Feel the holiday rush in the Merry Mayhem Event
AMPED OVERVIEW We’re starting the hype train for Season 27: Amped, right now, and this is your invitation to get on board! There’s plenty to be excited about this season: major changes to Olympus, Valkyrie retakes the skies, while Rampart and Horizon are getting tune ups, the meta is shifting to close range chaos with a new ‘Double Tap Alternator’ Hop-Up and Gold Laser Sight for pistols and SMGs, and we’re introducing fun updates to Tridents! Grab your friends, squad up and get ready to dive into Amped! For additional insights into some of Amped’s key updates, check out our highlights blog from last week and for details on all seasonal changes, please read on! ANTI-CHEAT Before we get into the nitty gritty of seasonal changes, a quick Anti-Cheat update for you all! As part of our continued efforts to combat cheaters in Apex Legends, we launched a new detection model, in early October, to assist us in investigating possible 3rd party bots in our game. In just two weeks, over 1,000 bot accounts were banned. We saw a majority of bans hit Windows PC (71%) and Switch (21%). Detected bot infection rates spiked after the rollout as expected - meaning the new tech is successfully identifying bots - then tapered off as we banned these accounts. As a result, we saw a meaningful decline of player reports (for AFK and abandoned match behavior) on Switch and reports per user over the subsequent 28 days decreased for both PC and Switch. Our team is continuing their hard work to establish and maintain competitive integrity and we will continue to provide updates when we have information to share! AUDIO UPDATES We've been developing many new audio systems to address community feedback and improve audio reliability.This season we’re adding a new "Focused" mix option, intended to give you control over how you prefer to hear the action. Our new threat system will add dynamic contextual awareness to the mix. Multiband sidechain compression will help enemy footstep audio be heard more clearly. Environmental audio improvements offer a smoother blend between indoor and outdoor spaces. Additionally, we’re now armed with improved telemetry to more accurately discover causes of audio failures. We will continue to monitor feedback in our community spaces as it helps us understand how these changes affect your gameplay experience as we continue to work on these systems. For more details, please check our audio-focused dev blog. GAME STABILITY We rolled out a profiling tool to our production servers to capture more information about instances of slow performance on servers. This tool (RProf) has commonly been used in our development environment to find slow segments of engine code and game script, but is now tuned for production use. From this, we have been able to examine and fix cases that are more unique to running the game at scale, and can more easily track degradations in performance over time. As always, game stability work is always happening behind the scenes and we will share updates when we have them! RANKED This season, we’re making balance adjustments to Kill Point values making eliminations more rewarding across all placements. We’re also making changes to loot distribution across Ranked Drop Zone POIs - there will still be some variance, obviously, but we’re hoping things feel a lot more even. We will continue to monitor player feedback on this change, and general sentiment surrounding drop zones. Additionally, we are reducing the requirement to earn the Ranked Ladder Champion Dive Trail from 3 completions to 2 to simplify seasonal goals, reduce grind, and make the Dive Trail more attainable while keeping it a mark of consistent top performance. You’ll find all of the details about these changes later in this Patch Notes. NEW FEATURE: WISHLIST We want to give players some additional options for certain packs. Wishlist is a feature that will be enabled on select packs and will influence cosmetic drops for the Legends and loadouts you designate. Here’s how it works: Pick 5 Legends and 2 Weapons to add to your Wishlist Depending on the pack Wishlist may only impact items of a certain rarity (specific rarity tier will be noted) If the pack drops a Wishlist-enabled item you are guaranteed at least one item from your chosen Legends All selections must be valid for Wishlist to be Active. A selection is valid as long as you don't own 100% of the items for that Legend or Weapon Class from the Apex Pack Pool If a Wishlist is Inactive or Unavailable at the time of opening a Wishlist-enabled pack, the items will instead draw from the generic Apex Pack pool. You get 5 Wishlist edits per season (refreshed each new season). After that, you can keep editing anytime for 500 Legend Tokens per edit. See here for more specific details on how Wishlist functions and how our packs function. NEW: AMPED SEASONAL PACK This season, we're introducing the Amped Seasonal Pack, available all season long. This special pack is Wishlist-enabled and gives you a chance at unlocking: The new ‘Bird of Prey’ Mythic R-99 Weapon New Legendary cosmetics to change up your look Wishlist activation for Epic-tier drop, relevant to your chosen Legends or Weapons The Amped Seasonal Pack brings a new and more focused way to earn cosmetics all season long. You can earn up to 5 Amped Seasonal Packs throughout the season via challenges and the free Battle Pass Tracks. For full details and Amped Seasonal Pack probabilities, please view our Additional Pack Disclosures page (updates November 4, 2025). PATCH NOTES BALANCE UPDATES Care Package Rotation Triple Take return to the floor (details below) C.A.R. SMG enters the Care Package (details below) Gold Weapon Rotation Alternator SMG, G7 Scout, Havoc, Bocek Compound Bow, Akimbo Mozambique GAME UPDATES Extended Supply Bins & Weapon Supply Bins Added icons back to the minimap and full-map Arsenals Increased ammo bricks to give full stacks of the applicable ammo type Replicators New craftable item: Arrow Bundle Only obtainable when crafting Ammo when Bocek Compound Bow is in your loadout On pick-up, fully replenishes your arrow reserves on one Bocek weapon Can only be picked up if you are holding a Bocek and it is not full on arrows Mantle Boost Added Mantle Boost ability to all Legends, granting velocity on a timed input after a mantle Added options for customizing Mantle Boost input key or button Added option to remap character movement ability Added options for reducing the UI footprint on the HUD for Mantle Boost Dev Note: We were inspired to add Mantle Boost by our players’ exploration of the unique momentum-based movement of Apex Legends. This new official Mantle Boost will enable all players to perform an advanced movement technique. It will be accessible, but it still requires skill to learn to use it and to know when it’s the right time to Boost. Heat Shields Update Heat Shields removed from Core BR Modes (including Trios and Duos). Dev Note: We rolled out the removal of Heat Shields in Ranked with Season 26, focusing decision making for players around strong strategic plays and rotations. We have seen positive outcomes with that change so we’re expanding the change to all Core BR modes. Playing outside the Ring should be a risky endeavor that is only a last resort. Don’t wanna get burned? Get a move on, Legend. Tridents 2.0 Foundational Improvements: Updated model and textures Collision tightened for a smoother ride and to allow occupants to be hit Trident can now be damaged and destroyed – starts at 800 health Trident occupants and the vehicle can be damaged independently Tridents can now damage enemies if hitting them at high speeds Camera and controls tuned for more responsiveness and precision Boost Meter has replaced the single use Boost New Movement Features: Jump: Press Jump to jump from the ground Glide: Hold Jump to Glide when off the ground. While gliding: Trident will very slowly lose altitude Trident can be steered in any direction Trident can boost forward New Healing and Spawning Features Auto-Healing: If a Trident avoids damage for a period of time, it will slowly regenerate health and regress its damage state Auto-Respawn: A destroyed Trident will be replaced by a new one at its original spawning location after an indicated delay Improved UI to better indicate to driver and passengers Trident health and damage information Control mappings adjusted to account for new features Dev Note: The Tridents are receiving a tune-up this season with a number of redesigns to offer players a more interesting, responsive, and satisfying driving experience as well as provide exciting counter play options. Tridents no longer split damage between occupants which should make them feel like a safer tool to use when making large rotations. However, they'll no longer provide movable indestructible cover when being used more tactically during a firefight. LEGEND CHANGES VALKYRIE Dev note: Valkyrie’s pick rate has been up and down all year, and we feel she’s currently in a place where she’s not living up to her potential. This set of buffs should help to modernize this fan-favorite. VTOL Jets Jetpack cooldown and fly speed reworked Cooldown Recharge delay significantly reduced (8 → 2.5 sec) Recharge time significantly reduced (~10.9 → 3 sec) Fuel doesn’t start recharging until you touch ground EMP effects drain jetpack fuel Speed Horizontal fly speed and strafe amount significantly increased Vertical fly speed increased. Additional vertical speed when flying straight up Reduced initial speed boost for first 0.5 sec (~25% faster → ~5% slower) Total fuel reduced (8 → 6 sec) Initial fuel consumption slightly increased Dev note: Valkyrie’s Jetpack broke new ground when it was introduced to Apex, but over time we started to feel it wasn’t living up to the high-flying promise of a Jetpack character. This new change rewards longer burns of the jetpack, allowing you to cover distance faster. Learning to use the (largely forgotten) flight mode is one of the keys to success with the updated jetpack! Missile Swarm Removed self damage and stun effect Added short (1.5 sec) full body scan on hit Tac damage now puts movement passives on cooldown (like other EMP effects) Removed 5 seconds of cooldown (30 sec → 25 sec) Removed vertical clearance firing restriction Improved missile pathing to work better in some situations such as low clearance situations (firing indoors or at targets under a bridge) Increased max range (~100m → 125m) Dev note: Valkyrie’s tactical was one of her biggest pain points, with many situations where it was either was more likely to stun her than to hit the target (or just wasn’t allowed). We improved the reliability of her tactical, and also took the opportunity to lean a bit more into Valkyrie’s identity as a recon by adding a short scan to the missiles. Skyward Dive Increased launch height 15% (integrated Afterburners upgrade) Reduced cooldown by 30 seconds (3 min → 2.5 min) Reduced delay before takeoff (2 sec → 1.5 sec) Slightly reduced time slowly rising before takeoff (1.83 sec → 1.33 sec) Removed self cancel cooldown penalty Reduced damage cooldown penalty (54 sec → 30 sec) Skydive Improvements Allow tactical to be fired when skydiving (except from drop ship) Land faster when skydiving (spend less time slow falling near ground) Dev note: The skies belong to Valkyrie. Upgrades Level 2 Afterburners: Removed (included by default) Eyes in the Sky: Moved to Level 2 Full Coverage: Changes missile swarm pattern to 4x5 (was 3x5) Level 3 Full Tank: Removed (jetpack reworked) NEW Supersonic: Ultimate launch time reduced ~50% REWORKED: Aerial Expert: Improves jetpack horizontal speed, significantly improves handling, decreases initial fuel consumption, slightly reduces total fuel. Dev note: To top off Valk’s update, we added a few new premier upgrades, allowing you to push either her Ultimate or Passive to their final forms. RAMPART Dev note: Rampart’s effectiveness and pick rate have slipped to extremely low levels in recent months. We hope this refresh to her kit will enhance her survivability and make her more of a viable Controller pick. Battle Modder Adds additional effect to old passive (Modded Loader). Cover walls permanently gain health as Rampart gains Evo Levels. Amped Cover Adds amped shield roof to wall Walls can now be charged by doing damage through the amped shield or by having the wall be damaged by enemies. Wall charge is converted to a speed boost by going over the wall Wall can store up to 300 damage, which results in a 15 second speed boost at full charge. Speed boost time scales linearly with stored charge. Wall charge is only usable by teammates, and each teammate can use stored charge individually. Speed boost is automatically given to nearby teammates when the wall is destroyed. Damage to wall is stored at 25%, while damage through amped shield is stored at 100% Speed boost only applies when sprinting Battle Modder health increases: Wall health increase by 200 per Evo level (400 → 800 at max level) Shield health increased by 25 per Evo level (175 → 225 at max level) Health while wall building reduced (120 → 100 ) Amped shield arc star damage multiplier removed (1.5x → 1.0x) Wall frag grenade damage multiplier increased (1.0x → 2.0x) Dev note: Rampart’s walls are core to her identity and playstyle, but felt like they’d been left behind. With her new passive giving the walls more health and roof, the walls should keep you safer in more situations while the speed boost should help your team capitalize on the impact from the wall. We’ve also increased the damage walls take from grenades, and reduced their health while building to preserve counterplay. Upgrades Level 2 Ultimate Cooldown: Removed Bandolier: Removed (replaced with Combat reserve) NEW: Combat reserve: Bigger ammo stacks, extra grenades slots, access red weapon supply bins NEW: Locked and Loaded: gain faster reloads and infinite ammo when behind amped cover and shield is in tact Level 3 Ramped up: Unchanged Amped Reloads: Removed (replaced with Locked and Loaded) NEW: Rebuild Module. Amped cover will regen health and rebuild shield section after not being damaged for a period of time Dev note: Rampart’s upgrades allow you to lean either into a more aggressive Assault playstyle or doubling down on her walls to hold space and apply constant pressure to opposing squads. HORIZON Dev note: Horizon has been in an interesting place in the meta. She is at her lowest pick rate ever, but maintaining a strong encounter win rate. We’re giving her back some of the power that’s been nerfed previously to make her a more attractive pick, and we are adding a few new fun upgrades to play with. We’ll continue monitoring to see how she performs in live. Gravity Lift Increased lift speed (300 → 375) Increased hover time at top of lift (0.5 sec → 1.5 sec) Cooldown reductions: Reduced cooldown by 5 seconds (25 sec → 20 sec) Reduced delay before cooldown starts 8 sec (10 sec → 2 sec) Effectively reduced cooldown from 35 sec → 22 sec Black Hole Reduced cooldown by 30 seconds (3.5 min → 3 min) Increased health (175 → 225) Upgrades Level 2 Ultimate Cooldown: Removed (included by default) Tactical Cooldown: Removed (included by default) NEW: Gravity Boots: Press crouch while in the air to fall much more quickly NEW: Newt Scoot: Press jump after exiting gravity lift to glide Level 3 Conservation of Energy: Unchanged Combat Reserve: Removed NEW: Knock Expert: gain tactical charge on knocks. REVENANT Dev Note: We are seeing Revenant pull away from the rest of the roster in very high tier lobbies, and believe it's in part due to his ability to drop on enemies suddenly from very far away. Given how fast his 'weapons up' time is now, we felt reducing the maximum amount of distance he can travel in Shadow Pounce will reduce the frustration on the receiving end. We think this combined with the Valkyrie and Horizon changes will create a more even split between our most mobile characters. Reduced the maximum possible velocity of Revenants Shadow Pounce LOOT & ATTACHMENTS AMPS Reduced healing rate of Overflow Healer Added Infinite Ammo and Over Armor to early game floor loot Added Over Armor potential Assault Bin amps ATTACHMENTS Gold Laser Sight New laser tier added: usable with all SMG and Pistol weapons Greatly improves ground and aerial hipfire spread Adds reverse hipfire – Continuous firing tightens hipfire spread LOCKED HOP-UPS Double Tap Trigger 375 Locked Hop-Up Points to unlock Compatible with Alternator Accelerator Accelerator removed from all compatible weapons G7 Scout, Flatline, and CAR Skull Piercer Skull Piercer removed from all compatible weapons 30-30, Wingman, and Longbow Graffiti Mod Removed from: Spitfire and EVA-8 Added to: Mozambique and Wingman Gun Shield Generator Removed from: Rampage Added to: Triple Take Selectfire Receiver Increased points to unlock to 450 on the Charge Rifle (Previous Hotfix) WEAPONS LMG All LMGs (Except L-STAR EMG) Removed Reverse Hipfire mechanic from LMGs Hipfire spread decreased to compensate Updated reticles to original plus design Dev Note: Reverse hipfire provides a lot of power in close quarters combat. This season, we want to give some room for our true close quarters weapons to shine, so we have removed this mechanic from LMGs. MARKSMAN All Marksmans Reduced projectile size and scaling Decreased projectile launch speed Reduced headshot damage multiplier Dev Note: The Marksman meta has been reigning strong for a few seasons now and the time has come for us to hit them with some more potent adjustments. We are hoping that these changes will hit their long range consistency, as well as remove the spikiness that can come with landing one or two headshots. 30-30 Repeater Headshot multiplier reduced (Previous Hotfix) Bocek Compound Bow Added 2x-4x AOG Scope as a compatible attachment Dev Note: We did it. Triple Take [Floor Loot] Damage reduced to 22 per bullet (was 23) Increased choke charge time Increased fire rate while hipfiring PISTOL P2020 [Care Package] Increased fire rate Increased magazine size to 26 (was 22) RE-45 Burst Horizontal and vertical recoil improvements (Previous hotfix) Purple mag size increased by 3 (Previous hotfix) SHOTGUN Peacekeeper Full burst damage reduced to 99 (was 108) Increased choke charge time Rechamber time decreased to 1.1 (Reverting a previous hotfix) Clip size reduced to 5 (was 6) (Previous Hotfix) Dev Note: The PK has been super dominant since coming out of the care package. While we have seen some good downward movement since our most recent set of hotfixes, we hear you, damage and range are the pain points here. We are giving back some of the handling we took away in a previous hotfix and hitting it accordingly. SMG Alternator SMG Damage increased to 19 (was 18) Magazine size adjustments: Blue magazine decreased to 26 (was 27) Purple and gold magazines increased to 30 (was 29) While using Double Tap Trigger: Shoots bullets out of each barrel, simultaneously Reduced fire rate Damage per bullet reduced to 15 C.A.R. SMG [Care Package] Added Hop-Up: Galvanic Gavel Allows the magazine to be swapped between Disruptor and Hammerpoint Rounds Upon first pick-up, begins on Disruptor Rounds Magazine size increased to 30 (was 28) Improved reload speed of the mag swap Prowler PDW While in burst fire mode, holding down the trigger now releases subsequent bursts Slightly increased burst delay Volt SMG Increased projectile size in close quarters SNIPER All Snipers Reduced projectile size Charge Rifle Maximum damage reduced to 99 (was 110) Damage reduced by 40% while using Select Fire mode (was 25%) (Previous Hotfix) Damage scaling minimum distance increased to 75 meters (was 50m) (Previous Hotfix) MAPS Olympus: Added Somers University POI (replacing Orbital Cannon) and moved Elysium nearby. Added Gravity Engine POI (replacing Energy Depot) Added Stabilizer POI (replacing Docks) Added Dockyard POI Added large amounts of additional cover in open rotation spaces around the following POIs: Phase Driver Oasis Clinic Hammond Labs Estates Hammond Labs: Transformed terrain and added tunnels to protect players and provide additional options to attack the waterfall high ground. Hammond Labs: Moved additional cover from Control mode into the base map, including the home base structures. Hammond Labs: Added jump tower behind Hammond Labs. Rift: Added new camp in the center of Rift to reduce open space. Added additional cover to open spaces in Rift. Rift: Replaced vacuum behavior of the Rift teleporter with a Horizon Lift to prevent players from entering accidentally. Rift: Added a large camp between Rift and Gardens to resolve the previously large open space and help players contest the high ground. Grow Towers: Replaced the third Grow Tower with buildings and tunnels to help players safely rotate through the POI when teams are holding the towers. Added jump tower. Turbine: Added a new camp underneath the highway between Turbine and Estates to prevent players from being gatekept at the ramp. Turbine: Added a new rotation from the east tunnel that connects directly to Gravity Engine (previously Energy Depot). Carrier: Added two additional doors at the central chokepoint to prevent the fight from stalling. Phase Driver: Increased Phase Driver loot cooldown from 45 seconds to 90 seconds. Added a camp in the circular pit between Hammond Labs and Somers University (previously Orbital Cannon). Bonsai Plaza: Added additional ziplines to access high walls around the POI. Removed a large amount of Trident barriers across the map. Dev Note: While Olympus has been a fan favorite for a while, we want to action on player feedback related to how to improve its competitive integrity. Keeping in mind both high-level matches and overall balance, we made some significant revisions to POIs like Energy Depot and Orbital Cannon to address anything from lopsided rotations to a distinct lack of cover in some of the more desolate areas. It was important to maintain the map’s identity during this process, so we wanted to only add to what makes Olympus so special while being very surgical and precise about anything that was removed or replaced. Pubs & Ranked Rotation Olympus Broken Moon World’s Edge Mixtape 11/04/25 - 1/5/26 Map Rotation TDM Skull Town, Thunderdome, Fragment, Estates CONTROL Barometer, Labs, Production Yard, Lava Siphon GUN RUN Estates, Skull Town, Zeus, Thunderdome WILDCARD Wildcard 11/04/25 - 11/18/25 Wildcard: Kings Canyon Wild Cards We’ve seen meaningful positive player sentiment surrounding Wild Cards in Wildcard, so: Wild Cards are now activated and here to stay, even when we don’t have an active event! Every match now features a range of Wild Cards, bringing extra chaos and surprises for more unpredictable and exciting gameplay. Wild Cards Extra Ordnance Drone Support Smoke Out High Velocity Status Report Speedy Charge Recharger Fast Draw Monstrous Strength Wildcard Gameplay Updates Highlight on Enemy Elimination balance tweaks Enemy highlights will no longer trigger on a team unless there is only one enemy still alive. Enemy highlights will no longer trigger if players choose to manually bleed out. Enemy highlight duration reduced 5 seconds -> 2.5 seconds. Dev Note: Currently in Wildcard, when you eliminate any enemy, their teammates are highlighted for a period of time. We are updating the rules of this system to reduce the benefits of thirsting as well as have more natural encounters without having enemy locations constantly revealed. Shield Cells Increased carrying capacity of shield cells from 12 -> 15 More shield cells spawn in loot, reduced ammo spawns to compensate. Dev Note: We’ve heard feedback that players were running low on healing items throughout a wildcard match, so we have increased carrying capacity and increased their loot spawns to make this pain point a little smaller. Gold 1x Digital Threat sight returns to loot as a rare spawn. Equippable on SMGs, Shotguns, and Pistols. Dev Note: Similar to the 1x Holo, The Gold Digital Threat scope has been vaulted for some time, and we know it is a fan favorite for some. We are re-introducing it to the Wildcard loot pool for this season as a fun item to find and make your SMGs, Shotguns, and Pistols even more deadly! Wild Cards balance Reduced shield recharge rate on Recharger wildcard when sprinting. Reduced initial speed gain when using the Wallruning wildcard. Dev Note: In Season 26, these wildcards were some of the strongest bunch in the pool and in some cases were becoming frustrating to play against. We are tuning them down a touch to bring them in line with some of the other wildcards coming in this season. New Mythic Weapon rotation. WEAPONS LEAVING L-STAR Devotion LMG Hemlok R-99 Peacekeeper WEAPONS RETURNING Kraber Triple Take Wingman Prowler P2020 Akimbo Rampage LMG Automatically Revved up when first being picked up. G7 Scout Double Tap and Sniper Scopes can be attached. NEW WEAPONS C.A.R. RANKED As part of our ongoing efforts to improve the Ranked experience, we conducted a matchmaking test at the end of Season 26 (more on that here). We will return with the results of this test once the data has been compiled, so keep an eye out! Scoring Tuning Kill Points changes 1st: 22 RP (was 20 RP) 2nd: 20 RP (was 18 RP) 3rd: 18 RP (was 16 RP) 4th: 16 RP (was 14 RP) 5th: 16 RP (was 12 RP) 6th: 14 RP (was 10 RP) 7th: 14 RP (was 10 RP) 8th: 14 RP (was 10 RP) 9th: 12 RP (was 8 RP) 10th: 12 RP (was 8 RP) 11th-15th: 8 RP (was 6 RP) 16th-20th: 6 RP (was 4 RP) Challenger Bonus changes If the killer’s rank is 1 tier lower than the victim: KP +20% bonus, was 15% If the gap is 2 tiers: +30% bonus, was 25% If the gap is 3 tiers: +40% bonus, was 35% Dev Note: Throughout Season 26, we consistently heard feedback that eliminations often felt undervalued compared to placement. Many players expressed that strong combat performance didn’t always translate into meaningful progression, especially in mid-to high-tier lobbies. In Season 27, we’ve adjusted Kill Point values to make eliminations more rewarding across all placements. This tuning increases the RP value earned from fights while keeping placement as a significant factor in final score calculation. Our goal is to better recognize player impact in every match — rewarding those who take risks and perform well in combat, without overshadowing strategic play and survival. Drop Zones Loot Overhaul Made the loot that spawns across all Drop Zone POIs more fair. There is still variance between POIs, but it is much less than previously. Maintains the same number of spawns across the map for each loot item, but changes where they are more likely to spawn, in order to avoid inflation/deflation. These loot changes are for Ranked only, not Unranked. Dev Note updated: Drop Zone has been a contentious topic within the community; while some praised how it improved the competitiveness of Ranked, others expressed concerns - primarily, the negative impact unbalanced POI loot levels have on the fairness of the mode. Our focus is to listen to those concerns to try to bring the feature to a satisfactory spot. As such, we did this loot overhaul to bring POIs in line with each other as far as we could without changing the maps or causing loot inflation/deflation. We'll continue to monitor your feedback as the season progresses. Ranked Ladders (coming later this split) Ranked Ladder Start Date End Date Ranked Ladder 1 11/13/2025 11/16/2025 Ranked Ladder 2 11/20/2025 11/23/2025 Ranked Ladder 3 11/27/2025 11/30/2025 Ranked Ladder 4 12/4/2025 12/7/2025 Ranked Ladder 5 12/11/2025 12/14/2025 Ranked Ladder 6 12/25/2025 12/28/2025 Ranked Ladder 7 1/1/2026 1/4/2026 Ranked Ladder 8 1/8/2026 1/11/2026 Ranked Ladder 9 1/15/2026 1/18/2026 Ranked Ladder 10 1/22/2026 1/25/2026 Ranked Ladder 11 1/29/2026 2/1/2026 Ranked Ladder 12 2/5/2026 2/8/2026 Ranked Challenges The requirement to earn the Ranked Ladder Champion Dive Trail has been reduced from 3 completions to 2. Dev Note: This change simplifies seasonal goals, reduces grind, and makes the Dive Trail more attainable while keeping it a mark of consistent top performance. BUG FIXES Wildcard Fixed players being able to revive each other to stay alive in the ring longer than intended Locked Hop-Ups Fixed Locked Hop-Ups not working properly in the Firing Range Fixed some issues with Ballistic’s sling and Locked Hop-Up weapons Fixed some issues with the Locked Hop-Up UI Ranked Fixed issue where you could not remove map pings in the prematch preview Misc Fixed the infinite ammo amp sometimes causing the player to respawn with locked inventory slots Fixed retro packs in the store not updating the amount of packs already opened Fixed skydive emotes leaving a breadcrumb on the legend tab but not the specific legend which had the new unlock Fixed health bars sometimes not displaying properly when firing through windows Fixed a wall that could be seen through around Artillery LEGENDS Valkyrie Fixed green color correction when skydiving being oversaturated. Rampart Fixed issue where camera could jump around when walking into Amped Cover. Catalyst Enemies near her Piercing Spikes should no longer see two threat indicators for a single spike Gibraltar: Fixed incorrect damage flyout UI when shooting his passive arm shield Newcastle Fixed Castle Wall sometimes hitting enemies through floors and walls QUALITY OF LIFE CHANGES Requeue, with Squad Requeue has been expanded to allow players outside of a party to opt-in to continuing to play together. Each Party Leader (including parties of 1, ie. solo queuers) has the option to either ‘play again’ and merge their party together with other parties that also want to play again, or they can requeue with only their existing party. This does not create any kind of Friends relationship – it only forms a new Party that can continue to play together without having to return to the Lobby. Designer’s Note: We want to remove as many barriers as possible to keeping a fun time going. When you do find that magical unicorn of a random player and everyone wants to keep playing into the next match, this is the solution. UX/UI Added a button prompt in the Legend Locker screen for Legend skins, Weapon skins, and Melee skins to show/hide the UI to get a better view of the cosmetic Standardized a number of square button widgets, mostly in the lobby menu, to achieve a more consistent interactivity and aesthetic across the game Misc. Added a new voice chat option to toggle your microphone. Ranked - Added announcer VO saying which Drop Zone your team is landing at. Note: The Core on Broken Moon and Trident on Storm Point do not currently have VO. LEGENDS Valkyrie Fixed green color correction when skydiving being oversaturated. Rampart Allow interactions such as looting while holding Sheila Added additional placement mode for walls. By pressing Aim Down Sights, you can place a single wall and then pull out your weapons (matching the launch behavior). Placing a wall with the Attack button is unchanged from the current behavior. Reduced size of ‘amped’ bullet tracers when shooting though amped cover Rampart Added voice lines when being summoned to the Void Nexus when knocked ENGINE PC: Improved the performance of loading models and textures on systems with integrated graphics, especially Intel Iris XE laptops. This improves map loading times and reduces issues with missing models in-game. Added PC support for Handheld/Compact UI which makes it easier to play Apex on PC Handheld devices. Players can toggle between Full, Compact or Auto UI in game Settings.4Views1like0Commentsskate. - Community-Raised Issues [Last Update: December 15]
What's this post all about? This post will be used to inform you on issues that the skate team are actively investigating or working on that have been raised by members of the skate community. By keeping an eye on this thread, you'll be able to see some of what the team is working on before a patch/update is made available to download. You may see a ❗Workaround or ❗Note from Dev below certain issues that give additional context to those listed. Wherever relevant, pages that add more context to a particular issue will be linked. How do I report a bug or issue? Here's a how-to guide on how to effectively report a bug on the EA Forums: skate. | How to report a bug Even if you're familiar with bug reporting, please consider checking the linked post. For account-related issues, please reach out to us via EA Help 🚧 INVESTIGATING 🚧 A significant number of people have reported this issue. The development team is currently investigating how it can be resolved. Please, provide as much information as possible. 🆕Players stuck | Stuck on the initial loading screen | Stuck on black screen with game mouse pointer | EA Forums - 12982688 Players stuck | Multiple reports on players getting stuck/softlocked | Softlock MEGA THREAD | EA Forums - 12581740 ❗ Update: Last week the team pushed out some back-end fixes to prevent further softlock occurrences, and are working to address those that are softlocked currently. We've recently unlocked 200K folks from various progression issues, and the work continues, and as we continue to make progress, we’ll keep you updated on our official skate_status account on X. 🆕Visual | Pants clipping on the front leg | Punk Pants - consistent clipping on the front leg | EA Forums - 12985930 ⏳ AWAITING UPDATE ⏳ A fix/adjustment has been made and will be issued in a future patch/update. Items marked as 🆕 in here may have previously been in the Investigating section. Challenges | Elements disappear when starting a challenge, and the user is unable to enter any menus | Starting Challenge Nothing Happens 🆕Players stuck | Players are getting stuck in replay after mission is completed | Stuck in replay after mission completed | EA Forums - 12981412 ✅ 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. Achievements | Achievements aren't being unlocked despite meeting the criteria. | [MEGATHREAD] Achievements not completing Players stuck | Extravert Store mission cannot be completed resulting in progression softlock | Go to extravert to level up bug Visual | Hedgemont community park is fused with the Skate-o-Ween park. | You forgot something Challenges | Skate-o-Ween challenges don't show on the map | Skate-o-Ween Challenges don't show on the map | EA Forums - 1284724 Challenges | "Holly Huck" challenge reappears after completing it | 'Holy Huck' Challenge is reappearing... Challenges | Cumulative total challenge goal completion is not updating or tracking properly to unlock neighbourhoods. | Challenges not logging Challenges | The coop challenge goal often does not register as completed. | Co op challenges not completing Challenges| Unable to make progress against daily/weekly/seasonal tasks | Daily and weekly task not counting progress AGAIN | EA Forums - 12765908 Daily Tasks | Task progress stops after two completions due to lack of additional daily slam challenges | Daily Task and Daily Challenges Don't Match Sometimes. Loading Issues | Multiple reports on players encountering an infinite loading screen. | MEGATHREAD - Loading.... Error Visual | The bottom of the soles of the vans sk8 hi are white instead of brown | Wrong Sole Color on Vans Sk8 Hi Trick of the Day | Spread Eagle doesn't count progress towards the Task for Trick of the Day | Trick of the Day - Spread Eagle not counting Skate-O-Ween Tasks | The Skate-O-Ween Tasks event task progress does not update properly | Skate-o-ween task bugged?! Patch v0.29.5 Visual | Character skin tone changed | Character skin tones messed up since update | EA Forums - 12981571 Visual | Settings socks to none/off and restarting the game will revert to the previous settings | Someone keeps putting socks on my character! | EA Forums - 12986018 🆕Graphics | Screen resolution set to low when launching the game | Screen resolution is set to lowest setting every time I launch the game | EA Forums - 12985150 Patch v0.29.1 In-Game | Friend's skater appeared invisible after joining a friend's party. | Invisible Friends in Online Co-op Level Up | Market mile fails to level up after achieving the required neighborhood rep | Market Mile not leveling up Players Stuck | Stuck in a canal if they fall in after collecting the final bearing in the Salmon Run line challenge. | Stuck in canal, can’t respawn, can’t play game now SVB Charge | Getting charged SVB for Rip Chip or Tix Items | MEGA THREAD - Getting Charged SVB for Rip Chip or Tix Items ❗ Update: If you experienced the issue, please post your details on the linked thread. Visual | Rip score award screen shows twice | Repeated rip score award screen Visual | Claim button appearing when there is no completion award | Can’t claim season 1 challenges after completion. Visual | Stunt target showing up/staying on when not in a Stunt Challenge. | Stunt target showing up/staying on when not in a Stunt Challenge. | EA Forums - 12634173 Patch v0.28.0 In-Game | When starting a challenge solo or without a party, a "Waiting for player" pop-up appears on the screen. The challenge eventually starts after a minute. | Waiting for players on non co-op chalenges Players stuck | Unable to progress even after rebooting the game and getting stuck on the mission Tour 1 - Skater Eyes: Stunting 101 | [MEGATHREAD] Stunting 101 Tour 1 Stuck at 3/3 completion Patch v0.27.7 In-Game | Rarely, a queue notification showing "err" will appear when a party starts a Co-op challenge queue. | [MEGATHREAD] ERR notification every few seconds Players stuck | When booting the title with a fresh account, the user will get stuck in the splash screen at the "Configuring" stage. | Stuck on "Configuring" MEGA THREAD Players stuck | Players spawn way out of bounds every time they log in. | [MEGATHREAD] Stuck beneath map. Skatebord in a void. 🔧 PATCH NOTES 🔧 The following information includes details of the patches that have been released for skate. For itemised patch information, please check the attached link. Dec 2, 2025: Patch v0.29.1 Oct 7, 2025: Patch v0.28.0 Sept 16, 2025: Patch v0.27.7 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 UPDATE⏳, this does not mean it will be addressed in the next patch/update, but it will be included in an upcoming patch/update. Items marked 🆕 have been recently updated/moved when this post was last edited. See you in San Vansterdam!8.9KViews12likes0Comments[Hotfix] Darth Vader Datacron
Hello HHH, Today's Hotfix updates Darth Vader's Datacron to address the issue with him and and the newer Bad Batch squad. Darth Vader will be able to be defeated if all allies are defeated or Captured. Previous Description: At the start of battle, if there are no Galactic Legend allies, Darth Vader can't be defeated until all the other allies are defeated. The first time each ally is defeated, Darth Vader dispels all debuffs on himself, resets all of his cooldowns, and takes a bonus turn. During his turn, Darth Vader has +50% Health Steal for each defeated ally. Updated Description: At the start of battle, if there are no Galactic Legend allies, Darth Vader can't be defeated until all the other allies are defeated or Captured. The first time each ally is defeated, Darth Vader dispels all debuffs on himself, resets all of his cooldowns, and takes a bonus turn. During his turn, Darth Vader has +50% Health Steal for each defeated ally.8.1KViews12likes30CommentsUpdate 12-10
Hello Holotable Heroes, Here are the updates for today: News Chewie and Yoda: December 16th Zuckuss is now available in Chromium Packs and Shipments Rogue One blueprints are now farmable from Light Side Battles (Hard) 7-B. They replace Poe. Poe shards are now farmable from Fleet Battles 3-A Hard. Due to Jocasta Nu issue, Knightfall will be Rerun on 12/12/2025 Bugs and Adjustments Updated the Stranger's Unique description to match gameplay for Cortosis Armor Fixed a bug where sometimes Jar Jar Binks would not lock in debuffs on the selected target when using Wesa Warriors Fixed issue with trying to view Emperor Palpatine's Unit Synergies. Fixed an issue where Stormtrooper Luke has a typo in the characters stats section Fixed an issue causing players to deal 1 damage to Tier 8 bosses in Coliseum. Updated Ezra Exile's description to clarify he can ignore Taunt effects for one attack when reaching 50 stacks of Purrgil Migration. This is a description update only and does not change his functionality. Reunite was masterfully too masterful in how much Mastery it said it was providing; updated the Reunite granted ability from Galactic Legend Ahsoka Tano to correctly state it provides 25% Mastery, not 50% - this is a text fix only and does not change or update the functionality. Fixed a bug where all characters would still lose 100% turn meter upon an enemy being defeated even if Rey were already defeated. Fixing an issue where Grand Inquisitor can't ignore Handmaiden Decoy's "Taunt" to target enemies with 6 stacks of Purge while in Territory War. Fixed an issue where Kix and Quiggold were not properly assisting when Ithano is used Special 2 Fixed a bug where Jocasta Nu would be able to use "It's Up to You Now" before she should [Journey Guide] Updated the relic level of Jar Jar Binks used for the player squad to Relic 516KViews8likes51CommentsUpdate 0.29.5 Patch Notes
Welcome to the 0.29.5 patch notes! This patch goes live on December 15, and includes bug fixes for issues discovered after Season 2’s launch, and some gameplay improvements. If you haven’t yet, take a look at our Season 2 article to discover the new skateable locations, brands, soundtrack additions, and skate.Pass that arrived on December 2. General Improvements Replaced the Peach Puree Cargoes cosmetic with the Brown Tie-Dye Jeans in the Down Low Product Box. Gameplay Improvements Routine maintenance of San Van’s infrastructure has had some unexpected results. Liability details can be found on page seven of your ‘Welcome to the Rip Initiative’ introductory booklet. Community Parks will now consist of natural wood tones to be more visually appealing. Developer’s Note: The aesthetic of Community Parks will change to natural wood tones on December 15. From December 16–January 14, the aesthetic will change again for Winter Rollstice, our holiday event. After the event concludes, Community Parks will revert back to their new default wood tones. UI Improvements We’ve made an update to the UI of the Quick Drop menu, adding a new category called Interactive. This category is where items like the bouncy Quick Drop umbrella (previously located under the Props category) will be moving forward. Bug Fixes Fixed various stability and performance issues. Fixed skin rendering issues that could cause complexion and skin tone issues on certain graphics quality settings. Fixed an issue where Fakie Slappies could not be performed. Fixed an issue where the Grind Assist setting would set itself to 100 after skate. was restarted. Fixed multiple issues with incorrect or missing thumbnails. Fixed an issue where using the Low Preset setting would cause visual flickering on the screen. Fixed an issue where the Rip Card would have missing buttons depending on your settings. Fixed multiple issues with visual effects for gestures. Fixed an issue where exported videos were laggy or in slow motion. Fixed an issue where your skater’s socks could be reset to the default cosmetic option. Fixed multiple issues where timers in Challenges were not working as expected. Fixed an issue where other players could go invisible until you restarted the game. Fixed multiple instances where your chosen game settings would revert back to their default after restarting the game. Fixed an issue where you could get a black screen after finishing a Challenge or returning to a session marker, then when teleported by a friend, you would end up under the map.141Views0likes0CommentsEa just screwed me over
I was just in the middle of my playoff game sugar bowl Oregon state vs Miami. It was a great game and I go into overtime and I screen share with my friend. I score force a fumble then I have to kick a game winning field goal. All of a sudden I get kicked from the game and now I can’t get it back. Find my win reload it or else I will delete your gameLove the game, but I will be done if this happens more ..
I notice on special teams when kicking off you can't take control of the kicker and run the kicker straight down the middle of the lane. The kicker acts all realistic and slowly jogs down the field. The kicker is locked up from user control. In years like NCAA 12 after you kick the ball, you could grab the kicker and run straight down the field. Player wasn't all locked up. Like okay it's just the kicker and it's being realistic. But I have a further point.... Also on special teams, on onside recovery, you recover the onside kick. And player locks up from user control. No matter what you do on onside kick recovery, you recover, you can't run to the left or right until the game forces you to run 10 yards up the middle. I use to be able to return onside kicks for TDs (on CFB 26 till updates this year) or take control of the player and user the way I want. Now you lock the players up and I can't move them and computer forcefully moves them 10 yards to middle of field. I get it, there was onside kick plague, you want the kickoff to look realistic with the kicker jogging down the field after his boom kick. But .. I will never play again, if the user ability gets locked up any further on positions of the ball like offense or defense. I've noticed it too on interceptions on defense now recently! Next year if in shot gun and I call a run play and the RB locks up and I can't hit the hole I want or bounce outside. I'm done. I have already been animate about letting WRs have more free control while ball is in air. They are locked up slightly. Not like in NCAA 12 where you could literally zig zag a receiver or just run away from the ball, to the ball, stop, whatever you want as the ball was in the AIR coming toward them. Any more of these locks up and not allowing free usering...would literally put me at a dead stop with the game. And most likely only using my Xbox for Netflix, music, and really no more games... :/ Please just check our your older games NCAA 12, NCAA 08, NCAA 14 so you can understand the people better. That what we last played that we last liked a lot. That's what we last remember. When people say things like it's cheese or money plays or it needs to be realistic, I think the gamers should calm down on some of those comments. Cause like when people say it's a movie, " like it's a movie dude", same thing it's a video game, not a real live D1 game. Should be realistic and depict that but come on and chill it's a video game. 🙌 Take those comments with a grain of salt I say. Some of the exciting about the game is seeing a running back run all the way back -50 yards to the corner of their own end zone and beat the whole defense for a 110 yard run to score for fun.Madden NFL 26 Title Update - September 17, 2025
Hey Madden fans, welcome back to Gridiron Notes! Our next Title Update for Madden NFL 26 is arriving tomorrow, and it’s packed with gameplay fixes, tuning, and updates across every mode. From new Coaching Adjustments that give you more control over pass protection and coverage depth, to key improvements in various modes, including new likenesses, gear, and equipment options. Let’s dive in! Gameplay Pass Blocking Added a new Coaching Adjustment option allowing you to set your default pass protection scheme—choose from Base, Empty, Half Left, Full Left, Half Right, Full Right or Default. Dev Note: For players who don’t want built-in pass protections on passing plays, we have included a new Coaching Adjustment to allow players to choose the default protection for all dropback passing plays. When toggling this option in, players will still have the ability to change their protection before the play via the Pass Protection adjustments menu. Fixed an issue sometimes causing the pass protection adjustment menu to get stuck in an open state after selecting a protection adjustment. Made improvements to blocking logic for better targeting and improved protection on Shotgun Play Action plays Tuning done to shorten the wait time after failed pass rush moves to improve pocket degradation over time. Enhanced QB Contain logic to ensure defenders contain more effectively Dev Note: This was a two-part fix where we fixed disengages from blocks and pursuit of quarterbacks scrambling outside the pocket. For the second part, we resolved an issue where defenders would incorrectly abandon their Contain assignments in favor of executing pass rush moves. Addressed an issue with pass rush move selection logic to reduce excessive use of Rip moves and ensure more realistic, ratings-driven defender behavior. Run Game Fixed an issue allowing a short, artificial speed boost to the ball carrier when using Truck in open space (Air Truck). Dev Note: The truck animations and transitions from truck to locomotion have been modified to more accurately reflect the movement speed of the ball carrier as the truck ends, and the transition has been tuned to keep the speed more consistent. Fixed an issue causing Duo run plays to be mislabeled as Inside Zone plays. Decreased the frequency of power non-engaged sheds on run plays. Added shed timers for defenders who lost their previous defensive move on passing plays. Edge defenders now steer towards their outside gap for longer to help set the edge on run plays Passing Game Increased the minimum for ‘stemmed down’ routes from 1 yard to 3 yards. Dev Note: When using the route-stemming feature, certain stemmed-down routes, particularly Corner Routes, became too powerful and difficult to fairly and/or realistically defend. As a result, the minimum stem-depth allowed now is 3 yards. The intent of this change is to preserve the structure and timing of the route, while enabling more realistic and balanced defensive reactions. Resolved an issue where auto-motion receivers would continue their motion during the Quiet the Crowd animation, users can no longer Quiet the crowd during auto-motion. Fixed an issue preventing behind-the-line special moves from working when using Gadget players in the QB spot in Wildcat formations. Fixed an issue causing WR’s to sometimes use fake-out footwork off the snap with no defender nearby. Fixed an issue preventing the appropriate frequency of catch-knockouts when throwing to a receiver covered by multiple defenders. Dev Note: This was the main issue leading to receivers holding onto aggressive catches too much in crowds when the ball should have been knocked out. With this update, outcomes on aggressive catch attempts now more accurately reflect the ratings and physical matchups of the players involved when there is collision at the catch point. Fixed an issue causing illegal man-downfield penalties to trigger incorrectly on certain play-action boot plays. Fixed an issue causing no-look passing animations to sometimes trigger on quick throws, like bubble screens. Pass Coverage Added a new Coaching Adjustment setting to set the safeties depth at 16 yards. Updated hook-defender depth with underneath coverage adjustment to play at 5 yards of depth to be in better position to play short routes like drag routes. Updated hook-defender depth with over-the-top coverage adjustment to play at 12-18 yards of depth to put defenders in better position to take away deeper intermediate routes like deep Digs and Over routes. Updated vertical-hook zone logic so that it will not match when using coaching adjustments or custom-stem zones. Updated press-animation logic to ensure defenders trigger press animations requested by the user at the line of scrimmage. Fixed an issue in Goal Line defense causing the receiver in heavy-personnel formations to be completely uncovered. Pre-Play Controls Updated logic so the offense cannot instantly flip the play or audible to a new formation when walking to the line from the huddle Standardized the hot route timer for all QB’s when breaking the huddle. Dev Note: This new timer also applies to how long users need to wait after flipping a play or audibling to a new formation. Stemming a route also counts as a hot route when breaking the huddle. Signature animations for players like Mahomes now have consistent responsiveness resulting in all quarterbacks having the same hot route timing cadence. Fixed an issue preventing under-center QBs from queuing more than two hot routes at a time. Fixed an issue causing the TE to motion awkwardly on a series of plays within Gun Y Off Trips Wk (Mtn Y Corner, RPO Alert Mtn Dive, Mtn Shock H Opt) Fixed an issue preventing the hot-route stem controls from appearing when using mouse & keyboard controls on PC. Fixed hot route stem control not appearing when using keyboard and mouse. Tuning to improve avoidance by WR’s in motion at the snap. AI & Game Logic Tuning to the Bills Homefield Advantage to reduce excessive kick-meter wobble. Tuning to improve AI-controlled teams’ clock management, preventing it from calling timeouts right before punting when losing by a large margin. Fixed an issue sometimes causing a crash when setting QB Throw Style. Fixed an issue in Goal Line defense causing the receiver in heavy-personnel formations to be completely uncovered. Fixed a rare issue causing some players in online rosters to appear with generic player models and wearing the incorrect uniform numbers, such as multiple players wearing #11 or #22. Animation & Visuals Adjusted Small Agile Back hit stick animations to look more realistic and grounded. Fixed an issue sometimes causing defenders to warp back to their feet when mid-lunge in tackling. Fixed an issue allowing late hurdle attempts to cause missed tackles. Fixed an issue causing Josh Allen to use the incorrect ball-carry style (bread loaf) on read option plays. Playbooks Fixed an issue causing the ball to warp on specific Pistol formation handoffs. Fixed an issue causing the ball to warp when cancelling the handoff on PA Sprint HB Flat plays. Fixed an issue causing a fumble when snapping the ball in Gun Bunch TE Str MTN RPO Peak Flats. Fixed a rare issue causing the ball to be snapped well behind the QB on various Pistol and Gun Jet Sweep plays. Fixed an issue allowing an unnatural speed boost on the In-Corner route within Gun Bunch Offset Close Mesh Rebound, which made it unbalanced. Presentation Broadcast Packages Fixed issue with missing stats in the Last Week Stats banner after a bye week. Fixed issue with Stat Leaders banner for pass yards disappearing too quickly. Fixed issue preventing Draft Class banner from appearing during a Sunday Night Primetime game. NFL Traditions Fixed a camera issue for the Cardinals’ Big Red Siren tradition. Halftime Show Fixed issue with missing highlights after using the Resume Game option. Fixed an inconsistency with a score shown during a highlight from a game in progress and the subsequent Around the League banner. Halftime Show / Weekly Recap Fixed lighting pop that would sometimes occur at the end of a highlight. Tuned logic for highlight selection from a game in progress to reduce the chances of seeing the losing team. Tuned logic to prevent non-scrambling QBs from being shown performing long runs. Fixed CPU highlight showing right-handed QB throwing left-handed touchdown. Weekly Recap Fixed issue preventing Weekly Recap from being available during the playoffs when a user’s team did not make the playoffs. Pregame Fixed issue with an out-of-focus camera for the Falcon statue at Mercedes-Benz Stadium. Fixed issue with fog sometimes obstructing mascots during runouts. Fixed various camera obstructions and clipping issues with sideline characters. Drive Starter Fixed a broken camera when showing the Stat Leaders banner for a wide receiver. Fixed issue with Drive Starter sometimes appearing before Drive Summary when a turnover occurs in Superstar: The League. Post Play Fixed an issue sometimes causing players to appear on the wrong sideline. Fixed an issue causing the camera to linger too long after completing a MUT Challenge in one play. Franchise Fixed an issue where certain Players would be playing out of position. Dev Note: This issue was tied to the Progressive Fatigue setting, we have removed the setting as we’ve introduced Wear and Tear Management. We are also addressing an issue where Wear and Tear sliders are not in Franchise and looking to implement them in a future title update Fixed an issue with the Nose Tackle archetype's OVR formula that was causing it to appear different from the front end. Dev Note: For new leagues this change will apply immediately. For existing leagues, the formula will apply immediately and for players that had Nose Tackle as their highest rated archetype previously, will appear with their new Nose Tackle OVR until the week is advanced where their highest OVR will be correct. Fixed an issue where some draft generators were using wrong body types. Dev Note: The change will not apply to existing leagues until the next draft class is generated. Addressed an issue with Importing and Exporting Draft Classes were incorrectly changing Player Body Types Dev Note: This update will not address existing Draft classes already in a league. Addressed an issue where Tight Ends were able to acquire the Universal Coverage Zone Ability Addressed an issue where Players sustaining a Low Back Strain Injury was treated as a Career Ending Injury Fixed an issue where coaches and trainers were unlocking abilities in the wrong order Addressed an issue where the WILL position was prioritized over the SAM position in the Depth Chart when using the reorder feature Dev Note: We are aware of an existing case when a Head Coach leaves a league, the CPU automatically promotes the teams’ existing Offensive or Defensive coordinator without hiring a backfill. We are investigating the issue to be addressed in a future title update. Superstar Mode Fixed an issue where Season stats were not accessible Adjusted QB Combine drills Resolved an issue where selected Gear would appear on the wrong uniform Ultimate Team Field Pass, Progression & Rewards Fixed an issue that prevented certain objectives from appearing in the Field Pass and Team Pass tabs. Resolved multiple soft lock scenarios when purchasing the Premium Field Pass or entering rewards screens. Corrected a visual bug where Season 1 Field Pass art would replace Season 2 while active. Reward icons and token/coin rewards now display consistently across New Items Flow and Rewards Flow. Lineups & Team Management Corrected an issue where punters and kickers displayed inflated OVR values when placed at QB. Fixed chemistry and strategy boosts not displaying correctly, ensuring lineup synergies are accurate. Improved substitution logic and lineup refresh behavior to prevent errors when managing rosters. Store & Packs Restored the “Open Next Pack” callout in reward flows, improving pack-opening speed. Fixed an issue where packs included inside other rewards were not visible. Pack Helper tuned to prioritize lineup improvements correctly, avoiding cases where it would recommend removing useful players. Challenges, Events & H2H Addressed blockers in Gauntlet events that prevented progress from tracking correctly. Fixed a bug in H2H Seasons where winning the Super Bowl did not end the season as intended. Leaderboards now display correctly, fixing issues with empty or undefined rank values. Corrected star reward tracking in Legendary Challenge packs to ensure proper rewards. Stability & Disconnects Fixed multiple soft locks in NUX scenarios, Field Pass purchases, and Preseason Events. Addressed crashes when loading into Squads crossplay sessions with multiple PC players. Corrected disconnects during ready-up transitions in H2H and Squads lobbies. Resolved desyncs in 6v6 and Sick Six modes. Audio New music added: Limp Bizkit - “Morgan Wallen” Fixes for various issues: in-game commentary firing improperly, stadium music adjustments, SFX volume adjustments, mix adjustments for the Halftime Show, & a fix for unintended audio dropouts when adjusting unrelated volume sliders. UI Fixed crash when entering Custom Playbooks Fixed issue with avatar portraits not showing in the Halftime Report Fixed issues with some in-game banners not showing data or showing incorrect data and other various polish Dev Note: This will also include occasionally seeing ‘Eagles vs Chiefs’ in the scorebug during certain moments. Fixed double score HUD showing after calling a timeout after a play Korean currency now supported on Switch 2 Fixed issues with Download/Preview/Report function in Download Center Added and updated various player, coach and avatar portraits Art Added additional NFL Player & Coach Likeness Heads: 49ers DL Mykel Williams Bears WR Luther Burden III Bengals LB Demetrius Knight Bengals EDGE Shemar Stewart Bills CB Maxwell Hairston Broncos CB Jahdae Barron Browns RB Quinshon Judkins Buccaneers WR Emeka Egbuka Cardinals CB Will Johnson Chargers RB Omarion Hampton Chiefs OT Josh Simmons Dolphins DT Kenneth Grant Dolphins TE Jonnu Smith Eagles LB Jihaad Campbell Giants QB Jaxson Dart Jets OT Armand Membou Jets TE Mason Taylor Lions OT Taylor Decker Lions DT Tyleik Williams Packers WR Matthew Golden Patriots RB TreVeyon Henderson Rams TE Terrance Ferguson Ravens S Malaki Starks Saints QB Tyler Shough Seahawks TE Elijah Arroyo Seahawks S Nick Emmanwori Seahawks G Grey Zabel Steelers DT Derrick Harmon Steelers Head Coach Mike Tomlin Texans WR Jayden Higgins Added New Cleats Nike Vapor Edge Speed 360 2 Added New Facemasks Axiom Robot Jagged 2 Axion Grid Axiom Robot 808 Axiom Robot RB Jagged 2 Axiom 3 Bar RB Axiom Robot RB Straight Added 2 New Coach Wristbands Added New Undershirt w/4 Color Options That wraps up this edition of Gridiron Notes for Madden NFL 26. We’re excited to get these changes into your hands and can’t wait to hear your feedback as you dive in! Keep sharing your feedback with us as we head through the NFL season and be on the lookout for more Gridiron Notes in the future. The Madden Team __ Stay in the conversation by following us on Facebook, Twitter, Instagram, YouTube, and the EA Forums. [Source]176Views1like3Comments