PvZ3 State of the Lawn - Content Update 1 (CU1)
Hey Zombie Zappers! 🧟⚡ Plants vs. Zombies 3: Evolved sprouted into Early Access a little over a month ago, and today we have a fresh update storming in with new content. And, thanks to your feedback, we have lots of gameplay tweaks creeping toward the lawn later this month. What’s Sprouting in CU1? New Plants Unleashed! ⚡ The hero of our new Plant Pass is Zapture, a dramatic, volatile, and gleefully dangerous Tier 3 plant. As an amphibious plant, Zapture flexes its power on land but excels on water, jolting through multiple opponents with bolts of electricity like a hot fork through butter. It would have been a knife through butter, but all of Dave’s knives are in the dishwasher. Zapture is created by merging Tier 2 Lightning Reed and our other new plant, Tier 2 Prick-erel Weed. Prick-erel Weed is another amphibious plant created by merging Tangle Kelp and Spikeweed. While it deals more damage in water, it’s a powerful groundcover plant that deals more damage to more zombies in a 3x3 space around itself. It’s a great reminder to always wear your cowboy boots when you go swimming. New Zombie Trouble! 📺 Two new undead baddies will be shambling your way in this update - the mischievous Z-Scout Campers, and a new Zombomination, Buzz Box. Z-Scout Campers are mischievous imps who quickly befriended one another, caused mayhem, and now are set to form a conga line of destruction directly aimed at you. They’re perpetually playing a game of Follow the Leader, but are easily distractible, so they are not sure who the leader is at any given time! The survival courses they took happened to not cover what to do in case of chain lightning attack, so, you know what to do. Facing a staggering drop in productivity, Dr. Zomboss confiscated the zombies’ TV and fused it with a Beekeeper Zombie, creating the Buzz Box. Buzz Box is a large, threatening piece of technology that will take its bad attitude out on you with swarms of angry bees. This insectoid intruder stalks the air, hypnotizing its victims with must-flee TV before closing-in for the final cut. Between attacks, Buzz-Box airs original programming from the ZTV Network like "Everybody Loves Brainz" and "Who's the Zomboss?" Its flying mechanical minions, the ZomBees, swarm protectively around their commander, making getting close a painful proposition! New Content 🎉 Adventure 2: Issue 3, with 50 new adventure levels. 20 Lawn Patrol levels featuring the notorious mischief makers, Z-Scout Campers. 5 additional Expedition levels set in the camp biome. Fixes 🛠️ Fix: Umbrella Leaf now properly protects ground plants from overhead attacks. Fix: Screen Door Zombie and Umbrella / Parasol Zombie sound effects no longer play at deafening levels. Fix: Pigeon Feeder Zombie no longer looks stretched in the Almanac. Fix: Updated Sling Pea almanac entry to correctly state that it hits 3 zombies. Fix: Updated Tangle Kelp description Removed: trading for Cosmic Dust Incoming Gameplay Changes - What’s that About?? 👀 Since Early Access, we’ve been devouring feedback like a swarm of hyper-caffeinated zombies, and while our first minor update is live right now with CU1, our upcoming major update Title Update 0.5 (TU0.5) will make its way to the lawn later this month! Here’s what’s mutating behind the scenes: Plant Power Rewired 🌱⚡ You told us Tier 3 should crush Tier 2, and Tier 2 should outclass Tier 1. We agree! Repeaters were tired of being shown up by a couple of Peashooters, and through a healthy montage of fertilizer and water, they (and all the other Tier 2 and Tier 3 plants) amped up their power! When the update lands, your existing plants will be migrated into this new power structure. Adventure Mode Overhaul 🧠 We’ve revisited adventure levels, adjusting their quantity, pacing, and difficulty to create a more strategic, less predictable experience. Your existing progress will be migrated into the revamped system when the update rolls out. Seed Grind Tamed 🌼 We heard that the grind for seeds was brutal. So we’ve restructured how seeds are earned, letting you unlock more plants earlier and spend less time stuck in the weeds. This is the first set of major changes we’re making to the gameplay. We’re also keeping a close eye on the sun economy, tracking how these updates affect the balance once they hit the lawn. In the meantime, dive into CU1 starting today and thanks so much for your feedback, both positive and constructive! For players outside of our current Early Access regions (Ireland and Philippines), we will be bringing new regions online soon and throughout the coming months, so stay tuned for wider availability as we continue through the development process. If you’re playing in Early Access and you encounter any bugs, please let us know on the forums. Stay tuned to our channels for more on upcoming content updates and gameplay updates. See you on the lawn!2.6KViews4likes4CommentsThe Season's Most Anticipated Updates
Update: 5/12/2026 PC: 1.124.55.1030 / Mac: 1.124.55.1230 Console: Version 2.33 Dearest Simmers, With the arrival of May, some of the season’s most anticipated improvements and bug fixes are making their grand entrance into The Sims 4. It is with great pleasure that we share a snippet of what is yet to come, sure to delight even the most discerning members of the Sims community. Foremost among these, are dedicated improvements to Infant and Toddler gameplay, influenced by your gracious feedback and ever-helpful reports. We hope you find the caregiving experience most improved. Whispers also speak of a charming new basegame Infant Playmat, for all players, which I hear includes a variant adorned with the most fashionable motif - dainty little sheep. To guard against the loss of any cherished stories, we’re implementing new save redundancy options for your Backup Saves, including day, week, and monthly options to better protect your Households and your progress. In the realm of Create a Sim, a most fashionable Base Layers feature now allows for more fashion expression and truly splendid ensembles. Over one-hundred and fifty bugs have been dutifully vanquished, with dozens of troubling infants and toddlers bugs gone forevermore! The Sims will now find their sleep more restful, thanks to refined autonomy improvements and bug fixes. And, of course, more than ten vexing issues from the community’s top twenty bugs list have also been addressed. Finally, this Season brings news sure to set games aflutter. A collaboration most grand, as two new Kits, Lady Bridgerton’s Masquerade Ballroom & Fashion, and a log-in event have entered the game, ensuring your Sims may dress and dwell in the height of regency splendor. And as a most delightful bonus, those who acquire Lady Bridgerton’s Masquerade Ball Bundle - featuring both kits - shall be rewarded with three exclusive items including the Bundle of Joy bassinet, a cradle fit for the tiniest debutante or young duke, and an elegant gazebo. Thus, dearest Simmers, prepare yourselves for an experience most improved, and delight in the season's remarkable bounty. Yours truly, The Sims Dev Team What’s New? The Sims 4 Lady Bridgerton’s Masquerade Ball Lady Bridgerton’s Masquerade Ball - Login Event Prepare for the social event of the season! Running May 12 - July 7th, a limited time login event that brings a bit of the Ton to The Sims 4! Earn exclusive rewards as you log in week by week like the Heart on Your Sleeve trait, Daytime Stroll Gown, Gallant Wool Coat, and more! New rewards will be unmasked on specific days, so return throughout the event to unlock rewards that transform your Sim into the greatest host! Based on your feedback from the last Login Event, we’ve made improvements to the Event Menu! You’ll now see a counter showing how many weekly check-ins you’ve completed while rewards are available to unlock. We’ve also segmented the weeks, added a countdown timer for when the next week begins, plus a subtle highlight showing what rewards will be available to claim the next time you log in! You can start earning rewards on May 12th, but be sure to log in no later than June 25th so you do not miss the chance to earn all available rewards with subsequent logins! Two New Kits and a Dazzling Bundle For players looking to bring the decadence and grandeur of Lady Bridgerton’s Masquerade Ball all in a single bundle, there are three exclusive items alongside the two enticing new kits: The Digital Content … Yes, Lady Bridgerton’s Masquerade Ball experience is complete with the iconic Bridgerton House Gazebo, the beautiful Bridgerton House Piano, and well, as we know, sometimes balls can lead to … ahem, rushed nuptials and so, a Bundle of Joy bassinet, for those looking to expand their family. Make sure you get the bundle before August 14 for these most splendid gifts. The Fashion Kit, inspired by the season’s most talked about event, Lady Bridgerton’s Masquerade Ball. With costumes and masks to hide one’s true identity. But of course, you can find even more dresses and accessories to play out the most perfect ballroom fantasy. The Ballroom Kit, provides decor and objects that will have builders swooning, like the Ballroom Banquet Table, floral wall adornments, and the Elegant Macron Display. Recreate the ballroom that set the season in motion inspired by Lady Bridgerton’s own delightful decor. Looking for a more singular experience? Well, have no fear, you can get all the latest fashions direct from Lady Bridgerton’s Masquerade Ball or all the delightful decor from the Ballroom, by getting individual kits directly from the in-game store or on your preferred platform. A Basegame Infant Playmat To celebrate this release’s bundle of Infant fixes and updates, we’re giving away a free Infant Playmat in basegame. You can find the Lil’Wiggle Playmat in Build Mode’s Kids’ Room Category in the Infants and Toddlers section. Create a Sim Base Layer Feature We're adding a new accessories category to Create a Sim! Base Layers give your Sim a new way to customize their outfits, make any top more weather-friendly, and find comfort and confidence in extra coverage or undergarments like the layerable binder. There are 8 Base Layer options for Adults, 4 for Children, and 2 for Toddlers, all in a variety of colors and sleeve lengths! With 380+ new Base Layer styles, your Sims never have to wear the same outfit twice! The new accessory works just like the tights accessory that you layer with pants and skirts, or wear on their own. These pieces layer under any Top or Full Body CAS asset as well as any other accessory like bracelets or necklaces. Day, Week, & Month Backup Save Versions We've made additions to the Backup Save feature for players with this patch! In the previous rendition of this feature, the game would automatically generate a series of Backup Saves that pulled from your last five previous game sessions. These Backup Saves can be loaded to recover past game states if your main save is in a state you don't want - such as your main save experiencing a form of save corruption. This functionality is still available. With this update, we've added three new types of states for Backup Saves to help you recover more options for previous versions of your game. This menu now retains old saves from over a Month, Week, and Day ago. This means if you load your save six times in one day, you won't just have six Backup Saves from that day. You'll also still have older options available to you. We know it's very frustrating when you lose your saves or experience a game breaking bug, and we're working to address these sorts of issues. However, we hope this quality of life improvement will be a useful fallback in case these situations do occur. Please check out our blog on Backing up Saves in The Sims 4 for more information on how to use this system. Bug Fixes We have over 150+ Bug Fixes coming with this patch, which include major improvements to Infants, autonomy, and sleep, as well as a wide range of highly voted community issues across the Base Game and packs. Here’s a list of the Top 5 Most Voted Issues. Top 5 Most Voted Fixes: “Black Photos”: 6 fixes for different causes of texture loss, plus extensive QV testing on paintings and photos to catch any unreported cases. At time of writing, all tracked “black photo” bugs will have been resolved, but we’ll continue monitoring any new reports. [EA Forums] A “black photo” issue could occur when a filter was applied during capture, the photo was placed, and then another filter was applied. This has been fixed to prevent future occurrences, including in old saves when taking new photos. Existing black photos cannot be restored, but photos that had only one filter applied (and not changed again) are now fixed in old saves and can safely have a new filter applied. [EA Forums] [EA Forums] Custom paintings (Paint from Reference) created off-lot could appear white on the easel. The game now correctly checks for textures even when the Sim isn’t on the current lot. This fix is compatible with old saves, and existing paintings will still resolve when the lot is loaded. [EA Forums][EA Forums][EA Forums] Custom “Paint from Reference” paintings uploaded and downloaded from the Gallery now retain their textures correctly, with the related assert and “System Issue” when placing them on a lot issue also resolved. This fix is retroactive and applies to affected Gallery uploads. [EA Forums] All wall and surface Photos should now be able to properly retain data when being uploaded to the Gallery. This fix is retroactive and should no longer occur when downloaded from a Gallery upload where the bug was occurring. [EA Forums] Medium and Large Photos captured with the in-game camera will no longer appear blurry. This fix is not retroactive and will not fix photos that were already taken in past saves. “Paint from Reference” no longer turns white when a Sim resumes a painting after traveling. This fix is partially retroactive: incomplete paintings in old saves can now be resumed and finished correctly, but completed paintings already stored in inventory will still appear as white canvases when placed. Sims putting down Infants before picking them up [EA Forums] Sims will no longer receive the "Secret Witness” Sentiment when a married or engaged Sim is witnessed WooHooing with their partner by another Sim. [EA Forums] “Can’t place item”: Fixed in both new and old saves. [EA Forums] Sims could get stuck with Scandal and its VFX if the Scandal ended in a different session than when it was revealed. This is now fixed for new cases, and existing affected saves will have the lingering VFX cleared. [EA Forums] Infant and Toddler Improvements and Fixes This patch focuses on improving quality of life for Infants and Toddlers, based on top EA Forums issues and additional feedback from Discord and Reddit. After extensive playtesting, we’ve made significant improvements and are excited to share them with you! Infant Gameplay Additions We’re adding a new Infant Playmat to Basegame! Sims are meant to take Infants out of cribs, but placing them on the ground can feel awkward. Sims prefer using Playmats, which provide more gameplay and allow for intentional placement. To support this, all players are receiving a free Base Game Playmat! We've added a new toggleable option in the Options Menu to "Disable Caregiver Autonomy for Infants." This is located in Game Options under the Gameplay tab. Caregiver autonomy for Infants has been improved, but we added a new option that allows players to disable it entirely for full, manual control. This setting is off by default; when enabled, all Infant care must be handled by the player. If care is neglected, the Infant may be taken by social services. With this option enabled, Sims will still autonomously socialize with their Infant. With “Disable Caregiver Autonomy for Infants” enabled, the “Check Infant” interaction remains available for manual use. This allows players to simulate uncertainty in caregiving (especially with low Parenting skill). Infants now gain a buff and show a thought bubble when woken by loud noises, with a one-time TNS tutorial explaining the behavior. This makes it clearer why Infants wake and call for Caregivers, helping reduce repeated pickups by allowing players to address the noise source. [EA Forums] An issue with the Infant Stand Up Milestone was traced back to a previously fixed problem where Infants needed specific nearby objects to pull themselves up. We’d fixed this previously, and are including it here again. While the Milestone still unlocks as before, clarity was improved with a greyed-out interaction and hovertip guiding players to use a crib. A screenshot showing the “Practice Standing” interaction’s hovertip text beside another image showing the “Attempt Pull to Stand” interaction that’s available for Infants while in a Crib. Hovertips have been added to the "Prefers Breastfeeding" and "Prefers Bottle Feeding" interactions to clarify that choosing a preference restricts autonomous feeding to that method only. Autonomy Improvements & Fixes [EA Forums][EA Forums] [EA Forums] Frequent Infant pickups and put downs, caregiver conflicts, and Sims freezing during care were major frustrations. This update includes multiple interconnected fixes to address these issues, all available in the Base Game: Caregivers should now need a reason to want to pick up an Infant from a crib (such as the Infant having a dirty diaper, etc.), and Infants will call less frequently to ask to be removed from the crib. We're limiting the amount of times Caregivers run caregiving interactions autonomously (feeding, changing diapers, etc.). Sims should no longer freeze during "Check Infant, “Give Infant a Nap,” “Tummy Time” while an Infant is sleeping, when an Infant is crying, or while another Caregiver is already holding or interacting with an Infant. If there are other instances of this occurring, please report them, and we’ll see if we can address them for a future update. Sims now place Infants on the floor far less often, and they are also not placed on the floor when attempting to hand them to another Sim. Caregivers may still occasionally put Infants on the floor to adjust positioning for certain interactions (like Tummy Time). This behavior is expected since Infants can’t move. Infants will no longer get stuck between a Sim’s legs when “Hold Infant” is canceled during “Put Infant Down Here.” This can still occur if the game is paused, which is being tracked for a future fix. Sims can now successfully autonomously give an Infant a bath. [EA Forums] Infants will no longer immediately get taken out of the Back Carrier as soon as they're put into one. “Check Infant” can now be canceled if it’s the next interaction in a Sim’s queue, though it can’t be canceled if it’s queued behind another action. A full fix wasn’t possible for this Base Game update, but if that's something you'd like to see fixed still please provide feedback in the EA Forums and give it a vote. Infant care interactions (Give Bottle, Change Diaper, etc.) should now appear on the first Pie Menu when an Infant's Needs are low for your ease of access. Sims will now clean up bottles that were left on the ground. We also decreased how frequently Infants will be hungry. Between these two changes, we hope to have addressed the community feedback around bottles being left everywhere. (Basegame) Sims will now clean up diapers left on the floor after changing an Infant or Newborn (as long as a trash can is nearby). This keeps some of the intended messiness while reducing frustration. (Base Game) Changing an Infant's diaper at the Changing Table should take about a third less time than it used to. (Base Game) The Infant Hunger Need will now decrease slightly more slowly. We received light feedback on this and we're hoping this slight tweak will prove the right balance for player realism and fun. (Basegame) Feeding an Infant will now take about fifteen minutes (Sim Time), which is half the time it previously took. (Base Game) Taste Testing baby food in the High Chair now provides a substantial boost to an Infant’s Hunger. (Base Game) The “Needs Nap” Moodlet for Infants has been reduced to Strength 1. This keeps the intent of encouraging regular naps while making it less intrusive and allowing other Moodlets to take priority when the Infant is otherwise happy. (Base Game) Care interactions on objects (e.g., Bathtub, Playmat, Changing Table, High Chair) will no longer appear while an Infant is sleeping, preventing failed interactions and reducing confusion. (Base Game) Infant Milestones tied to Tummy Time now unlock twice as fast, addressing feedback that progression felt too slow - especially on shorter lifespans. With reasonable attention, most Milestones can now be achieved by around day 3. (Growing Together) Other Infant & Toddler Bug Fixes An excerpt from a Sims Butler's Memoir for your reading pleasure: "Persistence." A quality they taught me at the Windenburg School of Butlery. So believe me, when I saw those dirty diapers on the ground, I thought to myself... my goodness, I'm going to vacuum those bad boys up. But today, I was taught a new skill. Using my hands. From now on, I shall endeavor to pick up diapers with my... dare I say it... my hands. A more efficient and actually productive method of disposal. *Takes a bow* Butlers and Maids will now pick up diapers and throw them away, rather than trying to vacuum them for hours and hours and hours... and you get it. (Basegame & Vintage Glamour Stuff) Butlers will also now properly dispose of pet fur and ash piles by picking them up and throwing them away. (Multiple) [EA Forums] Infant and Toddler Needs will no longer decrease when the Active Sim (and the player) is on another lot, away from them. We hope that this change will make caregiving for Infants and Toddlers more enjoyable. (Basegame) [EA Forums] We've addressed an issue where Toddler Sims could be hungry but would remain idle, despite having food. This should no longer occur. (Basegame) [EA Forums] If an Infant is fed finger food and the interaction is canceled, there is now an interaction on the food that will allow the Infant to resume eating the finger food again. (Basegame) [EA Forums] We fixed an issue where caregiver Sims would be standing in the yard next to an empty rug (with no Infant) when switching control between a Sim at Home and a Vacationing Sim in the same Household. Now Infants should remain in their position within the house. (Basegame) [EA Forums] We've added a fix that will disable the Cause of Death selection UI for Infants and Toddlers. (Basegame) [EA Forums] We investigated a Top Community issue where interactions with Infants and Toddlers were not available after they returned from daycare. However, we determined that this was already fixed in the November update and not reported. We're including it here to inform players who might have been tracking this issue. (Basegame) [EA Forums] We investigated the issue where Infant, Toddler, and Children Sims could not be played once merged with other Households after having been taken away. We were able to verify that at some point in the past it was fixed in a previous update. (Basegame) Interactions like "Practice Standing," "Tummy Time," and "Practice Crawling" will no longer be greyed out and unavailable while in a basement. (Basegame) [EA Forums] Infants no longer T-pose when swapping from the "Accessories" category to "Bottoms" and back to "Accessories" again in Create a Sim. (Basegame) We received feedback that “reading to Toddlers” wasn’t working well, and we started work investigating these issues. We were able to address a few bugs relating to this, but there are some other reading related bugs that are still open we’re investigating. If the interaction was queued already in a loaded save and Sims are frozen, this also will not be retroactively fixed. Please cancel the interaction in the interaction queue, and it should work going forward in old saves. (Basegame) [EA Forums] Toddlers are now able to successfully run the "Ask to Read Book" interaction on a teen or older Sim. The "Be Read to By" interaction on Toddler Books should now function when selected by an Infant. We fixed a code exception that could cause Sims to reset when an Adult Sim would click on a book and choose to "Read to Children." (Basegame) We fixed an exception that could trigger when a Sim performs the "Practice Standing Up" interaction on an Infant that was being held by a Sim. (Basegame) We fixed a typo error in the Infant's Angry Mood hovertip where it said "a little TLC can go along way." It now reads, "A little TLC can go a long way." [EA Forums] Infants will no longer get a "Controlled Emotions" moodlet when they sleep near fireplaces. Nobody should expect "controlled emotions" from Infants - that’s just silly! (Snowy Escape) [EA Forums] The Holiday Tradition to receive a gift from Father Winter is now completed for Toddlers when they "Ask for Present" and get a gift. (Seasons) [EA Forums] We addressed an issue where the Maxed Movement Milestone wasn't unlocking for Toddlers after all skills were maxed. This fix will work retroactively in saves where it was occurring. However, it can still occur if mods are used that would cause the Toddler's movement to jump from 1 to 5 directly. (Growing Together) [EA Forums] Infants Milestones are no longer disappearing or being reset when that Infant's Household is visited while playing another Household. This is fixed in old saves as well as new ones. (Growing Together) [EA Forums] Infants are now able to act on their unlocked Milestone developmental progress when they are not at their Residential lot. This fix is retroactive in old saves where the bug had previously been occurring. (Growing Together) [EA Forums] The First Time at Daycare Milestone now unlocks for both Toddlers and Infants. (Growing Together) eads: “Aidan went to daycare for the first time.” We fixed an issue where Infants would not acquire or gain Milestones after traveling to another lot and then going to Daycare from a lot that wasn't the Home lot. (Growing Together) [EA Forums] We addressed an issue where Infant Milestone TNS notifications could appear twice when traveling to another lot and then returning to the Home lot. (Growing Together) [EA Forums] The Fun Need will now properly remain greyed out until an Infant Sim unlocks the Sit Up Milestone. (Growing Together) [EA Forums] Infants no longer display the "Inquire about Local Hauntings" interaction. Though, it must be said, if an Infant in real life started asking about local hauntings… that would be pretty creepy! (Life & Death) [EA Forums] Teen and Adult Sims with the Grouch trait can no longer "Spread Rumors about Others" with Infant Sims. The Infants didn't really understand the rumors anyways. (Multiple) Sleeping Improvements and Fixes Sleeping autonomy has been improved following community feedback, addressing a mix of bugs and quality of life issues. Overall sleep behavior should be more reliable. A rare case of Sims not sleeping could not be consistently reproduced and was not fixed, though reloading resolved it during testing. This issue is still being tracked. Base Game [EA Forums] Sims woken by a nearby TV or radio will now turn the device off and return to sleep. This keeps the intended wakeup behavior while making the cause clearer and reducing repeated interruptions. [EA Forums] We've added a hovertip to the Nap interaction to clarify that this interaction is meant to be shorter with a boost to Energy (rather than an interaction that fills the Need fully). Sims should not stay in the nap interaction until their Energy is full, but we wanted to help clarify this expected behavior. [EA Forums] Fixed an issue where exhausted Sims could get into bed but still collapse from fatigue. Sims who fall asleep in bed will now remain there instead of getting up and passing out. [EA Forums] There is an idle interaction where Sims are supposed to "Think About Partner." This will no longer play while a Sim is sleeping, resulting in them waking up. Finally, Sims can both be infatuated and well-rested! [EA Forums] There were callouts in the sleeping EA Forums thread where Sims weren't sharing a bed with another Sim. We believe our other fixes have addressed this issue, though as a note, Sims will only sleep in the same bed when their relationship is high enough. [EA Forums] When a bed is assigned to two Sims and another sim hovers over the "Sleep" interaction it will now show both of the Sims' names that the bed belongs to, rather than just one of the two Sims. Players can now assign a side of the bed to Sims when a Sim is Multi-tasking. Lovestruck [EA Forums][EA Forums] There was an issue where Sims in a romantic relationship were getting out of bed when told to sleep simultaneously. We added an interaction called "Sleep and Cuddle" which will now allow this gameplay to function properly. [EA Forums] Canceling Cuddle on a sleeping Sim will no longer wake both Sims or interrupt their sleep. If the interaction is canceled after one Sim has joined another already in bed, both will remain in bed. Canceling Cuddle before either Sim is in bed will still result in both Sims getting up, as intended. General Autonomy Fixes While we focused this update on Infant, Toddler, and sleep fixes, we were also able to address a handful of other autonomy fixes. We know “autonomy” is a facet of the game you’re interested in seeing improved, so we’ll be continuing to address more issues in this area in future updates. Base Game Sims will no longer autonomously drink water, addressing feedback about repeated and disruptive behavior. This was tied to a hidden “thirst” system, and removing it makes actions more predictable and player-directed. [EA Forums] We fixed an issue that was causing NPCs to enter a house to drink water. Unfortunately, this fix was unable to be retroactive for saves in which this gameplay was already occurring. We previously adjusted how frequently Sims would dance autonomously. Based on feedback, we're further reduced this so that they should only dance autonomously around once a day or so (if they choose to). [EA Forums] Fixed an issue where Children could be taken away despite not being neglected. New checks ensure a Child must be actively failing (F) before this occurs. The fix is retroactive, but previously removed Children cannot be restored. [EA Forums] We addressed an issue where Children Sims could enter a state where they wouldn't eat after traveling or when hungry. This is fixed retroactively in old saves. [EA Forums] Child Sims are now able to eat normally both while traveling and after returning home from a Restaurant Venue. This fix is retroactive. [EA Forums] Sims with the Jealous trait will no longer get upset when their partner interacts with their own children Sims. Knifty Knitting The March updates we made to "dancing happening less frequently" didn't affect the METAL Radio station. We've updated the cooldown to include this station now. General Bug Fixes In addition to Infant, Toddler, Autonomy, and Sleep improvements, we have continued to address highly voted community issues (and also some issues that were easier fixes). Base Game [EA Forums] Packs that were disabled in the Properties menu for EA App and Steam will no longer appear in the game. [EA Forums] Photos taken with a camera will no longer get stuck in the inventory after trying to place them on the wall. We are still investigating a wider bug where this is occurring for stacked items and paintings as well. [EA Forums] Photos taken on phone or camera will no longer be duplicated in a Sim's inventory. [EA Forums] We fixed an issue where certain connections on a Family Tree could be overlapping or missing. If there are more cases of this occurring in your saves, please report them. [EA Forums] We fixed an issue where Spouse Sims could become related if you create a genetic sibling for one of the spouse Sims in CAS and both Sims have a child together. This doesn’t fully address all instances reported in this forum thread but makes progress. We fixed an issue where it was possible for a Sim to be sorted as both a brother and a son in CAS. We fixed a deformation issue affecting several clothing assets, specifically causing problems with pants. The issue occurred when a Sim’s gender or physical frame didn’t match the asset’s original “male” setup at the time it was created. The following assets have been updated: (ymBody_HoodieHiphop), (ymBody_CoatShortTrench), (ymBody_ShortsHigh), (ymBody_EP03SuitWideLapel), (ymBody_EP05SuitLoveDay), (ymBody_EP09OverallHenley), (ymBody_EP11SuitMayor), (ymBody_EP11CrittterTender), (ymBody_EP11Suspenders), (ymBody_EP11OverallFarmand), and (ymBody_Tourist). Moving forward, we plan to explore applying similar fixes to additional assets. [EA Forums] We fixed an issue where the game wasn't able to properly pick a Sim to be a Police Officer, resulting in no Police Officer showing up. When called, Police officers should now show up. [EA Forums] Stove Hoods can now be replaced with new ones via an interaction after a fire. [EA Forums] There was a coffee drink appearing in menus that was placeholder and never meant to be available. We've removed it. Console Marketplace visitors using the virtual cursor input method on a controller would find the Right Stick would not scroll through the Marketplace without toggling input types. Right Stick will now scroll on the Marketplace in all input types. We identified an issue where by scrolling through, then back up in the Marketplace while using Virtual Cursor input type would force the game back into what we call the Snap Cursor (as it snaps between parts of the UI for quicker navigation on a controller) input method. Scrolling Marketplace will no longer force you out of the input type you are using. Simmers who ran into the issue above that went back to the Main Menu would find that the controller was still navigating an invisible Marketplace making it impossible to navigate the Main Menu without restarting the game. Main Menu navigation works again, and we won’t need you to restart your game to use it. While using a controller, Simmers who uploaded their creations to or deleted their creations from the Gallery would find the controller focused on the Main Menu instead of the Gallery. This should no longer happen and the details panel can be closed as usual. [EA Forums] We fixed an issue where the Confirmation button was missing from Schedule Preset UI when using a Keyboard and Mouse on Xbox. (Adventure Awaits) Gallery [EA Forums] Gallery uploads should experience fewer timeouts, as the upload timeout duration has been increased to better accommodate varying connection speeds. Further feedback is encouraged if issues persist. [EA Forums] The "My Favorites" Gallery category will now load all favorites. It was previously only loading 25 items. [EA Forums] After receiving community feedback, we've updated Gallery default sort order to be "Newest" rather than "Most Popular" again. City Living [EA Forums] The "Participate in Hackathon" interaction is now available on festival computers at Geekcon. A uniquely dressed walkby Sim in San Myshuno is now labeled “Local Weirdo” to clarify that their unusual outfits are intentional. Cats & Dogs [EA Forums] We've greyed out the "Family Dynamic" relationship options for Pets in Create a Sim since they didn't apply to Pets. Get Famous [EA Forums] Using the salon chair, hair and makeup will now change properly when a Sim's skin tone has also been changed. Island Living [EA Forums] We fixed a rather silly looking bug where a Sim's portrait appearance could get distorted after Sunbathing when a Sim was nude or in a Swimsuit. Cottage Living [EA Forums] Hens and Chickens will no longer randomly disappear when saving and loading the game. This was caused because they were roaming and their positioning caused the game to delete them. High School Years [EA Forums] We fixed an issue where a Teen Sim could age up into a Young Adult and they wouldn't lose their acne, and there also wouldn't be a way to cure their acne. This fix is retroactive, so if it was already occuring in a save, it should be fixed now. Horse Ranch [EA Forums] The price of Nectar shown in a Sim's inventory is now the same as the actual selling price for the Nectar. [EA Forums] Fixed an issue where Nectar bottles sold at food stands displayed incorrect prices. Pricing across unopened bottles, opened bottles, and poured glasses has been reviewed and remains unchanged, with values aligned to intended design. Lovestruck [EA Forums] Fixed an error that could block Sims from sitting on certain objects when the Lovestruck “Watch Sky/Stars” interaction was available. Also resolved an issue where incompatible Sims could appear as options for this interaction. For Rent [EA Forums] Fixed an issue where household items could remain on a lot after moving if the lot type had been changed to Rental and back. Items now correctly move to inventory on Residential lots (unless selling furniture), while items on Residential Rental lots remain unless manually moved. Applies to all container items and their contents. Life & Death [EA Forums] Children Sims are now able to attend Grief Counseling. This fix is retroactive for old saves where they were unable to. Enchanted by Nature [EA Forums] We've fixed an issue where certain facial features on a Sim wouldn't match between a Sim's normal form and Fairy form. [EA Forums] Fairy Sims with wings will now always have their wings appear in their Sim Portrait at the bottom left of the screen. [EA Forums] Fairy Sim wings will reappear after a Fairy Sim puts away their book. This fix is retroactive if the wings were missing. Adventure Awaits [EA Forums] We fixed an issue where Sims with the "Danger Kid" trait would have bladder thought bubbles without having low Bladder Need or needing to use the restroom. Royalty & Legacy [EA Forums] We addressed an issue where the "Poor Leadership" sentiment could be added to a Dynasty Head when the player opens and closes the Dynasty Panel without changing anything. It's still possible (and as working as intended) that Sims can acquire this sentiment by editing information in this panel. [EA Forums] Offspring of pre-made Dynasties are now automatically added to the Dynasty. [EA Forums] Babies born after patch [1.121.361.1020] (Royalty & Legacy's patch) will no longer be born as a "secret" when the pregnancy started before the patch. This is retroactive in old saves. However, if a baby was already born after this patch and you experienced this bug where the baby was born a "secret," then the baby is already a "secret" and that is not retroactively fixed as we're unable to update that without potentially removing real "secret" babies from the game. [EA Forums] Sims with the "Scholarly" Dynasty Ideal will no longer cancel player queued interactions to read books. [EA Forums] Sims will now arrive wearing the selected dress code to a Grand Ball event (in line with the functionality for Funerals). As a note: any remaining oddities are due to tagging and would need reported and fixed individually. We did a pass and felt that outfits looked good with all packs, while selecting more common combinations. [EA Forums] The Mask option is no longer disabled after entering Create a Sim to change the Host's outfit for a Grand Ball event. We fixed the mask icon in the UI for hosting a Grand Ball event. We addressed an exception in the code that would happen when a Sim had a scandal due to the game checking to see what age groups were available for this scandal. Tiny Living [EA Forums] We fixed an issue where furniture wouldn't show up in the Household inventory after moving the Household with the "Keep Furniture" option. Upon investigation, we found that this bug was connected with Tiny Homes specifically. Multiple [EA Forums] Horses and Cats can no longer unlock the Special Touch Family Recipe when they are sick. Events [EA Forums] Teen Sims can now play Chess in both Residential and Community lots when Discovery Quests and Events are active for players. Tagging, Text, and Thumbnail Fixes Base Game [EA Forums] We fixed an issue where male Child Sims would be wearing the feminine styled underwear in CAS by default. Now they'll wear the boxers by default. [EA Forums] (yfHair_AfroMedium_NeutralBlack) and (yfHair_AfroMedium_Black) will now display distinct swatch colors in Create a Sim. [EA Forums] All Jewelry that was in the Everyday category has been added to both Hot and Cold Weather Outfit category as a sorting option. [EA Forums] The Aloe Vera Plant in Build Mode now costs 30 Simoleons. It was previously free. The (SDX037DressAline) and (SDX037DressPencil) Dresses now sort as Feminine Fashion choices in Create a Sim. We deleted an extra space in the text description for "Square Fountain" in Build Mode. Cats & Dogs [EA Forums] The (EP04ShaggyCatEars_DirtyBlonde) swatch will now show the correct color swatch. > Island Living [EA Forums] The (cmBottom_EP07SkirtGrass) skirt asset will no longer cause the texture to apply over certain tops for Children Sims. Cottage Living [EA Forums] The (yfHair_EP11MessyPixieBabyBang) hair is now also tagged to sort and appear for Masculine Sims. The (yfTop_EP11BlouseShirred) top no longer has the texture overlay on nail assets. Snowy Escape The (EP10SnowsuitExtremeUnisex) asset will now appear for both masculine and feminine frame Sims. It was previously only appearing for Female frame Sims. Adventure Awaits [EA Forums] The Woodland Lodge Bath and The Cabin Shower are now functional Off-the-Grid and they sort under the Plumbing Off-the-Grid Category in Build Mode. Royalty & Legacy [EA Forums] The (ymHair_EP21GoldDecoBraids) hair asset will now sort properly for Masculine Sims in Create a Sim. Outdoor Retreat (yfTop_GP01Hermit) has wrong color swatches when applied to Sims. Realm of Magic [EA Forums] (yfTop_GP08BlazerBow_SolidBlack)'s blazer color texture will no longer appear on shoes. Strangerville [EA Forums] The Crabby Bottom Armadillo Yellow and Wacky Wonderful Carnival Sock Alien objects have been moved to the Kid's Decoration Category in Build Mode. Dream Home Decorator The (GP10SkinnyJeanFlanel) asset now shows for male Sims with a masculine frame when removing the Masculine Style Preference filter in the catalog. Backyard Stuff [EA Forums] The (yfTop_SP08TeeBoatNeck_SimlishWhite) top asset and thumbnail are now matching in Create a Sim. Crystal Creations [EA Forums] The (cuAcc_EarringsSP49GemStuds), (iuAcc_EarringsSP49GemStuds), and (puAcc_EarringsSP49GemStuds) earrings will now sort in the Formal Create a Sim category. Business Chic Kit (WristLeftSP56CK001WatchLuxury) now sorts properly for Masculine and Feminine Sims in Create a Sim. (yuAcc_GlassesSP62CK001Reading), (yuAcc_GlassesSP62CK001CatEye), and (yfAcc_NecklaceSP62CK001Elegant) will now sort proplery for Feminine Sims. Refined Living Room [EA Forums] The Woody's Wallpaper wall pattern is now categorized under Paneling in Build Mode. Prairie Dreams Prairie Dreams Create a Sim outfit asset swatches will no longer appear more darkened than intended in the thumbnail. The (ymAcc_NecklaceSP81CK011Daisy) necklace thumbnail image now also includes the pearl. Multiple [EA Forums] We addressed some issues where NPC Sims were wearing a headband and sandals for Swimwear. The (yuHeadDeco_EP19HeadbandBoho) headband asset will no longer randomize on NPC Sims. We also removed the (yfShoes_EF63EVRMuckySandals) and (ymShoes_EF63EVRMuckySandals) shoes from the Swimwear category, so they won't randomize on Sims going swimming. These can still be viewed and manually applied by removing the Swimwear filter if desired for Swimwear attire. This will not be fixed for Sims who already had outfits created using these randomization rules, but it will be fixed in new saves or with new Sims that are created in old saves going forward. [EA Forums] We've updated various wallpapers to appropriately sort as purple color. We added Hot and Cold weather filters for the following Skirts and Short bottoms in Create a Sim: (cfBottom_GP10Skirt), (yfBottom_GP10ShortsPaperbag), (yfBottom_GP10SkirtMini), (yfBottom_GP10SkirtWrap), (yfBottom_GP10WorkKilt), (yfBottom_SP15MoschShortsLeather), (yfBottom_SP15MoschSkirt), (yfBottom_SP15SkirtFlaredMosch), (ymBottom_GP10ShortsPaperbag), (ymBottom_GP10SkirtMini), (ymBottom_GP10SkirtWrap), (ymBottom_GP10WorkKilt), (ymBottom_SP15MoschShortsLeather), (ymBottom_SP15MoschSkirt), and (ymBottom_SP15SkirtFlaredMosch). We updated around 45 doors to have Style tags for sorting in Build Mode. (sculptWall_EF02GENstockTicker01), (sculptWallRWSpyTactMap), (photoDigitalFramePortrait_SP15GEN), (photoDigitalFrameLandscape_SP15GEN), and (photoCollage_SP15GEN) have been sorted into the Electronics > Miscellaneous Build Mode Categories.1KViews6likes0Comments[BFComms] BATTLEFIELD 6 GAME UPDATE 1.3.1.0 Now Live!
Game Update 1.3.1.0 is available now, bringing a wide range of gameplay improvements, fixes, and Season 3 Challenges to Battlefield 6. At 12:00 UTC, Warlords: Supremacy goes live, kicking off Season 3 with Railway to Golmud, Ranked Battle Royale Quads, new weapons, and a new Battle Pass. NEW CONTENT: SEASON 3 New Map: Railway to Golmud. Battlefield 6’s biggest map yet, built for large-scale warfare across multiple combat styles. Ranked Battle Royale Quads: Squad up, climb the ranks in REDSEC, earn permanent rewards, and compete your way from Rookie to the Elite 250 leaderboard. New Weapons and Battle Pass: Season 3 introduces new weapons to master alongside a new Battle Pass packed with rewards, unlocks, and progression throughout the season. Gameplay Improvements: Vehicles, gadgets, weapons, netcode, UI, audio, AI, Portal, and core gameplay have all received a wide range of updates in this release. Read the full Update Notes here: BATTLEFIELD 6 GAME UPDATE 1.3.1.0 See you on the Battlefield.28Views2likes0CommentsBATTLEFIELD 6 GAME UPDATE 1.3.1.0
Season 3 arrives in Battlefield 6 with Game Update 1.3.1.0 on May 12, bringing new content and improvements, including Ranked Battle Royale Quads, the Railway to Golmud map, new weapons, and a new Battle Pass. At 09:00 UTC, players will be able to download the update as it goes live across all platforms and play with the latest changes. At 12:00 UTC, all content in this update goes live, with Railway to Golmud, Ranked Battle Royale, new weapons, and Battle Pass updates becoming available. Alongside the new content, this update also delivers a wide range of vehicle, gadget, AI, netcode, gameplay, UI, and audio improvements to further polish the overall Battlefield 6 experience. NEW CONTENT Season 3 begins on May 12 with Warlords: Supremacy, the opening chapter of a new three-part seasonal rollout that will unfold across the season. This marks the start of a new chapter in the Battlefield 6 conflict, as PAX Warlords push the war to a global scale and every squad is called to fight their way to the top of the combat ladder. With Battlefield 6’s biggest map yet, the arrival of Ranked Battle Royale, new weapons to master, and the return of Dagger 13 unlockable through the Season 3 Battle Pass, Warlords: Supremacy sets the tone for the battles ahead. Battle Pass Begin your reign in Season 3 with a new Battle Pass featuring 100+ tiers of rewards built for the war ahead. Unlock new hardware, weapon packages, soldier skins, XP boosts, and more as you progress from the Recruit Path through four themed paths on your road to becoming a legendary Warlord. Season 3 also brings a set of Battle Pass improvements, including updated navigation, corrected season celebrations, improved path presentation, and fixes to Battle Pass menu pricing. Battlefield Pro For players looking to unlock the full potential of the season, Battlefield Pro expands the Battle Pass experience with 25 Tier Skips, a +5% XP Booster, six instant unlocks, special Assignments, extra Challenge rerolls, an exclusive Vehicle Radio Station, access to a Bonus Path, and support for hosting up to 100 players in Portal. It is built for squads ready to go all in from day one. New Map Railway to Golmud: Battlefield 6’s largest map yet enters the fight in Season 3. This reimagining of a Battlefield classic delivers combined arms warfare at full scale, from a village in ruins and sweeping hills scarred by armor clashes, to a dense industrial site built for close-quarters combat, and a moving railway that squads must battle to control. On Railway to Golmud, infantry, ground vehicles, jets, and helicopters collide across a truly massive battlefield. New Weapons M16A4: An iconic Battlefield assault rifle joins the fight in Season 3. With fully automatic and burst-fire capabilities, plus a carry-handle option for iron sights, the M16A4 is built to perform in mid to short-mid range engagements. L115: Precision meets stopping power with the L115, a deadly bolt-action sniper rifle designed for long to very-long range combat. Compatible with multiple attachments, it rewards players who can stay calm and land the shot. RPK-74M: Built for sustained pressure at range, the RPK-74M brings controllable handling and dependable output to longer-range fights. With minimal recoil and a steadier feel than heavier alternatives, it gives Support players a strong new option for locking down the battlefield. New REDSEC Modes Ranked Battle Royale: Ranked Battle Royale Quads has arrived as the first step for competitive play in Battlefield 6, offering a new way to drop into REDSEC and compete for rank, rewards, and leaderboard status. Squad up, rise through the ranks, earn permanent rewards, and help shape the future of Ranked through BF Labs in Live. From Rookie to Master, and beyond in the Elite 250 leaderboard competition you can show off your skills and secure unique rewards. Read more here. Major Updates for 1.3.1.0 New Content Arrives: Season 3 begins with Railway to Golmud, Ranked Battle Royale Quads, new weapons, and a new Battle Pass, expanding both the scale of Battlefield 6 and the ways players can progress through the season. Competitive arrives in Battle Royale: Ranked Battle Royale Quads arrives with Season 3, supported by broader updates to mission flow, Loot Detection, Anti-Vehicle Drops, scoring, and downed-state to deliver a clearer and more consistent match experience from drop to extraction. Vehicles Receive a Major Overhaul: Land and air vehicles have gone through a broad balance and handling pass, with tracked vehicle mobility reworked, tank damage and regeneration systems updated, repair behaviour rebalanced, and a wide set of vehicle weapons retuned to make survivability, counterplay, and damage output more predictable. Read more about it in our Community Update. Gadgets Receive Further Updates: Mines, Launchers, the Portable Mortar, the Engineers Supply Crate, the Hardware Suppression System, and laser designation tools have all been updated as part of the broader vehicle pass, with a focus on making launchers more viable, giving anti-vehicle gadgets clearer roles, and improving clarity and consistency in how support gadgets behave in combat. Weapons Get a Balance and Usability Pass: Automatic weapon recoil has been adjusted to better define weapon strengths at range, shotguns receive new attachment options, the Magnifier is now available as a shared optic accessory, and multiple reload, animation, reticle, and attachment issues have been resolved to improve handling and readability as we continue to improve gunplay. Core Gameplay, Netcode, and Combat Feedback Improvements: Pinging is now faster and more consistent, hit reactions and damage indicators are clearer, drag and revive has been further polished, and multiple netcode fixes improve readability during combat without interfering with gunfight outcomes. Broader updates to UI, Audio, AI, Settings, and Portal: Seasonal Statistics have been added to the Player Profile, aircraft now receive clearer threat indicators, AI support in Strikepoint has been improved, new upscaling options have been added, and Portal continues to expand with new support, tools, and functionality updates. CHANGELOG PLAYER: Added a slight delay before entering ADS locomotion from a standstill to allow small position adjustments without affecting the reticle. Added bespoke third-person prone on back grenade throw animations. Bipoding while being pushed up against a wall is no longer cancelled automatically. Bullet impacts now leave visible decals on vehicle surfaces for improved visual feedback. Corrected an issue that would prevent Soldier Training Paths from applying properly when Quick Customize was finished. Corrected an issue where a player jumping from a moving vehicle would be seen as stuttering in third-person. Corrected an issue where bashing through doors wouldn't cancel the reload animation even after aborting the action, leading to the player being stuck in reloads. Corrected an issue where drag and revive could sometimes fail to revive a player at the end of the revive sequence. Corrected an issue where dragging and reviving would sometimes be cancelled when on uneven terrain. Corrected an issue where player movement would sometimes be jittery when holding the fire button after firing a single fire weapon. Corrected an issue where the player's ragdoll would slide away if killed after they’ve fallen. Corrected an issue where the soldier's legs could be moving while standing still on a boat. Corrected an issue where the weapon sometimes could be jittery when moving slowly in ADS while being prone. Corrected an issue where upward camera shake from bullet hits could persist longer than intended and briefly affect player aim. Corrected an issue where weapon flashlights and lasers were visible for spawning soldiers before the soldiers themselves were visible. Corrected a performance issue in the Firing Range when large numbers of bullet holes appeared on glass surfaces. Corrected an issue where iron sights could show incorrect green highlighting on squadmates’ weapons when using upscalers. Corrected an issue where magnifier attachments could partially or fully block the view while aiming down sights. Improve third-person soldier locomotion animations when moving on top of vehicles Improved ragdoll stability when bodies come to rest on moving platforms such as vehicles. Improved responsiveness and visual quality of entering ladders that start higher than the ground level. Increased the Critical Assist window from 1.5 seconds to 3 seconds. Jumping from a moving vehicle now properly inherits the velocity of the moving vehicle. Optimised bullet decal updates to improve performance when many are visible at once. Reduced memory allocation spikes during local light shadow updates. Reduced visual artifacts around players and weapons when using FSR 4 Frame Generation. Solved an exploit that allowed players to move faster while dragging and reviving another player. Updated animations from breaking when entering water under certain conditions such as combat diving, sliding and sprinting for first and third person. Weapons are now lowered while UI menus are open where firing is not possible, such as the Options menu or Commorose. Updated the Engineer Field Specialization passive skills Reduced the Devastating Impact repair reduction from -50% to -25%. Reduced the Overheat Control Vehicle weapon effect from -50% to -10%. Replaced the Vehicle Regeneration passive skill with a new Mine Sweeping skill. When learned, the Mine Sweeping passive skill will highlight mines in a 30m area around the player. Netcode Corrected animation stuttering when unmounting from bipod at an angle Corrected an issue where enemy weapons could appear sideways and not properly aligned with their actual aim direction in certain states, such as while jumping. Corrected an issue where first-person death animations would start with some delay which led to unclarity on the state of change. Corrected an issue where first-person hit reactions could play when incoming bullets missed the player and passed behind them. Corrected an issue where high latency players would not deal armor damage and not apply expected damage modifications. Corrected an issue where projectiles could fire from the wrong position height during stance transitions under poor network conditions causing bullet hits to be rejected by the server. Corrected an issue where some UI elements like the inventory would not be immediately hidden when killed Incoming damage UI indicators now animate and scale based on the amount of damage taken, improving the clarity of rapid consecutive hits and making it easier to distinguish between low and high damage. Reduced network bandwidth usage when switching state from “Alive” to “ManDown”. Taking damage while aiming down sights now triggers hit reactions that move the weapon opposite to the direction of impact, improving damage feedback without interfering with the outcome of gunfights. VEHICLES: Added previously missing "Activate Equipment Slot 1" to Transport Vehicle keybindings Camera on light ground transports now pulls further out at speed to improve driving visibility. Corrected an issue where some vehicles remained in a critical health state after being repaired, resulting in slower health regeneration than intended. Corrected an issue where the first-person HUD range finder of the tank would visually interpolate to the actual distance when switching from third- to first-person Corrected an issue where the player would be kicked off the Dirt Bike when doing a flip. Corrected an issue where vehicle wrecks would not be destructible as intended. Fixed issues where locking weapons could target vehicles while their flares were still active, resulting in a missed shot. Jets and helicopters will now have an indicator on their HUD clearly showing whether or not they are currently being protected by below radar. Angle & Zone Damage Rework The angle damage model on tanks is being simplified to improve the ability to predict the amount of incoming damage and gauge your own survivability. Additionally, the numbers have been tuned to reduce the most extreme peaks of damage, especially when firing at the rear of tanks. This will truncate the possible time to die within a smaller range. Damage to turrets always deals 75% damage. Damage to the Body of the tank always deals at least 100% damage. Hits at a favourable angle from the side of the tank will deal 150% damage. Hits at a favourable angle from the rear of the tank will deal 200% damage. Weapons no longer deal different damage values to IFV, MBT, APT & AA Vehicles. Instead, MBT health has been increased to 1200 and APT health has been reduced to 800. Reworking Regeneration Brackets The healthy portion of armored vehicles will no longer be split into brackets. The critical health bracket, which previously prevented regeneration entirely, will instead slow regeneration substantially. Regeneration delay increased from 6 seconds to 12 seconds. Regeneration now continues to full health instead of only to the next health bracket. Regeneration rate increased from roughly 5% per second to 10% per second. While in critical health, regeneration is now slowed by 80% instead of being fully disabled. Handling Changes Updated all tracked vehicles with a new transmission and steering system, delivering smoother and more responsive acceleration, tighter and more consistent turning at all speeds, a smoother steering feel, and more effective handbrake turns. Tank type vehicles are no longer immobilized by taking high damage (Anti Tank mines will still immobilize Tanks). The ground vehicle boost bar is no longer emptied when interrupting boost. Boost can now be re-applied even when the bar is recharging, except when it has been fully emptied. Turret speeds for the MBT and IFV have been modestly improved. Aiming in first-person and zoomed views in the tanks has been tuned to be faster and more responsive. Vehicle Weapons General Changes Lock-on weapons now always do consistent damage, ignoring zones and angles. Zone and angle damage is reserved for weapons which are manually aimed by players. Most land vehicle explosive weapons now have a minimum explosive damage of 20%. This does not increase lethal or total radius, but increases damage at the edges of explosive radius to make hits to kill more consistent. The Aim-Guided Missile now deals 207-550 damage against tanks, 1000 against helicopters, and 1000 against jets. Air-to-Ground Missiles now deal 450 damage against tanks, 975 against helicopters, and 1000 against jets. M1A2 SEPv3 and Leo A4 Weapons 120mm HEAT-MP-T Rounds now deal 210-560 damage against tanks, 1360 against helicopters, and 1000 against jets. 120mm HEMP-T Rounds now deal 180-480 damage against tanks, 1180 against helicopters, and 1000 against jets. Increased the inner blast radius of 120mm HEMP-T Rounds from 2 to 2.25 meters. 120mm APFSDS Rounds now deal 282-750 damage against tanks, 600 against helicopters, and 750 against jets. Updated the M1A2 SEPv3 and Leo A4 Aim-Guided Shell to better control its effective range and overall performance, especially against aircraft. Aim-Guided Shell beam-riding offset increased from 75 to 100 meters, reducing the rate of turning response. Aim-Guided Shell engine time to live reduced from 1.25 to 1 second. Aim-Guided Shell now experiences Drag after engine cutoff. Aim-Guided Shell time to live decreased from 6 to 4 seconds. Aim-Guided Shell turning rate reduced from 12.5 to 6 degrees per second. Aim-Guided Shells now deal 235-625 damage against tanks, 700 against helicopters, and 1000 against jets. Remains lethal against soldiers within 2m. M3A3 Bradley and Strf 09 A4 IFV Weapons Increased all IFV Cannon Reload times from 2.4 to 2.75. HEI-T Rounds now deal 10-30 damage against tanks, 100 against helicopters, and 150 against jets. Decreased the IFV HE Rounds rate of fire from 200 to 180 RPM. Increased the Drag of IFV HE Rounds. AP shells now deal 23-60 damage against tanks, 100 against helicopters, and 100 against jets. Decreased the APDS Rounds magazine capacity from 12 to 10. Decreased the APDS Rounds rate of fire from 200 to 120 RPM. Increased the IFV Canister Rounds magazine capacity from 12 to 16. Increased the IFV Canister Rounds rate of fire from 200 to 240 RPM. Lock-Guided Missiles now deal 390 damage against tanks, 845 against helicopters, and 1000 against jets. Light Rockets now deal 75-200 damage against tanks, 550 against helicopters, and 700 against jets. RWS Gunner & Coax Weapons Reduced minimum damage of RWS & Coaxial LMG from 21 to 19. Reduced muzzle velocity of RWS & Coaxial LMG from 850 to 670 m/s. Extended falloff start distance of RWS & Coaxial LMG from 20 to 25 meters. Shortened falloff end distance of RWS & Coaxial LMG from 75 to 60 meters. Reduced minimum damage (75+ meters) of RWS and Coaxial HMG from 30 to 24. Reduced muzzle velocity of RWS & Coaxial HMG from 890 to 760 m/s. Reduced the maximum spread and spread gain per shot of RWS and Coaxial HMGs. Reduced the spread recovery rate of RWS and Coaxial HMGs. Reduced the reload time of the Automatic Grenade Launcher RWS Weapon from 3 to 2 seconds. Removed projectile velocity inheritance from the Automatic Grenade Launcher RWS Weapon. This will improve consistency when aiming from a moving vehicle. Helicopter Weapons Light Rockets now deal 23-60 damage against tanks, 225 against helicopters, and 330 against jets. Helicopter Light Rocket area of effect reduced from 5 to 4.75 meters. Aim-Guided Rockets now deal 50-132 damage against tanks, 320 against helicopters, and 460 against jets. Helicopter Smart Rocket area of effect reduced from 5 to 4.75 meters. Heavy Rockets now deal 94-250 damage against tanks, 300 against helicopters, and 450 against jets. Helicopter Heavy Rocket area of effect reduced from 5.5 to 5.25 meters. Attack Helicopter M41A7 TOW2 missiles maximum speed increased from 90 to 120 m/s. Ground vehicle TOW missiles remain at 90 m/s. Removed projectile velocity inheritance from Transport Helicopter side gunner seats. This removes the need to ‘lag’ shots when firing from a fast moving helicopter. Jet Weapons Attack Jet Mk82 High Drag Bombs now deal 300-400 damage against tanks, 1080 against helicopters, and 1000 against jets. Fighter Jet GBU-39/B Small Diameter Bombs now deal 410-535 damage against tanks, 1455 against helicopters, and 1000 against jets. Vehicle Equipment The Reinforced Plating Passive has been removed and replaced with Contingency Systems No longer increases the damage resistance of the vehicle. No longer increases the weight or reduces the speed of the vehicle. When at low health, accelerates the cooldown of Countermeasure equipment. Targeting Jammer passives have been improved Targeting Jammers for the IFV & Mobile AA have their locking resistance increased from 30% to 40%. Targeting Jammers for the IFV & Mobile AA no longer deactivate when firing. Targeting Jammers for IFV & Mobile AA now deactivate when laser painted. Targeting Jammers for IFV & Mobile AA now deactivate when using a lock on weapon. Targeting Jammers for IFV & Mobile AA deactivation time increased from 4.5 to 10 seconds. Counterfire Radar has been partially reworked Now passively provides short duration spotting upon receiving damage. This short spot is not shared with teammates. Can be manually activated in order to extend the duration of currently spotted targets, and share the spotting information with your teammates. When activated, spotted vehicles are also laser designated for the duration. Thermal Smoke Updates Increased active duration by 3 seconds so it now matches the visual effect duration. Now blocks the PTKM-1R Acoustic Sensor AV Mine from detecting the vehicle while active. Reduced the cooldown of the Smoke Screen from 20 to 16 seconds. The smoke will now deal moderate damage to nearby enemy infantry who remain within the cloud. This damage will also destroy C-4. While remaining inside of your thermal smoke, all hits will be registered as minimum damage hits (75% damage). General Equipment Changes The IFV no longer has the laser designator equipped by default, it now shares a slot with the Mines Countermeasures & Smoke grenades. The Mine Countermeasures, previously available only to the MBT & APT, is now available to the IFV. The Mobile Command Centre Passive, previously exclusive to the APT, is now available to the IFV. The Transport Helicopter now has the Improved Armor passive equipped by default. This functions identically to the Attack Helicopter’s version of the same passive, reducing the amount of damage taken from small arms fire. Emergency Repair now heals over time instead of healing instantly upon activation. Reduced the activation time of Projectile Intercept System from 1s to 0.6s on land vehicles. GADGETS: Added a warning indicator for the PTKM-1R Acoustic Sensor AV Mine when the submunition launches. Corrected an issue preventing the Supply Crate from resupplying soldiers inside vehicles. Corrected an issue where deploying the T-UGS would always switch players back to their Primary Weapon instead of their previously equipped item. Corrected an issue where the Incendiary Airburst could sometimes fail to properly detect and damage targets inside its burning smoke cloud. Player-controlled gadgets, including the Portable Mortar, XFMG-6D Recon Drone, LTLM II Laser Designator, and the CSB IV EOD Bot, now only begin resupplying once the deployed gadget has been destroyed. PTKM-1R Acoustic Mines and M15 AV Mines no longer trigger for Light Transport or Personal Transport vehicles. Tuned the M18A1 Claymore detection arc to better match the visible laser beams. Updated C-4 packs so they now deal 350 damage against tanks, 350 against helicopters, and 1000 against jets. Updated the M136 AT so they now deal 207-550 damage against tanks, 1000 against helicopters, and 1000 against jets. Updated the Engineers Supply Crate so it no longer has limited supply charges in standard Multiplayer, allowing it to resupply nearby vehicles indefinitely. Updated the M18A1 Claymore fragmentation base close range damage from 65 to 50. Damage drop-off now starts at the edge of the detection arc. Updated the Portable Mortar’s shot dispersion so it is no longer perfectly accurate at maximum range, with shorter-range bombardments now becoming much more accurate than longer-range bombardments once fully zeroed. Updated the PTKM-1R Acoustic Mine so it now deals 480 damage against tanks. Updated the RPG so it now deals 173-460 damage against tanks, 1035 against helicopters, and 1000 against jets. M15 AV Mine Damage against tanks has been updated to 390. Deployment is now only blocked inside enemy HQs. Increased the maximum number of mines that can be placed from 6 to 9. Mines no longer despawns 3 minutes after its owner dies. Now displays a warning when players attempt to place it in out-of-bounds areas. Mines now glint at close range to help distinguish it from level props and debris. SLM-93A Base lock-on range has been reduced from 650 to 550 metres. Damage against vehicles has been updated to 200 against tanks, 650 against helicopters, and 650 against jets. Maximum missile speed has been reduced from 540 to 480 m/s. 9K93 IGLA Damage against vehicles has been updated to 200 against tanks, 650 against helicopters, and 650 against jets. Lock-on time has been reduced from 1.2 to 1 second. Maximum missile speed has been reduced from 640 to 480 m/s. Missile acceleration has been increased from 65 to 100 m/s. M4A1 SLAM Can now be triggered regardless of vehicle movement speed. Damage against tanks has been updated to range between 199-363. Now triggers a warning when players attempt to place it in out-of-bounds areas. The mine now has a short arming delay before becoming active after placement. MBT-LAW Damage against vehicles has been updated to 240 against tanks, 520 against helicopters, and 800 against jets. Initial missile speed has been increased from 30 to 100 m/s. Maximum missile speed has been increased from 75 to 300 m/s. Missile acceleration has been increased from 50 to 100 m/s. MAS 148 Glaive Updated the damage so it now deals 465 damage against tanks, 1007.5 against helicopters, and 1000 against jets. Reduced the locking time from 1.8 to 1.4 seconds. Increased maximum missile speed from 60 to 70 m/s. Increased starting ammunition from 2 to 3. LTLM II Laser Designator Effect duration has been reduced from 20 to 9 seconds for both soldier and vehicle designators. Laser Designator no longer reduces lock-on time for anti-air missiles. Gadget now provides a consistent 20% increase to lock-on range across all locking weapons. This also applies to vehicle-mounted laser designators. CSB IV EOD Bot Mine Layer damage against tanks has been updated to 300. Mine Layer no longer triggers on Light Transport or Personal Transport vehicles. Mine Layer now glints at close range to help distinguish it from level props and debris. Mine Layer stacking prevention radius has been increased from 1.5m to 5m. The EOD Bot now self-destructs when its out-of-bounds timer expires, when control ends while out of bounds, or when pushed out of bounds. Hardware Suppression System Tweaked targeting behaviour so it can no longer target enemy gadgets through walls at long range, though limited wall penetration is still possible at closer distances. Updated interception behaviour so it no longer detects or detonates grenades and M320A1 projectiles, but will still target launcher projectiles. Updated maximum range back to its original value. WEAPONS: Added a unique reload animation for the M87A1 Shotgun to prevent camera clipping and hand pose issues while aiming down sights. Added Shotgun Speedloaders as a magazine attachment to the M87A1 and M1014. Added the Magnifier as a shared optic accessory. Additionally increased recoil for the high DPS automatic weapons, reducing their long and mid range capabilities and giving them outsized opportunity costs and making other weapons more attractive to use. Adjusted the PW5A3 reload animation to reduce clipping. Adjusted the QBZ192 reload animation to reduce clipping. Corrected an issue preventing the CZ3A1 SMG from mounting to surfaces. Corrected an issue where a flash hider could remain visible on the SOR-556 Mk2 when no muzzle attachment was equipped. Corrected an issue where some secondary sights were incorrectly placed in the customization menu, leading to clipping or being positioned in such a way that they were not properly visible. Corrected an issue where the Canted Reflex was using the main sight reticle on several weapons. Corrected an issue where the character’s hands could appear misaligned in first-person when reloading the SVK-8.6 while using the Bipod. Corrected clipping issues with the M240L ammo belt when reloading with an ammo box. Improved weapon light behaviour and on/off states when used while mounted. Recoil for all automatic weapons has been slightly increased to compensate for the recoil compensation bug fixes that came out in Game Update 1.2.1.0. Weapons can no longer be mounted while actively using an underbarrel grenade launcher. This does not affect using the weapon itself with a grenade launcher attached. MAPS & MODES: Added a new Assist Confirmed score event. When a downed player is eliminated in Strikepoint, all assisting players will now receive Assist Confirmed. Corrected an issue on Manhattan Bridge where players were able to access rooftops meant to be inaccessible. Corrected floating and intersecting spawns on Mirak Valley for Breakthrough, Conquest, and Escalation. UI & HUD: Dev note: In Season 3, we’re introducing the Seasonal Stat Page, a new way to track your performance across each season. By separating seasonal stats from your lifetime totals, you can now get a clearer picture of how you performed during a specific Season of Battlefield. We know that every game mode means something different to different players. That’s why the Seasonal Stat Page not only tracks your overall seasonal performance, but also allows you to break down how you performed in each game mode. With the introduction of ranked play, it was important for us to give you a dedicated view into your competitive performance. You can now filter your seasonal stats to see how you performed in Ranked matches throughout the season. The Seasonal screen highlights your core metrics like Kills, K/D, Assists, Revives, Wins, and Time Played, alongside a new “Most Played” section that showcases the weapons, vehicles, gadgets, and roles that defined your season. Were you leading the charge as Assault? Piloting the Little Bird? Or grinding the ranks with the new Season 3 weapons? Every season tells a story. Now you can see yours. Added a new Event tab showing all event-related content. Added a new threat indicator for jets and helicopters that appears when a nearby enemy jet has your vehicle in its sights, helping pilots identify threats and take evasive action more quickly. Added a new threat indicator that highlights incoming aim-guided missiles, improving pilots’ ability to spot and react to them. Added an Air Vehicle “Below Radar” indicator on the minimap. Added input buffering to reduce accidental ping cancellations. Added names and biographies for characters and squads. Added Seasonal Statistics to the Player Profile. Corrected a missing icon for the Attacker's HQ on breakthrough during the sector transition. Corrected an issue where as an Engineer driving a tank, a request repair icon sometimes could be unintendedly visible. Corrected an issue where Battle Pass paths with fewer tiers could appear off-centre on the page. Corrected an issue where downed enemy players could remain spotted and visible on the minimap. Corrected an issue where exiting Reward Details after a purchase celebration could trigger the Quit Game pop-up. Corrected an issue where friendly request icons would not be properly visible on the minimap Corrected an issue where requesting Ammo through the Commorose would not highlight players able to provide ammo. Corrected an issue where selecting a soldier to spawn on from the deploy screen would not show their healthbar. Corrected an issue where taking damage while remotely controlling a vehicle could cause Engineers to be incorrectly highlighted as repairers. Corrected an issue where the “bleed out” timer icon for friendly downed players could freeze sometimes. Corrected an issue where the “New” marker did not disappear after highlighting a new Weapon Package. Corrected an issue where the chat window did not extend fully to the right edge of the screen when the Horizontal value was set to “100”. Corrected an issue where the jet HUD sometimes moves unexpectedly when flying the jet. Corrected an issue where the mouse cursor would not appear when EA Connect notifications were on screen. Corrected an issue where the UI could disappear while customising favourite weapons. Corrected Battle Pass celebrations so they now correctly match the current season. Corrected inconsistent pinging when attempting to ping from the driver seat of many vehicles Corrected the description for the vz. 61 20rnd magazine. Corrected the descriptions for the 1p88 and SM Rifle Variable sight attachments. Fixed an issue where out-of-bounds shaders were not appearing on the map or minimap. Improved ping responsiveness and consistency across enemies, enemy objects, and neutral objects. In our constant effort to reinforce our Anti-Cheat policies and Community Guidelines we are introducing a new warning system for players that act contrary to our terms and services. Normalised tag and expiration timer sizes across store offers. Removed location differences between the initial ping and the final placed ping. Removed ping brackets from enemy world and map icons. Removed the small square above the range finder in the tank HUD. Resolved an issue that could display an incorrect price on BF Pro within the Battle Pass menu. Resolved an issue that caused Weapon Mastery to display incorrect levels within the Loadout menu. The Spawn Beacon no longer appears as contested in the deploy window after looking at a contested objective. Update air vehicle HUDs to display velocity in knots instead of KPH. Updated Battle Pass navigation to align with the Play screen update. Updated class icons for better visibility across the in-game UI. Updated Dog Tag tags to show the correct supported modes. Updated ping timing so neutral objects are now pinged instantly, without waiting for single or double-tap input. Updated the Concussion Grenade screens visual effect so that it is now in-sync with the gameplay status effect. Updated the game credits. Updated the Killcam damage log to now show damage dealt in the past 5 seconds instead of the past 3 seconds only. Updated the ordering of 2.00x sights on multiple weapons. Updated the ordering of iron sights on the M121 A2. Updated the ordering of Mastery Weapon Packages for the GRTCPS, M121 A2, VCR-2, Mini Scout, SOR-300SC, DB12, vz. 61, CZ3A1, and M257. Updated the ordering of the 3.00x Thermal Sight on multiple weapons. Updated the Spawn Beacon so the amount of spawns available now are visualized with dots in the deploy screen next to the spawn beacon icon. Updated the DVO LPVO cost on the GRTCPS, M121 A2, and CZ3A1 from 10 to 25 points. Updated the yaw to be displayed in degrees instead of radians in stationary Anti Air and Anti-Tank Launchers. Updated unlock criteria for Collection items to more clearly indicate when they can be unlocked through a store offer. Updated weapon attachment costs and visual ordering across multiple weapons. SETTINGS: Added a new Deadzones Draw Tool to the Controller Tuning options, providing an in-game overlay to visualise the currently selected controller deadzones and help with fine-tuning. Added support for AMD FidelityFX Super Resolution 4.1. Added support for Intel XeSS 3.0 upscaling, including 3x and 4x Multi Frame Generation modes. Added World and UI Brightness sliders to the HDR Calibration screen in Display Options. Enhanced upscaling quality on PlayStation 5 Pro with support for PlayStation Spectral Super Resolution 2. Implemented a fix intended to reduce instances of VOIP settings being re-enabled after an update. PORTAL: Added radio tracks to the Portal music system. Added Season 2 Battle Pass weapons and gadgets to Portal. New weapons cannot yet be customized with attachments. Added spawn balance mutators to Verified game modes. Added support for Railway to Golmud in Verified modes. Updated the Ammo Box so it now refills all magazines for primary and secondary weapons. Updated the Ammo Crate so it now provides one magazine for primary and secondary weapons. Corrected mismatched icon art for several weapon packages. Fixed a client crash that could occur when loading an experience that spawned more than 3600 objects. Fixed an issue in the Portal music system where setting music parameters for a specific player, squad, or team could incorrectly apply them to everyone. Fixed an issue where 3D sound locations would not update correctly when using PlaySound or object movement actions. Fixed an issue where PauseGameModeTime could set TimeRemaining incorrectly. Fixed an issue where some sounds, such as alarms, could fail to initialise. Fixed an issue where spectating did not work correctly after being eliminated in a Verified Battle Royale experience. Fixed an issue where the Supply Bag resupply type provided no benefit. It now grants two magazines for primary and secondary weapons, along with healing at 20 health per second. Improved how Portal measures script memory usage to more accurately account for script content, stack memory, dynamic allocation, and unresolved promises, helping prevent scripts from stopping earlier than intended. Improved Portal error reporting when invalid action or value arguments are used, with reports now also showing memory usage and limits for clearer troubleshooting. Resupply types no longer affect the number of rounds currently loaded in a weapon. Updated EnableAllPlayerDeploy so it also applies to players who join later in the match. Updated EnableAllPlayerDeploy so it now stops Backfill and Static bots from spawning. Updated placeholder icon art for several weapon packages. Updated the minimap ring of fire on maps available in Portal. AUDIO: Added behavior that allows close enemy footsteps to sidechain duck the first person player weapon slightly, based on direction of the enemy. Added distancing mix for Dirt Bikes. Added dry fire sound effects for handheld and vehicle weapons when out of ammo. Added dry fire sound effects for handheld and vehicle weapons. Added transmission and mechanical throttle sounds for Tanks. Corrected an issue in Breakthrough where Commander voice-over did not trigger when the enemy neutralised a friendly objective. Corrected an issue in Domination where Commander voice-over did not trigger when the enemy captured a friendly objective. Corrected an issue where the “destroyed” voice line would sometimes not play when a player destroyed a vehicle. Corrected edge cases where footstep sounds could be more obstructed than intended when both players were in outdoor spaces with overhead cover. Corrected edge cases where trigger release sounds could play after an empty mag reload if it was triggered by singleshot or burst fire modes. Improved drag and revive sound effects in water. Incoming Lock-On for vehicles now plays distinct sounds depending on whether you are being locked-on or painted by an enemy. Increased the audibility of slide sounds. Increased the volume of the Squad Ping sound effect. Lock-on and painted sounds now gradually decrease in volume over time, reducing audio fatigue during extended encounters. Updated missing explosion audio for the oil containers in Operation Firestorm. Updated reload sound not playing for SOR-556 Mk2 when certain magazines are attached. Updated the “Mission Ammunition Replenishment” sound when resupply from a support soldier interaction. Updated the F97 Kestrel Jet passbys and fixed an issue causing only one variation sound effect to play. Updated the Spot Ping to a more easily recognizable sound. AI: Corrected a navigation issue that could cause Bots to get stuck while moving towards Objective B on Iberian Offensive. Corrected an issue where Bots did not account for turning radius restrictions when driving multiple vehicles. Corrected an issue where Bots did not account for weapon movement limits when using the side gunner seats in the Traverser Mark 2. Corrected an issue where Bots using the MAS 148 Glaive and TRCRv2 Tracer Dart did not require line of sight, preventing them from targeting through the environment. Corrected an issue where Bots using the SLM-93A could target incorrect vehicle types. It will now only target helicopters and jets, and can lock on more reliably to moving air vehicles. Improved Bot navigation when using ziplines and hanging ropes across all experiences. Removed a problematic navigation link that could cause Bots to get stuck while traversing a staircase close to Objective B on Manhattan Bridge. REDSEC PLAYER: Added a feature that allows players to abandon missions in progress. Missions can be abandoned by the player who started the mission and squad members now have the ability to request a mission be abandoned. Missions can no longer be abandoned once an enemy player is involved. Added a new Assist Confirmed score event. When a downed player is eliminated, all assisting players will now receive Assist Confirmed. Added Ranked Battle Royale Quads. Corrected a netcode issue where network performance icons would be visible during cinematic sequences like the Battle Royale insertion cinematic. Corrected an issue where broken animations could play when the Duos Jump Leader was controlling the insertion group. Corrected an issue where muzzle flash video effects could appear when pressing the fire input while the scoreboard was open. Corrected an issue where pings would not be placed correctly when pinging while in the REDSEC insertion helicopter. Corrected an issue where players could be spawned outside of the ring using the Mobile Respawn gadget. Corrected an issue where shadows could break if graphics quality was changed after the match had started. Corrected an issue where weapon shadows were visible under the player during the Gauntlet fast rope insertion sequence. Corrected and clarified a tutorial for the Second Chance mechanic. Eliminated players can no longer place pings on the map. Improved game performance by reducing frame spikes. Rebalanced some end of round stats to better capture and highlight a player's performance in Battle Royale. Reduced damage taken from primary weapons while in the downed state by 20%, increasing the number of bullets required to finish a downed soldier by approximately 2 to 3. Vehicle Containers are now highlighted for 60 seconds after the player picks up a vehicle keycard. VEHICLES: Added the option for drivers to choose which radio station is preselected when entering a vehicle with the radio turned off. Corrected an issue where the Scout Helicopter’s AA missiles would sometimes fail to spawn or track their target correctly. Helicopters will now lose control when the pilot seat is unoccupied in Battle Royale modes only to limit the effectiveness of seat swapping. Increased the XFGM-6D Recon Drone cooldown from 120 seconds to 240 seconds. Replaced the M1A2 SEPv3 Coaxial 7.62mm LMG with the Coaxial .50 cal HMG. Tanks now autospot on the enemy minimap from up to 300m away. The M1A2 SEPv3 and the M3A3 Bradley’s LMG gunner weapons have now been replaced with Grenade Launchers. The M3A3 Bradley's Proximity Scan has been replaced with the Counter-Fire Radar. Rebalance changes to the UH-79 Transport and Glider 96 Helicopters .50 cal MG bullets are now affected by armour and deal a flat 30 damage. .50 cal MGs now overheat in approximately 15 shots. UH-79 minigun bullets are now affected by armour and deal a flat 20 damage. UH-79 miniguns no longer cool down faster than in Multiplayer, and their overheat penalty is now three times longer. Corrected an issue where the UH-79 was using the Multiplayer health value of 1500 instead of the Battle Royale value of 1250. Increased .50 cal MG dispersion from 0.01/0.5 to 0.03/1.5 degrees. Increased UH-79 minigun dispersion from 1.2 to 2.4 degrees. STRIKE PACKAGES: Smoke Grenades used with Strike Packages such as Mobile Respawn and Artillery Strike can no longer be destroyed by gunfire. GADGETS: Removed the zoom functionality from the XFGM-6D Recon Drone. Battle Royale Corrected an issue where Defibrillator charges could regenerate incorrectly. Corrected an issue where T-UGS motion sensors could cause mission reward crates to flip over. The MQ-9 in the UAV Overwatch call-in no longer attempts to flare incoming missiles. Updated the Engineers Supply Crate so it can no longer be picked up after resupplying a vehicle. C-4 Explosives Can no longer pass through the front of safe doors. No longer remains suspended if placed on a delivery van roll-up door before it is opened. Now sticks correctly to the sides and rear of safes. MAP: Dev Note: With Season 3, we’re introducing Loot Detection to Battle Royale on Fort Lyndon. This feature is designed to make the opening moments of a match feel more focused, while also helping players get re-equipped faster when returning to the fight. When you first deploy, or return through a revive or respawn, nearby loot containers within 50 metres will be revealed through walls for 80 seconds. The goal is to give you a clearer, immediate objective, improve navigation around nearby loot, and help you put together a workable loadout sooner for early engagements. Loot Detection should also help squads loot more effectively together in the early game, allowing players to spread across nearby containers without moving too far away from one another. As always, we’ll be monitoring feedback and gameplay data after release to see whether any further tuning is needed. Battle Royale Added Loot Detection to Battle Royale on Fort Lyndon. Adjusted damage volumes and timings for when the ramp lowers on vehicle containers. Adjusted the Counter Interception Mission in Battle Royale so it now spawns at a more reasonable distance from players. Corrected a bug that allowed players to automatically pick up loot through walls. Corrected a delay affecting ground loot spawn timing. Corrected an issue that would prevent Anti-Vehicle drops from spawning due to looted Anti-Vehicle supplies in the area. When a tank is nearby the nearest Anti-Vehicle supplies are now marked to players. Corrected an issue where improved loot was missing from class chests in the Defense Testing Complex 3 POI. Corrected an issue where loot chests could appear open while still being interactable. Corrected an issue where Tank hunter and Signal Hunter mission objectives would not be pingable. Corrected an issue where the Safe locker glint highlight did not properly fade after it had been opened and all loot had been collected. Corrected multiple issues where weapons could not be picked up from loot chests. Corrected floating objects and collision to improve players navigation and traversal. Corrected visual issues linked to destruction across the map. Gas station explosions are now more dangerous to players in close proximity. Improved Battle Royale loot distribution to better support weapon progression throughout a match. Placing a Mortar in a safe no longer causes the safe to fall over. The Box Truck has been renamed to the Explosive Ordnance Transporter and its loot pool has been refreshed to better counter vehicles and provide more explosive ordnance options. Updated Anti-Vehicle Drop loot to provide more reliable counters to enemy tanks. Gauntlet Corrected an issue that could cause a user to become spawn camped on the Circuits mission in Gauntlet. Corrected an issue where dead player bodies could block the ability to pick up mission objects. Corrected an issue where the Decryption mission pickup would immediately snap to terrain when picked up. UI & HUD: Squad member colors are now correctly reflected in the world log. Corrected an issue where objective icons would sometimes be disabled too early. Corrected an issue where incorrect in-world item icons could appear after pinging weapons. Corrected a typo in the HUD label for the VL-7 Strike Package. Changed the visuals of the “repair tool required” prompt for locked safes. Battle Royale Corrected an issue where the Squad Eliminated message would show only briefly for the second place team. Updated Recon Drone weapon names for better clarity on the killcard. Updated the description for the Hazmat Breacher field upgrade’s VL-7 Breaching Launcher. Gauntlet Corrected a bug where the pause menu would cause the overhead camera to appear during a Gauntlet mission brief, as well as the mission brief overlaying in the Player Profile tab. AI: Improved AI traversal across multiple areas of Fort Lyndon. AUDIO: Added new sound effects for Kill Confirmed and Assist Confirmed. Corrected a bug where the menu arrive sound could be heard when opening the Commorose in Battle Royale. Corrected an issue where Armor Plate sound effects did not always play consistently when plates were dropped onto the ground. Polished Armor Plate pickup and drop sound effects to give them a more distinct and satisfying tone. Removed erroneous Handler lines from the Decryption Mission. PROGRESSION: Balanced XP from missions to be more consistent and predictable. Also reduced how much XP gained from missions compared to other sources. Completing a mission now gives you XP equal to one full level. When a mission you are on gets countered it gives another 50% of a level. Corrected an issue where Redeploy Towers were not being properly tracked towards Challenges. Distance travelled in boats no longer counts towards “Initiation Assignment - Vehicle Challenge 1”. Reduced the XP needed to level up in Battle Royale Duos from 1700 to 1500 for each level. 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.589Views4likes1Commentskate. - Community-Raised Issues [Last Update: May 8]
What's this post all about? This post will be used to inform you on issues that the skate team are actively investigating or working on that have been raised by members of the skate community. By keeping an eye on this thread, you'll be able to see some of what the team is working on before a patch/update is made available to download. You may see a ❗Workaround or ❗Note from Dev below certain issues that give additional context to those listed. Wherever relevant, pages that add more context to a particular issue will be linked. How do I report a bug or issue? Here's a how-to guide on how to effectively report a bug on the EA Forums: skate. | How to report a bug Even if you're familiar with bug reporting, please consider checking the linked post. For account-related issues, please reach out to us via EA Help 🚧 INVESTIGATING 🚧 A significant number of people have reported this issue. The development team is currently investigating how it can be resolved. Please, provide as much information as possible. 🆕Content | Duplicate Product Boxes appearing for all three neighborhoods in the store with an “Insufficient Funds” error if opened. | Boxes Blocked Workaround: Traveling from San Van to Isle of Grom or vice versa resolves this. Crashing | Game is crashing when launching into Isle of Grom | Game Crash - Loading Isle of Grom [PC] | EA Forums - 13334460 Players stuck | Multiple reports on players getting stuck/softlocked | Softlock Megathread Update: The old thread has more than 9005 comments, and sometimes it is difficult for the team to organise and spot new issues within all the reports. That's why we have decided to open a new megathread to work on the most recent softlock issues. Last week, more than 1,852 players were unlocked. Progression | Neighbourhood Progress reset & stuck at 0 / 0 | Neighbourhood Progress reset & stuck at 0 / 0 | EA Forums - 13261056 Replay Editor | Can't export videos in MP4 | Can’t export MP4 videos from replay editor. (PC) | EA Forums - 12986132 Tricks | Sometimes a player will bail when landing a late flip correctly | late flips *AND late dark flips cannot be landed since the new update | EA Forums - 13341562 Visual | Height & Animation mismatch | Boneless animation mismatch at player height 1 | EA Forums - 13255146 Visual | UI Overlap & Texture Issues on AMD GPUs | UI Overlap & Texture Issues on AMD GPUs | EA Forums - 13123864 ❗Workaround: Go to AMD's driver site and find your graphics card from the "Search or Browse Drivers" section > Click on "Previous Versions" and download the one labeled "Adrenalin 25.12.1" > Download and Run the AMD Cleanup Utility > Reboot, and then run the Adrenalin 25.12.1 installer > Reboot again and launch the game ⏳ AWAITING UPDATE ⏳ A fix/adjustment has been made and will be issued in a future patch/update. Items marked as 🆕 in here may have previously been in the Investigating section. 🆕 Visual | Wheels clip through map | Wheels clip through map near Imperva tek HQ fast travel ✅ RESOLVED ✅ This issue has been resolved in the game version listed beside the issue. Please ensure you have updated your game to the latest version. Patch v0.30.5 Audio | Liked playlist no longer works | Liked playlist no longer works. | EA Forums - 13246056 🆕Challenges | Big Billboard goal in the Large Barge OTL can not be completed | Own the lot: large barge | EA Forums - 13288826 🆕Content | The Green Machine title is missing after completing the Paddy's Day event tasks. | Skate Paddy’s Day Challenges/Rewards | EA Forums - 13264903 🆕Tricks | Late flip tricks on flat ground are missing the Late points modifier. | Late flip bug | EA Forums - 13252804 Patch v0.30.2 Achievements | PS5 trophies/achievements don't work after update 0.30.1 | PS5 trophies/achievements don't work after update 0.30.1 | EA Forums - 13246198 Content | Missing Barrel Jumper title | I paid for an incomplete pack (1 item missing) | EA Forums - 13247684 Tricks | Broken tricks out of grinds | Broken tricks out of grinds | EA Forums - 13246135 Tricks | Coffin air gets stuck until you land on the ground | Coffin air gets stuck until you land on the ground | EA Forums - 13250779 Patch v0.30.1 Settings | Screen resolution set to low when launching the game | Graphics Settings Fail to Save (NOT Duplicate) | EA Forums - 13027437 Social | Random players can join when the party is set to Nobody Can Join | Party set to invite only, randoms are still joining | EA Forums - 13025193 Social | Random players joining co-op challenges | Forcing people into my games? | EA Forums - 13061128 Tasks | Players are having various issues related to tasks | problems with tasks UI/Text | Footplant tricks are incorrectly named on goofy stance | Boneless foot plant labeled wrong on Regular side skating | EA Forums - 12587183 Visual | Friends list does not load completely on accounts with large amounts of friends | Fix the friend’s list, please | EA Forums - 13077613 Visual | HUD can disappear after starting a challenge | Gaming hud disappearing after starting mission | EA Forums - 12742772 Visual | Stickers are invisible when placed on the board | Stickers now invisible | EA Forums - 1298379 Patch v0.29.7 Players stuck | Players are getting stuck in replay after mission is completed | Stuck in replay after mission completed | EA Forums - 12981412 Patch v0.29.6 Players stuck | Players are stuck when completing tutorial missions | Map tutorial / Voice over loop [Workaround] | EA Forums - 12988822 Patch v0.29.5 Challenges | Elements disappear when starting a challenge, and the user is unable to enter any menus | Starting Challenge Nothing Happens In-Game | Grind assist reset to 100 when launching the game | Grind Assist setting broken after S2 update | EA Forums - 12982138 Players stuck | Stuck on the initial loading screen | Stuck on black screen with game mouse pointer | EA Forums - 12982688 Visual | Character skin tone changed | Character skin tones messed up since update | EA Forums - 12981571 Visual | Settings socks to none/off and restarting the game will revert to the previous settings | Someone keeps putting socks on my character! | EA Forums - 12986018 Visual | Pants clipping on the front leg | Punk Pants - consistent clipping on the front leg | EA Forums - 12985930 🔧 PATCH NOTES 🔧 The following information includes details of the patches that have been released for skate. For itemised patch information, please check the attached link. Apr 14, 2026: Patch v0.30.5 Mar 24, 2026: Patch v0.30.2 Mar 10, 2026: Patch v0.30.1 Feb 3, 2026: Patch v0.29.7 Jan 20, 2026: Patch v0.29.6 Dec 15, 2025: Patch v0.29.5 Dec 2, 2025: Patch v0.29.1 Oct 7, 2025: Patch v0.28.0 Sept 16, 2025: Patch v0.27.7 Please consider the following: This is not an exhaustive list of everything the development team are working on. Just because an issue is not listed above does not necessarily mean it's been ignored. If an issue is added to ⏳ AWAITING UPDATE⏳, this does not mean it will be addressed in the next patch/update, but it will be included in an upcoming patch/update. Items marked 🆕 have been recently updated/moved when this post was last edited. See you in San Vansterdam!12KViews17likes0CommentsUpdate 4-1-2026
Hello Holotable Heroes, Here are the updates for today: News Asajj Ventress (Dark Disciple) shards are now farmable from Dark Side Battles (Hard) 9-B. CC-1119 "Appo" has been added to the list of Accelerated Characters Bugs and Adjustments Fixed an issue with Jedi Knight Cal Kestis character Datacron T9 description Fixed an issue with Tier 9 Kyle Katarn description Fixed grammatical errors for Vane Affix PvE versions of the Imperial Stormtrooper now remember that they count as Imperial Troopers. Adjusted description of Momentum gain from "Centuries of Tradition" during ally turns to match gameplay “If all allies are Tuskens, gain 10 Momentum at the end of the turn.” Fixed a bug where characters with Bounty Hunter's Resolve could target enemies with undispellable stealth Updated description for Cody FDC to match its functionality A refund of materials will be issued in the near future Fixed an issue where Zuckuss is gaining 10% turn meter at the start of battle from enemies with Foresight Fixed an issue where Dedra's character quest, attempt to inflict Undermine 40 times wasn't progressing with Kleya or Dedra Fixed an issue where Vel's Undermine in her Omicron wasn't acting as intended Fixed an issue where Padawan Sabine's stun immunity wasn't dispelling correctly in Baylan's event, One Must Destroy in Order to Create Krennic will now summon Death Trooper with his abilities at max ability level instead of the base ability level. Known Issues: The Cassian Andor (Undercover) Portrait and the Just a Tourist title from their event can be earned, but are currently unable to be equipped. Team is working on a fix. Fragmented and Incomplete Signal Data are not accurate in the store12KViews4likes15CommentsApex Legends™: Overclocked Patch Notes
OVERCLOCKED OVERVIEW Overclocked is locked and loaded and ready to go! In Season 29 of the Apex Games we are not only focused on delivering exciting, new seasonal content, but addressing key feedback from our player-base. A brand new Legend, Axle, joins the fray and this combat racer is bound to shake things up. Vantage, Conduit and Ash are getting buffs to keep up with the breakneck pace. We’re introducing Deathbox Respawns and Chained Healing to get you and your teammates back into the fight sooner. The starting line approaches, so get ready to roll in Apex Legends: OVERCLOCKED. To get a quick overview of some of Overclocked’s main updates, check out our Highlights blog from last week. For a deep-dive into meta balancing, check out our seasonal Designer’s Notes. Read on for all the details about what’s happening this season! MATCHMAKING Solo-Queueing Adjustments We’ve heard the continued feedback on solo queueing difficulty. Later this split, we’ll introduce a system where solo players matchmake against opponents of a slightly lower skill tier in both Ranked and Unranked matches. This is aimed at reducing the advantage of full premade squads and tightening win rate gaps between solos and three-stacks. Queue Time Tuning in High-Skill Lobbies Late in 28.1, we began rolling out longer max queue times for higher-skill players. We’re keeping these changes in place to help create tighter skill bands and reduce mismatched games (e.g. Plats vs. Masters), leading to more competitive matches overall. The majority of players will see no difference at all. If you matchmake into smaller pools, for example during off-hours, then you may have to wait up to a few minutes longer than before Bots in Unranked Modes We’re continuing limited testing of bots in select regions and skill ranges in Unranked modes (Trios, Duos, Wildcard). The goal is to improve match quality by reducing extreme skill mismatches and avoiding excessively long queue times, particularly if there are lower-population scenarios. Bots are used only to fill gaps in these scenarios, not replace full matches, and you will never matchmake with an Apex Bot on your team. IN-GAME AUDIO This season, as a quality of life update, we have improved voice chat clarity and added the ability to adjust voice chat volumes for each member of your squad individually. We are continuing our work to resolve existing audio issues and improve in-match audio quality so that you can consistently rely on these systems to inform your situational awareness. We are aware that audio issues increased during the recent Gundam Event and we are continuing to work on our metrics gathering to avoid similar situations in the future. We pushed various stability improvements over the latter half of Season 28 that have improved the situation, pushing us towards cleaner audio experiences. We appreciate the reports we received - they greatly helped our ongoing investigations. PATCH NOTES GAME UPDATES Deathbox Respawns Dev note: With this new mechanic, we wanted to introduce an alternative way to get your teammates back into the fight, faster (but riskier) than the classic Respawn Beacon process, that feels like a reward for teams that successfully clear and hold an area. The safest option will remain disengaging, recovering banners, moving to a safe beacon, and respawning. But a successful Deathbox Respawn may bring your team back to full strength before a third party can capitalize on your weakened squad. Respawn dead teammates directly from their Deathbox. High Risk: Respawning at a Deathbox is loud, visible to nearby enemies, and takes 7 seconds. Be sure to clear the area before attempting it. Respawn with Your Gear: When respawned from your Deathbox, any weapons and gear that still remain unlooted are added to your inventory automatically. Lockout Timer: Each additional death increases the time before teammates can use Deathbox Respawn again. Stay alive to reset the timer. Respawn Beacon Dropship Dev note: Respawn from Dropship is a dangerous and lengthy process. Often the surviving player activating the Respawn Beacon will get pounced on and killed before their teammates disembark the Respawn Dropship. This change is meant to get boots on the ground faster for returning players, while keeping the Dropship visible for the entire lobby for an extended duration, ensuring no enemies miss the cue that players are returning to the battlefield. Animation timing adjusted Dropship arrival shortened so respawned players re-enter the game faster. Dropship hover time after respawn increased. Chain Healing Dev note: This is a Quality of Life change at its core. Many factors contribute to when and how you heal. Limited resources and timing influence this choice: often meaning that you’re going to spam heal several shield cells rather than wasting the more valuable and limited shield batteries you have. This change is meant to make that existing pattern of spamming the heal button to rip 4 cells in a row smoother and less repetitive. While healing, another healing item may now be queued to automatically begin once the current healing action finishes. There are 3 settings options (‘Single’ is the new default option) that can be changed via the Gameplay settings menu: Off: Disables the feature and leaves the current healing system unaffected. Single: While healing, allows the queuing of another healing item. You must queue each additional heal manually by pressing the heal button again, or selecting a new item from the healing wheel. Auto: While healing, allows the queuing of another healing item. Auto will continuously queue that same healing item, without any further input, until the effective health pool is full, or you run out of that healing item. Health Bar Updates We have overhauled the Health Bar system to increase reliability and improve Line of Sight checks when obscuring effects are present. Effects such as smoke and foliage will now more consistently block the LoS check used for Health Bars. This means Health Bars will appear less often in situations where an enemy is obscured to you. LEGENDS AXLE Dev note: Axle was born after a big-picture assessment of the state of movement in Apex following Valkyrie’s two-year reign in the ALGS. Valk was a big pick in competitive play, and on the other side of the competitive spectrum, Octane was the perennial #1 pick. Other Legends with movement abilities have consistently been mainstays in the top five. This comes as no surprise; fluid movement has always been a staple of Apex, a powerful tool in a BR where positioning is paramount. Our movement deep-dive preceding Axle’s development shone a light on our biggest learning: Characterizing “Movement” as a tool is far too reductive. Just look online: community-driven movement wikis and training videos are everywhere. Movement is the toolbox, and every jetpack boost, soft landing, and grapple is just one of many tools inside. Keep your head on a swivel, because Axle transforms the battlefield into her racetrack. Class Skirmisher Passive DRIFT: Increased control while sliding. Axle accelerates and moves faster than others while sliding. She also has increased lateral control. Tactical NITRO GATE: Deploy a speed gate that sends users into a boosted slide. Stepping into a Nitro Gate forces users into a speedy slide, where they have greatly increased velocity and lateral control. This effect lasts for up to five seconds as long as speed isn’t naturally slowed. Manually stopping the slide will end the effect (although it can be maintained through quick b-hops). The gate is team agnostic, meaning it has the same effect on friendlies and enemies, though Axle will be the only one with increased slide control. Ultimate KICKSTART: Deploy an enemy-seeking drone that displaces targets on impact. Axle fires a drone straight out in front of her, where it traverses close to the ground in a straight line as it scans for enemies in a wide FoV. Once an enemy is spotted, the drone seeks towards the target, closing the gap to get within detonation range. If the target cannot outrun or destroy the drone before detonation, it will knockback all targets in range up into the air. Victims are revealed while airborne, take explosive damage, and are briefly stunned. Upgrades Level 2 Super Slider: Gain a second Tactical charge. Automata: Gain a second Ultimate charge. Level 3 Jump Gate: Upgrades the Nitro Gate to give a double-jump. Similar to how Octane’s Triple Jump upgrade works, this upgrades the Nitro Gate itself. Players can use up to one double-jump while the Nitro Gate effect is active. Sliding Shooter: Bullets shot while sliding come straight from inventory instead of magazine. Functionally, this allows for longer continuous firing while sliding before having to reload. Bullets shot straight from inventory are capped at half the weapon’s max magazine size (i.e. if a purple mag capacity is 30 bullets, 15 bullets will get pulled from inventory before instantly transitioning to the active clip). VANTAGE Dev note: Vantage is currently underperforming in fights and as a result is seeing less play overall. Looking over her kit we recognized that, as a sniper, her role becomes more and more difficult the later the game goes on (and playspace shrinks). We really wanted to find ways to keep her kit powerful at every stage of the game. Passive Tracking a team with Spotters Lens will generate 70% of an ultimate bullet 10 second cooldown per team Tactical Vantage is immune to hard landings exiting the tac Increased velocity from 20 Meters Per Second to 21 Meters Per Second Increased double jump range from 4m to 7m Reduced deceleration at final destination by ~25% Cooldown reduced from 20s to 17s Ultimate Toggle fire to equip your Canted Sight: A 2x optic mounted on the side of the rifle While canted rechamber time is decreased from 1.2s to 1.1s While canted ADS time reduced from 0.5s to 0.4s Bullet scaling is drastically reduced in Canted sights (so be accurate!) Increase aiming responsiveness with Normal sight Reduced ADS time from 0.6s to 0.5s Increased weapon handling in both modes Reduced Holster and Lower time from 0.5s to 0.4s Reduced Deploy and Raise time from 1.5s to 1.3s Default Normal scope magnification increased from 3x to 4x Upgrades Tactical Cooldown replaced with Herd Tracker: Pinging an enemy will track the entire team CONDUIT Dev note: As a Legend with a low pick rate that performs quite well relative to other Support Legends, Conduit presents an intriguing design conundrum: why aren’t more players picking her if her match result stats are great? Our primary goals are to keep Conduit feeling challenging but rewarding, to increase her playmaking potential, and also to provide her with more opportunities to have successful supportive interactions with her team. Abilities Passive: New Effect: If Savior’s Speed is active when sprinting toward a Skirmisher, gain an additional 5% movement speed. Tactical: Split Charge has been incorporated into her base kit, granting two charges Decreased Regen Duration from 9s to 6s Decreased Regen from 20/s to 15/s Adjusted Cooldown to 27s Standard Radiant Transfer was 32s Split Charge was 21s Removed cooldown start delay The cooldown will now always begin after casting, even if still searching for a target Upgrades Level 3 Both Radiant Transfer and Split Charge have been removed New Upgrade: Instant Barrier Gain a portion of Radiant Transfer's Temp Shields instantly, but Regen Duration is reduced by 2s. New Upgrade: Enduring Barrier Radiant Transfer's Temp Shield Regeneration persists through taking damage. ALTER Dev note: At the highest levels of play, Alter has been a consistent performer who shakes up fights by being extremely evasive, standing above many of the other legends in her class thanks to the team utility and safety she provides. Though we feel like her playstyle drives a fun player fantasy, we want to incorporate a bit more risk into her gameplay formula, making her cunning escapes not quite as “free” as they have felt before. Abilities Tactical: Increased Cooldown from 20s to 25s Ultimate: Decreased Range from 300m to 250m Increased Recall Time from 2s to 3s Increased Ally Recall Time from 3s to 4s Decreased Chase Portal Open Time from 6s to 4s Upgrades Level 3 Void Breacher Reduced movement speed from 30% to 15% ASH Dev note: We know player sentiment around the most recent round of Ash changes was that we “nerfed her into the ground.” We felt like we had to nerf Ash really hard to manage a relative dominance over global pick rate. But with the presence of other agile Legends like Octane, Wraith and now Axle, we have a little more wiggle room to find the happy middle ground. While we want to give Ash’s passive a little zip back, we are proceeding cautiously to avoid trending toward the state of Ash in Season 24. Passive Cooldown from 12s to 10s Velocity from 425 to 450 New Mythic Universal Melee: Twin Razors Traditional martial arts weaponry meets deadly laser weapon technology in style with the new Twin Razors Mythic Universal Melee cosmetic. These dual melee weapons feature lethal rotating laser blades, dealing dangerous melee blows for any Legend bold enough to wield them. Twin Razors are available as a possible drop in Overclocked Seasonal Packs*, available all season long. *Not available in all regions. LOOT & ATTACHMENTS Care Package Rotation C.A.R. returns to the floor (details below) LSTAR enters the Care Package (details below) Gold Weapon Rotation Devotion LMG, Hemlok Breach AR, Alternator SMG, Charge Rifle, Wingman Light Ammo Dev Note: Light ammo weapons as a whole have become a bit too reliable in both performance and sustain. Adjusting their ammo stack size is a way to take a swing at bringing the entire ammo class down a bit, while giving other ammo types some space to breathe. Decreasing light ammo stack size to 60 (was 72). WEAPONS Hemlok Breach Ar Increased Breach Charge cooldown from 15 seconds to 25 seconds Breach Charge now disperses gas and smoke Decreased damage from 23 to 22 (Previous Hotfix) Decreased magazine size across all tiers by 2 (Previous Hotfix) All Trophy Systems should now properly intercept Hemlok's Breach Charge (Previous Hotfix) Increased horizontal and vertical recoil (Previous Hotfix) Increased hipfire spread (Previous Hotfix) L-Star Emg [Care Package] Damage increased from 19 to 20 Added Hop-Up: Redline Increased damage and projectile size when close to overheating P2020 Increased base damage from 23 to 24 (Previous Hotfix) C.A.R. [Floor Loot] Removed Hop-Up: Galvanic Gavel Magazine size adjustments: Blue magazine increased from 25 to 26 Purple and gold magazines increased from 28 to 30 LOCKED HOP-UPS Double Tap Trigger Increased points to unlock from 375 to 500 on the Alternator Turbocharger Decreased points to unlock from 500 to 425 on the Devotion MAPS Dev note: This season we're taking a big look at macro rotations and the options our maps provide alongside the tools our Legends bring to the table. In previous updates we've implemented changes and adjustments to the Tridents to try and provide interesting and exciting gameplay opportunities. They're however not hitting the mark on what we want out of vehicle gameplay in Apex so we're removing them to let our Legends take the wheel. We've seen players consistently use Tridents in ways that wander far from their intended use: rotating between POIs. We feel we can better achieve this goal of speedy rotations with the existing state of Legend movement, putting another layer of importance on your team comp choices. The Ziprails in Broken Moon have always helped define the overall feel of the map and how teams rotate between POIs. However those Ziprails also contribute to a lot of silent third parties that can feel particularly frustrating. We've gone through and removed the majority of rotational POI-to-POI Ziprails while maintaining the Ziprails within POIs that help define the combat space. This should make navigating the map feel a little more predictable and easier to understand. We want squad compositions and Legend choices to really matter when it comes to how teams traverse through our maps. Pulling back on how quickly players can rotate via Legend-agnostic map tools puts that power back in our Legends hands. Storm Point: Tridents removed Olympus: Tridents removed Broken Moon: Ziprails removed from most rotations, but remain at majority of POIs Added two Redeploy Balloons to west side Two new rotation options added, north of Stasis Array and west of Terraformer Pubs & Ranked Divided Moon Kings Canyon Olympus Mixtape 5/5/26 - 6/23/26 TDM: Fragment East, Skull Town, Zeus Station, Estates Control: Labs, Barometer, Lava Siphon, Caustic Gun Run: Wattson Pylon, Estates, Monument, Skull Town WILDCARD Wildcard Olympus Wildcard (5/5/26 - 5/19/26) Kings Canyon Wildcard (5/19/26 - 6/2/26) RANKED Ranked Ladders (coming later this split) Ranked Ladder 1 5/14/2026 5/17/2026 Ranked Ladder 2 5/21/2026 5/24/2026 Ranked Ladder 3 5/28/2026 5/31/2026 Ranked Ladder 4 6/4/2026 6/7/2026 Ranked Ladder 5 6/11/2026 6/14/2026 Ranked Ladder 6 6/18/2026 6/21/2026 Season Reset Seeding We’ve fixed an issue where players near tier boundaries could sometimes be placed lower than others with similar or slightly lower performance after a season reset. Reset seeding should now feel more consistent and better aligned with your previous season’s results, while keeping the overall reset experience the same. BUG FIXES Fixed rare “SignifierName: 'Player' - is not expected entity type "player" for remote function” client error. Improved interaction between Hardlight and other objects when rebuilding, preventing it from unintentionally destroying some Legend abilities. Fixed some Low/No Ammo notifications incorrectly displaying. Fixed Arc Star and Frag Grenade sound effects when exploded on Hardlight. Fixed an issue with the Volt's "Death Enhancer" skin having visible elements when the player is cloaked. Fixed an issue where the akimbo Mozambique's could sometimes merge and fire as a single weapon. Fixed an issue where weapons in control could sometimes drop a level. Fixed a crash when trying to sort random favorite skins. LEGENDS Newcastle Fixed the ultimate slam not destroying Catalyst’s reinforcements on an empty door frame. Added new VO for Ready to Rumble and Defensive Line upgrade Revenant Fixed sometimes being able to cancel your tactical early and ready your guns sooner than intended. Lifeline Fixed self revive in Wildcard sometimes not using the right animation and having inaccurate UI timings. Vantage Fixed an issue where there was a slight delay before having intended ADS accuracy despite being fully zoomed into scope** Fixed bug where Vantage could equip weapons in fight night. Fixed how Spotter’s Lens gave decoys a low priority so the real Mirage is less obvious to find. Loba: Fixed an issue where black market could steal banners crafted by an enemy squad. Octane: Added new VO for Stim Surge. Mad Maggie: Fixed Wrecking Ball sometimes failing to destroy doors when hitting them at the upper edges. Fuse: Fixed Motherload not properly penetrating some Legend abilities. Gibraltar: Fixed an issue where overlapping Thunder Domes would allow a player to pass into a dome unharmed. QUALITY OF LIFE Firing Range: New Firing Range Settings: Infinite Healing Toggle Self-Revive Toggle Rebuild Hardlight Button Fixed thermite interactions. The missing Nessies have returned from their vacation. Improved CPU performance on physics calculations, eliminating a source of stutters, especially prominent in CPUs with high single-threaded performance, like Ryzen X3D chips. Added logic to prevent Valkyrie, or other legends, from getting inside an enemy respawn dropship. Added Legend voice lines for when Hardlight is Reinforced. Added Legend voicelines when cracking multiple enemy shields in rapid succession. AUDIO Added the ability to tweak individual voice chat volumes for each player in the squad menu. Improved voice chat clarity. Fixed an issue where HAVOC Rifle audio could sometimes cut out for the player firing it. ENGINE Graphics Improved occlusion data structures that were used by Olympus in the last midseason update are now used for all maps, slightly improving CPU performance. Fixed an issue that could lead to an occasional framerate dip when running at very high FPS on PC (e.g. 240+). Cleaner Ambient Occlusion, which includes new specular occlusion. This will also be faster than the previous Ambient Occlusion in most cases, except at High or Ultra settings at high resolutions (4K on PC). Improved accuracy of cubemap reflection intensity, especially in shadowed outdoor areas. Improved accuracy of sky ambient lighting. Improved baked lighting accuracy for many props in maps. [See the original blog post here for slider versions of these before/after images!] Play Apex Legends for free* now on PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, Nintendo Switch 2, and PC via the EA app, Epic, and Steam. Follow Apex Legends™ on Twitter, Instagram, and TikTok, subscribe to our YouTube channel, and check out our forums. Sign up for our newsletter today to receive the latest Apex Legends news, updates, behind-the-scenes content, exclusive offers, and more (including other EA news, products, events, and promotions) by email. 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. For more information, please refer to EA’s Online Service Updates at https://www.ea.com/service-updates. *Applicable platform account and platform subscription (sold separately) may be required. A persistent internet connection and EA account required. Age restrictions apply. Includes in-game purchases. Apex Legends™: Overclocked Patch Notes351Views4likes0CommentsUpdate 4-29-2026
Hello Holotable Heroes, Here are the notes for the update today If you didn't read the two short notes on all things coming with this Client Update, you can find them Here and Here. News: Guess who's back, back again - NEW COLISUM BOSS - Krayt Dragon (Coming soon) New FDCs - Andor, ISB, Darth Revan, and Luminara Unduli Darth Vader (Duel's End) shards are now farmable from Dark Side Battles 9-F (Hard) Disguised Clone Trooper has been added to the list of Accelerated Characters Adjustments/Bug Fixes: Fixed an issue where Thermals from Thermal Exhaust aren't being counted in Conquest Fixed an issue where General Kenobi was dispelling Scorch's locked dots Fixed an issue where the PVE IPD can explode against GL Leia in specific conditions Fixed an issue where the Speed from Daughter of Mortis wasn't dispelled at the end of the encounter Fixed an issue where IG-90 wasn't counting debuffs in multi encounter battles Clone Trooper Forrest Scouts now play male VO cues when defeated instead of female.13KViews5likes27Comments