort. APS-36 Shootdown Sentinel The APS-36 is a rocket’s worst nightmare. Once placed into the world on nearly any flat surface, it eliminates incoming explosive projectiles within proximity (grenades, rockets, etc), turning a once deadly weapon into a puff of smoke. Placing the APS-36 next to a vehicle will give it automatic protection from incoming missiles while placing it behind cover can force the enemy to reposition in their attack. But beware: an EMP or savvy hack attack can put the system out of action. Veteran Irish’s Veteran trait allows him to dig in and stay alive. He will always spawn with a small amount of body armor that can be replenished whenever he collects dropped ammo packs from defeated foes. To celebrate the return of Irish, we are excited to announce that as an added incentive in pre-ordering Battlefield 2042, you will receive his exclusive Battle Hardened legendary skin. The Battle Hardened skin showcases the outfit he wears in the short film Exodus! In Battlefield 2042, we’ll be telling you stories in a new way for the franchise. We decided to sit down with the Narrative team at DICE to recap (and go a little bit more in-depth) into the World of 2042 and how we’ll be telling its story over time. Grab a drink, sit back and without any further ado - it’s over to the Narrative Team! Can you introduce yourself and tell us about your role at DICE? Justin Langley: Hello! My name is Justin Langley, I’m a Narrative Designer at DICE. I help develop the narrative for characters and game modes. Michael Hartin: Hi, like Justin, I’m also a Narrative Designer on Battlefield 2042 working on world-building elements. I focus on the physical world - that starts with the maps, but also goes into details like in-game organisations and media outlets. If it’s a map (say for example, a city) then I’m also responsible for what advertisements, and other world building elements, that are displayed there and what they can tell you about that location. Eric Holmes: Hi, I’m Eric Holmes, World Director on the game. I get to work with talented people like Justin, Michael Ben, and the rest of our team, and what we try to do as a group is contextualize everything in-game. So our work is ultimately about establishing and answering questions like Where are we? and What’s going on? And we’re also helping the Battlefield 2042 team at large do what they do. We work together as a narrative team, but we also have to function as a kind of network to the rest of the development team as well. In a lot of ways, narrative is something that helps tie all the different aspects together through context. Ben Walke: I’m a producer and I work closely with Eric, Justin, Mike and the rest of the Narrative team. In terms of what I do: I help solve problems, work on priorities and do my best to ensure we are always hitting the quality targets we set ourselves. There’s also a lot of wrangling and acting as a shepherd at times. In short, I try to make sure that the team has everything they need to deliver on the fantastic work they do. How did you start writing the narrative for Battlefield 2042? Langley: We started with the central theme of adaptation in the face of crisis. Knowing that we wanted it to be in the future it had to feel realistic and grounded, which is why we ended up in 2042.. Once a timeframe was chosen we began to look at the state of the world today. We started looking for things which seemed interesting to us and began to expand upon them. Always asking ourselves, where would that thing be in 10, 15, 20 years time? Once we hit that point, we then started diving into the ideas of certain kinds of events,if they continued, how would that change the world? We explored different avenues of how we wanted to approach that and what kind of things we wanted to do. What we found is that one event in the world, it’s a crisis; you only see it on the news for a few weeks. But when it’s multiple events happening all at once, everything becomes chaotic. It’s that chaos which creates a fun sandbox to play in, and pull from. It gave us a lot of opportunities to make the World of 2042 feel like it was changing — maybe for the better or in some cases, for the worse. One thing that is interesting to us is how one event can seem completely different when filtered through three entirely different perspectives. In the game we have Specialists, and they all come from varying backgrounds. Although they’re all aware of these events, some have different perspectives, and some of those perspectives might differ and there might be some conversation about that in the game as well. I think it’s important you get a lot of different voices on the ideas of these cataclysmic events because it’s so easy to get locked into a singular, superficial perspective. One of these things we’re trying to show here is that a broad spectrum of people are affected by the events in-game. And particularly with the No-Pats and the No-Pat Task Force you’ll be playing as, it’s about bringing those perspectives together and kind of unifying them to do something about it. And I think that’s a powerful message. Hartin: One of the interesting challenges was to go with the idea that the in-game outlets don’t have to tell the truth. There’s obviously a conflict between the United States and Russia but neither side has to tell you the truth about it. If they want you to align with their point of view, they’re definitely going to hide things that they don’t want you to know about. So there’s texture there that I find interesting. Holmes: I think we’re in a world right now where the media has never been more confusing in a global sense. Our sense of reality is diminished and there’s a cacophony of voices, and people finding their own truth. I think the real kind of genius of Michael’s work is that it lets you be in a vivid version of this game world. You can subscribe to different perspectives while you’re sharing a reality with other players because you’re on the ground seeing what’s happening. Langley: Exactly. That’s the most exciting part to me because you’ll hear these outlets talking about something and you’ll be able to look around, see what’s going on and say, “that’s not what’s happening at all.” But that’s the perspective they’re giving the general public, who isn’t there as an eyewitness like the player, which is a good allegory for a lot of military conflicts in the real world. That element just gives this a sort of touchstone of reality. Hartin: For example, we have the perspectives of the Americans, the perspective of the Russians, and then we also have a conspiracy outlet that has their own sort of fun perspective on everything. It’s a really different and fun way of storytelling since it’s all built into the level; you’ll find the narrative if you want to find it. If you’re less inclined to do that, you’ll just shoot the enemy team and move on. We tried to build the story in a discoverable sense. So, if you’re walking around the map… maybe keep your eyes and ears on alert for some visual and audio cues. What goes into building out the lore of a location and infusing it into the map? Langley: That can be determined by what kind of map it is and how big it is. If you’re doing something in a dense city, you really have to start digging for all those little road signs and shops. Everything in a city tells a story. Hartin: Yeah, exactly. The cities are some of the hardest ones. For example, on Hourglass you have the stadium, which has advertisements for events that never happened due to the city’s evacuation, like a soccer tournament coming up, a band performing, and so on. You need that to create a sense of immersion and reality. Walke: It’s definitely a task you don’t finish in one go either. We can’t say “Okay, we start today and within three months we’ve done it all.” A lot of the work continues to evolve over the production timeline of the map. Langley: And when it comes to sculpting characters and their backstories, we want to make sure these characters fit into the wider narrative but also in the minute-to-minute story. Michael and I take the elements and work together to make sure there’s some cross-pollination occurring. The end result is one where characters of the world don’t feel like they’re from a completely different world than the one they’re going to be fighting in. They belong here. It’s a lot of fun. How do you go about building new characters? Langley: Once we have a character design to work with, the next step is to ensure that the character fits into the world. We'll take a look at the timeline of events that we’ve put together and see if there are any natural points that pair up nicely with the new character. Some of these events are the ones you’ll see in-game, others you might not, while some might appear later in the game’s life. Our timeline is a narrative roadmap that we utilise to ensure that things fit authentically. We then start to consider the other characters we already have in the game. It’s also important that not only does any new character fit within the world, but they also need to have a good dynamic with our existing characters. Everyone is different in the world and we want to make sure we represent that aspect with different perspectives and personalities. Some people are aggressive, some people are friendly. Some are optimistic, others pessimistic. We want to create this broad range of characters that can play with one another in a dynamic way. Once these pieces start coming together we then begin to work at a more granular level on the character. What kind of personality do they have? We’ll start diving into their background, their histories, the country they’re from, their age. It ends up being a long time in spreadsheets and documents trying to map everything together. It’s important for us that none of our characters end up feeling like a stereotype. If anything, we try to break that stereotype where we can. We’re just trying to make the strongest character possible, and then presenting that in an interesting way. Walke: As an example, going back to the reactions from players first learning about the Specialist, Navin Rao. Seeing the validation from players from India or with an Indian background letting us know we’ve done this character justice and we’re not just leaning on stereotypes. It validates getting these characters right, and the importance of it. What are you most excited about for players to experience in this world? Langley: One of the things I think is the most fun is that because this takes place in a fictional future, I’m excited to see players explore that idea of What If and that they get to experience that. It was really fun to create that kind of fantasy for them to play in. I really hope they look at the map and wonder about the story behind it, the reality behind it. That What If factor is something I love to invoke in our players. Hartin: There are seven locations at launch but it’s a massive world that we’re in, with possibilities in every single location. My hope is that we capture our players’ imagination and they say “What’s happening at X or Y?” Because obviously we’ve thought a ton about what’s happening inside the world but I’d love to see more requests like “show us what’s happening at this location” and then having the chance to do that is what I’m most excited about. Holmes: It’s about creating a world with possibilities that you haven’t seen before. We have a blank page. We still want to have all the same value of previous Battlefield games: immersion and believability, but as a part of answering what we want on that page, we can surprise people in a new way. This world, this setting, what we’ve got going on in 2042 with our environments and characters lets us do things you haven’t seen before. And that’s exciting. Walke: For me, it’s going to be really exciting to see how players start to pull all our interconnected threads together as they play the game. I’ve always thought the best stories, and at least the best worlds are those that leave a little hidden behind the curtain. I like that we’re not coming out and saying everything. You’re not going to load up the website and see a full wiki breakdown of the world, although I’m confident someone out there in the community is already working on this. As a narrative team, is there anything you’d like to say to the community? Walke: CT When? Or would that be BB When? In all seriousness though, we’ve seen the reactions within the community so far and the entire team has been blown away by them. Launch is getting ever closer and we can’t wait to step onto the battlefield with you all. From a narrative point of view, we’re incredibly excited to be telling the story of our world in 2042, the setting, characters and everything in between, we hope you enjoy it. That’s all for today. These past weeks we’ve given you a closer look into the World of 2042 with Journey of the No-Pats and the Exodus Short Film. The story will continue unfolding as we head into Battlefield 2042’s release and live service, and we can’t wait to see your reactions to the world we’ve built for you. Stay safe, No-Pats. REFERENCE TO A PARTICULAR MAKE, MODEL, MANUFACTURER, AND/OR VERSION OF WEAPON, GEAR OR VEHICLE IS FOR HISTORICAL ACCURACY ONLY AND DOES NOT INDICATE ANY SPONSORSHIP OR ENDORSEMENT OF ANY TRADEMARK OWNER84KViews49likes29Comments