BATTLEFIELD 6 UPDATE 1.4.1.0
Battlefield 6 Game Update 1.4.1.0 arrives on July 21, launching Season 4: Pacific Front and bringing naval warfare to Battlefield 6. Squads will fight across land, air, and sea with Tsuru Reef, a new large-scale Pacific battleground, marine vehicles, ocean combat, new weapons, REDSEC updates, Portal features, and more content arriving throughout the season. Take command of the coastline and turn the tide of war. At 8:00 UTC, players will be able to download the update as it goes live across all platforms and jump in with the latest gameplay changes. At 12:00 UTC, Season 4: Pacific Front content becomes available, with Tsuru Reef, the Dynamic Wave System, the 7.7m NSW RHIB, the RCB-90 Patrol Boat, new weapons, REDSEC updates, Portal features, new rewards, and the Season 4 Battle Pass going live. Alongside the new content, this update also delivers a wide range of improvements across weapons, gadgets, vehicles, REDSEC, Portal, UI, audio, and overall gameplay polish to further improve the Battlefield 6 experience. NEW CONTENT Naval Combat & New Gameplay System Naval Combat and New Dynamic Wave System: Naval combat has hit the harbour. Take the fight across land, sea, and air on new amphibious maps and modes, captain your crew in naval vehicles, and master the new dynamic wave system as rolling water changes movement, visibility, and engagement flow across the Pacific shoreline. Navigate hostile waters, use shifting waves to disrupt enemy sightlines, and turn the tide of war from sea to shore. New Map Tsuru Reef: Deploy into the biggest all-out battleground yet. Fight across a sprawling Pacific archipelago dense with luxury bungalows, tropical vegetation, jagged cliffs, and open water, with combat built around land, naval, and air warfare. New Vehicles RCB-90 Patrol Boat: Rule the waves in this two-seat armoured Patrol Boat built for power, pressure, and versatility. Command the coastline, push through enemy vehicles, or execute flanking manoeuvres from the water. 7.7m NSW RHIB: Joining Battlefield 6 from REDSEC, the 7.7m NSW RHIB is a fast and agile four-seat Light Transport Boat built for rapid coastal assaults. Equipped with a mounted machine gun, it gives squads a quick way to tear across the water and hit the coast. New Weapons & Attachments BROD 3: Aim and adapt with the BROD 3, an aggressive and versatile carbine shaped by frontline feedback. Built with a collapsible stock for maximum mobility, it’s a strong ally for squads pushing into close-range combat. EF88: Precision meets efficiency with the EF88, a bullpup assault rifle designed for mid- to long-range combat. VSSM: Low volume. High damage. The VSSM is a Designated Marksman Rifle with an integrated suppressor and subsonic ammunition, built for players who want to stay quiet while staying lethal. With full-auto capability, it can handle threats with both speed and stealth. Attachments: Season 4 introduces the Extended Barrel and 1P86 LPVO sight. The Extended Barrel with a 4" extension increases projectile velocity at the cost of mobility and aim-down-sights speed, and is available for the M87A1, M1014, 18.5KS-K, and DB-12. The 1P86 LPVO provides a clear sight picture with manually switchable 1.50x and 4.50x magnification levels across supported weapons. New REDSEC Content Ranked Battle Royale: A new season of Ranked Battle Royale arrives with a competitive leaderboard and new permanent rewards. Squad up, climb the ranks, and drop into the deep end as naval warfare reaches the Fort Lyndon marina. Battle Pass Season 4 Battle Pass: Dominate every domain with new themed paths stocked with hardware, weapon packages, soldier skins, XP boosts, and more. Complete each path to unlock the final path and earn additional rewards built around command of land, air, and sea. Battlefield Pro Turn the tide of war with BF Pro. Gain instant BF Pro unlocks, tier skips, an exclusive bonus path, a 5% XP boost, and additional rewards designed to help you maximise progress throughout Season 4. Major Updates for 1.4.1.0 Water Gameplay Improvements: Water gameplay has received a broad Season 4 update, making swimming, resurfacing, Drag and Revive, underwater visibility, parachute deployment near water, and water interactions feel more consistent across combat and traversal. Player Movement and Combat Polish: Player movement has been tightened with improvements to sliding, mounting, squad spawning, ziplines, and soldier presentation, reducing cases where movement or animations could behave unexpectedly during active gameplay. Vehicle and Water Interaction Updates: Vehicles now interact more naturally with water and the surrounding environment, with improved visual feedback for boats, ground vehicles, and amphibious vehicles, alongside more realistic helicopter rotor wash effects on vegetation. UI, HUD and Menu Clarity: Menus and in-game HUD elements have received a broad clarity pass, improving how Challenges, Rewards, Loadouts, Store purchases, Player Profile stats, Hit Feedback, Kill Indicators, and Underwater Spotting Information are displayed. Portal Creator Updates: Portal creators receive new tools and fixes across the SDK, Rules Editor, Spatial Editor, custom modes, M-COM behaviour, Bomb actions, team settings, and publishing flow, helping custom experiences behave more predictably when building and testing. Audio Improvements: Audio feedback has been improved across vehicles, stationary weapons, sea movement, underwater moments, Battle Royale insertion, and Obliteration, making key gameplay states and voice-over moments clearer during play. REDSEC and Ranked Battle Royale Polish: REDSEC receives further polish to improve match flow, scoring, and navigation, while Ranked Battle Royale End of Round updates make RP changes clearer and easier to follow. CHANGELOG PLAYER: Slide activation now requires a slightly higher movement speed, reducing cases where sliding could trigger without sprinting first or while crouch-sprinting. Sliding no longer retriggers when the crouch hold input remains held after an initial slide. Sliding no longer triggers when landing from a fall or jump if the crouch hold input was released before touching the ground. Soldier visual effects while swimming and resurfacing have been updated Spawning on a squad mate in crouch stance now deploys you in crouch stance as well. The soldier no longer slowly blends into position after mounting an object in the world. Weapon attachments are now less likely to appear floating when using soldier skins. Zipline and flash effect animations now behave as intended while spectated in first-person. Swimming has been revamped for Season 4, with reworked animations, updated physics, improved wave behaviour, and support for Drag and Revive in water. Aim assist now fully supports enemy targets while they are swimming. Fall damage is now slightly reduced when falling into shallow water. Parachutes now deploy as expected when nearing the water surface. Players can now drag and revive squad mates in water. Players can now spawn on squad mates who are swimming in deep water. VEHICLES: Helicopter rotor wash now affects vegetation more realistically. Tank driver aiming now behaves more consistently between third-person view and first-person scoped view when aiming upwards on steep slopes. The visual effects of Boats, Amphibious-, and Ground vehicles interacting with water have been improved. Vehicle zoom behaviour now correctly follows the player’s “Toggle Zoom” setting after spawning. GADGETS: Aiming with the Incendiary Airburst Launcher in third-person no longer causes the launcher’s optic to disappear. Launchers that discard their tubes now continue to reload even if they are no longer the active weapon. RPG detonations underwater no longer create dirt impact effects. The EOD Bot Arm and the Sledgehammer can no longer be used while swimming. The MAS 148 Glaive can no longer lock on to vehicles through rocks or cliffs. The Sledgehammer can no longer be used for quick swings while swimming. WEAPONS: Muzzle visual effects now align correctly when using the Compensator attachment on the UMG-40, SCW-10, and PW5A3. Projectile behaviour when interacting with water has been updated. Bullets now lose damage while travelling through water, and may deal no damage after travelling far enough underwater. SS26 Incendiary Rounds no longer ignite the ocean floor when fired underwater. MAPS & MODES: Adjusted objects near Objectives B, C, and E on Railway to Golmud to prevent players from getting stuck. Commander Tactical Advice has returned to Obliteration and Tactical Obliteration and now works alongside Player-Placed Tactical Advice. Commander attack markers now only appear on M-COMs while your team is carrying the bomb. Operation Firestorm Team Death Match spawn points have been adjusted to prevent players from spawning inside objects. UI & HUD: Battle Pass points and path text no longer overlap on the End of Round screen. Bomb Carriers in Obliteration no longer receive a “Bomb Dropped” notification instead of “Terminated” after being eliminated or when the bomb times out. Category icons now appear correctly in the Challenges menu during gameplay. Challenge reward icons now appear correctly when unlocked during gameplay. Corrected a typo in the description for the “Mercy Stroke” weapon package. Improved the readability of the Anti-cheat watermark. Incoming hit radial blur has been reduced near the screen centre and now attenuates more towards the screen edges, making damage feedback less intrusive. Increased the size of the bomb icon in the Obliteration game mode HUD. Interior map details now appear correctly on the minimap. Kill indicators now expand outwards and fade out faster, reducing how long they remain in view. Magazine attachment indicator alignment has been improved when customising the M/60. Magazine attachment indicator alignment has been improved when customising the SL9. Main menu tiles now remain visible as intended when returning to the menu after a match. Muzzle attachment indicator alignment has been improved when customising the DB-12 with no muzzle attachment equipped. Muzzle attachment UI alignment has been improved when customising the Vz.61. PP-19 weapon tags now appear correctly in the front end. Resolved an occasional client-side crash that could occur when the tutorial system updated. Responding to “Quick Message” notifications no longer also triggers in-game actions. Reward icons for Season 2 Hardware Assignments now appear correctly during gameplay. Reward icons for Season 3 Hardware Assignments now appear correctly across Challenges, the pause menu, and the End of Round screen. Reward icons now appear correctly in in-game challenge completion notifications. Selecting an empty statistics slot in the Player Profile now takes players to the intended location on the statistics page. Sight attachment indicator alignment has been improved when customising the RPK-74M and M39 EMR with Iron Sights. Spotting is now blocked while underwater: players can no longer spot enemies while deep underwater, and spotted players are cleared from the world and minimap when they dive into it. The “Backwoods Battler” character skin now displays the correct icon artwork. The “Chemical Agent” character skin now displays the correct icon artwork. The Bomb Timeout timer on the Bomb Carrier HUD in Obliteration now updates correctly and displays the correct remaining time. The Challenges button has been removed from the in-game attachment screen to prevent UI overlap. The crosshair now displays correctly when aiming the Defibrillator at a revivable teammate. The filter selection on the Season Stats page no longer resets when switching between seasons. The LTLM II Portable Laser Designator crosshair now appears correctly after redeploying. The pre-game lobby background video no longer gets stuck after opening and closing the pause menu from the class selection screen. Tutorial prompts no longer remain on screen after redeploying or being eliminated. SETTINGS: Add support for NVIDIA DLSS Multi Frame Generation x5, x6. Add support for NVIDIA DLSS Dynamic Multi Frame Generation. Add support for Vsync with NVIDIA DLSS Frame Generation and Multi Frame Generation. Corrected an issue where setting Primary Mouse Button to “Right” in Windows could cause the Right Mouse Button to fire and zoom at the same time in-game. The “Game Settings” page no longer appears blank when accessed through the “Voice Chat” section. PORTAL: A “Default Combat Area” is no longer added automatically when a Spatial Editor experience already contains Sectors. Added a warning that “Players Required to Start Lobby Timer” is linked to “Max Player Count” for Battle Royale experiences. Added missing help text for Impulse blocks in the Rules Editor. Added support for the “IsClosed” property on Waypoint Paths. Added the “GetPlayer” and “GetVehicle” functions. Additional Season 3 weapons, attachments, and gadget have been added to Portal. Andy’s Custom Breakthrough Template has been added to the SDK. Corrected errors that could occur when publishing the Moving Platform Example. “Create Custom Mode” now generates the files needed for “Import from File”. “GetPlayerVehicleSeat” and “GetVehicleFromPlayer” now both return undefined when the player is not in a vehicle. HQ team colours now display correctly. “IsCurrentMap” now works correctly for remotely hosted games. Multiple mutators in the “Teams” tab now display their correct names, descriptions, and dropdown options. “SetUIWidgetAnchor” and “GetUIWidgetAnchor” now use the correct enums. The “ForceBombDrop” action can no longer be used when there is no bomb carrier. The “mod.GetSpawner” function now accepts arguments correctly. The M-COM “Requires Carriable to Arm” setting in the SDK now works correctly. The Railway to Golmud train capture point now follows the train correctly on the map. AUDIO: Added Commander voice-over lines for arming and defusing M-COM bombs in Obliteration. Added female soldier voice-over lines for drowning and surfacing. Added new Commander voice lines for the Foxtrot, Golf, and Hotel M-COMs in Obliteration. Added new Season 4 Battle Pass radio station music. Added new soldier voice-over lines after breaching and resurfacing from underwater. Commander voice-over now plays as intended during Overtime in Obliteration. Corrected a phasing issue with stationary launcher audio while aiming down sights. Improved audio responsiveness for sea vehicles moving through waves. Improved audio responsiveness for stationary turret movement. Third-person death efforts from underwater soldiers can no longer be heard by other players. Vehicle audio now plays more reliably, resolving several causes of missing vehicle sounds. AI: With the arrival of naval warfare in Season 4, Bots have received a broader behaviour pass to better support combat and traversal around water. Bots can now swim to shore, use boats to reach objectives, respond to pick-up requests, leave beached boats behind, and cross shallow water more reliably with land vehicles. Bots can now swim and will move towards shore after ending up in water. Bots can now use boats to navigate to objectives. Bots can now use land vehicles to cross rivers and very shallow water. Bots no longer eliminate themselves after falling into certain pools on Eastwood. Bots no longer immediately drive boats away at the start of a round, giving players time to join as passengers. Bots no longer take all available boats at the start of new rounds, leaving boats available for players. Bots now abandon boats that become beached. Bots will now respond to “Request Pick-Up” requests while navigating boats. REDSEC PLAYER: Opening a tank container while parachuting in Gauntlet no longer prevents the tank from spawning. “Squad Wipe” score events now trigger correctly after eliminating an enemy squad. UI & HUD: In-world icons no longer flicker on the Big Map when hovering over them in Battle Royale. Neutral vehicle map icons now remain visible as intended when entering a vehicle underground in Battle Royale. Selecting “Edit Favourite Weapons” in Battle Royale now opens the “Favourite Weapons” tab directly. Squad colours now display correctly on the Gauntlet End of Round screen. The Tactical Armory can now be pinged correctly in Battle Royale. AUDIO: The Handler briefing now plays as intended during the Battle Royale insertion cinematic. The Handler no longer warns players who are underground about parachuting enemies nearby. COMPETITIVE: “End of Round” now combines RP earned from confirmed kills and confirmed assists with their respective cap reductions for improved clarity. “End of Round” RP progress now displays correctly when a player’s RP value drops below zero. Improved the clarity of player Ranks and Class during the Pre-Round sequence in Ranked Battle Royale. Players now receive RP correctly when a downed enemy disconnects before the kill is confirmed. Updated “End of Round” RP tally animations to improve scoring clarity. Vehicle Keycards, Main Battle Tanks (MBTs), and Infantry Fighting Vehicles (IFVs) are now removed in Ranked Battle Royale. VEHICLES: The Emergency Repair ability on APC vehicles has been replaced by the Smoke Generator ability in Battle Royale modes. WEAPONS: M320A1 Level 2 Grenadier Trait Removed the bonus M320A1 HE ammunition previously granted immediately upon reaching Level 2. Reduced the M320A1 HE maximum ammunition increase from 5 to 4. Level 3 Cluster Munitions Trait Reduced the number of submunitions created from 6 to 3. Reduced submunition maximum blast damage from 30 to 20. Reduced submunition blast radius from 2m to 1.5m. Reduced maximum damage distance from 0.6m to 0.3m. Updated submunition dispersion so bomblets spread more effectively after impact, reducing the likelihood of multiple explosions occurring in the same location. Adjusted submunition bounce behaviour to further reduce clustering after impact. This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.625Views4likes14CommentsSave Options, Memory Boost, Free Content, and More
Update 7.21.2026 PC: 1.126.58.1030 / Mac: 1.126.58.1230 Console: 2.36 Sul sul, treasured Simmers with precious digital lives. Save Gnome here. Yes. That Save Gnome. The one entrusted with the sacred duty to protect your progress. AT ALL COSTS. The Sims 4 now has Autosave across all platforms! It works quietly and vigilantly. You may notice a gentle little “Autosaving” message while you play. That’s me. Dutifully guarding. Preventing tragedy. But wait! I have more! There are also… SAVE REMINDERS. Completely configurable, just like the new Autosave options. Turn them on, and I shall appear at intervals of your choosing to gently firmly lovingly insist that you save your game. All it takes is one click. Sweet, beautiful security. While I was polishing your save files, we also made some memory improvements for smoother gameplay and addressed a few community-requested fixes. Now for another bit of good news! We've added free, culturally inspired accessories influenced by Caribbean, Indigenous, Latin American, and South Asian cultures. You'll find eight new Starter Sims in Create a Sim and the Gallery wearing them. They are ready for you to shape their stories. Coach is back! We know you loved the first drop, so we partnered with Coach again to bring 4 brand new items in the Coach Repurposed Capsule, bringing even more timeless style to your Sims. Head to the Marketplace to download it for free! Then, for the musically-inclined Sims who enjoy listening to their favorite songs, or getting in “tune” with their creative spirit (pun intended) - it’s time to turn on the stereo, strike some keys, and strum a guitar to your favorite melody with The Sims 4 Music Den Kit. This retro-futurist inspired space is sure to be the ultimate sonic sanctuary. Now then. Open your game. Build boldly. Style freely. Live dramatically. And always remember: Save often. The Save Gnome What’s New? AutoSave and Save Reminders From big life moments to everyday chaos, every Sim story deserves to be saved. Today, we're introducing AutoSave and Save Reminders to help protect your progress while you play. Whether you're spending hours in Build Mode or guiding your Sims through their next adventure, these new features make it easier to keep your stories safe so you can focus on what comes next. AutoSave works quietly in the background, automatically creating save points at key moments while you play. You can customize when AutoSave happens in Save Settings, with options like saving after traveling between lots, after a period of playtime, or at important gameplay milestones. If you'd rather stay in control, Save Reminders like the friendly (or slightly grumpy) gnome notification below can prompt you to create a manual save at the frequency you choose. Together, these features help reduce the risk of lost progress while giving you the flexibility to save the way you want. Two grumpy save-reminder gnomes in red hats and glasses, each holding up a blue floppy-disk icon, in a playful, chaotic style Memory Boost is Coming to all Platforms Whether you're playing with a bustling household, building your dream home, or returning to a save that's been with you for years, smoother gameplay means more time enjoying your stories. That's why we're introducing Memory Boost in today’s update across all platforms. Memory Boost improves how The Sims 4 manages memory while you play, helping deliver a smoother experience with reduced lag, improved frame rates and responsiveness, shorter loading times, and a lower risk of memory-related crashes. Players may notice the biggest improvements during longer play sessions, in large households, on highly decorated lots, and in older save files. While Memory Boost isn't a dedicated save repair feature, it can also improve save stability and help reduce some memory-related save issues. Want to learn more? Read our deep dive on Memory Boost. 8 New CAS Starter Sims & Accompanying Accessories In our continued efforts to increase diversity and representation within The Sims, we’ve expanded the pool of Sims that appear when you first enter Create a Sim, because every story starts with a Sim. Inspired by Caribbean, Indigenous, Latin American, and South Asian cultures, we’ve added eight Sims and eight culturally inspired accessories to bring more variety to the stories you create from the very beginning. The eight new accessories (one for each new Sim) feature details such as turquoise jewelry, bangles, cowrie shell bracelets, and woven bracelets. These additions bring heartfelt touches to these new Sims, while adding more exciting accessory options for you to express your Sims’ unique style and personality. For those eager to welcome these new faces into their world, you can also download them directly from the Maxis Gallery page. Introducing The Sims 4 Music Den Kit For music lovers, this kit lets you set up the perfect space to listen and chill or lock in and hone your skills. Design a retro-futuristic sonic sanctuary with soundproofing panels, bold furniture, wall records, and display instruments. Then, check out the sleek new keyboard, violins, and guitar to help your Sims refine their craft. Whether kicking back by the stereo or starting on the path to becoming a Musician, this kit strikes the perfect balance between substance and style. Get 200 Moola included with the Music Den kit if you buy before October 22. More Notification Improvements Last Patch, we added a new Festival Notifications Toggle in the Options Menu. In this update, we’re adding “Nordhaven Hobby Meetups” as an additional option that is available to toggle off. We've also removed the "Sugary Cravings" and other Businesses and Hobbies Expansion Pack related notification pop-ups to help further reduce TNS spam. An image of the Sims 4 Game Options menu that shows all Festival Notifications, including the new Nordhaven Hobby Meetups toggle, which reads, “Enables notifications for Meetups in Nordhaven" Marketplace Quick Buy Now Available on PlayStation! The Quick Buy feature detailed in our June 30th update is now available for Simmers on PlayStation consoles. New Swatches for the Stove, YumCooker (Used)! For players who own the City Living Expansion pack, we’ve added a few new swatches per your feedback. In the past, we added new swatches to the Basegame YumCooker stove, but we didn’t update the grungy City Living Expansion version. We’ve now added the same swatches (but grungy) to the City Living YumCooker (Used) stove. Enjoy! An image of the Sims 4 City Living Expansion Pack’s “The YumCooker (Used)” oven. On the left, the image shows the three original swatches in yellow, green, and grey that came with this oven. On the right, are the three new swatches in the colors: pink, light blue, and black. They are highlighted with a square with the words, “3 New Swatches” overhead. Fixes for Most Voted Issues: [EA Forums] We've done extensive testing around ‘Corrupted Lots appearing in saves with a lot of Residential Rentals.’ This has been the top “Save Corruption” issue reported that we’ve been tracking. Using Memory Boost (which is now available for all players with this patch) we are no longer able to reproduce this issue on any of the saves we've collected. As we’ve addressed all other reports in this EA Forums thread, we’ll be closing the thread, but are watching for more feedback since reports like this are very hardware dependent and might vary depending on user setup. There are some remaining visual issues we’ve noticed with the UI when a player had mods installed in a previous save but then removed them. [EA Forums] We’ve resolved an issue where parts of a roof, or entire roof sections, could disappear when viewing upper floors in Build Mode. Roof pieces should now remain visible and render correctly regardless of the selected floor level. [EA Forums] We addressed a crash that could occur after playing for a few Sim hours relating to caching. We fixed a game crash that could occur after interacting with a Sim that was a member of the active Household. Technical Notes for Modders: Patch Note Note for Modders We've removed the "Sugary Cravings" and other Small Business related TNS pop-ups from Business and Hobbies to help furtherreduce TNS spam. Removed the loot from Motive_Hunger Last patch we added new Festival TNS Toggles in the Options menu. For this patch, we added a new one for Nordhaven Hobby Meetups. Added the new option to festival_notification_options_tuning and the test itself onto DialogDramaNode_HobbyMeetup We've done testing around Corrupted Lots appearing in saves with a lot of Residential Rentals. Using Memory Boost (which is now available for all players and activated) we are no longer able to reproduce this issue on any of the saves we've collected. The issue is fixed by enabling memory boost mode. With memory boost we can decode larger data blocks than before. Enabled memory boost mode for all platforms, including PC, Mac, Xbox and PlayStation. Memory boost is forced to be enabled for all platforms, including PC, Mac, Xbox and PlayStation. With memory boost we can decode larger data blocks than before. Also removed memory boost related UI toggle from the option menu. We fixed a game crash that could occur after interacting with a Sim that was a member of the active Household. This fix updates internal Sim cache and Sim state handling to better validate incomplete or invalid cached Sim build data during gameplay interactions and extended play sessions. It improves cleanup and failure handling around cached Sim appearance-related state so bad cache states are handled safely instead of asserting and crashing. Mods that manipulate Sim appearance, outfit/state rebuilds, or other flows that force cached Sim data to refresh should review this area. No tuning, catalog, UI, or Python assets were changed, and QA marked the fix as retroactive. We addressed a crash that could occur after playing for a few Sim hours relating to caching. This fix improves internal handling of cached Sim build/state data in cases where gameplay progresses for several in-game hours and a save reaches an invalid or incomplete Sim cache state. The update adds safer validation, cleanup, and failure handling around cached Sim appearance/build data so those bad states are less likely to escalate into asserts or crashes during normal play. Mods that interact with Sim appearance data, outfit/build refreshes, attachment updates, or other lifecycle-sensitive Sim cache flows should review this area. No tuning, catalog, UI, or Python assets were changed. In the past, we added new swatches to the YumCooker Basegame stove. We’ve now added the same swatches to the City Living YumCooker (Used) grungy variant stove. Added new variants to the YumCooker (Used) model.61Views0likes0Comments0.31.5 Patch Notes
Welcome to the 0.31.5 patch notes. Before you dig into the bug fixes and feature updates launching with this update, take a look at our X Games San Van article for a full overview of the event. New Feature Skater Codes Use new Skater Codes to add friends! The Social menu has been updated with a new Find Skaters hub, accessible from every social screen. Here you can enter a 6-digit Skater Code, search by username, or view and refresh your own Skater Code in one place. Those who haven't created a code will be prompted to generate one, and once generated, their Skater Code is displayed across all social screens for quick sharing. A new Skater Code Visibility setting lets you hide or show your code in the UI, making it easy to keep private while streaming or recording. Feature Updates Missions & Early Game Experience Updated the early game experience to help new skaters jump into the action faster and make the onboarding flow more flexible. After completing the Flip Trick Course on Grom, you will now be teleported directly into San Van. The Full Pull Tour AR Path has been removed, you now start in Hartcore Plaza. After completing Ripping for Chips, you’ll now choose to continue with Spots and How to Own Them or head straight to our X Games event. Both paths are fully supported, allowing new skaters to return and complete the introductory mission after they explore X Games if they choose that route first. Veteran skaters who have already completed Spots and How to Own Them, and log in after the X Games event has begun, will be automatically teleported to the Stadium so they can jump directly into the event. From-Air Footplants From-Air Footplants have been fully overhauled. Their animation and timing, control, momentum preservation and pop height, integration with other trick systems, and reliability across a wider range of gameplay situations has been improved. Below is a list of the specific improvements that were made: Revamped From-Air Footplant animation and timing. Improved pop height consistency out of From-Air Footplants. Improved alignment to better support slopes and varied surfaces. From-Air Footplants now function reliably on rails and across a wider range of gameplay situations. Improved foot placement during From-Air Footplants. Updated momentum preservation during From-Air Footplants. Reworked From-Air Footplant wipeout conditions. Added Left Joystick directional control out of From-Air Footplants. Spinning into an From-Air Footplant now influences when you spin out. Bodyflips can now land into From-Air Footplants. Ground Footplants can now transition quickly into an From-Air Footplant. Front-Air Footplants can now be chained, with diminishing strength, to reduce infinite sequences. Transition Air Out to Lip or Flat We’ve made improvements so that Transition Air Out to Lip or Flat will behave more reliably. Developer’s Note: This behaviour happens when you hold the Left Stick up to air out to the lip or top of transition ramps. We found that it wasn't behaving very reliably, which limited being able to do From-Air Footplants from transition airs. This is also a small step towards improving transition skating, which is another area where we'd like to push for continued improvements in future updates. Pumping Consistency Improved pumping and consistency in a variety of situations. Developer’s Note: We know pumping needs some work. This includes some consistency fixes to help pumping feel more reliable, and we'll continue to look into pumping improvements for future updates. Pumping and Grab Feedback on Controllers Added Adaptive Trigger support for Pumping and Grab inputs on supported controllers. Included as a toggle in Accessibility Settings. Camera Behavior Smoothed out several other camera behaviors in a variety of situations like mounts, Footplants, drop-ins, kick turns, big airs, rollers, climbing and more. Quick Drop Objects The UI flow to block or report a player from Quick Drops via Inspect Player has become easier to navigate. Blocking another player will disable interactivity with all of their objects and prevent social interactions. The Inspect Player menu is now easier to access when viewing objects in the world. Inaccessible objects can be inspected from Quick Drop directly. Area of Interest Pin Added a new Area of Interest Pin to the map to make it easier for skaters to discover important locations and events, like X Games San Van. You can select the pin to open an info panel and place a Waypoint or Fast Travel to the location. Social Menu The Social Menu layout has changed from horizontal to vertical navigation. Social Settings can be accessed through a new option in the button bar, or through the new Social menu in the Settings HUB. VO X-Games Pro skater Dashawn Jordan reacts dynamically to your skating—wiping out, ignoring the rules, and clutching wins. Dashawn calls you up when you’re dominating in-game leaderboards. Meetups: Block Parties Starting August 7, an in-world announcer will help you track down events before they start and while they're active. Audio cues will keep you hyped and informed as events kick off, switch rounds, move to new locations, and wrap up. Audio A new song—Wygdbi by Dashawn Jordan—has been added in celebration of the X Games event. Use the Grabster feature to discover and collect this track. Bug Fixes Gameplay Fixed an issue where doing a Boned Ollie would cause future flip tricks to play an incorrect catch and landing animation. Fixed an issue where reverting after a grind would cause an unnatural speed boost. Developer’s note: Fixing this issue also necessarily meant fixing speed glitches that could occur when landing into reverts. Fixed various issues where the camera’s height would unintentionally toggle between High and Low settings. Fixed an issue where the camera would not update to the skater's direction when mounting. Fixed an issue where returning to a Lip Mount session marker could result in a severe launch glitch. Fixed an issue where From-Air Footplants were not ending scoring as intended. Fixed an issue where Late Flips and Fingerflips would not flip correctly after an on ground Footplant. Fixed an issue where a wipeout would occur when performing an On Ground Footplant into a Body Flip if the Body Flip Requires Wipeout setting was enabled. General Various stability fixes to improve overall experience and prevent crashes. Fixed an issue where appearance changes could be lost if skate. was closed immediately after doing so. Fixed an issue with the Replay Editor where certain inputs would become unresponsive and result in a soft lock. Fixed an issue with the Replay Editor where adjusting the camera or trim could result in a soft lock. Fixed an issue where the Replay Editor wouldn’t properly export a video on PlayStation 5 and Xbox Series X/S. Fixed an issue where other skaters would visually stutter briefly after teleporting nearby. Fixed an issue where players couldn’t climb M-Corp Tower’s scaffolding. Fixed an issue where party member's names would swap with a random one during the celebration screen after finishing a Co-op Challenge. Fixed an issue where other players' Quick Drop objects were still visible, even when visibility was set to Mine Only. Fixed an issue where skate. would freeze on the Social Spectate menu or while spectating. Fixed an issue where skate. would black screen when using Fast Travel, Session Markers, or when starting and completing challenges. Fixed an issue where skate. would black screen when loading into an area or after Fast Travelling on PlayStation 4. Fixed an issue where Tailslides registered as Bluntslides in the Tip to Toe challenge. Fixed an issue where Pinned Tasks were unintentionally duplicated. Fixed an issue where an unexpected Rip Score popup appears after returning to San Van from Grom. Fixed an issue where the Auto Curb Pop In Setup setting affected gameplay even when it was toggled off. Fixed an issue where players remained in a Party they were kicked from. Fixed inconsistent physics behavior that caused frequent bails of Xbox One and PlayStation 4. Fixed an issue where Darkslides weren't counting in Flip Trick to Grind challenge criteria. Fixed an issue where some players received an error message stating they didn’t have access when they tried to join a Party in San Van, Isle of Grom, or the Stadium. Fixed an issue where Challenges on Isle of Grom were greyed out and incorrectly displayed the Daily Challenge icon. Fixed an issue where players could remove Quick Drop objects that were not originally placed by them with the Delete All option. Fixed an issue where Quick Drops were displayed in the Skater section, replacing the skater appearance preview. Fixed an issue where the Flick-It Visualizer disappeared after completing a Challenge. Fixed an issue where player profile names didn’t display as intended. Fixed an issue where pedestrian voice lines can be heard even after turning the setting off. Improved an issue where other skaters could visually stutter while doing tricks near you.53Views0likes0CommentsPvZ3 State of the Lawn - Content Update 3 (CU3)
Hey Conifer Crew! 🌲 An angry tree, icy shards, cheese armor, zombie cowboys, and flying octopuses! All that and more is in Content Update 3 (CU3), which brings a new Plant Pass, new plants, new zombies to thwart, new levels, and bug fixes. What’s Sprouting in CU3? Snow Conifer Plant Pass! 🌲 Snow Conifer might not be the coldest plant temperature-wise, but one mean look from it, and even Zombies might find themselves frozen in fear. Besides looking mean, Snow Conifer attacks with ice-cold shards up to 5 tiles forward, and they can pierce up to 4 zombies/obstacles. Snow Conifer has shed a few extra leaves since its Seedling Build appearance, including its overhead counterattack. Turns out covering every angle was a little too effective, so it's now focused on freezing foes ahead while continuing to block aerial projectiles. This (zombie) spine-chilling conifer can be created by merging a Jumbrella Leaf and Iceweed, who will also be available in this Plant Pass! Iceweed can be made by merging an Iceberg Lettuce and Spikeweed giving you the best of both worlds: slow em’ and spike em’! The Snow Conifer Plant Pass goes live on July 22nd! New Threats Are Approaching… This new Plant Pass introduces the Magma Zombie as the featured Zombie. If these chunky and cheesy zombies are good at one thing, it's that they never forget to weight train. Because when you’re wearing half a ton of hot curds, you don’t really have a choice. If you have the misfortune of a Magma Zombie stumbling onto your lawn, keep your cool and your freezing plants handy. This Zombie might look cute, but he’s ready to throw hands! Riding in on Boppy is the Counter Punch Zombie, who is always looking for a reason to start swinging! Boppy wonders if giving Counter Punch Zombie a ride was a mistake. Be careful and keep your melee plants away from him lest you incur his fists of fury. If something smells fishy, you’d better run for cover because you’re about to meet the Shocktopus! This aerial aquanaut Zombomination will not only leave trails of ink behind to hinder your plants, but also chuck ink at your house! At least we won’t go broke buying printer ink now. If you see this odorous octopus in the air, be sure to lob everything you have at it. Hot Off The Press… 📖 This update also brings Issue #5, continuing the story and adding a bunch of new levels across multiple modes: +25 Adventure levels (Available July 22nd) +5 Volcano Expedition levels (Available July 29 @ 10AM PT) 20 Lawn Patrol levels New Limited Time Event: Forest Fired-Up! Fixes 🛠️ To close out this update’s patch notes, here’s a list of all the fixes in this update: Fix: Ropeswinger Conehead’s cone now displays correctly and no longer appears to float above his head. Fix: Almanac descriptions for Batter and Volleyball Zombies now clearly indicate where their counterattacks will target on the gameboard. Fix: Gravestones now spawn correctly on affected board layout types. Fix: Plant merge audio now plays correctly during Chapter 2 Adventure cutscenes. Fix: Zombie units now display at consistent and correct sizes in the Almanac. Fix: Deadlift Zombie now plays the correct special animation sound effects. Fix: Plants no longer appear too early before the merge visual effects begin. Fix: Imp Zombie’s mouth no longer shows background elements during the Gargantuar Almanac animation. Fix: Iceberg Lettuce visuals no longer clip when Parting Gift perk is triggered Fix: Portrait rewards on the post-combat screen no longer display graphical corruption. Fix: Zombie Pigeons defeated by Chuck Nut will no longer land on empty tiles and cause visual issues. Fix: The small visual line on the Beat Choy loading screen has been removed. Fix: Mangle Kelp now correctly deals damage when performing its backward attack against Z-Scout Camper and no longer loses charges incorrectly. Fix: Melee plants now correctly ignore the Screen Door obstacle when attacking zombies from behind them. Fix: Prick-erel Weed’s Almanac now correctly displays its 3x3 attack area and includes an Attack Range stat. Fix: Prick-erel Weed’s description has been updated to more clearly explain its functionality. Fix: Zapture now correctly displays its projectile count as 3 in the Almanac. Fix: Electric Peashooter now performs its split-hit attack correctly when the perk is unlocked. Fix: Jumbrella Leaf’s flower now displays correctly in the Almanac details view. Fix: Winter Green’s secondary damage now matches the value listed in the Almanac. Fix: Artist’s Easel decoration no longer has an oversized hitbox that blocks nearby interactions. Fix: Es-Garg-ot now correctly increases speed while on Slime tiles. Fix: Chuck Nut no longer spawns a Chestnut on the same tile where it is planted. Fix: Sun Tower can no longer auto-collect Sun while stunned. Fix: Removed Gnomes Fix: Bomber perk now deals the correct amount of damage during gameplay, increased from 88 to 264. Fix: Shocker perk now deals the correct amount of damage when chaining to another zombie, increased from 88 to 100. Fix: Chiller perk no longer ignores the Parasol obstacle and will apply freeze effects correctly. Fix: The “New” badge on the Goals button no longer persists when there is no new content available. Neighborville keeps getting bigger, and we'll continue welcoming new regions to Early Access over the coming months. If you encounter any unexpected lawn-related incidents, check our Known Issues list first. If your particular bug hasn't made the list yet, let us know on the forums and we'll send the gardening crew after it. And stay tuned to our channels for more on upcoming content updates and gameplay updates. See you on the lawn! 🌱1.5KViews1like0CommentsUpdate 7-8-2026
Hello Holotable Heroes, Here are the updates for today: News GAC is getting moved forward 1-day for the Era rollover, this is a permanent change. Major Partagaz shards are now farmable from Light Side Battles 7-E (Hard). Quiggold has been added to the Accelerated list Bugs and Adjustments Grogu and the Anzellans are still working on their teamwork. Fixed an issue where the Basic ability had incorrect tags, preventing it from working as intended. Changed Coliseum Krayt Dragon's Violent Eruption description to clarify that it cannot be countered. Updated the description of General Syndulla's special "pulling rank" to clarify that allies only gain perfect defense if they don't already have it.29KViews4likes62CommentsThe Path to the Ultimate College Football Simulation
First, thank you for your continued support of College Football 27 and for listening to community feedback. The foundation you’ve built is outstanding. The goal should be clear: build the ultimate college football simulation. EA has already created one of the deepest player evaluation systems in sports gaming. Every player has unique ratings, archetypes, physical abilities, mental abilities, and attributes that are designed to separate elite talent from average talent. The next evolution is ensuring those systems consistently drive gameplay. Ratings should matter. Player abilities should matter. Football mechanics should matter. Animations should faithfully reflect those outcomes—not determine them. College football is a game of talent, preparation, leverage, strength, technique, positioning, awareness, football IQ, and execution. Those elements should decide every matchup. When gameplay consistently reflects those fundamentals, recruiting matters, roster building matters, player development matters, matchups matter, and user skill is rewarded. Run Defense & Pursuit Improve pursuit angles, run fits, leverage, and gap integrity. Safeties and defenders should pursue based on their Pursuit, Awareness, Play Recognition, Speed, Tackling, and abilities. Reduce unrealistic over-pursuit, poor pursuit paths, and defenders being sealed too easily on the edge. Tackle outcomes should reflect leverage, positioning, momentum, strength, and ratings rather than inconsistent animations. Pass Coverage Improve the consistency of Match, man, and zone coverage. Defensive backs should carry routes, maintain leverage, and react according to their Awareness, Play Recognition, Agility, Change of Direction, coverage ratings, and abilities. Elite defensive backs should consistently separate themselves from average players because of their ratings and football IQ. Defensive AI Improve route recognition, hook/curl drops, flat defenders, linebacker awareness, and overall football intelligence. Smarter defenders should anticipate concepts such as mesh and crossing routes based on Awareness, Play Recognition, and abilities—not delayed reactions. Blocking Offensive and defensive line play should be determined by leverage, strength, hand placement, technique, positioning, ratings, and abilities. Reduce suction blocking and canned interactions. Let trench battles be won by fundamentals and player talent rather than predetermined outcomes. Quarterback Play Quarterback performance should clearly reflect ratings, abilities, mechanics, and decision-making. Elite quarterbacks should consistently separate themselves through Accuracy, Throw Power, Awareness, composure under pressure, and proper footwork. Throws across the body, off-platform, or under pressure should carry realistic consequences based on ratings and mechanics. User Control Improve Switch Stick, player switching, and responsiveness. Defensive success should come from user skill combined with player ratings—not inconsistent player selection or delayed interactions. Tackling Improve wrap-up tackling, gang tackling, pursuit angles, and open-field tackling. Reduce repetitive and magnetic tackle interactions. Tackling should reward leverage, balance, momentum, strength, technique, angles, Tackling ratings, and player abilities. Pass Rush Elite pass rushers should consistently create pressure because of their ratings, abilities, leverage, technique, get-off, and pass-rush mechanics. Elite offensive linemen should counter with their own ratings and abilities, creating authentic one-on-one battles where talent determines the outcome. CPU AI Improve situational awareness, personnel usage, adaptive play-calling, clock management, and fourth-down decisions. CPU teams should play to the strengths and weaknesses of their personnel, creating a more authentic simulation experience. Overall Gameplay Continue reducing outcomes that feel disconnected from player ratings and football fundamentals. Improve physics, momentum, collision detection, foot planting, player movement, and transition animations. Every interaction should feel responsive, authentic, and grounded in football mechanics. Core Philosophy The beauty of college football is that every player is different. A 99-rated All-American should not play like an 85-rated starter. An elite pass rusher should consistently challenge an average offensive tackle. A lockdown corner should win more matchups than an inexperienced defensive back. Great offensive lines should create advantages through technique, communication, and strength. Great defenses should win with discipline, leverage, awareness, and execution. When those differences consistently show up on the field, the ratings system becomes meaningful. The community isn’t asking for perfect outcomes—we’re asking for authentic ones. We want every snap to be influenced first by ratings, player abilities, football mechanics, leverage, strength, technique, positioning, awareness, football IQ, and user execution. Animations should exist to bring those outcomes to life, not replace them. EA has already built one of the most comprehensive ratings and abilities systems in sports gaming. The next step is allowing those systems to truly come alive on the field. The ultimate college football simulation isn’t created by adding more animations. It’s created when ratings, abilities, football mechanics, and physics determine the animations—not the other way around. That philosophy would make every recruit matter, every roster decision matter, every matchup matter, and every game feel like real college football.Can I please just control my players?
I have been playing college football games going back to 2002. One of the things that occasionally drove me mad was getting caught in illogical animations or otherwise not being able to control my players. This was not an issue in CFB 25 or 26. It's back. When I am telling my defensive end to run right and the tackle is pushing him to the right, I should not he FORCED to drive left. I had a play where I got caught in the middle of the line (because the game decided to ignore the assignment and my control inputs). I managed to get up in the QBs face and hit triangle to put my hands up. Nothing. I pressed again... Nothing. I pressed a third time, got a delayed attempt to swat ball but only after the QB threw a 30 yard pass. Game on the line. FG attempt. I get a perfect jump off the line, am about to block it, press square... My guy veaes off and does nothing. Game winning FG At the end of the day I get this isn't going to be perfect... But please stop overriding my controls. Also please fix pass rush. Why does the cpu keep getting through in no time and none of my moves work?Can we get bowl games, unranked match matchmaking
EA thank you for the playbook ability change, TY. Add bowl games in Road to CFP if you go 6-6, 7-5, 8-4. Be cool to play in the Belk Bowl and then just move onto next season. Too much is judged by championship wins. I'd really also like unranked match making in Road to CFP aka Regulars too. Maybe a sperate menu please?????Guess play broken
Please fix the Guess Play feature. It doesn't matter which way you guess the run—it simply doesn't work. You can guess run up the middle, and there are still wide-open holes inside. You can guess run right against that cheesy Shotgun Power I play, and it still does absolutely nothing. Please fix the Guess Play mechanics so they actually work and help stop some of these overpowered run plays.