Battlefield 2042 - Known Issues
Follow this page for Known Issues and workarounds we are currently tracking for Battlefield 2042. How do I report a bug or issue? Check the Known Issues list below just in case we are already tracking it, while this list may not be the definitive full list, we will keep it updated. If the issue isn't reported below, please visit our Battlefield 2042 bug report section to report it. If you've experienced an account-related issue, please get in touch with us via EA Help. Note: we will continue updating this thread so you know where to go in case you come across an issue. We'll also keep you updated via @BattlefieldComm - be sure to follow this account on Twitter to always stay in the know. Live Service Alerts Anti-Cheat Error: We are seeing some of you being removed from a match with an Anti-Cheat error message. This may be due to having an out-of-date Easy Anticheat Install. Repairing your game installation on PC will resolve this issue. The details listed in this article 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. NO WEAPON, MILITARY VEHICLE OR GEAR MANUFACTURER IS AFFILIATED WITH OR HAS SPONSORED OR ENDORSED THIS GAME405KViews293likes0CommentsBattlefield Briefing: Development Update, May 2022
If you'd like to join the discussion on this update, please go here. Hey Folks - Over the past few months, we've shared some of the key areas of focus for Battlefield™ 2042. Through our Core Feedback Loop, we've also shown off some of the work we've been doing on those areas. As we’ve been working to get Season 1 into your hands, it’s been a while since we provided you with a better overview of where we are with that work, and the changes and improvements that you can expect to see coming to the game throughout the year. To bring you in on what we’ve been working on I recently sat down with Senior Producer Ryan McArthur, and Creative Director for Battlefield 2042, Lars Gustavsson to talk about the improvements we’re bringing to the game and maybe even give a hint about all the new content and improvements that’s coming down the pipe. Have a watch below, and see for yourself where we’re at as we approach the release of Season 1 next month. What we are focusing on Ahead of the start of our first Season, we have focused on addressing the core issues with our game. It's been essential for us to ensure that as much of the experience that we shipped with is in as best a shape as possible before we started to deliver all new content. We know that this has been a frustrating, and lengthy time getting from there to here, and while we have more to do, we're encouraged that many of you are having a better experience with the game. Ahead of new content arriving in the game, we wanted to assure you that there are still four key focus areas for us right now: Maps Experiences & Modes Core Gameplay New Content These encompass some pretty big areas of our game and have plenty of nuanced changes and additions built within them. In the video above, you get to hear directly from Ryan and Lars on where we are today with our work, but if you’re looking for a recap, here’s a breakdown of what you can expect to see updated and changed in the game over the next several months. Maps In this focus area, we’re not just looking at the new maps that we’re planning to bring throughout our upcoming Seasons, but also the improvements that we want to bring to our existing playspaces. We know that our maps play best when the space is being well utilized, and when you feel that you have a good understanding of not only where to go next in our maps, but also the safest ways to traverse that distance. We’ve seen from your feedback that you are enjoying our maps in 128 players on Conquest, but that when it comes to other experiences, we shouldn’t stick so rigidly to those rules. When the first of our new maps arrives in Season 1, we hope you’ll feel that these changes help to create a more fun and tactical experience, and we’re looking forward to you experiencing these changes for yourself next month. We’re also looking to ensure that where we need to, we’re able to bring some of our launch maps up to our revised standard of quality, focusing first on the reintroduction of Kaleidoscope. As shared in our Core Feedback loop last month, we’ve revised the playspace to add more cover, creating new flag positions, and improved the flow across the whole map. Cover has been added not only with the placement of new assets, but also in the raising of terrain to help break sightlines and let infantry move more purposefully around the map. Most importantly, these new assets bring more tactical destruction which help to ensure that the map evolves throughout the duration of each round, and provide both Attackers and Defenders with new options when playing in key areas. We’ve also introduced new areas onto the map, adding a Forward Operating Base into the park, with a second command post added close to the Tower. The Data Center has similarly received multiple passes from the teams to help ensure that there are more cover points, and new war torn looks to certain areas that help make the map more faithful to 2042’s setting. Our work on Renewal is also progressing well, adhering to these same quality improvements. Now scheduled to release some time after Season 1, the changes will help improve much of the infantry experience on the map, helping to eliminate playspaces that stretched the gameplay into quieter spaces (removing sectors A and E from the map), and focusing the action through the map's center. The Solar Station has been revised to include much more cover, new concrete barriers, sandbags, and assets that help to give the space a more occupied and entrenched feeling. The terrain connecting from here to the Security Checkpoint in the center of the map has been raised and modified to provide better cover for players, with a simplification of the layout taking place at the substation to help eliminate the numerous possible angles of attack. Connecting the Security Checkpoint to the Synseco Buildings, there’s now plenty of cover helping to link the playspaces, with the Synseco Buildings themselves featuring more internal points of cover that help to improve our standards of Close Quarters Combat. Experiences and Modes Connecting to the improvements that we’re making to our playspaces, we’ve spent our time over these last few months reviewing the experiences we provide with our game modes and challenged ourselves to ensure that we’re improving the quality of gameplay here too. Here we have two big focuses - the variety and depth of what you play, and the available options of what you can play. As you’ve now experienced in our recent 0.4.1 Update - we have unshackled ourselves from 128 Player Game Modes when it comes to how we develop new modes in our game, and also in the play spaces we use in our maps. 128 Players won’t be going anywhere, we know it's great for some of our experiences. For players on Xbox Series X|S, PlayStation 5, and PC, we’ll continue to optimize our Conquest experiences around large player counts, but as we’ve done recently with Breakthrough, we’ve made the decision to keep this mode as a more tactical experience, better suited to 64 players. Conquest experiences will at times feature less Sectors and Capture points as we introduce new content, and update some of our existing content. This is a change that helps us to better control the flow and pacing of combat, making sure that you’re spending more time engaging on the flags, and less time checking your phone while you wait for the capture to confirm. In Breakthrough, the decision that moves us to 64 players universally, helps us to build more focused frontlines for the engagement, and the reduction in player count ensures that squads which look to work more tactically find more opportunities, and less chaotic resistance in the flanks. We’re also looking to expand and bring our official modes together to include Rush, our 32 Player focused experience during Season 1. We’ll have more to share about that when we reveal the Season next month, but we wanted to let you know to expect this expansion to All-Out Warfare, alongside core improvements to the Rush experience following its initial outings via Battlefield Portal. Speaking of which, starting in Season 1, you’ll see more of our existing Battlefield Portal maps joining the rotations in All-Out Warfare to help bring more variety to our Core Modes. One final piece of news for you to take away from today’s video - we’re winding down future development on Hazard Zone. All of us on the team had great ambition and high hopes for this new Battlefield experience throughout our development, but we’re the first to hold our hands up and acknowledge that it hasn’t found the right home in Battlefield 2042 and that we’ll benefit greatly from letting our focus and energy stay on the modes we see you engaging most with. Hazard Zone will stay as part of the experience, we’re not switching it off, but beyond addressing critical errors and odd behaviors that may appear in the future, we’re no longer actively developing new experiences or content for the mode, and you’ll find that maps that we release across our seasons will not be supported in Hazard Zone. Core Gameplay Let’s talk about Specialists. We know this is one of the main topics discussed across Battlefield Communities, and it’s an important priority for us too. In terms of what you can expect to see on this topic, we are actively working to update the style and tone that our Specialists bring to the experience. We’ve started art passes on our Specialists that help to better reflect what we feel their place to be in the world, making them feel grittier, and closer to the more serious tone that we want to come across in our narrative. We’re also in the process of updating the voice lines that you hear from the Specialists, removing ones that we know break your immersion and connection to our characters, and will ensure that cosmetic options you’ll encounter in the future provide you with more grounded and more military-themed content. On the gameplay side of Specialists, we’re still exploring bigger changes to their design and don’t want to commit into temporary decisions while this work is still ongoing. We are continuing to make regular balance changes, such as the recent nerf to Boris’ turret in 0.4.1, and the light overhaul made to Rao’s passive behavior in 0.4.0 just last month. We will continue to help ensure the experience you have with the Specialists is well balanced and able to provide good variety to the gameplay, but we don’t want to rush into any new directions until we’re 100% satisfied that what we do next is the right thing to do. How Specialists fit into the game today can be improved. We’re sensitive to, and grateful for the feedback that we have received so far from all of you, but we recognise that making a sweeping change to Specialists would cause significant delays to our development, more so than we already have in our work to improve the experience ahead of the start of our Seasons. We do intent to make changes, but want to ensure they do not impact the other improvements, fixes and content that we’re bringing to the game. There are initial ideas that we have, and when we’re on sturdier ground with the vision we have for the Core Gameplay of Specialists, we will come to you to share those ideas and solicit that feedback. The Core Feedback Loop for Specialists will come later than planned, but we invite you to continue sharing your thoughts around improvements that we can make here. We’re not walking away from Specialists, they’re a key part of the Battlefield 2042 experience, and we just want to make sure that we get this right. Elsewhere in Core Gameplay improvements, we’re looking to bring new 3rd person animation modeling to the game, giving much better readability to body motion and helping you to better react to enemy movement. With Gunplay, you’ve already seen us bring improvements to our Weapon Attachments in Update 0.4.0. We’re going to continue balancing our weapons to ensure that they each have a unique application within the sandbox, and we’re working on changes to Visual Recoil to help improve the experience of firing our weapons. Beyond this, we have new weapons and gadgets coming with each Season, and we’ve started work on a new initiative that will see us further add to our pool of Weapons and Gadgets, by introducing some of our Classic eral arsenal into the All-Out Warfare experiences. This isn’t a simple or fast change, it’ll take us some time to do. We need to ensure that these weapons are mapped properly to progression, that they’re appropriately balanced to the 2042 model of gunplay, and that they’re supported with appropriate mastery and cosmetics, but we’ve started work on this and we’ll have more to share further down the road. On the Teamplay and Social side of our Core Gameplay loops, we’re making UI improvements during Season 1 that help enable better readability across our systems that let you understand where your friends are playing, finding new modes to play, and understanding what to expect when you jump in. And finally on Performance, we’re continuing to ensure that the game is living up to your expectations of a technically sound experience that performs at the framerates you expect from your hardware. We took a big step towards addressing that with our Minimum Spec players in our 0.4.0 update, and there were positive knock on effects across the board that helped to see many players gain better CPU utilization, improved latency on input, and a smoother experience with less hitching than seen at launch. This is work that we continue to iterate on, and work to find new improvements for, with more for us to do throughout Season 1. New Content Season 1 will launch next month, and will mark the start of a year of new content coming to the game. Four Seasons, four New Specialists, new maps, and new weapons and gadgets that help to expand the sandbox. We’re bringing a Battle Pass to Battlefield for the first time that will give players the chance to earn new gameplay items, all of which are on our free tiers, and new cosmetic items across both the free and premium tiers. Next month with the release of Season 1 we’ll see a big update that will not only bring this new content to the game, but also deliver new Quality of Life enhancements, fixes, and improvements that demonstrate our continued commitment to Battlefield 2042 and our mission of restoring the trust that many of you feel was hurt when we launched back in November of last year. All of us on the team are thankful by your feedback following the release of 0.4.0 update, which allowed us to make swift changes via a Hotfix the following day to address stuttering issues, and incorrect Ticket Counts for our Breakthrough 64P layouts. We are pleased that we now have the opportunity to show you even more of our hard work with the start of Season 1. Internally we’ve enjoyed playing its content for longer than we planned to, but we’re keen to maintain the right cadence of our updates from here, both for new content, and game improvements. To see more of the changes, check out the video linked at the top of this article if you haven’t already and stay tuned to us here on the Battlefield Website, our Social Channels, and the Battlefield Discord. Next month we’ll publish our complete Season 1 Update Notes, and return with a new video where I’ll be joined by members of the Battlefield development team to talk about Season 1, and to look ahead to more of the changes that we’re making to the game. Until then, thank you for giving us the time to play the objective <3 Freeman // @PartWelsh Community Lead, Battlefield 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. If you'd like to join the discussion on this update, please go here.152KViews63likes0CommentsKit Reveal: I love Marrok and Roll
UNIT NAME: Marrok ALIGNMENT: Dark Side CATEGORIES: Support, Inquisitorius, Mercenary, Unaligned Force User ------ Key Attributes: Mercenary and Inquisitorius Support character, designed to work with both squads (with a heavy emphasis on Mercenary). The Omicron greatly helps Inquisitors beat the Third Sister shard mission in the Rise of the Empire Territory Battle. They are the Final piece of the kernel for the Baylan Skoll Mercenary squad. Marrok benefits from more stacks of Soldier of Fortune in multiple ways such as his Special inflicting Ability Block, reducing enemy Offense when attacking out of turn, or applying additional stacks of Purge and Expose on all enemies. Inspiration: Marrok, as seen in Ahsoka, was a mysterious and interesting figure who worked with Baylan Skoll and Shin Hati for the Great Mothers to liberate Grand Admiral Thrawn. While the look of the character is based on his appearance on the Ahsoka show, his abilities will also synergize with Inquisitors. We only ever see him fight in the Ahsoka-timeframe so animations and ability names will be inspired from that appearance. We all loved the Marrok’s spinning lightsaber move in the show, so made sure to give the character some love by including it in the kit. Strategy Tips: Marrok is part of Baylan Skill’s Mercenary squad which relies on gaining stacks of Soldier of Fortune. With his unique ability, Marrok enables his mercenary allies to apply Purge on enemies and he himself gains stacks of Soldier of Fortune on return. Since he also interacts with Purge on enemies, he can be a valuable part of an Inquisitorius squad as well. If Marrok consumes max stacks of Purge using Desperate Getaway the cooldown is reset, so prioritizing the right target is vital FAQ: How do I acquire Marrok? Marrok’s Marquee event begins on October 3rd at 11am Pacific in-game. Which characters are required for the Marrok event? Shin Hati will be required to enter into the Marrok event from tier 2 onwards. She can be at any investment for Tiers 1 through 6. Both characters need to be Relic 5 for the final tier. Is Marrok required for GL Ahsoka? Nope Is Marrok required for Baylan Skoll? Yep (Relic 7) How does Marrok fit in the Inquisitorius squad? Marrok’s ability to dispel debuffs on Inquisitorius ally on consuming Purge is a very helpful ability that happens quite frequently. From the Marrok Designer: CG_Guardian: Designing Marrok was very interesting and exciting. From his first appearance in the show, I was very intrigued by him because of his mysterious design. The way he spins his lightsaber, the way he duels with Ahsoka and the way he disappears with green smoke when defeated; all of them were very cool and interesting. One of the fun challenges in designing Marrok was how to make him fit with both Inquisitors and Mercenary squads. We wanted Marrok to have benefits based on Purge as well as the new status effect - Soldier of Fortune. Since his primary team is supposed to be the Mercenaries, we ultimately decided to bring Purge in the Mercenary squad. Although Purge is not directly advantageous to some of the other Mercenary allies, applying Purge on enemies gives Soldier of Fortune stacks to Marrok and that gives out benefits to the squad. Q/A Link: Click me ------ ABILITIES: BASIC: Spinning Slash Final Text: Deal Special damage to the target enemy. If the enemy had a stack of Purge, inflict Tenacity Down for 1 turn. If it's Marrok's turn, all Mercenary allies gain Defense Up for 1 turn, otherwise inflict 3 stacks of Purge on the target enemy. SPECIAL 1: Desperate Getaway (Cooldown 4) Final Text: Deal Special damage to all enemies and deal an additional instance of damage to the target enemy. Expose target enemy for 1 turn. If Marrok has 20 or more stacks of Soldier of Fortune, inflict Ability Block on all enemies with Purge for 1 turn. Consume all stacks of Purge on the target enemy. If 6 stacks were consumed this way, reset this ability's cooldown. For each stack of Purge consumed, grant Advantage to a random Mercenary ally who doesn't have it for 2 turns. UNIQUE 1: Masked Hunter (Zeta, Omicron) Final Text: At the start of battle, Marrok gains 30% Max Health and Max Protection, and 50% Potency. At the start of his turn, Marrok inflicts Defense Down for 1 turn on a random enemy with Purge, which can't be evaded or resisted. Whenever another Mercenary ally uses a Special ability, Marrok will assist. Whenever Marrok scores a critical hit, all Mercenary allies gain 5% Offense (stacking, max 100%) until the end of the encounter. Whenever an enemy resists a debuff from a Mercenary ally, all Mercenary allies gain 10% Turn Meter. Whenever another Mercenary ally uses an ability on their turn, inflict a stack of Purge on the target enemy which can't be resisted. Whenever a Mercenary ally reaches 20% Health for the first time, they gain Damage Immunity for 1 turn. While Marrok has 20 or more stacks of Soldier of Fortune, whenever he attacks out of turn, reduce the Offense of the target enemy by 20% until the end of their next turn. If Marrok has 40 or more stacks of Soldier of Fortune, whenever he attacks out of turn, apply additional 3 stacks of Purge on all enemies and using Desperate Getaway will Expose all enemies for 2 turns. While in Territory Battles: At the start of battle, Marrok gains 2 stacks of Soldier of Fortune for each enemy. If Marrok is present, enemies can't be revived. All Inquisitorious allies are immune to percent based Health damage. While an enemy has Purge, they can't recover Health and Protection, and Inquisitorious allies attacks deal additional True damage. UNIQUE 2: Soldier of Fortune - Marrok Final Text: At the start of battle, Marrok gains 1 stack of Soldier of Fortune per Jedi or Light Side Unaligned Force User enemy. At the start of each Mercenary ally's turn, they gain 2% Defense Penetration for each stack of Soldier of Fortune they have until the end of their turn. Marrok gains a stack of Soldier of Fortune for each stack of Purge inflicted by another Mercenary ally. Marrok loses 3 stacks of Soldier of Fortune whenever he uses Desperate Getaway. Every time a Mercenary ally gains a stack of Soldier of Fortune, they recover 5% Health and Protection. UNIQUE 3: Patience Final Text: At the start of battle, if all allies (minimum 3) are Inquisitorius, this character gains 20% Max Health, Max Protection, and Potency. Dispel debuffs from a random Inquisitorius ally whenever a stack of Purge is consumed or dispelled by any Inquisitorius ally. Whenever an enemy damages this character with an attack while attacking out of turn, that enemy gains a stack of Purge (max 6), which can't be evaded or resisted. Whenever Purge is consumed or dispelled on an enemy, this character gains 3% Turn Meter.101KViews10likes8CommentsBattlefield 2042 - Dark Protocol, Killswitch: Geist Forge Update
We hope you’ve been enjoying Dark Protocol, Battlefield 2042’s new Limited Time Event that’s available for play until November 14. Based on combat data received over the first two days of Dark Protocol, AOS, the Boreas artificial intelligence, has issued itself a firmware update to all Geist Forges to increase their lethality. That means that through your feedback and gameplay we’re dialing up the spook factor with several gameplay improvements that are active immediately to our ongoing Limited Time Mode, Killswitch, and the gameplay behavior of Geists. //The Battlefield Team Stay Informed Follow us on the @BattlefieldComm Twitter account to stay informed on the roll out of our updates. You can also follow along with our tracking of Known Issues. Changelog Geists Geist survivability has been increased, with Damage Taken per bullet reduced from 0.33 -> 0.3. Geist Stun Behavior has been minimized, Stun Behavior refers to the actions they take once they have received substantial damage within a short period of time. Previously, Geists would be stunned when receiving 15% of total health loss in under 1.5 seconds. This will now occur at 50% of total health loss in under 0.5 seconds. Dev Comment: We’ve seen your comments that it was sometimes unclear why Geists would stop moving during combat. Their gameplay behavior as Synthetic Soldiers was intended to have them remain stunned when dealt considerable damage during a short period of time. However, this gameplay behavior didn’t always lead to fun engagements so we are reducing this effect. Forges Forges now spawn 12 Geists per wave, increased from 9. Spawn time between waves has been increased from 15 seconds to 17.5 seconds. The maximum number of Geists available in-game simultaneously has been reduced from 40 to 30. Dev Comment: This adjustment takes into account their increased effectiveness and the potential of Geists lasting longer during encounters. 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.69KViews2likes18CommentsEA SPORTS™ WRC - Version 1.2.0 Patch Notes
The latest update for EA SPORTS™ WRC is available to download from November 8, 11:00 UTC, and includes several improvements and bug fixes across many areas of the game. For a full summary of the update, check out the patch notes below. New Feature Added support for User Datagram Protocol (UDP) on PC. Please visit this link for further information and documentation. Key Fixes Added support for Unreal PSO Caching (shader pre-compiling) to address and reduce the amount of shader stuttering experienced on PC. Made several improvements to framerate in key areas of gameplay on all platforms. Made a number of graphical fixes and improvements across the game on all platforms. Resolved multiple issues that would cause the game to crash or soft lock during gameplay on all platforms. EA SPORTS™ WRC can now be launched on Steam Deck. Accessibility Made a number of Speech to Text fixes across the game. Animation Resolved an issue where the co-driver was t-posing in the Ford Escort RS Cosworth. Resolved an issue where in the Ford Fiesta WRC 2019 the driver would pull the handbrake instead of the paddles to shift gears. Audio Improved the doppler pitch speed shifting in replays. Made a number of corrections to voiceover across the game. Made several minor audio adjustments and improvements across the game. Boot Flow Game should no longer boot in Full-Screen Mode when Windowed Mode is selected on EA App. Builder Made a number of User Interface improvements to Builder. Made a number of minor adjustments to Builder. Career Made a number of corrections to voiceovers within Career. Made a number of text tweaks in Career. Resolved a number of User Interface issues in Career. Cars Resolved a number of vehicle art and model issues with the Alpine Renault A110 1600 S. Resolved a number of vehicle art and model issues with the Ford Puma Rally1 HYBRID. Resolved a number of vehicle art and model issues with the Ford RS200. Resolved a number of vehicle art and model issues with the Ford Sierra Cosworth RS500. Resolved a number of vehicle art and model issues with the Lancia Stratos. Resolved a number of vehicle art and model issues with the Peugeot 205 T16 Evo 2. Resolved a number of vehicle art and model issues with the Peugeot 309 GTI. Resolved a number of vehicle art and model issues with the SEAT Córdoba WRC. Resolved a number of vehicle art and model issues with the SEAT Ibiza Kit Car. Resolved a number of vehicle art and model issues with the ŠKODA Fabia Rally2 Evo. Resolved a number of vehicle art and model issues with the SUBARU Impreza 1995. Resolved a number of vehicle art and model issues with the SUBARU Impreza 1998. Resolved a number of vehicle art and model issues with the Toyota GR Yaris Rally1 HYBRID. Resolved a number of vehicle art and model issues with the Volkswagen Golf GTI. Resolved a number of vehicle art and model issues with the Volkswagen Polo 2017. Made improvements to vehicle damage on the Mitsubishi Lancer Evolution X. Made improvements to vehicle damage on the ŠKODA Fabia Rally2 Evo. Made a number of lighting improvements to the Mitsubishi Lancer Evolution X. Made a number of lighting improvements to the SUBARU Impreza 1995. Made a number of lighting improvements to the SUBARU Impreza 1998. Made a number of physics fixes to the Lancia Delta S4. Made a number of hybrid regen calibration fixes to the Ford Puma Rally1 HYBRID. Made a number of hybrid regen calibration fixes to the Hyundai i20 Rally1 HYBRID. Made a number of hybrid regen calibration fixes to the Toyota GR Yaris Rally1 HYBRID. Fixed a number of HUD and dashboard issues on the Alpine Renault A110 1600 S. Fixed a number of HUD and dashboard issues on the Audi Sport quattro S1 (E2). Fixed a number of HUD and dashboard issues on the BMW M1 Procar Rally. Fixed a number of HUD and dashboard issues on the Citroën Saxo Super 1600. Fixed a number of HUD and dashboard issues on the Ford Escort Mk 6 Maxi. Fixed a number of HUD and dashboard issues on the Ford Escort MK2 McRae Motorsport. Fixed a number of HUD and dashboard issues on the Ford Escort RS Cosworth. Fixed a number of HUD and dashboard issues on the Ford RS200. Fixed a number of HUD and dashboard issues on the Lancia Fulvia HF. Fixed a number of HUD and dashboard issues on the Lancia Stratos. Fixed a number of HUD and dashboard issues on the MG Metro 6R4. Fixed a number of HUD and dashboard issues on the Mitsubishi Lancer Evolution X. Fixed a number of HUD and dashboard issues on the Porsche 911 SC RS. Fixed a number of HUD and dashboard issues on the Volkswagen Golf GTI. Championship Mode Made a number of text tweaks across Championship Mode. Resolved a number of User Interface issues across Championship Mode. Clubs Made a number of stability and performance improvements across Clubs. Resolved a number of User Interface issues across Clubs. Co-Driver Made a number of fixes to specific co-driver calls at Portugal - Baião. Made a number of fixes to specific co-driver calls at Japan - Lake Mikawa. Made a number of fixes to specific co-driver calls at Japan - Nenoue Plateau. Made a number of fixes to specific co-driver calls at Iberia - Santes Creus. Made a number of fixes to specific co-driver calls at Sardinia - Rena Majore. Made a number of fixes to specific co-driver calls at Sweden - Vargasen. Input Devices Added support for User Datagram protocol (UDP) on PC. Added handbrake axis binding for the Logitech Pro. Added throttle and brake vibration functionality to Fanatec pedals on PlayStation and PC. Made some balancing changes to pedal and wheelbase vibration for a more consistent experience. Made a number of fixes to button bindings. Added a warning message for when a player resets bindings due to an actionmap update. Livery Editor Fixed a number of issues with specific decals. Made a number of usability improvements to the livery editor. Added ability to paint the window strip on the MINI Cooper S. Fixed an issue where decals could not be correctly placed on the rear of Junior WRC cars. Fixed an issue where Builder Cars could not have paintable mirrors. Fixed an issue where decals applied to the rear bodywork Style #2 and Style #5 on Builder would not apply correctly. Fixed an issue where inputting a long name for a livery file would overflow the available on-screen space. Resolved an issue regarding empty pop-ups while using the livery editor. Improved transition effect that occurs when exiting the Paint Hub menu. Improved transition effect that occurs when saving liveries. Made a number of stability and performance improvements to the livery editor. Resolved a number of User Interface issues with the livery editor. Localisation Made a number of localisation corrections across the game. Locations Made a number of collision fixes to various locations and stages. Made a number of stability fixes to various locations and stages. Made a number of visual improvements to various locations and stages. Made a number of performance improvements to various locations and stages. Made a number of gameplay improvements to various locations and stages. Moments Made a number of gameplay fixes to The Flying Finn of Monte-Carlo. Made a number of gameplay fixes to The Successor. Made a number of gameplay fixes to First Hybrid Win. Made a number of stability improvements to Moments. Resolved a number of User Interface issues with Moments. Options & Settings Corrected a number of User Interface errors within the Options & Settings menus. Made a number of User Interface improvements within the Options & Settings menus. Quick Play Made several stability and performance improvements to Quick Play Solo. Made several stability and performance improvements to Quick Play Multiplayer. Made a number of User Interface improvements to Quick Play Solo. Made a number of User Interface improvements to Quick Play Multiplayer. Made a number of collision fixes in Quick Play Solo. Implemented several network and connectivity improvements to Quick Play Multiplayer. Rally School Made several stability and performance improvements to Rally School lessons. Made a number of User Interface improvements to Rally School lessons. Resolved an issue where interrupting the starting countdown would cancel out the instructor’s voiceover. Made improvements to the gravel zone detection on Rally School Lesson 3 (Gravel). Fixed an issue that occurred after several restarts of Rally School Lesson 3 (Gravel). Fixed an issue with the handbrake restriction on Rally School Lesson 6 (Gravel). Fixed an issue with the handbrake detection on Rally School Lesson 9. Regularity Rally Made a number of stability improvements to Regularity Rally. Made a number of gameplay improvements to Regularity Rally. Replays Made a number of visual improvements to replays. Made a number of stability improvements to replays. Fixed an issue where the driver would not appear during replays. Fixed an issue where collision effects would constantly be re-played during replays. Added the ability to change camera angle when a replay is paused. Smoothened the transition effect when vehicle parts are loosened from the car. Removed foliage obstructions from certain replay camera angles. Time Trial Added missing collision detection to Rally Estonia. Made a number of stability improvements to Time Trial. Resolved a number of User Interface issues with Time Trial. Ultrawide Monitors Resolved an issue where some background textures appeared stretched within various menu screens. Resolved an issue where trees on the edge of ultrawide displays appeared in low resolution. Resolved an issue where the resolution option was greyed out when launching the game with AMD Eyefinity disabled. Thank you for providing feedback and bug reports on EA SPORTS™ WRC. If you wish to submit a bug report please visit our forum on EA Answers HQ. For all of the latest information and news about future updates to EA SPORTS™ WRC, bookmark our Linktree page and follow us across social media by searching for @EASPORTSWRC.Solved39KViews46likes1CommentEA SPORTS™ WRC - Version 1.4.0 Patch Notes
The latest update for EA SPORTS™ WRC is available to download from December 14, 11:00 UTC, and includes several improvements and bug fixes across many areas of the game. For a full summary of the update, check out the patch notes below. New Content Added Central European Rally as a driveable location, free to all players. Added 15 Rally Pass Season 2 cosmetic items, in the VIP tier. Added 10 Rally Pass Season 2 cosmetic items, in the Free tier. Added 5 Rally Pass Season 2 cosmetic items, in the EA Play tier. Added a new Season of Moments, with a new challenge going live every day (~60 in total). Key Fixes & Improvements Made a number of performance optimisations across the game, to further improve framerate. Implemented a number of additional PSO shader caches across all cars to help reduce stuttering. Implemented a number of additional PSO shader caches related to trackside collisions, to help reduce stuttering. Implemented a number of additional PSO shader caches related to spray and kick-up, to help reduce stuttering. Fixed an issue where GPU usage was unusually high on Main Menu screens. Fixed an issue that would cause stutter in Quick Play Multiplayer whenever somebody joins or leaves a lobby. Fixed an issue where the camera would judder on location reveal screens. Fixed an issue where the camera would judder on location stage start and finish screens when panning around the car. Resolved an exploit where players could previously get free repairs and tyre changes by quitting an in-progress Club Championship Event. Resolved a number of corner-cutting exploits across several stages and locations. Made a number of usability improvements to the Livery Editor, including the ability to mirror decals. Fixed an issue where saved tuning setups would become corrupted if the same name or save slot was used on multiple cars. Fixed an issue where all tuning setup sliders would change to minimum values after loading a saved setup. Added “Manual Auto Select” to the Transmission Assist settings, allowing players with H-Pattern and Sequential shifters to automatically swap depending on the car used. Crash Fixes Fixed an issue in Career that caused the game to crash when the Benefactor relationship exceeded 100%. Fixed an issue on Xbox in which changing Graphics settings would cause the game to crash. Fixed an issue with Quick Play Multiplayer in which changing AI difficulty would cause the game to crash. Fixed an issue with Quick Play Multiplayer in which the game would crash if the host of the lobby would start an event. Accessibility Fixed an issue where Motion Blur would re-set to On after the game has been rebooted. AI Adjusted a specific WRC driver’s pace at Monte Carlo to better reflect their real-life performance. Fixed an issue where manually changing AI difficulty mid-Championship in Quick Play Solo would not result in AI performance change. Made a number of general fixes to gameplay balance and experience. Additionally, we would like to get your feedback and input on inconsistent AI performance in this forum thread, in order to make further fixes in a future update. Audio Fixed an issue where engine audio from the Toyota GR Yaris Rally1 HYBRID would sound distorted in some scenarios. Fixed an issue where Bass Reduction Frequency could only be set to 400hz, instead of 500hz as intended. Builder Fixed an issue where some Builder cars would not shift into 2nd gear. Fixed an issue where engine audio from WRC Builder cars using the Toyota GR Yaris Rally1 HYBRID engine would sound distorted in some scenarios. Fixed an issue where some body parts on Builder cars would appear invisible while driving. Career Added Central European Rally to FIA World Rally Championship Career calendar. Added Central European Rally non-championship events throughout the Career calendar. Fixed an issue that caused the game to crash when the Benefactor relationship exceeded 100%. Fixed an issue where surface degradation was not being correctly applied throughout Career. Fixed an issue with the Chief Engineer Perks screen in which perks would remain highlighted when no longer selected. Fixed an issue where driver and co-driver character images were not appearing on End-of-Season summary screens. Fixed an issue with where Splits and Notes tabs were not available on results screens after receiving Terminal Damage. Removed Championship recaps from the End-of-Season summary for Championships in which the player did not participate. Cars Ford Escort MK2 - Fixed an issue where the interior and exterior windscreen elements were misaligned. Hillman Avenger - Fixed an issue where mudflaps were unexpectedly appearing underneath the car body. Lancia Delta HF Integrale - Fixed an issue where the dashboard would produce a distracting sun reflection. Lancia Delta S4 - Fixed an issue where the dashboard would produce a distracting sun reflection. MINI Countryman Rally Edition - Fixed a display issue that presented the car in the vehicle select screen as a 5-speed sequential instead of a 6-speed. Peugeot 205 GTI - Fixed an issue where the service area reflections would appear on the windshield while driving. Peugeot 207 S2000 - Fixed a number of livery issues with the official livery. Škoda Fabia Rally2 Evo - Fixed a number of issues on Livery 6 (Keferböck). SUBARU Impreza 2001 - Fixed an issue with the interior cockpit model. Fixed an issue on WRC cars in which hybrid deployment would always revert to Cautious between stages. Fixed an issue on WRC cars in which hybrid deployment would cancel when throttle was released below boost threshold point, instead of when throttle input reaches 0%. Fixed an issue on all cars where the exhaust flare would pop and appear for too long after every gear change. Fixed an issue on all cars where engine damage effects were not displaying correctly while driving. Fixed an issue on all cars where the HUD’s odometer would count up in kilometres instead of miles when set to Imperial. Championship Mode Added Central European Rally to FIA World Rally Championship calendar. Fixed an issue with where Splits and Notes tabs were not available on results screens after receiving Terminal Damage. Clubs Resolved an exploit where players could previously get free repairs and tyre changes by quitting an in-progress Club Championship Event. Changed stage finish procedure so that players must now drive to the marshal at stop control after crossing the finish line. Fixed an issue where a saved Championship Template would not suggest the custom Championship name the player had created. Co-Driver Croatia - Fixed an issue where distance calls were being delivered at the wrong time. Finland - Fixed an issue where distance calls were being delivered at the wrong time. Mediterraneo - Reduced complexity of co-driver calls through specific turns to improve pace-note timings ahead of dangerous corners. Mexico - Fixed an issue where distance calls were being delivered at the wrong time. Pacifico - Fixed an issue where distance calls were being delivered at the wrong time. Input Devices Added “Manual Auto Select” to the Transmission Assist settings, allowing players with H-Pattern and Sequential shifters to automatically swap depending on the car used. Fixed an issue where the Assists menu wouldn’t warn H-Pattern players of missing gear bindings when “Manual H-Pattern” is selected as Transmission Type. Fixed an issue where deadzones were not being applied correctly in-game. Fixed an issue where secondary handbrake input bindings were not being recognised in-game. Fixed an issue where secondary devices would not produce vibration when connected via USB as opposed to connecting via wheelbase. Fixed an issue that caused certain input devices to require recalibration after the game has been rebooted. Fixed an issue on PS5 that caused DualSense controllers to continue vibrating after Vibration & Feedback was disabled. Graphics & Performance Made a number of performance optimisations across the game, to further improve framerate. Made a number of performance optimisations across Kenya, in addition to the general fixes mentioned in this update. Made a number of performance optimisations across Oceania, in addition to the general fixes mentioned in this update. Made a number of visual and performance improvements to trees and foliage. Made improvements to water spray effects when driving on wet asphalt. Made improvements to wet dirt and wet grass kick-up effects on all locations. Implemented a number of additional PSO shader caches across all cars to help reduce stuttering. Implemented a number of additional PSO shader caches related to trackside collisions, to help reduce stuttering. Implemented a number of additional PSO shader caches related to spray and kick-up, to help reduce stuttering. Added a framerate limiter to Main Menu screens to optimise performance and minimise load on PC hardware components. Fixed an issue where Fanatec and location event plates would appear stretched when using NVIDIA GTX 10 series GPUs. Fixed an issue where vehicle headlights were active by default during the day, affecting framerate. Fixed an issue where vehicle reflections were more adversely affecting framerate than expected. Fixed an issue where GPU usage was unusually high on Main Menu screens. Fixed an issue on console that caused unusual performance on Main Menu screens. Fixed an issue where the camera would judder on location reveal screens. Fixed an issue where the camera would judder on location stage start and finish screens when panning around the car. Fixed an issue where some visual collision effects would fade out too quickly. Fixed an issue that would cause snow and gravel kick-up to not appear while spectating a Quick Play Multiplayer Event. Fixed an issue that would cause stutter in Quick Play Multiplayer whenever somebody joins or leaves a lobby. Fixed an issue that would cause stutter in Quick Play Multiplayer whenever a Steam friend status changed while in a large lobby. Livery Editor Added the ability to mirror decals from left/right-hand side of the car to the opposite side. Added the ability to mirror decals across the symmetrical midpoint of the front, roof and rear areas of the car. Added the ability to duplicate an existing decal. Added the ability to change a decal shape while retaining previously set size, position, rotation and colour Fixed an issue where framerate would drop to below 10 fps when using the Livery Editor on NVIDIA 10 series GPUs. Fixed an issue that caused all liveries created before the v1.2.0 update to appear broken. Fixed an issue where the camera would drift upward when applying decals to the left-hand side of the car. Fixed a number of UI issues related to saving designs. BMW M1 Procar Rally - Fixed an issue where decals could not be placed on the car’s roof. Lancia 037 Evo 2 - Fixed an issue where decals could not be placed on the car’s roof. Lancia Stratos - Fixed an issue where decals could not be placed on the car’s roof. MG Metro 6R4 - Fixed an issue where decals could not be placed on the back of the car. Opel Corsa S2000 - Fixed an issue where a gap was appearing between the windscreen and the dashboard. Peugeot 309 GTI - Fixed an issue with projection depth when applying decals. Renault Twingo II - Fixed an issue where decals could not be placed on the back of the car. Volkswagen Golf GTI - Fixed an issue with projection depth when applying decals. Locations Resolved a number of exploits where players could potentially gain an advantage by intentionally resetting the car at specific points. Chile - Resolved a number of corner-cutting exploits at Arauco. Chile - Resolved a number of corner-cutting exploits at Bio Bío. Chile - Resolved a number of corner-cutting exploits at Coronel. Chile - Resolved a number of corner-cutting exploits at Florida. Chile - Resolved a number of corner-cutting exploits at Lota. Chile - Resolved a number of corner-cutting exploits at Yumbel. Croatia - Fixed an issue where players could potentially collide with invisible objects throughout the stages. Croatia - Fixed a number of minor environmental object issues. Estonia - Fixed a number of minor issues where abrupt seams were visible across some roadside edges. Estonia - Fixed an issue in Quick Play Multiplayer in which cameras would move erratically when the stage is revealed. Finland - Resolved a number of corner-cutting exploits at Lahdenkyla. Finland - Resolved a number of corner-cutting exploits at Leutsu. Finland - Resolved a number of corner-cutting exploits at Maahi. Finland - Resolved a number of corner-cutting exploits at Saakoski. Japan - Resolved a corner-cutting exploit at Lake Mikawa. Japan - Resolved a corner-cutting exploit at Oninotaira. Japan - Fixed an issue where some logs and rocks were missing collision boxes. Mexico - Resolved a number of corner-cutting exploits at El Chocolate. Mexico - Resolved a number of corner-cutting exploits at Guanajuatito. Mexico - Resolved a number of corner-cutting exploits at Ortega. Mexico - Resolved a number of corner-cutting exploits at Otates. Monte Carlo - Resolved a number of corner-cutting exploits at La Bâtie-Neuve - Saint-Léger-les-Mélèzes. Monte Carlo - Resolved a number of corner-cutting exploits at Les Borels. Monte Carlo - Resolved a number of corner-cutting exploits at Ravin de Coste Belle. Monte Carlo - Resolved a number of corner-cutting exploits at Saint-Léger-les-Mélèzes - La Bâtie-Neuve. Portugal - Fixed an issue where players could fall through a hole in the driveable landscape. Moments Added new Archive tab for Season 1 Moments. Fixed an issue where surface degradation was not being applied to Moments. Fixed an issue in the service area where vehicle renders would not appear on certain UI screens. Fixed an issue where the stage timer would not stop when crossing the finish line. Options & Settings Added an option to limit framerate throughout Main Menu screens on PC. Fixed an issue on Xbox in which changing Graphics settings would cause the game to crash. Fixed an issue on PC in which the Vibration tab was mistakenly appearing when using a DUALSHOCK or DualSense controller. Photo Mode Fixed an issue where the Photo Mode camera would shift position after the player enabled the motion blur process. Quick Play Resolved an exploit with Quick Play Multiplayer in which the lead driver of a Regularity Rally could trigger the Stage End Timer too early for all other players. Fixed an issue with Quick Play Multiplayer in which changing AI difficulty would cause the game to crash. Fixed an issue with Quick Play Multiplayer in which the game would crash if the host of the lobby would start an event. Fixed an issue with Quick Play Multiplayer where players would get kicked out of private sessions instead of returning to the lobby. Fixed an issue with Quick Play Multiplayer in which accepting an invite during an Event podium sequence would cause cars to disappear from the service area. Fixed an issue with Quick Play Multiplayer in which loading a Championship would incorrectly display players’ microphone icons. Fixed an issue with Quick Play Multiplayer in which a penalty time was incorrectly presented to the player on the stage results screen. Fixed an issue with Quick Play Solo that would cause framerates to drop when viewing Stage Results with a large number of entries present. Fixed an issue with Quick Play Solo in which Splits and Notes tabs were not available on results screens after receiving Terminal Damage. Fixed an issue with Quick Play Solo in which loose/detached parts would be re-applied to a car after the player reloads an in-progress event. Rally Pass Updated Rally Pass progression menu with Season 2 items. Rally School Fixed an issue on Lesson 10 (Snow) where seam lines would appear across some water textures. Replays Fixed an issue where headlights appeared damaged at the start of replays. Fixed an issue where driver and steering wheel animations were not playing in replays. Fixed an issue where dust and kick-up was rendering in front of the car when viewing replays in slow motion. Fixed an issue where an abnormally high amount of dust and kick-up was generated when viewing replays in slow motion. Adjusted the maximum field of view setting for replay cameras to reduce “fish-eye” effect seen from certain angles. Setups & Vehicle Tuning Fixed an issue where saved tuning setups would become corrupted if the same name or save slot was used on multiple cars. Fixed an issue where all tuning setup sliders would change to minimum values after loading a saved setup. Adjusted the display values of Brake and Handbrake Force settings to better reflect real-world values. Adjusted the display values of Differential settings to better reflect real-world values. Added the ability for some forms of Differential to be adjusted in 1% increments. Time Trial Fixed an issue where skidmarks and ruts from a previous Time Trial attempt would still appear on-stage when a player restarted. Fixed an issue that caused cars to spin out of control after crossing the finish line when completing a Time Trial or Shakedown. Fixed an issue where players could not download ghost data in the service area. Ultrawide & Multiple Monitors Fixed an issue where players using multiple monitors would revert back to a single monitor when entering the brightness menu. Fixed an issue where players using multiple monitors would revert back to a single screen when entering Photo Mode Fixed a number of issues that occurred when players using multiple monitors entered Pre and Post-Stage cutscenes. Fixed an issue that occurred when players using multiple monitors would sometimes encounter a “pincushion effect” when watching replays. Fixed an issue where players using multiple monitors would revert back to a single monitor when pressing ALT+Enter to go full-screen. Miscellaneous Added Barbados flag as a selectable option when customising driver details. Fixed an issue where all players would have a Hungarian flag in their Rally Passport. Fixed an issue that caused finish line split times to show as 0:00.000. Fixed an issue where hands would not render properly on some roadside spectators. Fixed an issue that caused some users playing under minimum PC spec to not launch the game on Steam. Fixed some minor text and UI issues across various areas of the game. Made several minor bug fixes and improvements across the game. Warnings & Advice If a player is currently partway through a Career season, Central European Rally will appear on the next Season’s calendar. If a player starts a new Career save, Central European Rally will appear in the Season 1 calendar. If a player is currently partway through a Championship Mode season, Central European Rally will not appear on the Event list. If a player starts a new Championship Mode save, Central European Rally will appear on the Event list. In Championship Mode, Central European Rally will only appear in the top class’ competition. All vehicle tuning setups created before the v1.4.0 update will be wiped once the update releases. Please write down or screenshot any tuning values you want to keep, and re-make those setups after the update. All custom steering wheel and controller input bindings will be wiped once the update releases. Please write down or screenshot any custom bindings you want to keep, and re-build them after the update. Top Time Trial Leaderboard times that were previously set using corner-cutting exploits fixed in this update will be deleted in the future. Thank you for providing feedback and bug reports on EA SPORTS™ WRC. For further support please visit the following: EA Answers HQ - Bug Reports EA Answers HQ - Suggestions Linktree - Latest News & Social MediaSolved29KViews20likes1CommentBattlefield 2042 - Update #1
No-Pats, Ahead of the start of our worldwide launch for Battlefield 2042, we have a small update targeted at addressing some critical issues that we identified shortly before the start of Early Access. In the coming weeks, we’ll have more to share around further upcoming fixes, balance changes, and QoL enhancements. Over the next 30 days, we’re presently scheduled to release two further updates, with our next update delivering more fixes and improvements that we’ve identified during this first week of Early Access, and a larger and more substantial update following after that. Our full update notes are available below. There’ll be a short period of downtime whilst we deploy the update. We’ll keep you updated on our deployment timing over on the @BattlefieldComm Twitter account, where you can also follow along with our tracking of known issues, and changes that we’re able to make in real time. Update 0.2.1 Fixes, Changes, and Improvements Implemented Server Side upgrades that are targeted at reducing instances of Rubber Banding, often experienced in the later part of a round in All-Out Warfare modes. Significantly reduced instances of stuttering when playing on Breakaway. If the Silo’s are destroyed, it should no longer reduce performance on the server. A note that we are continuing to investigate similar occurrences that have been reported to us on other maps. When looking at allies on your team, their names will now correctly display. Adjusted the animations for Falck during the End of Round sequence to ensure that she is displayed correctly. Updated a skin earnable for Boris via Mastery Progression with a new name: Gator. Ensured that TDM Rounds in Battlefield Portal always start with Random Deploy set as active. We observed that this sometimes wasn’t active when moving from round to round, but have now fixed this. Applied a set of measures that ensure the correct number of AI spawn in Custom Battlefield Portal modes using the Free for All preset. PC Only - Enabled Specialist Selection in Hazard Zone via mouse interaction, removing the need to lock in your selection with the Spacebar. Fixed a rare occurrence in Hazard Zone that would sometimes cause the End of Round flow to not activate correctly, ensuring that the correct amount of bonus XP was awarded. Repaired an issue found in Hazard Zone that could cause players to be shown on the Map when they were not visible, or spotted. Provided a fix for Hazard Zone players who were not seeing their Extraction Streaks updating correctly. The details listed in this article 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. NO WEAPON, MILITARY VEHICLE OR GEAR MANUFACTURER IS AFFILIATED WITH OR HAS SPONSORED OR ENDORSED THIS GAME.26KViews27likes251CommentsBattlefield 2042 - Update #3.1
No-Pats, Last week we made Update #3 available to you which included a large set of changes to improve your gameplay experience. We wanted to get those changes in your hands as soon as possible, and now we are following up with this week's update, as promised, filled with further fixes and balance changes. Update #3.1 arrives on December 9. Here is a short summary of key changes to expect: Improvements to bullets hit registration consistency. Balance changes for bullet dispersion and recoil Further balance changes to Ground Vehicle 30mm, 40mm, and 57mm Cannons to reduce their effectiveness against infantry A fix for a rare bug where a player could appear invisible to enemies Fixes for several bugs related to Grenades and Launchers Improvements to the menu flow for Xbox players to make it easier to opt-out of Cross-Play Multiple audio improvements to enhance your overall sound experience, focused on clarity, distance and directional perception Update #3.1 is our last game update before the start of the holidays. That means our teams will take a break towards the end of this month and return in the new year with fresh eyes ready to go on the road to Season One. We’ll see you again in the new year where we’ll talk more on further changes and improvements you can expect for Battlefield 2042. The full update notes are available below. We’ll keep you informed on the roll out of the update and what's next over on the @BattlefieldComm Twitter account. Here you can also follow along with our tracking of Known Issues, and changes that we’re able to make in real time. Happy Holidays, The Battlefield team Update 0.3.1 Fixes, Changes, and Improvements General Players that are not the Party Leader can now cancel while waiting in a queue Xbox - Cross-Play can now be enabled/disabled in the Options menu on Xbox Your Sort settings will now be correctly remembered when refreshing the Battlefield: Portal Server Browser Fixed an issue where loadouts would sometimes be empty on the spawn screen after joining a server, preventing weapon selection Made improvements to ensure Aim Assist is more consistent during console gameplay Ranger’s effective combat range and overall health has been decreased Audio Made various tweaks to the overall audio experience to improve clarity, distance and directional perception Fixed an issue where soldiers would not always make indoor specific footsteps Weapons Removed bounce from Underbarrel Grenades when firing at short distances 40mm AP Grenades now properly damage vehicles Fixed some weapons displaying wrong ammo counts for specific magazines DXR-1 and NTW-50 Bolt Action rifles reload animation increased by 0.2 seconds Adjusted dispersion values for most weapons, which results in a faster dispersion decrease when tap firing or doing short bursts Adjusted dispersion increases for most weapons. It now takes slightly longer for weapons to become overly inaccurate in sustained fire Adjusted the recoil values to prevent over aggressive recoil jumps for the AK24, LCMG, PKP-BP, SFAR-M GL, and PP-29 Improved hip fire accuracy for all SMGs to make them better stand-out from other automatic weapon archetypes. LMG dispersion and recoil lowered to improve performance in sustained fire Additional improvements to recoil control for all weapons, more specifically automatic weapons. Increased close range damage and consistency of the MCS-880 when using Buckshot Shell or Flechette Shells Fixed a bug that caused bullets to be fired below the player’s aims for the SFAR-M GL and the K30 Vehicles Fixed a bug where vehicle weapons sometimes did not deal blast damage on a direct hit We’re reducing the Ground Vehicle 30mm Cannon effectiveness versus infantry. It now overheats faster, has a slightly reduced rate of fire and blast damage, and increased fall off damage at distance Rate of Fire 350 -> 330 Heat Per Bullet 0.13 -> 0.14 Heat Drop Per Second 0.5 -> 0.475 Blast Damage 20 -> 18 LCAA Hovercraft - 40mm GPL Grenade Launcher Blast Damage lowered from 55 -> 35 The 40mm Utility Pod upwards firing angle is now easier to use EBAA Wildcat - 57mm Cannon Removed dispersion Ammo 12 -> 8 Impact Damage 85 -> 75 Blast Damage 70 -> 35 Gadgets Frag Grenade Increased the time to detonate a Frag Grenade from 1.1s -> 1.4s after first bounce on a hard collision Increased damage of Frag Grenades across game modes to deal 120 damage and guarantee a kill on armored players too. Reduced Frag & Incendiary Grenade max ammo count from 2 -> 1 Prox Sensor Lowered spotting radius from 30m -> 20m Lowered uptime from 30s -> 14s Lowered amount of Prox Sensor a player can carry and deploy from 2 -> 1 Battlefield Hazard Zone Fixed an issue that caused the roaming Occupying Forces LATV4 Recon to spawn at the wrong times or not at all Breakthrough Kaleidoscope - Rooftop Capture Objective has been removed. There are now two Capture Objectives at the bottom in BT large and one at the bottom in BT small Orbital - Rooftop Capture Objective has been removed. There is now a single Capture Objective at the bottom in BT large and BT small Hourglass - Rooftop Capture Objective has been removed. There is now a single Capture Objective at the bottom in BT large and BT small. Also fixed an issue where players were spawning out of bounds Soldier Improvements on back pedaling into objects when being in prone position Fixed a rare issue where players could turn invisible when spawning on a full/destroyed vehicle 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.24KViews31likes277CommentsBattlefield 2042 - Update #3
No-Pats, Update #3 will be available on December 2. We’ve enjoyed seeing you join us on the Battlefield since launch, and would like to thank you for your continued feedback. With this update we’re addressing further bugs and feedback areas which we’ve observed through your gameplay since November 12. This means you can expect a large amount of fixes, balance changes and quality of life enhancements to come your way. And lastly, as we’ve kicked off the Preseason there are some new things to look forward to as well! While the full update contains hundreds of changes, here’s a summary of what to expect. What’s new? In the week following Update #3, Weekly Missions will make their way onto the Battlefield. There will be a total of 3 varying missions each week which you can track via the main menu. Completing a mission will reward you with player XP. Finish all of the available missions that week, and you’ll receive a unique cosmetic reward! In Battlefield Portal we’re adding new game mode layouts for Rush on all All-Out Warfare maps. We’re also adding several new templates to the Builder, and a new custom mode called Vehicle Team Deathmatch, which allows you to utilize combat vehicles in custom experiences. It will also support logic created in the Rules Editor, allowing players to spawn at team HQ and adding more options when creating custom games. Lastly, we’re adding a new logic option to the Rules Editor that checks the source of fatal damage to a player; e.g. maybe from a melee weapon or rifle. This opens up a ton of new possibilities, and we’re looking forward to seeing what cool modes you’ll build with this! Quality of Life We’re introducing several improvements within the Collection screen menus to make customizing your loadout and Plus Menu easier. In short, less clicking around. It’s now also easier to understand which attachments are locked, in use, equippable, or newly unlocked within your Collection. UI elements during gameplay have also received enhancements. You’ll notice increased visibility and reduced clutter through for example player world icons now scaling with distance. We also added IFF (Identify Friend or Foe) marker improvements, and indicators for nearby players who you can revive or be revived by, or who is low on ammo or health. Lastly, you’ll notice smoother transitioning between game menus, the Options menu, and matchmaking. Gameplay Throughout several areas of the game we’ve introduced improvements to make your experience while interacting within maps feel smoother. This includes over 150 individual fixes, small changes, and improvements across all of our Maps where we noticed they were detracting from gameplay, such as spawning, visual glitching or collision issues. Audio, rendering and interaction improvements and fixes for weapons, vehicles and Specialists are also included. What’s next? In early December you can expect one more small update focused on further balance changes, and general bug fixes to further enhance your gameplay experience. The full update notes are available below. We’ll keep you updated on the roll out of the update and what's next over on the @BattlefieldComm Twitter account. Here you can also follow along with our tracking of Known Issues, and changes that we’re able to make in real time. We’re looking forward to getting this update into your hands, and we appreciate your continued feedback as we journey onwards from launch, together. Thank you for playing, The Battlefield team Update 0.3.0 Fixes, Changes, and Improvements General The Recent Players screen now include everyone from previous matches to allow for easier user reporting Made improvements to the “Interaction” system by switching the default "INTERACT" text on multiple interactions to reflect the action you are about to do, i.e. "OPEN CONTAINER", "CALL ELEVATOR" Resolved Kaleidoscope server room lighting issue Resolved an issue related to the velocity / trajectory while spawning in jets Improved helicopter animation in level fly-bys during insertion Improvements to address an issue where players killed in vehicles would fall beneath level geometry Improvements to streaming assets in deploy screen presentation Player no longer gets stuck in a zipline/rope after exiting a vehicle after entering it too close to a zipline or rope Exiting an open seat early in the enter animation no longer causes your aim pitch to lock up Correct field of view is applied immediately following insertion sequences User Interface Improved the Collection screens, making them easier to use and clear as to what you’re interacting with Improved the ways in which you’re able to manage your attachments via the Collection screen to reduce the number of interactions you need to have when building your loadouts Enhancements to our Player Card screen and End of Round (EOR) to provide additional polish Added new markers to make your newly unlocked items easier to find Improved screen transitions when entering and returning to the Main Menu Improved Report a Player flows, specifically around toxicity and cheating reports The in-game scoreboard now properly scales to match screen safe-zone settings Fixed instances where the scroll function didn’t work in the Options screens Implemented Focus restoration for screens so the focused button is remembered when re-entering a screen Fixed visual effects remain on screen during End of Round CommoRose Improved responsiveness of CommoRose opening Fixed inactive objectives showing in the CommoRose for defenders in Rush & Breakthrough Fixed objectives not showing in the CommoRose for attackers in Rush Matchmaking & Friends Improved the experience between EOR and the Main Menu Improved Matchmaking reliability and reduced instances of Matchmaking failed Improved Crossplay invite flows Fixed Rich presence update issues, ensuring that your friends are better able to track where you are in Game Addressed servers getting stuck in unresponsive game states, where rounds fail to properly start Fixes to Friend Invitations for players on PC Fixed an issue where the friends list was sometimes not fully up to date Progression and Unlocks Introduction of weekly missions, providing set challenges that reward cosmetic unlocks Added 1st match bonus of 1000 Dark Market Credits for Hazard Zone Improved overall XP/Rank tracking and reliability Improved Mastery rank tracking Improved reliability of Player card tracking The required level to unlock an item is no longer visible once the item is unlocked Fixed a bug where Mastery Badges weren’t displaying within the Portal Collection menu Fixed an issue that was not properly awarding XP for Angel resupplies 3D preview of vehicles now displays the correct customizations in the Collection menu Added a notification when reaching a new Player Card Badge tier Added a notification when reaching a new Mastery tier Rendering Addressed a variety of visual flickering and stuttering issues Improvements to water rendering when Aiming Down Sight (ADS) Added sight definition for iron sights to allow correct ADS for the VCAR Leaving ADS is now smoother than before on Xbox One and PlayStation 4 consoles Addressed multiple graphical issues affecting water reflections Addressed an issue with character rendering for players joining a match in progress Made improvements to artifacts affecting DLSS implementation Fixed flickering in the oasis water in El Alamein on deploy Fixed animations sometimes glitching when picking up a weapon from the ground Fixed Aircrafts sometimes showing up with wrong landing gear visuals Fixed issue that would cause incorrect bullet impact effects when shooting near water Fixed Ju-87 Stuka Gunner Seat firing visual effects not aligning properly with the airplane Shifted PSO-1 Scope forward on AN94 to prevent clipping into screen while idle Fixed skinning issues for several PP-29 Weapon Skins Maps Over 150 individual fixes, small changes, and improvements across all of our Maps Improved level geometry issues across all levels addressing issues such players getting snagged or trapped Resolved multiple spawning issues Resolved visual glitches such as lens flare, visible seams in skydome Resolved a large number of collision and placement issues Addressed issues affecting local audio placement in multiple Maps Battlefield Hazard Zone Made improvements to visual presentation of Dark Market Credits Modified the Squad and Player Screen to remove enemy squad names Modified the Scoreboard to no longer show connected enemy players Added additional flares to Extraction Zone, offering players better visibility of extraction area, as well as providing additional cover Added new spawn locations for initial Data Capsules Increased the amount of Data Drives initial Data Capsules can contain Made improvements to the Data Drive Scanner’s accuracy and enemy identification Resolved an issue where two teams could extract simultaneously Resolved warnings to alert players they’re being scanned sometimes not appearing Made it easier to interact with Data Drive pick-ups Added a distance read-out for the next available Extraction Point Improved the end-of-round camera placement The "Modify" button in the lobby now takes you back to the Perk tab Initial Data Capsules now only spawn a maximum of 4-6 Opposing Forces Drones inside the extraction Condor will now be destroyed upon leaving Added XP for completely eliminating an enemy squad The Redeploy icon is now part of the soldier and vehicle world icon Fixed players sometimes being able to pick up more than their max capacity of Data Drives Fixed instances where the Round Bonus XP was inaccurate and the End of Round was not triggering correctly Fixed an issue where the countdown in the lobby would not start if the player was tabbed out Reduced width of lobby summary information Added an animation and audio cue when the player's Remaining Balance changes in the lobby Combined Tactical Items tab into a single tab in the lobby Made lock icon visuals more clear while in the lobby Added an option to Quit from the waiting for players to join and pre-round lobby menu Fixed an issue in the lobby that made it difficult to understand what Tactical Items are being selected Fixed an issue where voice over would get cut off too early at the end of round Fixed issues with voice over heard by extracting players Fixed issues with random audio triggers for the Data Drive Scanner Fixed missing music when squad gets eliminated Battlefield Portal Added Server Info for the Pause Menu Added support for reporting a server from the Pause Menu Added support for server admins to write periodic server messages Simplified the Server Settings screen design Fixed an issue where bullet spread would be too high when trying to fire while zoomed right after sprinting for some Portal weapons Fixed maximum human players displaying incorrectly in the Modifiers Tab for FFA game modes Added different loading music based on which Portal map is loading Setting a low Max Health multiplier for vehicles will no longer cause them to spawn in on fire Aircraft within Portal now display their equipped missiles and bombs correctly Added a UI indicator for Rush to show when the next sector will start Fixed a visual issue while reloading several Launchers (RPG-7, SMAW, Bazooka, Panzerschreck) Builder additions Rush game mode layouts for all 2042 All-Out Warfare maps (through Portal) New official Vehicle Team Deathmatch game mode New official Team & FFA Gun Master templates New official Infection template Rules Editor Added the ability to detect what players were killed with in order to apply additional Logic Enable the portal SetTeamId block to be usable with AI Battlefield 1942 Fixed spotting issues for the Binoculars Fixed an issue that caused the M3 Halftrack and Sd. Kfz 251 Halftrack to sometimes dip into the terrain Fixed an issue that caused the 9K22 Tunguska-M to take too much damage from some vehicle MG’s Battlefield: Bad Company 2 Improved the M416 reload animation The Tracer Dart now locks successfully on tagged vehicle Mortar Strike can no longer be fired while not zoomed Additional tuning to the UAV-1 Battlefield 3 Fixed a bug that could cause the M3A3 Bradley primary and APFSDS-T Shells to continue firing uninterrupted Fixed a bug that prevented the SOFLAM and MAV gadgets maintaining their previous aim direction when a player re-entered them Fixed a bug that caused the MAV, EOD Bot and SOFLAM gadgets to show a preview model after it had already been placed Added new and classic voice over lines for damaging/killing an enemy with a Defibrillator using BF3 Assault characters The Mi-28 Havoc and AH-64 Apache Rocket Pods now have the same reload time EOD Bot now has a Vehicle Status Icon to assist with driver orientation Rebalanced the Su-35BM Flanker-E to match the health of other jets The FGM-148 Javelin now has two distinct firing types Balancing pass on C-RAM and Pantsir stationary Increased the reload time for Guided Rocket Fixed passive spotting issues for the MAV UX Improvements Made a series of visual, audio, and gameplay improvements to weapons, vehicles, and gadgets Improved the Plus Menu customization experience Fixed navigational issues on the Player Card Collection screen Added a new Options to select damage the indicator color for soldiers and vehicles Added a new crosshair option to change damage indicator shape thickness between: Thin - Medium - Thick' Replaced the "Accessibility" button in the Experience Selection with "Accessibility & Options" Fixed the color picker preview in Options menu often showing black, instead of the actual color Pinged objects now remain visible when occluded Conquest Tuned information spamming in Conquest, reducing the amount of messages that appear in the world log. In particular we reduced messages about flag state changes so that they’re not as distracting Breakthrough Tuned capture times for Breakthrough Improved out of bounds defender spawning in Breakthrough to ensure easier safe spawning Made improvements to the Breakthrough UI to enable you to better track round progress in the form of a Game Mode Widget The Game Mode Widget inside the Scoreboard has been updated to put emphasis on sectors and attackers reinforcements. Note that it only displays while playing Breakthrough and Rush Elapsed time is now added and trackable in both the Scoreboard & Deploy Screen. Added a pulsating effect on the Team 1 (attacker) score and progress bar when their tickets are =< 25% of their initial tickets. This is also present in the GMW in the HUD, Scoreboard and Deploy Screen for both Rush and Breakthrough Made UI improvements to indicate when the attacking team has reached the last sector Made UI improvements to indicate when the defending team loses a sector Fixed an issue that could cause the End of Round screen to display inaccurate scores for the attacking 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. Note further changes are listed in the following post.21KViews22likes229CommentsEA SPORTS™ WRC - Version 1.3.0 Patch Notes
The latest update for EA SPORTS™ WRC is available to download from November 16, 11:00 UTC, and includes several improvements and bug fixes across many areas of the game. For a full summary of the update, check out the patch notes below. Key Fixes Updated shader compilation to support seasonal variants, to further reduce the possibility of stutter on PC. Updated shader compilation to support weather variants, to further reduce the possibility of stutter on PC. Made multiple stability and performance improvements across the game on all platforms. AI Fixed an issue where AI damage and mishaps occurred too frequently. Co-Driver Adjusted Co-Driver call timings for the “Earliest”, “Earlier” and “Normal” settings, to deliver pace notes earlier. Crash Fixes Fixed an issue where the game would crash while joining a Quick Play Multiplayer lobby. Fixed an issue where the game would crash while waiting in the pause menu at Scandia. Fixed an issue where the game would crash while completing a Season of Career after winning the WRC2 Championship. Graphics & Visuals Fixed an issue where brightness in interior views was either over or underexposed in certain conditions at Mexico. Fixed an issue where brightness in interior views was either over or underexposed in certain conditions at Scandia. Fixed an issue where brightness in interior views was either over or underexposed in certain conditions at Sweden. Input Devices Fixed an issue where framerate would be negatively impacted by the number of peripherals connected to a player’s PC. Fixed an issue where in-game menus could not be navigated while using the Fanatec ClubSport Steering Wheel BMW GT2 V2. Fixed an issue where in-game menus could not be navigated while using the Fanatec ClubSport Steering Wheel F1® Esports V2. Fixed an issue where in-game menus could not be navigated while using the Fanatec CSL DD with the Fanatec CSL Elite Steering Wheel McLaren GT3 V2. Fixed an issue where in-game menus could not be navigated while using the Fanatec CSL Elite Wheel Base. Fixed an issue where in-game menus could not be navigated while using the Fanatec GT DD Pro with the Fanatec ClubSport Steering Wheel BMW GT2 V2. Fixed an issue where in-game menus could not be navigated while using the Fanatec Podium Hub. Locations Made a number of performance improvements and optimisations to Finland, including reducing the possibility of screen tearing. Made a number of performance improvements and optimisations to Japan, including reducing the possibility of screen tearing. Made a number of performance improvements and optimisations to Kenya, including reducing the possibility of screen tearing. Made a number of performance improvements and optimisations to Mediterraneo, including reducing the possibility of screen tearing. Made a number of performance improvements and optimisations to Mexico, including reducing the possibility of screen tearing. Fixed an issue where wet surfaces were using dry weather physics at Oceania. Options & Settings Changed the default Graphics settings for Reflections to Medium, when using High or Ultra graphics presets, to reduce CPU throttling (note: does not overwrite custom selected settings). Server Connectivity Fixed an issue which caused players to receive error CE-108255-1 when connecting to EA servers. UDP Fixed an issue where End, Pause and Resume telemetry channels were being re-sent every frame. User Interface & HUD Fixed an issue where split timings were comparing driver performance to the overall stage winner, and not the current stage leader. The next patch after this is expected to release some time around the end of Rally Pass Season 1, in mid December. Thank you for providing feedback and bug reports on EA SPORTS™ WRC. For further support please visit the following: EA Answers HQ - Bug Reports EA Answers HQ - Suggestions Latest News & Social MediaSolved21KViews34likes1Comment