Update 4/15
Hello Holotable Heroes, Here are the updates for today: News Inquisitor Barriss shards are now farmable from Dark Side Battles 4-C (Hard) Fragmented Signal Data + Incomplete Signal Data are now in Guild Events Bugs and Adjustments Fixed an issue where 4LOM was looking for Bossk instead of Zuckuss Fixed a bug where Acolytes would not gain bonus turns in 3v3 GAC Fixed an issue where 4LOM was using Protection to calculate his bonus Protection and not Health Fixed an issue where 4LOM's Omicron was usable outside of TB Fixed an issue where Huyang was only hitting once with his Special 1 Fixed a description issue where 4LOM says that only he should gain 30% Max Health & Protection if Zuckuss is an ally. It will continue to apply to all Bounty Hunters. Updated the description of the unique ability of Independent Thinking in the Geo TB to say the assists they call can't be prevented. Fixed an issue where Corrupted Translation doesn't get inflicted onto summoned enemies Added portrait and title with descriptions for Major Partagaz Fixing an issue where summons can get the informant status effect in ROTE Kafrene missions10KViews2likes36CommentsQuestion about lockdown mode
Does anyone know why in lockdown mode, once I already have the car in the garage, when I take another one like it out of the loockup, it doesn't appear in the garage and it's not converted to money. It just disappears as if I didn't extract it. I only have the car that I took the first time out from the lookup without converting the car into money and I don't get anything from this lockdown session. And another question: why don't the Ferrari FXX or the Regera appear in the garage when I extract them from the loockup? I would appreciate answers if anyone knows anything.17Views0likes0CommentsIssues already with season 8
Yall are not optimizing the game enough...today game is crashing after opening Kyle Eckel card. Game says request cannot be processed at this time. At takes you right out of ultimate team. Please fix. And don't have your community next year write to you all the little bugs. It's like you all whipped this game together quickly and expect us to patch it for you.Console Marketplace & Fixes for All
Update: 4/16/2026 PC: 1.123.66.1030 / Mac: 1.123.66.1230 Console: 2.31 Sul Sul Simmers! This update delivers The Sims 4 Marketplace to PlayStation and Xbox, bringing Simmers access to Maker Packs and more. On console versions of The Sims 4, we include Kits as part of the game files, so unlike PC/Mac, all the storage you can use will be for Maker Packs. Storage on both PlayStation and Xbox is shared space for all Simmer accounts on the console. On PlayStation 4 and PlayStation 5, Simmers will have access to 16GB of storage. On Xbox One, Xbox Series X|S and Xbox Cloud, Simmers will have access to up to 50GB of storage. This storage increases as you use it, up to the maximum size. When playing with Xbox Cloud Gaming, you may need to re-download your owned Maker Pack content at the start of a new session. This can be done through the Marketplace Download Manager before loading your Saves. Your Kits, Expansion Packs, Game Packs, and Stuff Packs will not need to be re-downloaded each session and can still be enabled or disabled within the Pack Select feature. As well as bringing Marketplace to more platforms, we have addressed a number of issues reported on PC and Mac to improve the experience and stability which are available to all platforms which you can check out below. Happy Simming! - The Sims 4 Team What’s New? Base Game Update [EA Forums] Pack content will no longer show as being deactivated after installing and will be enabled by default. You can customize your Gallery experience even further by including or excluding Maker Packs with the new filter. The new Maker Pack Filter option available when searching on The Sims 4 Gallery. “Uses Items from These Packs” and “Show used items” sections in the Gallery now reflect what Maker Pack was used in a creation. Create a Sim and Build Mode will now show the Golden Star icon for newly installed content from the Marketplace making your new purchases easier to find. Deactivated packs will display their correct status in Load Game rather than showing as Not Owned. Resolved an issue where the Moola Wallet wouldn’t update after a purchase. Resolved an issue causing pack download status to display as “Failed” despite the download being successful. “Connection Required” error should no longer appear after making multiple purchases in a row. Maker names should now appear correctly for all Maker Packs. Fixed an issue preventing the Browse page filters from being reset when the Marketplace was accessed from the Gallery. Marketplace images should load correctly when Marketplace is accessed from the Gallery. Resolved an issue where owned packs would show as “Not Owned” in the Load Save screen if the pack was deactivated. Various UI scaling improvements for the Main Menu and Marketplace. Console Updates PlayStation and Xbox Simmers also get recent updates that PC and Mac Simmers have previously received. This patch also marks the arrival of updates to Gallery discovery with improved filters for easier Gallery navigation! Bug Fixes Top 5 Most Voted Fixes: [EA Forums][EA Forums] Extensive updates to ensure that Sims' eye blinking will now show fully closed eyes for most interactions, see the blog post for more information on these changes. [EA Forums] Prom will once again appear on Calendars, and Sims will be able to attend. This fix will ensure it is working for both new and old saves. Alongside this fix, we fixed another issue where Prom goals weren't able to be completed. (High School Years) [EA Forums] We fixed an issue where Pet and Horse data was being lost in Premade Households. This issue will no longer occur in new saves. Existing saves where the issue already occurred will not be retroactively corrected. (Cats & Dogs, Horse Ranch) [EA Forums] We've implemented a notable change to how Sims determine who they speak with on a lot. Now, Sims will generally prefer speaking with familiar Sims they already have a good rapport with, and Sims are less likely to engage with strangers spontaneously. [EA Forums] Animals can be assigned to an Animal Shed after moving the Household to a new lot. They no longer become stuck in Household or Sim Inventory. This is also fixed for saves where the animals were already stuck. (Cottage Living) Sims Autonomy Improvements “Sim autonomy” is one of our Quality of Life Team’s key focus areas based on community feedback, and this update delivers on 3 of our top autonomy issues: Sims socializing with strangers, excessive flirting, and Sims using certain objects obsessively. We’ll continue to watch player feedback surrounding Autonomy for future updates. Base Game [EA Forums] We've addressed the issue where Sims were excessively flirting with each other. [EA Forums] We've heard your feedback and wanted to address Sims using Computers and Phones too often. We've added a few new preferences to the Base Game including: Likes Phones, Likes Computers, Dislikes Phones, and Dislikes Computers. If you don't want your Sims to autonomously use these objects, please give them the "Dislikes Phones" or "Dislikes Computers" Preferences. If you’d like them to use these objects more often, select the appropriate “Likes” Preference. [EA Forums] If a Sim autonomously uses the Phone, they will receive a cooldown on wanting to do this autonomously again for six Sim hours. This cooldown does not exist for non-active Household Sims, Teen Sims, or Sims who Like Phones. Sims who Dislike Phones (a new Preference we added) will never use them autonomously anymore. [EA Forums] If a Sim autonomously uses the Computer, they will receive a cooldown on wanting to do this autonomously again for half of a Sim day. This cooldown does not exist for non-active Household Sims, Sims who are Geeks, Sims who Like Computers, or when it is a preferred interaction for Getaways, Clubs, Small Businesses, or Dynasties. Sims who Dislike Computers (a new Preference we added) will never use them autonomously anymore. [EA Forums] The "Troll teh Forums" Computer Interaction has been added to the same cooldown that is used for other Computer interactions. Sims will also now need Mischief Skill Level 6 or higher to consider this action autonomously unless they have the following Traits: Evil, Childish, Geek, Hot-Headed, Erratic, or Mean (who always have it available). (Base Game) [EA Forums] If a Sim autonomously destroys a Doll House, it will receive a cooldown on wanting to do this autonomously again for some time. We also made a change so that only Sims with certain Traits (Evil, Hates Children, Mean, Hot-Headed) will ever autonomously decide to destroy a Doll House while Angry. Before this update, this autonomous behavior could occur for any Sim who was feeling Angry or Dazed. [EA Forums] If a Sim autonomously mixes a drink, they will receive a cooldown on wanting to do this autonomously again for a Sim day for non-NPCs. Previously this would occur frequently for Sims who were Inspired, or Sims with the Bro or Foodie Trait. [EA Forums] If a Sim autonomously Swims, they will receive a cooldown on wanting to do this autonomously again for some time. This cooldown does not exist for non-active Household Sims, on Pool Venues, during Pool Party, or Birthday Party events, when Swimming is a preferred interaction for Getaways, Clubs, or Small Businesses, or if the Sim is a Merfolk or PlantSim. [EA Forums] If a Sim autonomously plays the Violin, they will receive a cooldown on wanting to do this autonomously again for a Sim day. This cooldown does not exist for non-active Household Sims, for Sims who are Music Lovers, Sims who Like Violins, or when it is a preferred interaction for Getaways, Clubs, Small Businesses, or Dynasties. [EA Forums] If a Sim autonomously plays the Guitar, they will receive a cooldown on wanting to do this autonomously again for a Sim day. This cooldown does not exist for non-active Household Sims, for Sims who are Music Lovers, Sims who Like Guitars, or when it is a preferred interaction for Getaways, Clubs, Small Businesses, or Dynasties. [EA Forums] If a Sim autonomously plays Chess, they will receive a cooldown on wanting to do this autonomously again for a Sim day. This is for non-NPCs only, and not applicable during Clubs or Getaways involving Chess. [EA Forums] We've added a cooldown for Sims dancing while on a lot that the Sim owns. Sims who Like Dancing, Dance Machine Trait Sims, and certain situations will not receive this cooldown. This cooldown is not for non-active Household Sims. This cooldown will disappear when Sims move lots in case they are going to a lot where they want to dance. [EA Forums] We're reducing how often a Sim considers turning on the Radio. Sims with the Music Lover trait will consider listening to music more often than other Sims. [EA Forums] Though practically a staple of Sim culture (I'm being cheeky), we've added a cooldown for autonomous Push-Ups, Sit-Ups, and Stretches. Now, only Sims who are Energized at the Gym Venue or Sims with the Active trait will consider doing this autonomously. [EA Forums] We've added a cooldown for Foodie Sims watching Culinary Training Videos on the Television where they won't do this autonomously for two days after doing it. [EA Forums] If a Child Sim autonomously uses the Space Ship Jungle Gym, they will receive a cooldown on wanting to do this autonomously again for a Sim day. This cooldown does not exist for non-active Household Sims or when it is a preferred interaction for Getaways, Clubs, or Small Businesses. Leaving the current lot also removes the cooldown. [EA Forums] If a Sim autonomously plays with the Lump of Clay, they will receive a cooldown on wanting to do this autonomously again for a while. This cooldown does not occur for Creative Sims or Sims who Like Pottery. Discover University [EA Forums] If a Sim autonomously plays with the Soccer Ball they will receive a cooldown on wanting to do this autonomously again for a while. This cooldown does not occur for Sims who Like Fitness or non-Household Sims. Cottage Living [EA Forums] If a Sim autonomously does Cross-Stitch, they will receive a cooldown on wanting to do this autonomously again for some time. This cooldown does not exist for Sims who Like Cross-Stitching or when it is a preferred interaction for a Club. Lovestruck [EA Forums] Sims will no longer consider playing Who’s Up Party Games while in the middle of writing a Book on the Computer. Adventure Awaits [EA Forums] If a Sim autonomously plays with the Paper Airplane, they will receive a cooldown on wanting to do this autonomously again for a while. This cooldown does not occur for Sims who Like Papercrafting. Spa Day [EA Forums] If a Sim autonomously uses the Yoga Mat, they will receive a cooldown on wanting to do this autonomously again right away. This cooldown does not exist for High Maintenance Sims or Sims who Like Wellness. (Sims must be Wellness Skill Level 2 to Autonomously use a Yoga Mat - previously and still.) The cooldown is removed when leaving the lot, and when it's the preferred interaction for Getaways, Clubs or Small Businesses. Movie Hangout [EA Forums] A cooldown has been added to the Popcorn Popper so that after it has been used by a Sim that Sim will not want to immediately use it again for some time. Pet & Animal Fixes With two of our Top Community Issues being around animals and pets, we fixed a few other bugs also in this category to provide a better overall experience with these systems. [EA Forums] Animals in the Animal Shed, Chicken Coop, Mini Goats, and Sheep will no longer be multiplied. This was happening when these animals were placed into a Sim inventory, then back in the world, and after that the Sims moved their Household. (Cottage Living, Horse Ranch) General Bug Fixes We addressed a handful of other important issues that were quickly rising with player reports, particularly problematic in gameplay, or easy to fix. Base Game Sims with the Unflirty Trait will no longer get the ick when hugged. Placing a painting on the wall and then returning it to the Sim's Inventory will no longer result in a Simulation error. Resolved an issue that caused a main menu message to appear more frequently than intended. Seasons [EA Forums] Flowers will no longer get stuck midair while crafting a Flower Arrangement. For Rent [EA Forums] The "Do Inspection and Maintenance" interaction is now available on applicable working and broken objects in a Tenant Household for Landlord Sims. This should function both during Maintenance events and outside of them for Landlord Sims. Life & Death We've adjusted design elements on some of our swatches for the Ornate Mystery Rug which were concerning to some players. Royalty & Legacy [EA Forums] There was an issue where the updated Family Tree could cause wrong connections and overlapping which has now been fixed. [EA Forums] We fixed a crash that could occur when resuming the game after deleting the Capp Household in Ondarion. [EA Forums] Ondarion's Verdemar lot is no longer reversed. Parenthood Child and Teen Sims who grew up in the same Household but weren't related could get the Super Sibling relationship, despite not being related and then could later romance each other. Because we didn't want to prevent stories where children could have possibly been in the same Household at one point while not related and end up in a relationship, we decided to fix this by renaming the relationships to Childhood Besties and Childhood Frenemy. StrangerVille There should no longer be a Script Call Fail error when the Plant Containment Cell is on the lot and the player tries to place other objects. CAS & Build Mode Tagging Updates We had the opportunity to address a large swath of simpler tagging bugs, making CAS and Build Mode sorting more accurate overall. Here are related issues we fixed: Base Game All Makeup that was in the Everyday category has been added to both Hot and Cold Weather Outfit category as a sorting option. We've sorted 43 existing items under the Kids’ Decorations category. Various lights (that were previously considered wall lights) have been sorted into the Lighting > Outdoor Lights in Build Mode category. “Cute Critter Basket” is now sorted under Objects by Function > Kids > Kids’ Decorations. Updated the swatch color for (yfMakeupLipstick_EF28GlossyLips_RedRuby) to appear more accurate. (yfBottom_SDX040CCHSkirtPleated) will no longer appear for masculine frame Sims. The Pencil Holder object has been additionally sorted into the Clutter category in Build Mode. The "Wicker-Work Diaper Storage" object is now sorted under Objects by Function > Kids > Kids’ Furniture. The "Bow, Bow, Bow!" object is now sorted under Objects by Function > Activities and Skills > Life Event Activities. The "Martian Soil" wall pattern is now categorized under the Misc category rather than the Paneling in Build Mode category. The “Sweetpea” and “Firehouse Brick” wall patterns are now sorted into Masonry and Siding. Sycee of the Prosperous Moon, Right Side Up Gnome, and Bob the Butler Fancy Sculpture have been removed from their previous category and are now sorted under Decorations > Sculptures. Multipack We updated a large amount of love seats and benches to properly be identified as "Benches" for lot requirements when placed. Lovestruck We've adjusted the Lovestruck Beard swatches to display in the correct order. (ymBottom_EP16Jeans) will now appear as a Masculine Fashion Choice in CAS filters. Life & Death "Perilous Paneling" and "Patterned & Perilous Paneling" now sort into the Paneling category, and "Lunar Reverie" sorts into the Wallpaper category. Enchanted by Nature "Wild Uncanny Cane" plant is now sorted in both Roof Sculptures and Outdoor Plants. Backyard (yfTop_SP08TeeBoatNeck_GradientPink) no longer sorts as Yellow in CAS filters. Moschino The "Libearian" bookshelf and the "I’m So Shiny!" surface have been removed from the Sculptures category. Holiday Celebration The "Kinara" and "Menorah" light objects are now sorted under Lighting > Table Lamps. "Holiday Snowman" and "Pre-strung Tree of Lights" are now sorting under Lighting > Outdoor Lights. Kitchen Clutter All clutter items from the Kitchen Clutter pack are now visible when sorting by the pack filter and looking under the Misc Decorations category in Build Mode's room view. The Forever Friends Event (ymTop_EV0641TankTwistBack_SolidBlackCyan) will no longer appear for masculine frame Sims. The Nature’s Calling Event Cove Stone - Round, Cove Stone - Flat, and Cove Stone Cluster objects are now sorted in the Outdoor Plants > Rocks category in Build Mode.7.1KViews6likes0CommentsNFS Unbound
I’ve been playing this game since it came out, always reached max level before the new Volume came out. The current Volume ( Volume 9 ) I’ve been max level for a while which is 300. I get on literally TODAY and I’m back a level 1, also my Speed Pass was also reset and it’s showing the items locked. Even though I already have everything unlocked for it. So I don’t know why my level and speed pass was reset. This is for Multiplayer.BATTLEFIELD 6 GAME UPDATE 1.2.3.0
Battlefield 6 Game Update 1.2.3.0 arrives on April 14, with new content and improvements, including the Operation Augur limited-time mode, the LTV, the Ripper 14”, and a new Battle Pass Bonus Path. At 09:00 UTC, players will be able to download Update 1.2.3.0 as it goes live across all platforms. At 12:00 UTC, all content included in this update goes live, including new limited-time content, vehicles, weapons, and Battle Pass updates. Alongside the new content, Update 1.2.3.0 also delivers a wide range of gameplay, progression, UI, audio, and Portal improvements to further polish the overall Battlefield 6 experience. NEW CONTENT Time to fight for survival. This update expands the fight with new rewards to earn, a new frontline support vehicle to deploy, and Operation Augur, a new limited-time mode fought across Contaminated and Hagental Base. Battle Pass Bonus Path Gear up for the harsh conditions ahead with a new Battle Pass Bonus Path packed with rewards built for the fight. Unlock equipment and cosmetics designed to help you endure the hostile environment and stay combat-ready as the battle for control intensifies. New Limited-Time Mode Operation Augur: The battle for Hagental Base has begun. In Operation Augur, NATO launches a desperate push to reclaim its satellite defence network from Pax Armata in a large-scale battle fought across two connected maps. The fight begins in Contaminated, where attacking forces can use VL-7 smoke to disrupt defenders and create openings across the frontline. From there, the battle descends into Hagental Base, where the fighting shifts into a tense close-quarters clash through tight interior spaces where teamwork, timing, and tactical play become critical to claim victory over Hagental Base. Operation Augur is all-out warfare across two phases of combat, where strong squad play will make the difference between holding the line and breaking through. New Vehicle The LTV: The NATO variant of the Traverser Mark 2 arrives on the frontline. Built to keep squads in the fight, the LTV supports your team with spawn functionality and health and ammo resupply stations. With four seats available, it gives your squad the space and support needed to stay together, push objectives, and hold ground under pressure. New Weapon The Ripper 14”: Sharpen your attack with the Ripper 14”, a deadly new blade built for aggressive close-quarters combat. Fast, direct, and unforgiving, it is made for players who want to finish the fight up close. Obtainable through Hunter/Pray Battlepass Progression. New Training Path in REDSEC Battle Royale The Hazmat Breacher is a new Training Path for the Assault Class in Battle Royale designed to empower its users into becoming the ultimate entry fragger. Leveraging a modified Breaching Dart Launcher firing a concentrated form of VL-7 Smoke, players are able to weaken and dislodge dug-in foes, while protecting themselves from negative effects thanks to their Protective Mask. Leveling up this Training Path throughout a BR match will provide improvements to both the Protective Mask and to basic soldier survivability. Major Updates for 1.2.3.0 New Content Arrives: Operation Augur arrives alongside the LTV, the Ripper 14”, and a new Battle Pass Bonus Path that expands the rewards available during the fight for survival. Progression Feels More Rewarding: Weapon XP and Vehicle XP are now earned through active use alongside kills and assists, XP rates have been increased slightly across Multiplayer, and Battle Royale and Gauntlet progression now place more weight on time spent in a match, with Battle Royale also awarding higher scores for kills and damage assists. Battle Royale and Gauntlet Improvements: Loot flow has been updated, Strike Packages and Armour Plate availability have been rebalanced, and a wider pass on challenge tracking, objective progression, and End of Round presentation helps both modes play and reward more consistently. Combat Feedback and Gameplay Clarity: Incoming hit audio is now clearer, rapid damage is easier to read, projectile and tracer behaviour is more consistent, and network warning indicators now provide better visibility during live combat. Weapons and Gadgets Receive a Broad Polish Pass: Defibrillators and the AJ-03 COAG Med Pen have been updated, while attachments, animations, unlock presentation, and challenge tracking have all seen further improvements. UI, HUD and Front-End Improvements: Menus, challenges, loadouts, End of Round screens, localisation, Store presentation, and Battle Pass readability have all been updated to improve clarity and consistency across the experience. Portal, AI, Audio and Settings Enhancements: Bot support has been expanded across Multiplayer and Operations, Portal tools and web app behaviour have been improved, audio has received further polish, and new controller tuning support has been added through the Deadzones Draw Tool. CHANGELOG PLAYER: Corrected the in-game wording for the Career Total statistic tied to distance travelled as a passenger. Improved the display of completed assignments at End of Round. Improved the display of Dog Tag unlock criteria after completing or exiting a match. Improved the Profile statistics page so it no longer shows a persistent loading square. Updated the Sprint Slide tooltip so its trigger criteria now match the intended behaviour. Corrected the matchmaking stance for the SOR-300 so the weapon is now held correctly. Lasers and flashlights now enter a short cooldown after repeated rapid toggles to prevent input spamming. Ping voice-over callouts now have a slight 0.15 second delay to improve timing and readability. Soldier acceleration curves have been slightly adjusted to better support 30Hz experiences, improving responsiveness in the opening moments of movement. Soldiers no longer continue sliding across the ground after exiting a vehicle that is moving uphill. Soldiers now align more reliably with stairs and uneven terrain while prone. Soldiers’ heads are now less likely to clip through nearby geometry while using ladders. Third-person melee animations now exit correctly when performing a quick melee while holding another weapon. Networking & Hit Registration Improvements Added a new “Bad” Time Nudge network warning icon. Added value readouts to network warning icons when visible, including Packet Loss Up, Packet Loss Down, Time Nudge, High Latency, Latency Variation, and Server Tick Rate. Grenades are now correctly dropped if a player is killed while preparing a throw. Hit damage feedback audio now plays more promptly when taking incoming fire. Incoming hit audio has been fine-tuned so quick consecutive hits are clearer, especially during engagements against high rate of fire weapons. Network bandwidth usage has been optimised so more weapon data can be sent in a single update. Projectiles will no longer occasionally spawn at the wrong height during stance transitions under poor network conditions, which could previously lead to shots not registering. Trade-kill distance has been reduced to 30m from 50m to reduce cases where damage could be rejected during mid-range engagements. Visual bullet tracers now line up more reliably with the damage you receive. VEHICLES: Added the LTV, a new NATO variant of the Traverser Mark 2 APC. Camera transitions now snap back to the soldier instantly when redeploying or dying when remote controlling a vehicle. Fixed an issue where land vehicles moving at crawl speed could still trigger mines when travelling across bumpy terrain. Improved the Legion CWZ Automated AA to help prevent enemy jets from being stolen or spawn-killed. Improved the MBT decal customisation flow so the camera point of view now returns to the selected decal position after leaving Inspect View. Restored the “Relentless Trample” vehicle decal so it now appears in-game. RHIB Completed a broader polish pass focused on improving RHIB handling and overall usability. Improved audio presentation while turning and when impacting waves and the water surface. Improved handling to make the RHIB feel more nimble and easier to point. Reduced abrupt force changes when coming out of ignition and shortened ignition time. Updated the RHIB’s speed and RPM gauges so they now function correctly. Updated boat hull simulation to improve how the RHIB interacts with the water surface. Scout Helicopter Adjusted Heavy Rotary Cannon overheat mechanic to compensate for reduced rate of fire. Extended Scout Helicopter light rocket ammo regeneration time from 21 to 27 seconds. Extended Scout Helicopter smart rocket ammo regeneration time from 16 to 20 seconds. Grenade Launcher Muzzle Velocity Increased. Grenade Launcher now has infinite reserve ammo. Heavy Rotary Cannon falloff range shortened to 45m. Heavy Rotary Cannon rate of fire from 1000 to 800 RPM. Reduced lethal range of Attack Helicopter Heavy Rocket explosion from 2m to 1m Reduced lethal range of Upgraded Attack Helicopter Heavy Rocket explosion from 2.8m to 2m. Reduced the inner explosive radius of all scout helicopter rockets from 1m to 0m. Reduced the radius of Attack Helicopter Heavy Rocket explosion from 7m to 5.5m Seismic Detector Radius increased from 16 to 36 meters. GADGETS: Controller haptic feedback now triggers more reliably while using the Gas Mask and Night Vision Goggles. Expanded the Assault Ladder interaction logic so ladders can now destroy additional small placeable gadgets and props. Improved the audibility of the XFGM-6D Drone self destruct sound effects. Added a missing recoil animation on the HTI-MK2 Added a more urgent low battery sound to the NVIS-500 Night Vision Goggles to better indicate battery shortage. Fixed an issue on the NVIS-500 Night Vision Goggles where the battery depletion sound would not play while aiming down sights. Updated vehicle-hit scoring so RPG critical hits and regular hits no longer award the same score. Reduced the turning response of AT4 and TOW Missiles. Reduced the initial speed, acceleration and maximum speed of the RPG. Added infinite ammo to Mobile Anti-Aircraft primaries in multiplayer. Reworked the MBT Guided Shell to make it faster but much less manoeuvrable. Updated vehicle-hit scoring so RPG critical hits and regular hits no longer award the same score. AJ-03 COAG Med Pen Added third-person healing support while prone on your back. (you can now use the shot while on your back). Lowered the intensity of the on-screen effect and visual presentation. Retimed the gameplay effect to better match the updated animation and audio. Shortened the injection animation. Updated the pen visual effects to better match the new animation. Protective Mask Added a low battery warning visual to better indicate battery shortage. Corrected an issue where the mask could fade off the player’s face instead of playing its take-off animation when durability ran out while holding a melee weapon. Defibrillators Dev Note: This update brings a meaningful balance pass to the Defibrillator, aimed at improving game flow and overall combat pacing while keeping revives impactful and rewarding. After reviewing its behavior over the past few months, we found it was too easy to revive multiple teammates in quick succession with minimal risk. Our goal is to preserve those clutch moments where you can get your squad back on their feet quickly, while encouraging more deliberate use. To support this, the Defibrillator now uses a charge system (similar to earlier Battlefield titles), starting with 3 charges that allow for a few rapid revives before needing to recharge. Revive health scales with charge time: 50% instantly, up to 100% when fully charged, with smooth steps in between. A new UI indicator shows your charge progress to help you time revives effectively. In addition, the health given with the charge duration can also be dealt as damage against enemies. This means that you can once again kill a player in one zap, if you’ve charged the defibrillator fully. PSA from your teammate that has been waiting to be revived for the past 10 seconds: Please fully charge your defibrillator! Here are all of the details around what changes with the Defibrillator this update: Added a progress crosshair UI while charging. Damage now scales from 50 to 100 based on charge level, in 10-point increments. Fixed cases where downed soldiers could not be revived when pressed into corners or when lying on stairs. Full charge time has been increased to 1 second from 0.65 seconds. Fully charged shocks now deal 100 damage again, up from 60. Now use 3 charges that regenerate over time, with 1 charge restored every 4 seconds. Now requires a 0.35 second charge before a revive can be performed. The rate of fire is slightly reduced. Revives now restore between 50 and 100 health based on charge level, in 10-point increments. Updated deploy timing so charging can begin faster after selecting the gadget. WEAPONS: Added the Ripper 14” Machete melee weapon as a part of the Hunter/Pray Battlepass Progression. Hollow Point and Synthetic Tip ammunition now cost less on most weapons. Range Finder now plays sound cues when a range check starts and when it completes. Corrected an issue on the CZ3A1 where throwing grenades while it was equipped could introduce a delay before the grenade was thrown. Corrected an issue on the DB-12 where certain attachments did not animate correctly during pump-action and reloads. Tweaked and retuned DB-12 animation tags to smooth transitions into and out of aiming down sights. Fixed camera recoil being lower than intended on the TH-RDS 1.00x optic attachment. The DRS-TH optic now appears correctly on the B36A4 and SVDM. Tweaked and retuned M87A1 animation values to smooth transitions into and out of reloads while aiming down sights. Corrected an issue where aiming sideways when using melee weapons could cause missing yaw rotation while a melee weapon was equipped. Corrected an issue where the Violet Laser was not providing its intended benefit when attached to the NVO-228E Assault Rifle. PROGRESSION: Dev note: One recurring point of feedback has been that Weapon Mastery progression can feel too dependent on kills and assists. Players who spend a match repairing vehicles or supporting their squad are still contributing in meaningful ways, but that contribution has not always been reflected clearly in progression. To address that, we’ve added a time-based component to Weapon Mastery progression. Players will now continue earning progress through active use, even when they are not regularly securing kills or assists. XP earned from kills and assists is unchanged, making this an increase to the overall earn rate rather than a reduction or replacement of existing rewards. Added a new progression system that awards Weapon XP and Vehicle XP for use, alongside kills and assists. Adjusted XP earn rates across Multiplayer modes by roughly 5% to 10% to bring them closer in line with one another. Corrected the tracking for challenges so that damage by stationary aim-guided missiles now counts toward explosive damage criteria where intended. Corrected the End of Round unlock flow so the CZ Skorpion VZ.61 now appears correctly after completing the challenge “Deal damage with Secondary Weapons. Counts double in Nightfall modes.”. Corrected the Onboarding challenge “Capture Objectives in a Vehicle” so it now progresses as intended. Corrected the Week 6 challenge “Deal damage with Grenade Launchers or Grenades” so it now properly tracks damage dealt with underbarrel Grenade Launchers on Assault Rifles. Corrected the Week 10 challenge “Kill enemies with Sniper Rifles. Headshot Kills count double.” so 75m Sniper headshots no longer count twice, and the challenge text now reflects the intended criteria. Corrected the Week 11 Bonus Weekly Challenge so kills made with underbarrel Grenade Launchers on Assault Rifles now award the intended double progression. Improved the “Rapid Fire 1” challenge notification in free-to-play modes so it now shows the full challenge presentation instead of only the weapon name. Corrected the BF Pro Season 2 Challenge 5 reward criteria so the correct unlock requirements are shown in Loadouts. Corrected Challenge “Capture or defend sectors in sector based modes.” so its first criteria now progresses correctly. Corrected Challenge “Deal Damage as a Squad in Multiplayer.” so Multiplayer damage no longer advances the free-to-play requirement incorrectly. Corrected Challenge “Kill enemies from a distance of 25 meters or less in Multiplayer.” so the missing "OR" condition now displays correctly. Corrected Challenge “Get Kills and Assists in Multiplayer.” so the reward and Redsec capitalisation now appear correctly. Corrected Challenge “Capture an enemy flag without leaving the vehicle in Conquest, Breakthrough or Escalation.” so its criteria no longer refers to Squad progress in a Solo mode. Corrected daily mission “Get kills and assists with Shotguns. Kills and Assists in Battle Royale counts triple.” so its in-game criteria now matches the design reference. Corrected End of Round challenge notifications so daily missions now appear correctly after completion. Corrected challenge reward presentation so the BF Pro Season 2 reward for Challenge 2 now appears correctly across the Challenge page, Reward screen, and challenge notifications. Corrected challenge tracking so "Deal damage to enemy vehicles while on foot." now shows its completion notification after dealing damage to enemy vehicles while on foot. Corrected Marina Exploration Challenge 1 so it is no longer incorrectly locked. Corrected OR challenge presentation so empty criteria entries no longer show a default "-". Corrected OR challenge presentation so configured tags now display correctly on criteria. Corrected Season 2 Hardware progression so challenges no longer appear completed before any progress is made. Corrected Season 2 Hardware rewards so the fifth item now appears correctly in the Season 2 Hardware tab. Corrected the Season 1 Catch-Up Hardware quest so grenade kills and assists now track correctly. Improved Season 2 challenge accuracy across Week 1, Week 6, Week 11, “Complete matches in any mode”, “Earn score, counts double in Battle Royale”, the weekly challenge “Earn score, counts double in Battle Royale”, and “Deal damage with Explosives or Incendiaries.” so the in-game presentation now matches the intended design. Corrected an issue where weekly free-to-play challenges and missions tagged with “All Modes” now unlock and track properly for eligible players. Improved Red Bull challenge setup so “In Gauntlet: RB Supermoto, Capture Red Checkpoints as a squad.” uses the correct tag, “Earn Score while driving land vehicles, counts for double if gained in Gauntlet: RB Supermoto” now tracks and doubles correctly, that “Get total airtime in seconds using the ATV, Motorcycle or Light Infantry Vehicle.” now supports all intended Light Transport vehicles, and the F-97 Kestrel now uses its player-facing name instead of a dev-facing one. Improved Weekly Missions “Kill enemies and Revive teammates” so the bonus reward now displays correctly after completion. Updated Assault 1 assignments so the incorrect "OR" category no longer appears. Updated Multiplayer challenge licensing so MP-only OR challenges now display as locked for free-to-play users. Updated the Week 11 challenge “Kills and Assists with Grenades” so kills and assists with Incendiary Grenades now track correctly. UI & HUD: Automatic AA and stationary weapons now display their pickup provider icons more consistently. Corrected Battle Pass pre-purchase inputs so Battle Pass and BF Pro no longer share identical prompts. Corrected BF Pro pricing so pre-purchase now uses the intended payment method instead of BFC. Corrected bundle purchase flow so the Buy Bundle prompt now clears correctly after purchase. Corrected Character Customisation so Character Skins now display correctly. Corrected End of Round presentation so squads now appear with their equipped customisations instead of default skins. Corrected placeholder and unlock-criteria text across several rewards, including Ramming Speed Player Card, Grey Eagle Player Card, the Heat Wave Dog Tag, and the Man and Beast Dog Tag. Corrected Player Card presentation so the default icon no longer appears at End of Round after it has been changed. Corrected store navigation so pressing Escape on the Confirm/Cancel screen no longer sends players back to the Store main screen. Corrected Task Force Vector art presentation so Jensen, Kit, and the Tier 11 character skin now use the correct icon art. Corrected the "Check your comms" prompt in boot flow so it no longer shows duplicate button functionality. Corrected the barrel icon presentation for the Skorpion VZ.61 Corrected the Battle Pass pre-purchase screen so missing prices now display correctly. Corrected the Battle Pass transition from Season 1 to Season 2 so the full Season 2 reward set now displays correctly. Corrected the BF Pro Bonus Path flow so tier advancement now works properly when BF Pro is purchased in the same session. Corrected the BF Pro purchase flow so the celebration screen now plays correctly after purchase. Corrected the BF Pro Season 2 Battle Pass pre-purchase flow so players can now purchase the BF Pro version correctly. Corrected the CZ3A1 Iron Sights icon alignment in the soldier inventory. Corrected the “Death Stalkers” Battle Pass reward flow so missing tiers now appear after purchasing BF Pro. Corrected the display of store-unlocked melee weapons so they no longer appear locked in Loadouts. Corrected the End of Round colour presentation so menu elements now align correctly with the intended art direction. Corrected the Escalation matchmaking footer at End of Round so it now displays Escalation instead of Conquest. Corrected the Featured row so "^Test Tile" no longer appears. Corrected the first-party offer ownership display so owned items now show the correct "Owned" status after purchase. Corrected the menu Home tile telemetry event format. Corrected the Skorpion VZ.61 muzzle attachment placement in the Collection screen. Corrected the Squad Icon Revive Opacity description in HUD settings. Corrected the Store preview flow so cancelling a first-party purchase from a bundle preview now returns the player correctly.f Corrected tutorial alignment when rapidly switching between Loadout and other UM tabs. Corrected weapon icon visibility in the kill feed. Dynamic vehicle prompts no longer remain visible when they should be hidden. Friendly icon colour linking now displays correctly while inside vehicles. Helicopter passive vehicle labels now display correctly. Improved Character Bios and Strix Raiders full-bio naming so squad names and layout now present correctly. Improved charm and cosmetic icon visibility for affected items including Winged Blade, Twilight Threshold, and other impacted rewards. Improved Dog Tag presentation so unintended descriptions no longer appear on affected items. Improved gadget reward icon presentation in the Season 2 Battle Pass so affected rewards now use the correct side profile view. Improved the Battle Pass main screen so pre-purchased items now show a day countdown correctly. Improved the BF Pro Bonus Path presentation so its rewards now appear correctly in the Battle Pass. Improved the bundle ownership flow for Gadget Skins so unlock criteria now update correctly after purchase. Improved the Defibrillator skin icons so the “Corruption” visual no longer appears across them. Improved the EA Connect menu so its elements now display correctly. Improved the first-boot flow so it no longer reappears on later title launches. Improved the first-time boot flow so the User Agreement is no longer shown twice. Improved the free trial mode presentation so the timer displays correctly and tiles no longer appear locked. Improved the keyboard and controller navigation flow for Bulletins. Improved the reflection setup when previewing Battle Pass skins in Path View. Improved the Social screen on Xbox Series X|S and PlayStation 5 with Keyboard and Mouse so the mouse pointer now displays correctly. Improved the Store naming and tagging for several offers, including Apex Predator, Clover Shot, Strix Raiders, Toxin Patrol, War Weaver, Waking Death, and The Night Stalkers. Improved the SU-230 LPVO unlock flow so it no longer appears as "Currently Unavailable" after completing its unlock challenge. Improved the VOIP consent flow. Network warning icons have been sharpened for improved readability. Ping preview icons now display correctly even when the ping prompt is disabled in Options. Player names now show correctly when looking at players, and the ping prompt has been moved higher on screen. Removed the blinking “REVIVE ME” prompt in multiplayer. Restored missing weapon and player-card visuals at End of Round, including player cards, non-local player weapons, and affected challenge tabs. Restored the Black Widow Legendary Gadget Skin icon art. Restored the Character Customisation menu to Loadout. Restored the HTI-MK2 Factory Skin icon art. Restored the IGLA Factory Skin icon art, and restored it to the customisation menu. Single-seat active vehicles no longer appear as spawnable options on the deploy screen. Updated Arabic UI presentation across Bonus Path, Character Bios, Challenges, and Loadout gadget descriptions to reduce overlap, cut-off issues, and line-height conflicts. Updated End of Round squad presentation so similar uniform patches no longer appear across all squad members. Updated the “Midnight Sun” description so it now refers to the correct launcher instead of a shotgun. Updated the 18.5KS-K Ambition Weapon Package so it no longer appears twice in the customisation menu. Updated the CZ3A1 16.2" Extended Barrel presentation in the weapon inventory HUD so it now matches the weapon mesh. Updated the CZ3A1 weapon description so it no longer shows placeholder text. Updated the Psy Gas tooltip in the tutorial so it no longer is described as harmful. Updated the Skorpion VZ.61 weapon description so it no longer shows placeholder text. Updated the” Steel Punch” Epic Weapon Package so its icon art now matches correctly. Updated weapon stickers purchased through the Store so they now refresh correctly in Loadouts. SETTINGS: Added a Deadzones Draw Tool to the Controller Tuning, providing an in-game overlay that visualises the selected controller deadzones to help with tuning. Corrected Campaign settings access so the Game Settings page no longer appears blank when opened through the Campaign tile. Corrected Campaign settings visibility so Multiplayer Front End menus no longer show Campaign-only settings. Corrected Ground Vehicle control naming so the in-game option now matches the intended wording. Corrected graphics presentation so the VRAM meter now appears and behaves correctly in the affected builds. Corrected Input values so the Infantry Mouse slider now shows the intended value after being changed on a fresh account. Corrected Mount Breakout option text so it now reflects the intended behaviour. Corrected System setup wording so the in-game option now matches the intended description. Corrected the Keyboard and Mouse Pilot subsection so it now matches the intended design reference. Corrected the Vibration Settings reset flow so the Reset key now works correctly and the Vibration Settings Preset no longer switches to Custom unexpectedly. Corrected the save flow for settings changed during Campaign missions so they now persist after returning to the menu. Improved the Credits menu so it now appears correctly in Extras during gameplay. Improved the Options menu flow so Back and Escape now return correctly instead of triggering the Quit Game prompt. Improved Single Player settings so Infantry Aim Assist Zoom Snap no longer appears there, and Stick Forward Sprint is now available where intended. Updated motion blur settings so Weapon Motion Blur and World Motion Blur now behave consistently with their menu presentation. PORTAL: Added the Portal Gadget to Battlefield 6 and REDSEC custom experiences. The Portal Gadget is a versatile, equippable tool built for creators designing custom Portal experiences. It gives you the power to trigger tailored gameplay logic at precise moments and locations, putting far more control in your hands and transforming how players interact with your world. Corrected Combat Area setup so Exclusion Zones, Surrounding Combat Areas, and Team assignment now work correctly. Corrected Gas Mask inventory behaviour so it no longer appears when all Gadgets are restricted. Corrected M-COM setup so affected M-COMs in Portal experiences no longer use the wrong explode settings. Corrected vehicle spawner behaviour so the intended vehicles now spawn correctly. Corrected vehicle event behaviour so events now fire correctly for every seat. Corrected Portal bot behaviour so bots now attack and defend capture points correctly. Improved password-protected server joins so players can now join friends’ protected Portal servers correctly. Improved Portal mode availability, with Shell Shocked mode now available again. Updated mod.SetCapturePointOwner() so the function now works correctly. Builder & Web App Corrected GraniteDuo and Escalation Verified modes so placeholder titles and descriptions no longer appear in the Web App. Corrected language selection so UK English, Australian English, and Chinese now display correctly in the Web App drop-down. Corrected Hagental Base setup so "Include Default Spatial Data" is now available, preventing missing HQs. Corrected Primary Weapon restriction behaviour so players no longer become unable to move after deploying. Corrected profanity filtering so non-prohibited words are no longer censored. Corrected the Experience Image button flow so it now works properly after resetting or refreshing an experience. Corrected the Gauntlet Web Builder so the Mission tab is no longer accessible where it should not be. Corrected the MapsItem block in Web App 1.2.1.0 so missing maps now appear correctly. Corrected the Mission Order tab for Verified Gauntlet so it now functions correctly. Corrected the Psy Gas Strike entry in Restrictions so it no longer uses placeholder icon and name. Improved experience creation so importing spatial data no longer prevents experiences from being created. Improved hosting stability for experiences using multiple Granite POIs with specific spatial data. Spatial Editor & Content Corrected Granite Underground so it now uses a dedicated loading screen. Corrected OfficeBuilding_02_B so it now uses the proper mesh in the Spatial Editor. Corrected the Fixed Camera asset so it now matches the in-game camera orientation. Improved Tech Center presentation by removing floating and misaligned assets at the affected location. Stability & Scripting Corrected the Community Concat function so it now behaves as intended. Corrected overload mismatch errors so Emplacement Spawner functions now show the provided parameter list correctly. Improved stability around transform tracker registration. Improved stability around area-check validation. Verified Experiences & Gauntlet Corrected SS26 restrictions so it no longer appears twice in the Restrictions tab. Corrected the Verified Experience start flow so rounds can no longer begin without meeting the intended pre-round player requirement. Corrected the Verified Gauntlet scoreboard so squads joining after the local squad now appear correctly during the match. Improved hosting compatibility so Verified Experiences created on previous patches no longer return an unknown error. AUDIO: Improved sound obstruction on vehicles. Improved support for spatial audio on PS5. Tall grass surfaces now play the correct audio more consistently where appropriate. Tweaked Walla sounds for improved ambience. Minigun audio on the Little Bird has been polished to blend better in the mix, especially from the chase camera perspective, and new interior firing audio has been added. Corrected the Audio Options Voice Chat subsection so it now matches the intended settings design. Corrected the Multiplayer Audio options so "Soldier and Campaign voice lines Volume" no longer appears there. Fixed missing zoom audio while aiming the bomb camera on the F-61V. Improved button audio so selecting Skins or Decals now plays the intended sound. Improved Firing Range target audio so death screams no longer play when targets are "killed". Added new hurt voice reactions when taking damage from the Repair Tool. Reduced repetition on generic impact sounds for the Repair Tool. AI: Enabled bot backfill support in Operations. Extended bot vehicle support across all Multiplayer experiences, maps, and modes. Improved bot behaviour so they can now navigate spaces that require crouched or prone movement. Improved bot steering while navigating corners and hills. Improved bot target prioritisation so they no longer focus on danger pings for too long. Improved air combat behaviour so bots in aircraft engage more often. Improved navigation across Contaminated with multiple pathing updates. Improved navigation near HQ on MP Firestorm so bots no longer become stuck in the cliffs. Updated bot vehicle behaviour so bots can now use the Armoured Transport vehicle. REDSEC PLAYER: Added the new Training Path: Hazmat Breacher for the Assault Class in Battle Royale. Corrected the RGM Second Chance tutorial flow so it now triggers after meeting the intended criteria. Improved the round-end transition in Gauntlet so players no longer become stuck on a black screen after dying out of bounds at the end of the previous round. STRIKE PACKAGES: Added Armour Plates to the Ammo Drop Strike Package. Added a new high-value Strike Package called Armor Drop, which awards a large amount of Armour Plates. Adjusted high-value Strike Package spawn chances to account for the new Armor Drop. Increased the amount of ammo awarded by the Ammo Drop Strike Package. GADGETS: Battle Royale Corrected C4 inventory behaviour so charges are now removed properly even when detonated without using the clacker. Gauntlet Corrected C4 inventory behaviour so it is no longer removed unexpectedly. Corrected initial spawn beacons so they now sit properly on the ground. MAP: Corrected Intel Cache spawning so locations now randomise correctly. Corrected MBT-LAW placement inside the Weapons Cache container. Corrected Shotgun and Grenade loot spawns in the Police Van and Cargo Van so they no longer clip through geometry or float. Corrected the Javelin loot interaction in the Box Truck so it can now be looted consistently from the rear. Improved loot distribution in areas such as Seal and Solar Array. Improved the opening speed of Armory Crates and Airdrop Containers. Improved safe placement at the Lighthouse by moving the affected safe off a destructible surface. Improved access to MRAPV loot by clearing gadgets placed in front of the doors when they open. Updated MRAPV and Safe spawns so they now include 2 Armour Plates instead of 1. Updated REDSEC mode destruction values so plaster, concrete, and other heavy objects now take 2 Sledgehammer hits instead of 4 or more. This change does not affect Multiplayer modes. UI & HUD: Rank-gated loot items, vehicles, and mission objects now display correctly in the ping feed. Battle Royale Added icons to bunker entrances and exits. Updated local killfeed colours so free-to-play squadmates display correctly. Corrected Loot Card weapon zoom information so it now displays as intended. Gauntlet Updated the in-game Gauntlet presentation to better match the Battlefield Labs reference. AUDIO: Improved Spot Ping audio with a more recognisable sound and slightly increased Squad Ping volume. Updated the Commorose audio flow so the menu arrival sound no longer plays when opening it in Battle Royale. PROGRESSION: Reworked XP progression in Battle Royale and Gauntlet to better reward time invested, resulting in a significant increase for the average player with only a slight reduction for the top 1%. Battle Royale Corrected the Class Challenge for completing matches as a class so it now updates correctly without requiring a Battle Royale win. Corrected Weekly Challenge “Deal damage with gadgets, counts double in Battle Royale.” so gadget damage now awards the intended double-value progress. Corrected Weekly Challenge “Spot enemies and earn Spot Assists with Recon gadgets. Counts triple in Battle Royale.” so Battle Royale modes now award the intended triple progression. Corrected Weekly Challenge “Spot enemies and earn Spot Assists with Recon gadgets. Counts triple in Battle Royale.” so spotting with Recon gadgets now awards the intended triple-value progress. Improved End of Round Stats Cinematic weighting so players’ standout performances are highlighted more accurately. Increased the score awarded from kills and damage assists in Battle Royale by 50%. Gauntlet Corrected Weekly Challenge “Capture and Neutralize objectives in Multiplayer or Complete objectives in Gauntlet.” so objective completion now tracks correctly in supported Gauntlet modes. Corrected the Gauntlet Special Forces Operator Challenge 4 progression flow so it now advances after reaching the intended unlock criteria. Updated Weekly Mission “Complete matches in any mode.” so it now appears and tracks correctly in Multiplayer instead of only Gauntlet. 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.1.4KViews2likes11CommentsLatest Fixes and Adjustments - 04/14/2026
Hey all, we have just released an update with the following changes! ✅FIXED: Catalyst's Toxic Empress skin now has the appropriate glow visual effects, in-match Valkyrie's jetpack handles are no longer missing in specific scenarios Fuse's Knuckle Cluster holder is now properly displayed Wattson players will no longer hear Hardlight rebuilding and being destroyed as a result of her tactical/ultimate placement in the ring Game stability improvements on the Switch 2 We are also making the following changes to matchmaking in an effort to provide the best possible match quality for players: 🛠️ADJUSTED: We are increasing maximum queue times slightly for players at the higher end of Ranked and pubs. Our goal is tighter skill bands and more competitive games across the board. For Drop Zone Ranked matches, we will be displaying Ranked tier distribution charts of squads, not individual players consistent with non-Drop Zone lobbies. 📋TESTING: We are testing a 4 hour Ranked map rotation schedule in East Asia for the rest of the split. *We do not recommend changing servers as it will result in much higher ping. @apexlivecomms (Threads)107Views0likes0Comments0.30.5 Patch Notes
Feature Updates Stability You will now teleport to a safe location if you fall through the map. Co-op UI You can now see which members of your party are able to visit Isle of Grom for co-op play. Gestures Added the ability to move while performing the Anarchy Bunny, Murder Bunny, Paddy's Lucky Heels, Soul Train, Spinaroo, Running Man Dance, and Weightless Walk Gestures. Bug Fixes Fixed an issue where double grind glitches were harder to perform. Fixed an issue where contact force wipeouts were not triggering correctly. Fixed an issue where offboard bounce pad boosts sometimes didn’t trigger. Fixed an issue where Hippy Jumps would unintentionally fail to land. Fixed an issue where landing in a Boardslide after a Darkslide was not consistent. Fixed an issue where rolling off the edge of a building would cause you to wipe out. Fixed an issue where you would be stood up automatically after falling in certain situations. Fixed an issue where a dropped skateboard wouldn’t roll down slopes as expected. Fixed an issue where Late flip tricks on flat ground were missing the Late points modifier. Fixed an issue where drop ins would sometimes cause you to runout. Fixed an issue where a character would sometimes get stuck in collision during certain Stunt Challenges. Fixed an issue where Tasks would not progress after rollover until the player opens the Task menu. Fixed an issue where the Big Billboard goal in the Large Barge Own the Lot could not be completed. Fixed an issue where Legacy skate.Pass titles had missing thumbnails. Fixed an issue where Community Park timers were missing the day indicator. Fixed an issue where owned items in a Product Box were not greyed out in the UI. Fixed some instances of an issue where your skateboard’s wheels would spin in the wrong direction. Fixed multiple issues where various UI indicators highlighting new items were not cleared after viewing them.107Views1like0CommentsUpdate 3/18
Hello Holotable Heroes, Here are the updates for today: News Additive Drops Event Inbound! Mystery Event Inbound! Yoda & Chewie shards are now farmable from Light Side Battles (Hard) 9-C. They replace Baze Malbus. Baze Malbus shards are now available in Light Side Battles (Hard) 5-F. Bugs and Adjustments Fixed Storm Trooper Luke Omicron cost Vane should now gain offense properly based on his max health Adjust Smuggler's Run III so that the event is not SHARED13KViews4likes23CommentsBattlefield 6 - Community Update - Nightfall Debrief and What’s Next
Hey everyone, Since launching on March 17, Nightfall has brought a darker, more intense atmosphere to the battlefield, and it’s been great seeing so many of you adapt to its different style of combat while others have been taking the dirt bikes for a ride with some crazy flips and bold landings. We wanted to share some of the key themes we’re seeing so far, as well as looking ahead at what’s planned for Phase 3, Hunter/ Prey. Hagental Base has been a standout addition for many of you. We’ve seen strong feedback around its layout, atmosphere, and how it plays, with particular praise for its visual direction and how it supports close-quarters combat. The Night Vision experience has also been well received, with many of you highlighting how it changes the way you move, communicate, and approach engagements. It’s been great to see squads adapting to the lower-visibility environment and leaning into a more deliberate playstyle. We’ve seen strong interest in experiences like Nightfall sticking around beyond their initial play window. With the next phase of the season, both the VL-7 Smoke and Night Mode will be added to Portal, giving players another way to continue experimenting with these modifiers beyond their featured time frame. We’ll continue evaluating how Limited-Time Modes are received and where they may make sense to return, evolve, or live on in other ways across Battlefield. Hunter/ Prey Hunter/ Prey goes live on April 14 and marks the final phase of Season 2. This update introduces more progression improvements, refines squad communication systems, and makes targeted adjustments to Battle Royale pacing and resource flow. It also restores VL-7 Smoke to Gauntlet as a permanent mission modifier. Progression Updates Progression has been one of the most consistent areas of feedback since launch. Since the start of Season 2, we’ve further streamlined challenges, accelerated Battle Pass progression through XP, added more XP Boost rewards to early Career ranks, moved camo unlocks earlier, reduced all Mastery XP requirements, and introduced a new XP curve that speeds up overall progression. We’ve also made improvements across challenges, tracking, and end-of-round progression to make the experience more reliable. With Hunter/ Prey, we’re continuing that work with additional updates across weapons, vehicles, Career ranks, and REDSEC progression. Vehicle and Weapon Progression You will earn Mastery XP by using weapons or vehicles, along with eliminations. Career Progression XP earn rates across Multiplayer modes will be adjusted slightly to keep progression more consistent between playlists. REDSEC Progression REDSEC modes will reward time spent in matches more heavily, instead of focusing primarily on final placement. Career XP earned in REDSEC will better align with Multiplayer progression pacing. In Battle Royale, kills and damage assists will provide 50% higher scores, resulting in more Weapon XP per match. As always, we will continue to monitor data and feedback as these changes roll out. Ping System Improvements With Hunter/ Prey, we’re addressing several issues that affected spotting and ping reliability across Battle Royale and Multiplayer. Long-range spotting for vehicles and drones should work more consistently, and enemy soldiers will be prioritized more reliably over nearby interactable objects. We’re also resolving issues that affected pings disappearing when pinging from certain vehicles. With Battle Royale specifically, we are improving how certain items respond when pinged and addressing cases where pings would persist incorrectly after equipment changes. That means pings on loot should register more consistently, update properly when items are picked up, and clear correctly when canceled. This includes pings on the big map. These updates are focused on restoring confidence in squad communication and ensuring that when you ping something, it behaves the way you expect, whether you are marking from a vehicle, marking a route forward, highlighting loot, or calling attention to an objective your squad needs to secure. We’re continuing to evaluate how the ping system performs across the wider game. Communication is core to Battlefield squad play, and we’ll keep refining clarity, responsiveness, and consistency beyond this update. REDSEC Changes Battle Royale We’re improving early and mid-game flow based on feedback, with the intention to reduce downtime, improve pacing, and encourage more dynamic and balanced gameplay. Ammo Drops will contain increased ammunition quantities and include armor plates. MRAPVs and Safes will also provide additional armor plates in place of grenades. We’re also introducing a new Armor Drop Strike Package. When deployed, it provides 12 armor plate pickups, each one granting 2 plates, for a total of 24. This gives squads another strategic option when preparing for extended engagements. Chest opening animations are being sped up slightly to help maintain looting momentum. We’ll be monitoring how this feels in live matches and may adjust further based on feedback. We are also bringing the Traverser Mark 2, also known as the Armored Transport, back to Battle Royale in the next update, but with its weapons removed. We saw the impact its armor and turret could have on match flow, and this change is intended to bring it back in a way that better fits the mode. Additionally, for Battle Royale only, the Sledgehammer’s damage against destructible walls and objects has been increased. If you prefer to create your own entry points rather than use the front door, you’ll now have more freedom to reshape the environment. Gauntlet The VL-7 Smoke will return as a permanent mission modifier within Gauntlet, appearing randomly across select combat areas and enabling gas masks as part of the tactical layer. While it is currently disabled during Nightfall to align with the mode’s theme, it will return with Hunter/ Prey. During Nightfall, we also released a Limited-Time Mode called Gauntlet: Nightfall. This mode features six teams of three fighting through three rounds - Vendetta, Contract, and Heist - set in a dark, NVG-enabled version of Hagental Base. This variant emphasizes visibility management, coordination, and controlled aggression in low-light combat. During Season 1, you’ve joined over 190 million Gauntlet matches. Along the way, you confirmed over 9.2 million Vendetta kills, detonated more than 13.8 million Wreckage bombs, completed over 23.3 million Decryption calibrations, and stole more than 2.25 million Heist cases. Whether you are dropping into Gauntlet for the first time or already know your way through its challenges, we cannot wait to see you keep pushing your skills even further. Battle Royale Solos Testing Over the weekend of March 6th through 9th, we ran a limited-time Battle Royale Solos test within Battlefield Labs in the live game. Our goal was simple: get Solos into players’ hands, observe how matches play at scale, and gather real feedback on pacing, class dynamics, vehicles, and overall match feel. Solos has been one of the most requested ways to play Battle Royale, and this test made it clear that many of you still see it as your preferred way to jump into a match, especially when friends are not online. We also saw strong feedback that this mode helped players learn at their own pace without the ups and downs of being teamed up with randoms. During the test, we were able to collect valuable and specific feedback across several areas. The most commonly discussed points raised by our players were Recon pressure, vehicle impact, and pacing. Recon tools, particularly drones, were frequently mentioned as being highly valuable due to their strong situational awareness. We observed a large number of players choosing the Recon class during the test, making it a clear meta choice. We will be reviewing how class balance and gadget behavior affect solo play specifically. Vehicles also generated mixed feedback from the weekend, especially combat vehicles. Some players enjoyed the added chaos they introduced, while others felt they could swing fights too heavily when there isn’t a squad available to coordinate counters. We’re continuing to evaluate the role of combat vehicles in Solos specifically, including how they influence fairness, counterplay, and overall match flow. We will share information as that work continues. We also saw how Solos naturally changed how players approach engagements and movement throughout a match. Without the additional support from squadmates, decision-making became more independent, and pacing evolved differently across each phase of the game. We’re reviewing how systems such as player count, early match flow, and circle behavior shape that experience, and how we can best support a variety of playstyles. Beyond those topics, we’re also exploring how broader systems interact in Solos mode. This includes reviewing how mission rewards and progression incentives influence player behavior and how resource availability impacts decision-making throughout different phases of the game. Battlefield Labs continues to be an important tool for us to experiment with ideas like these and gather feedback before making larger changes. We’re continuing to evaluate the areas highlighted during this test, make adjustments where needed, and use those learnings to help determine when Battle Royale Solos returns. Portal Today, we’re excited to share a brand-new update to Portal, available on April 14th with the Hunter/ Prey update. Introducing Portal Gadget for Battlefield 6 and REDSEC custom experiences. Portal Gadget is a versatile, equippable tool built for creators designing custom Portal experiences. It gives you the power to trigger tailored gameplay logic at precise moments and locations, putting far more control in your hands and transforming how players interact with your world. Until now, there hasn’t been an intuitive way for players to activate custom logic whenever they choose. There’s no true “Portal button,” and most inputs are already tied to core gameplay or limited to specific contexts. This has led creators to rely on fixed Interact Points, force players into specific locations, or use clunky workarounds like “crouch to confirm,” a solution that’s been all too common in 2042. Portal Gadget changes that. Designed specifically for Portal, the gadget can be added to a player’s inventory via script, giving creators full control over when and how it’s introduced. Players equip it just like any standard gadget, but instead of performing a traditional in-game action, it becomes a powerful trigger for custom events. With TypeScript, creators can spawn or equip the gadget, bind custom gameplay scripts to its inputs and events, and activate those behaviors seamlessly during gameplay. Behind the scenes, it connects directly to your Portal Experience Logic Script, allowing you to define exactly what happens when and where it’s used. No more workarounds. No more compromises. Portal Gadget unlocks more intentional, responsive interactions, making it easier than ever to build dynamic, immersive experiences that behave exactly how you want them to. As a quick reminder, be sure to check out the attached README and PortalGadgetExample in the SDK when the Portal Gadget is released. It covers everything you need to get started, including available events, how to grant the gadget, and other technical details. Community Highlights Battlefield Portal continues to be one of the most active spaces for new experiences across Battlefield 6, with a growing mix of community-made creations and featured events. There are more ways to jump in and play than ever before, and we wanted to highlight a few of the experiences available now. Jungle Breach Breakthrough Created by: mfnboomstick Experience Code: ZP54S Battle through a dense jungle canyon near an outdated section of the U.S. border wall, where tight lanes, layered cover, and constant close-quarters pressure turn every push into a hard-fought advance. Jungle Breach Conquest Created by: mfnboomstick Experience Code: ZKVRR Fight for control of key objectives near an overgrown and under-patrolled section of border wall, where the U.S. military and Pax Armata clash across a battlefield that mixes dense terrain with exposed contested ground. Winter Offensive - Conquest Created by: andy6170 Experience Code: ZSEKG Step into a snow-covered version of Conquest with Winter Offensive, a custom experience that brings frosted battlefields, colder conditions, and a different visual atmosphere to large-scale warfare. Fort Lyndon Conquest Created by: kurtinthegrind, andy6170, and Byarlant Experience Code: ZD7HY Take on a large-scale Conquest battle across Fort Lyndon, featuring vehicles, urban fighting, air combat, and naval engagements spread across multiple parts of the map. This experience is available to all players, including those who only have Battlefield REDSEC. BattleGolf Created by: Nodone_00 Experience Code: ZT9HB Trade the battlefield for the fairway in BattleGolf, a playful Portal experience where up to four players can grab their clubs, line up their shots, and take on the course in a completely different kind of competition. Keep the Feedback Coming Thank you for continuing to share your feedback, clips, reports and discussions with us. Whether you’ve been jumping into Nightfall, taking part in Battlefield Labs, or diving into REDSEC, your input continues to help shape how we move forward. We’re continuing to look ahead at what’s next beyond this season, including the arrival of Golmud Railway. We’ve also been testing vehicle control updates and broader vehicle improvements in Battlefield Labs, and early signs suggest they’re steering in the right direction. We’re looking forward to sharing more on both in a future update. If you have any bugs to report, please share them on our EA forums. You can also join the conversation and connect with us on the Battlefield Discord, and find additional information, guides, and seasonal stat reports on our website. See you on the Battlefield. //The Battlefield Team 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.160Views1like2Comments