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 This may be due to having an out-of-date Easy Anticheat Install.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 GAME406KViews296likes0CommentsBattlefield 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.102KViews10likes8CommentsBattlefield 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.70KViews2likes18CommentsBATTLEFIELD 2042 UPDATE #8.4.1
Today we have a small Quality of Life Update taking place with Update #8.4.1, this is a fast following update centered around resolving some of your feedback since Update 8.4 and the introduction of two IFV’s to All-Out Warfare with the M3A3 Bradley and BMP-2. //The Battlefield Team Community Calendar Discover a wide variety of Community Events, Featured Experiences and Double XP moments taking place on Battlefield 2042 via our frequently updated Community Calendar! Stay Informed Follow us on Reddit and u/Battlefield to stay informed on the latest news, and on @BattlefieldComm for the rollout of updates and other live service changes. Join the official Battlefield Discord server over at discord.gg/Battlefield! Changelog Fixed a few different situations where aiming down sights would not properly zoom in your view to the correct magnification. This could for example happen when you ADS quickly after a reload or while jumping between seats in vehicles. Switching between the first and second stance of the driver seat with the IFV now has a brief cooldown time before the weapon is ready to fire. Guided missiles on the IFVs will now interact with the flares like the rest of the missiles. Improved Warhead ability now correctly applies the increased damage on the BMP. Slight adjustment to the damage relation between the vehicle and other assets. Reduced AP rounds damage relation vs medium armored vehicles. Draugr now has hints for its free-look input. SD. KFZ 251 vehicle now correctly tracks wheel damage when disabled. Fixed an issue where under certain scenarios, the player could bypass the grapple hook cooldown. Fixed an issue where The Swift Harvest Skin obscures the 1.25 Iron Sight of the Target 8T Sight on the DM7. Fixed an issue where Paik's "Gwisin" headgear flickers when used with "Quantum Shift" body. The Scatter Grenade now tracks properly in the statistics tab. 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.65KViews6likes0CommentsKit Reveal: Jocasta Spell On Nu
UNIT NAME: Jocasta Nu ALIGNMENT: Light Side CATEGORIES: Attacker, Galactic Republic, Jedi, Jedi Vanguard ------ Key Attributes: Conquest lifter for the Legendary unit coming in the next Era Don’t let her Librarian title fool you - she wields a powerful *lightsaber-fueled rifle* Transforms from using the lightsaber to using the rifle New Jedi Vanguard faction tag Inspiration: When we were first working on the Rise of the Empire Territory Battle we were looking for enemies to add to the various planets. Unfortunately, Jocasta got cut from TB, but remained in our hearts. After reading the Darth Vader comics featuring her (issues 9 and 10), we knew we had to include her and her lightsaber-fueled rifle that she uses in the comic. We used every aspect of the comic appearance for this character. The loading of her lightsaber into the rifle The different shots the rifle uses The onomatopoeias (word sounds) inspired our audio artists Throwing the overloaded rifle in a last-ditch effort to save herself Strategy Tips: Utilize Jedi Vanguard allies to help Jocasta Nu transform into Jocasta Nu (Rifle) as quickly as possible It Belongs in a Museum will increase Siphon for her My Turn ability, so time those up for maximum efficiency FAQ: How do you acquire Jocasta Nu? Conquest Will her kit get any updates with the upcoming units? Since Conquest units take more time to unlock, she is coming earlier than her other squad members. Therefore, it is likely we will add some synergy callouts to those units as they are released. What other units are getting the Jedi Vanguard faction tag? Aayla Secura Barriss Offee Eeth Koth Ima-Gun Di Jedi Consular Jedi Knight Guardian Kelleran Beq Kit Fisto Luminara Unduli Plo Koon Qui-Gon Jinn Shaak Ti What does Jedi Vanguard mean as a distinct faction? The Jedi faction is huge. We wanted a sub faction of Jedi where we could cage some power without making a certain Jedi Master even more powerful than he already is. The Vanguards are a collection of Jedi we felt were (or would have been) stalwart defenders of the Jedi Temple on Coruscant. Other than the new Jedi Vanguard coming in the next era, what squads is she good with? There are many existing places to slot her, but our favorite while waiting for her new units is Kelleran Beq. How does throwing the rifle work? If Jocasta is about to be defeated you get a bonus turn. During this turn you can only throw the rifle as an AoE explosion. If this defeats ALL the enemies, she survives and victory is yours. (In a multi-encounter battle, she will be defeated at the start of the next encounter if she throws the rifle). If her rifle throw does not defeat all enemies, she is defeated. How does she transform? By the Book and Shhh! Quiet! both need to be unlocked to at least Tier 6 and all her allies must be Jedi Vanguard. Then when the cooldown is available for It Does Not Exist, she can trigger her transformation. She will be unable to use It Does Not Exist if either conditions are not met. Why does her ability set enemy health to 65? What’s the reference? Order 66 is the declaration that the Jedi have become enemies of the Republic. Order 65, however, is the declaration that the Chancellor has become an enemy of the Republic. We thought this would be a nice nod to the unused Clone orders. How does she work with omiQGJ? Since Jocasta Nu (Rifle)’s defeat can’t be prevented and occurs when she reaches 1% Health after she uses It’s Up to You Now, she would still be defeated even if omiQGJ has not been. Ask questions here: https://forms.gle/am9x8SPvHHT5MQoZ7 ----- ABILITIES: (Pre-Transform) BASICS: By the Book (Zeta+Omicron) Final Text: Deal Special damage to target enemy. If they had Defense Down or Tenacity Down, inflict that debuff on all enemies for 1 turn. Gain Critical Damage Up for 1 turn. SPECIAL 1: Shhh! Quiet! (CD=4) (Zeta + Omicron) Final Text: If all allies are Jedi Vanguard, dispel all buffs on all enemies. Deal Special damage to target enemy. Gain Speed Up for 1 turn and reduce the cooldown of It Does Not Exist by 10. SPECIAL 2: It Does Not Exist (CD=20) Final Text: Gain 50% Critical Chance, Critical Damage, and 5 Siphon for the rest of the battle, and 100% Speed and Tenacity for 1 turn. Daze all enemies for 1 turn. Transform into Jocasta Nu (Rifle). This ability starts on cooldown, can only be used once per battle, and can't be evaded or resisted. This ability can only be used if all allies are Jedi Vanguard and both By the Book and Shhh! Quiet! are Tier 6 or above. UNIQUE 1: Jedi Archivist (Zeta + Omicron) Final Text: Jocasta Nu has +25% Max Protection (increased to 50% if all allies are Jedi Vanguard) at the start of battle and is immune to Protection Disruption and can't be revived. At the start of her turn: Inflict Tenacity Down until the end of her turn against the last enemy to inflict a debuff on her. If this is the second time this has occurred on the same enemy in this encounter and she is Jocasta Nu (Rifle), they are also Exposed. Inflict Defense Down until the end of her turn against the last enemy to damage her. If this is the second time this has occurred on the same enemy in this encounter and she is Jocasta Nu (Rifle), they are also inflicted with Vulnerable. Whenever she attacks an Exposed enemy she recovers 20% Protection. Whenever she recovers Protection gain 10% Offense (stacking) for the rest of the encounter. Whenever she or an enemy gains Foresight, dispel it, she gains Deflective Ward, which can't be dispelled, until she receives damage, recovers 20% Protection, and gains 20% Turn Meter (once per turn). Whenever a Jedi Vanguard ally uses a Special ability, reduce the cooldown of It Does Not Exist by 1. While My Turn is on cooldown, It Belongs in a Museum inflicts Burning on the enemy for 1 turn. The first time Jocasta Nu would be reduced to 1% Health, and she is Jocasta Nu (Rifle), she dispels all debuffs on herself, recovers 100% Health, gains Damage Immunity for 1 turn, which can't be dispelled, and takes a bonus turn. During this bonus turn, she must use Special ability, It's Up to You Now, then is defeated, which can't be prevented, if any enemy survives. At the start of the encounter, if she has used, It's Up to You Now, she is defeated. While in Grand Arenas: Jocasta Nu has +100% counter chance and is immune to Ability Block. If all allies are Jedi Vanguard, whenever they use an ability, reduce the cooldown of It Does Not Exist by 1. Whenever she is Stunned, gain Deflective Ward, which can't be dispelled, until she receives damage. UNIQUE 2: Chief Librarian [THIS IS A TEXT ONLY] When Jocasta Nu transforms, she loses the abilities By the Book, Shhh! Quiet!, and It Does Not Exist, and gains three new abilities. [Basic] It Belongs in a Museum: Deal Special damage to target enemy. If they had Defense Down or Tenacity Down, inflict that debuff on all enemies for 1 turn. Gain Critical Damage Up for 1 turn. Zeta Upgrade: While she is Jocasta Nu (Rifle): If they had Defense Down, Expose, or Tenacity Down, inflict that debuff on all enemies for 1 turn, and she gains the opposite buff for 1 turn; if they had Vulnerable, deal additional damage based on 10% of her Max Protection then recover 25% Protection; gain 5 Siphon until the end of the encounter Omicron Upgrade: While in Grand Arenas and she is Jocasta Nu (Rifle): On her turn, grant each Jedi Vanguard ally every dispellable buff she has for 1 turn [Special] My Turn: If all allies are Jedi Vanguard, dispel all buffs on all enemies. Deal Special damage to target enemy. Gain Speed Up for 1 turn. Zeta Upgrade: While she is Jocasta Nu (Rifle): Deal bonus True damage equal to 100% of her current Protection to target enemy, which can't be evaded, then lose all current protection; Jocasta Nu Siphons Max Protection from the target enemy, which can't be resisted; If the target enemy is defeated by this ability, gain Max Protection equal to the target enemy's Max Protection; gain 100% bonus Protection for 1 turn Omicron Upgrade: While in Grand Arenas, if all allies are Jedi Vanguard, and she is Jocasta Nu (Rifle): Dispel all debuffs on all allies; set the target enemy's Max Health to 65 (excluding Galactic Legends and Raid Bosses) until the start of their turn [Special] It's Up to You Now: Deal Special damage equal to 50% of Jocasta's Max Protection to all enemies. If any enemies are defeated, Jedi Vanguard allies recover 100% Health and Protection and all enemies are Breached for 2 turns, which can't be evaded or resisted. (Post-Transform) BASICS: It Belongs in a Museum Final Text: Deal Special damage to target enemy. If they had Defense Down, Expose, or Tenacity Do wn, inflict that debuff on all enemies for 1 turn, and she gains the opposite buff for 1 turn. If they had Vulnerable, deal additional damage based on 10% of her Max Protection then recover 25% Protection. Gain Critical Damage Up for 1 turn and 5 Siphon until the end of the encounter. While in Grand Arenas: On her turn, grant each Jedi Vanguard ally every dispellable buff she has for 1 turn (excluding Stealth and Taunt). SPECIAL 1: My Turn (CD=4) Final Text: If all allies are Jedi Vanguard, dispel all buffs on all enemies. Deal Special damage and bonus True damage equal to 100% of her current Protection to target enemy, which can't be evaded, then lose all current Protection. Jocasta Nu Siphons Max Protection from the target enemy, which can't be resisted. If the target enemy is defeated by this ability, gain Max Protection equal to the target enemy's Max Protection. Gain 100% bonus Protection and Speed Up for 1 turn. Siphon Max Protection: Gain a percentage of Max Protection equal to this unit's Siphon until the end of the encounter and the target loses that much Max Protection (stacking, excluding Galactic Legends and Raid Bosses) While in Grand Arenas and all allies are Jedi Vanguard: Dispel all debuffs on all allies. Set the target enemy's Max Health to 65 (excluding Galactic Legends and Raid Bosses) until the start of their turn SPECIAL 2: It's Up to You Now (CD=0) Final Text: Deal Special damage equal to 50% of Jocasta's Max Protection to all enemies. If any enemies are defeated, Jedi Vanguard allies recover 100% Health and Protection and all enemies are Breached for 2 turns, which can't be evaded or resisted.44KViews11likes50CommentsEA 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.Solved39KViews46likes1CommentThe Sims 25th Birthday Bundle Release Notes for The Sims and The Sims 2
The Sims Release Notes Sul Sul Simmers! We hope you’re in the mood to travel back to the year 2000 with us to celebrate the launch of The Sims! To celebrate with you, we’ve brought The Sims and all packs up to date to make it work more easily with Windows 10 and 11! Revisit your favorite packs or finally play that one you haven’t tried yet. This release does a lot under the hood to make this 25 year-old game work on your new computer. We thought we’d also make it easier to see all those classic pixels on your monitor! To scale the game to make better use of the screen space available, try using the Alt + Enter key combination to cycle through the different scaling options. The bulk of the work was to make the first The Sims game compatible with Windows 10/11 from the moment you install it. There are things that you’ll immediately see: Game now supports the aspect ratio your monitor is set to (not restricted to 4:3) Different aspect ratios, such as 16:9, gives a wider view of the game Crisper rendering and visual fidelity from changing how the game scales textures Fixed several crashes Improvements and fixes When The Sims launches it will automatically use the aspect ratio of the main monitor. Unfortunately you can’t change the aspect ratio directly, but you can direct The Sims to launch on a second monitor with a different aspect ratio by using the -monitor:[num] command (“0” is the default monitor). We hope you’ll enjoy returning to The Sims’ neighborhoods, Vacation Island, Downtown, Studio Town & Magic Town to spend time with all the classic Sims and Sims families as much as we did. Enjoy encountering Bella, Bonehilda, Chip, Miss Crumplebottom and the rest. Dag dag! The Sims 2 Release Notes Sul Sul Simmers! Put down that grilled cheese sandwich and get ready for a trip down memory lane to 2004 with us! We’ve revived The Sims 2 and most of its packs to work easily with Windows 10 and 11! Please note that modern licensing restrictions have required the removal of 1 pack and some of the original songs, but we have included as many as possible. We thought we’d also make it easier to see all those classic pixels on your monitor! To scale the game to make better use of the screen space available, try using the Alt + Enter key combination to enter and leave full-screen mode. Enjoy that glorious widescreen The Sims 2 view! There are a few more updates as well to look out for: GraphicsRules.sgr now supports modern hardware configurations Fixed a shadow bug that surrounded Sims with a big black square Wide screen and higher game resolutions are now supported UI scales better to higher resolutions Texture memory corruption and “pink soup” are fixed Dragging The Sims 2 window from one monitor to another works more smoothly If your computer has a lot of RAM, The Sims 2 is able to use it Fixed several crashes Improvements and fixes We hope you’ll enjoy returning to the Belladonna Cove, Desiderata Valley, Riverblossom Hills, Pleasant View, Strangetown, & Veronaville! Spend time with all the classic Sims and Sim families. The Goths, Greenmans, Smiths, Monty/Capps and more are ready to come back to your screen from 21 years ago. Dag dag!35KViews20likes0CommentsEA 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 MediaSolved30KViews20likes1Comment