Meta-Ghost: The Breaking Show Update Patch Notes June 6

Cyberpunk-themed action rogue-like Meta-Ghost: The Breaking Show released on April 25, and has had several updates since then. This is a compilation of all v0.4.x.x patch notes so far, in descending order, from latest to oldest:

 

UPDATED June 6

 

 

Patch Notes – v0.5.1.0 June 6

 

Newly Added:

1. Random Plots are added into Breaking Show Mode
2. Introduced 'Record' System: Access the comprehensive 'Record' system to revisit the collected plots, characters, and enemies.
3. Collection Rewards Implemented: Collection of records, drivers, and relics to certain amount, you'll unlock rewards that enhance your gameplay experience.

 

Optimization Updates:

  • 1. Prothesis Storage Limit Increased to 1000
  • 2. 'Quick Increase' Function Added to Store Purchases
  • 3. Visual Enhancement for Taisuke's 'Unmoving' Weapon Modification
  • 4. Refined Racecourse Interference Rules: Optimize the racecourse interference rules to prevent the simultaneous occurrence of critical strike rate and damage reduction modifiers within the same group.
  • 5. Preemptive Effect Added to BOSS "Father's" Skills: Stay one step ahead with the newly implemented preemptive effect that alerts you to BOSS "Father's" incoming attacks.
  • 6. Optimized Background Descriptions for Certain Protheses: Enhance your understanding of various Protheses with the refined background descriptions that provide clearer and more concise information.
  • 7. Icon Duplication Resolved for Mirage Media Drivers: Eliminate icon duplication for the 'Leap Projection' and 'Self-Training' Drivers within the Mirage Media Driver category.

 

Bug Fixes:

1. Privilege of the Strong and Emergency Invasion: Fixed an issue where the duration of the Fragility Space created by these Drivers was incorrect.
2. Simon's Raucous Set: Fixed an issue where damage dealt by Simon's Raucous Set was not being counted in the damage statistics.
3. Store Prices: Fixed an issue where the store price did not reset when removing an item that had been priced up or discounted.
4. Resolution Limit: Attempted to fix an issue where the resolution could not exceed 2K.
5. Battle Time Discrepancy: Fixed an issue where the time displayed during battle was inconsistent with the time displayed in the battle settlement.
6. Transport Vehicle Spawn Locations: Fixed an issue where the spawn locations of transport vehicles did not match the warning locations in some levels.
7. Louder Compatibility Issues: Fixed Louder compatibility issues.
8. Difficulty Display Error: Fixed an error where the difficulty was displayed incorrectly on the settlement screen.
9. Mirage Series Prothesis Names: Fixed an issue where the names of Mirage series Protheses were incorrect.
10. Jean's Impact Shield: Fixed an issue where Jean's Impact Shield modification could be applied to Molotov Cocktails.
11. Store Arrival Time Display: Fixed an issue where items could not be purchased from the Store when the arrival time was displayed as 0 minutes.
12. Louder Rookie 3 Mission Description Inconsistency: Fixed an inconsistency between the Chinese and English versions of the Louder Rookie 3 mission description.
13. English Store Arrival Time Countdown Text Error: Fixed an error in the English Store arrival time countdown text.
14. English Prothesis Assembly Text Overflow: Fixed an issue where the English Prothesis assembly text overflowed the text box.
15. Miscellaneous English Translation Errors: Fixed various English translation errors.

 

 

Extreme Racing Fix Announcement May 29

Dear Players:
Since the launch of the Extreme Racing event, we have received feedback regarding the ranking scores. We would like to inform you of the following:

 

1. Bug Fix:
An issue where switching characters after achieving a high score and immediately exiting the game would replicate the old character's score onto the new character has been addressed.
2. Score Restoration for Top 100:
The project team has prioritized the top 100 leaderboard entries, manually reviewing and restoring scores based on actual gameplay data.

 

If you notice any discrepancies, particularly within the top 10 scores for each character (typically involving identical completion times and builds), or encounter any other leaderboard-related bugs, please feel free to contact us. We will investigate and address these issues promptly.
Thank you for your understanding and continued support.
Sincerely,
<Meta-Ghost: The Breaking Show>Team

 

 

Patch notes – v0.5.0.1 May 28

Bug fix:
Fix the issue of not increasing the number of attacks when dealing critical hits with the Little Invincible Slash when using the Taisuke Piercing [Unmoving] set.
Fix the issue of Little Invincible Slash not restoring the energy of the ultimate move when wearing the Taisuke [Unmoving] set.
Attempting to fix the last level of Chapter 5 of the Breaking Show, there is a chance that the bat will disappear and unable to pass the level.
Yan's defense skill has a buff that increases attack speed. During the buff's duration, the issue of releasing defense skills again without refreshing has been fixed.
Fix the issue where Yan's clone will prioritize attacking the combustion chamber.
Fix the issue where Simon's clone did not lock the enemy during a heavy attack.

 

 

Major Updates – v0.5.0 May 27

Greetings everyone,
It's been a month since the Early Access release of Meta-Ghost: The Breaking Show, and we're incredibly grateful for your attention and support! Over the past month, we've been actively collecting bug reports and suggestions through forms and using them to make daily fixes and optimizations to the game. Additionally, we've released an updated roadmap, which signifies our unwavering commitment to fulfilling our promises and delivering high-quality content. In this v0.5.0 update, we've not only addressed optimizations and bug fixes but also introduced details of these new additions and the motivations behind them.
Please feel free to leave us comments and feedback.

 

Breaking Show Chapter 5

- Embark on a new chapter in the main storyline as Chapter 5 of The Breaking Show introduces a fresh battle scene brimming with challenges.
- Operation system updates.

 

📢Developer's Notes:
Face off against four new bosses, including Kumeji Hikari from Romani Biosciences, a formidable opponent known for her unpredictable nature and passion for human experimentation and bioweapons. She commands a mechanical monstrosity resembling a "double-headed dragon.
This chapter will also unravel the mysteries surrounding Taisuke's participation in the competition, the intertwined past between Kumeji Hikari and Taisuke, Kumeji Hikari's sinister plot, and the truth behind The Breaking Show. We're committed to crafting a captivating narrative that immerses players in this cyberpunk world, allowing them to witness the past, present, and future of the protagonists. As we move forward, we plan to introduce a random side plot feature to further enrich and refine the storyline and world-building.
To align with the unlocking of the new chapter, this update introduces a new stage in the "operating system," including enhancements related to the number of likes and refreshes at the start of the game. Players are advised to prepare the corresponding amount of computing power.

 

New Heart-Lung Set Effects:

1. Anatta [Exclusive to Taisuke]: When Taisuke activates [Unmoving], the Invincible Slash released by Heavy ATK deals Ultimate Damage and is no longer affected by Heavy ATK Damage buffs.
2. Suppression [Exclusive to Jean]: When Jean has [Buffer Shield] active, deploy a Domain that reduces the attack speed and movement speed of enemies within the Domain. Each shield piece reduces enemy speed by 5%. When the shield pieces are ≥5 layers, the Domain range increases and becomes the priority target for enemy attacks.
3. Fullness [Exclusive to Yan]: For each point of Reparium that Yan has, her Basic ATK attack speed and Ultimate Final Damage increase by 2%. When Reparium >10 layers, there is a 20% chance to heal herself and allies when Basic ATK and Ultimate hit.
4. Rebirth [Exclusive to Yan]: When Yan releases her Ultimate, she revives teammates on the battlefield who are in a near-death state. If no teammates are near death, she increases the attack power of all allies by 10% for 8 seconds.
5. Hot Wind [Exclusive to Simon]: When Simon uses [Thermal Shot+], he gains Super Armor and generates a strong wind around his body every second, knocking back enemies and destroying flying bullets.
6. Devotion [Exclusive to Simon]: When Simon's Heavy ATK hits a single enemy, the base damage is increased by 100% and the weapon heat is reduced by 10 points.
7. Unrestrained [Exclusive to Simon]: Simon's Dash Charge +1, [Thermal Shot+] and [Smoke Revolver+] base damage +30%.
8. Raucous [Exclusive to Simon]: When Simon enters Overheat, [Thermal Shot+] explodes when it hits enemies, dealing 400% Basic ATK damage and emptying weapon heat after 1 second.

 

Adjustment to Other Set Effects:

1. Instinct [Exclusive to Taisuke]: After Taisuke uses Heavy ATK, he gains "Resolve": Heavy ATK Final Damage is increased by 5% for 3 seconds. When "Resolve" is stacked 3 times, he gains "Instinct": Attack is increased by an additional 15%, Basic ATK attack speed and Heavy ATK attack speed are increased by an additional 10%.
2. Frenzy [Exclusive to Jean]: When Jean is attacked, she gains 10 Excitement Points and "Adrenaline": Attack is increased by 10%, stackable up to 3 layers, for 7 seconds.
3. Healing [Exclusive to Yan]: When Yan consumes Reparium, if there are players on the field with HP below 50%, she will additionally heal them once and return the Reparium consumed this time.
4. Protection [Exclusive to Yan]: When Yan consumes Reparium to heal, additionally add a shield equal to 5% of their HP to players with HP above 80%, which can be stacked 6 times, for 3 seconds.
5. Photosynthesis [Exclusive to Yan]: Yan's Photon Energy Reserve recovery speed is increased by 50%, and during Heavy ATK, she can recover Photon Energy Reserve at a base rate of 3 points/second.

 

📢Developer's Notes:
Given that the Heart-Lung Prothetic is a set of prosthetics that can almost directly change the way a character is played, we fully understand everyone's eagerness to try out the cool power of Legendary set or ,have more set choices (especially for players who like to use the character "Simon"). Core Implants have not only been updated to Legendary quality but also added new Core Implants set effects, including a total of 8 sets including exclusive sets for each participant, which can bring more different builds to each character. For example, Taisuke's "Unmoving" build, and the auxiliary builds of Jean and Yan, can all become possible with the support of the new sets.

 

Targeted Prosthetic Exchange

The v0.5.0 update introduces a groundbreaking feature: the Custom License. This coveted item grants players the ability to designate a primary attribute during Prosthetic Assembly, empowering them to tailor their prosthetics to their exact preferences.
Custom License Acquisition
Currently, the Custom License can be primarily acquired through store, offering players a convenient means to obtain this valuable resource. In the future, as new difficulty levels are introduced for Team Battles, the Custom License may also be included among the rewards, providing an additional avenue for players to acquire this coveted item.

 

📢Developer's Notes:
The ability to specify a primary attribute during Prosthetic Assembly has been a highly requested feature among players, as it holds the potential to significantly enhance the Looting experience. In response to this overwhelming demand, we prioritized the development of this functionality and are thrilled to introduce it in this update. We hope that the Custom License will empower players to achieve their desired Prosthetic configurations more efficiently, propelling them towards their ultimate Looting goals.

 

Expanded Vending Machine Functionality:

  • 1. Material and Chip Exchange: Players can now sell Alloy Materials and Conversion Chips in exchange for Computing Power. This Computing Power can then be used to purchase Conversion Chips.
  • 2. Purple Prosthetic Fragment Exchange: Players can exchange Purple Prosthetic Fragments for Orange Prosthetic Fragments in the vending machine.
  • 3. Limited-Time Orange Prosthetic and Custom License 4.Purchases: Using Computing Power, players can make limited purchases of Orange Prosthetics and Custom Licenses.
  • 5. Orange Fragment to Custom License Exchange: Players can exchange Orange Fragments for Custom Licenses in the vending machine.

 

📢Developer's Notes:
We have observed that players have a need to exchange a larger quantity of materials for a smaller quantity at different stages. Therefore, we have launched the "Resource Trading" function to meet the needs of players to quickly obtain the required materials.
In addition, we have also added rare items that can be exchanged for ordinary materials in this store, providing players with more convenient and fast choices, allowing them to unleash the maximum value of every material they obtain after overcoming difficulties.

 

Extreme Racing:

Event Period: After v0.5.0 update ~ June 9, 2024, 23:59(UTC0)
Event Description:
To celebrate the May major update v0.5.0, the Extreme Racing event will be launched. In "Breaking Show - Breaking Race (Chapter 5)", a new "Extreme Racing" mode will be added. During the event, the Breaking Show clearance time leaderboard will be open. Each character's "Extreme Racing" clearance record will be entered into their own leaderboard (a total of 4 leaderboards for Taisuke, Jean, Yan, and Simon). The shorter the time, the higher the ranking. After the event ends, the top 10 players in each character's leaderboard will be recorded as a side story and permanently preserved in the game's side story and story collection. In addition, the "Extreme Racing" mode will also be converted into a permanent "Difficult" mode. Players can still challenge this more difficult "Breaking Race", but please note that the leaderboard function will be disabled after the limited-time event ends.

 

📢Developer's Notes:
The Breaking Show has always been a platform for fierce competition among contestants, but the true essence of this rivalry has yet to be fully realized. In response to this, the v0.5.0 update introduces the Racing Leaderboard, an exciting feature designed to ignite the competitive spirit within players. Also, by perusing the Racing Leaderboard, players can gain valuable insights into the setups and strategies utilized by top-ranking contestants. This opportunity for observation and learning empowers players to refine their own builds and techniques, propelling them towards greater heights in the competitive arena.

 

Bug Fixes:

1. Team Match Mode Character Collision: Resolved an issue where the protagonist and the boss could get stuck in Ruru's spawn location during Team Match Mode matches.
2. Ruru Character Glitch: Fixed a bug that caused Ruru to get stuck on the protagonist, preventing them from falling down.
3. Jean and Yan Heavy ATK Energy Consumption: Addressed an anomaly in Jean and Yan's Heavy ATK energy consumption.
4. Taisuke Weapon Modification "Unmoving" and "Retribution" Interaction: Fixed a problem where Taisuke's weapon modification "Unmoving" did not benefit from "Retribution."
5. Jean Weapon Modification "Super Adrenalin Shot!" and "Howling Wind!" Interaction: Resolved an issue where Jean's weapon modification "Super Adrenalin Shot!" did not reduce the energy consumption of "Howling Wind!"
6. Limited-Duration Clones' Behavior After Cross-Layer Transition: Addressed a bug that prevented limited-duration clones from attacking and moving after crossing layers.
7. Aim Assist Functionality: Fixed certain instances where aim assist functionality would malfunction.
8. Driver [Electrical Resistance Nullification] Activation: Resolved an issue where the driver [Electrical Resistance Nullification] would activate even when there was no lightning chain driver present.
9. Resolution Adjustment Issues in Team Mode: Fixed an adaptation abnormality that occurred when adjusting the resolution in Team Mode.
10. Abandoning Matches in Breaking Show: Resolved a bug where abandoning matches in Breaking Show would sometimes prevent players from return.

 

Additional Optimizations

1. Driver Trigger Expansion: Previously, drivers could only be triggered by Basic ATK, Heavy ATK, and Ultimate. Now, all critical hits can trigger drivers, but this comes with a built-in cooldown.
2. Jean Heavy ATK Modification 2-1: The pre-input for "Howling Wind!" has been removed to eliminate issues with being unable to adjust the direction.
3. Louder Upgrade Rewards:
a. Rookie III: Adjusted to 10 Orange Fragments.
b. All-Star I: Adjusted to Simon Skin, 1 Custom License, and 10 Orange Fragments.
4. Characters' Silhouette Display: When the protagonist is obscured by large monsters, their silhouette will now be displayed.
5. English Context Improvements: Optimized English translations for certain prosthetics, drivers, relics, and weapon modifications.
6. Team Match Mode HP Cap Increase: The Team Mathc HP cap increase reward has been adjusted from +15% to +20%.
7. Performance Optimizations: General performance optimizations have been implemented.

 

The stories of the participants are still unfolding... We are also fully committed to advancing the subsequent versions, such as the "Endless Mode," the fifth character, and the prosthetics remake and fusion, which are substantial projects already in the initial stages of production. We will try to bring these updates to you as quickly as possible.

 

 

Patch Notes – v0.4.3.1 May 17

Fixed the problem of being unable to exit the stage after checking the details of the prosthesis at the end of a game.

 

 

Patch Notes – v0.4.3.0 May 17

 

Fusion Driver Adjustments:

  1. Shield Discharge: Upon entering [Fragility Space], release a large Electromagnetic Wave every 2 seconds, dealing 150% of the total of your current HP and shield value as Tech DMG -> Upon entering [Fragility Space], release a large Electromagnetic Wave every 2 seconds, dealing 500% of the total of your current HP and shield value as Tech DMG
  2. Physical Intrusion: [20% Lucky Hit]: When dealing Tech DMG, apply 5 Tenacity Break, cooldown 0.2 seconds -> [20% Lucky Hit]: When dealing Tech DMG, apply 5 Tenacity Break, cooldown 0.1 seconds
  3. Digital Body: Upon leaving [Fragility Space], become invincible for 3 seconds -> Increase Orbital Strike base damage by 30%. When critting, trigger Orbital Strike
  4. Disruption Lightblade: [33% Lucky Hit]: When [Wave Blade] hits an enemy, there is a 33% chance to apply [Malfunction] for 1.5 seconds -> [33% Lucky Hit]: When [Wave Blade] hits an enemy, there is a chance to apply [Malfunction] for 1.5 seconds
  5. Holographic Surge: While [Digital Projection] exists, generate [Ring Lightning] every 3 seconds -> Each projection increases Ring Lightning base damage by 8%. While [Digital Projection] exists, generate [Ring Lightning] every 3 seconds
  6. Edge Energy Field: After using [Ultimate], each attack of [Digital Projection] will fire [Wave Blade], lasting 8 seconds -> Each projection increases Wave Blade base damage by 10%. [25% Lucky Hit]: Each attack of [Digital Projection] has a chance to fire [Wave Blade]
  7. Electro Energy : [60% Lucky Hit]: When [Digital Projection] attacks hit, there is a chance to trigger [Chain Lightning] -> Each projection increases Chain Lightning base damage by 6%. [60% Lucky Hit]: When Chain Lightning hits, there is a chance to recover energy, cooldown 0.5 seconds
  8. Energy Lightning: After using [Ultimate], fire [Chain Lightning] every 0.5 seconds, lasting 10 seconds -> Increase Chain Lightning base damage by 50%. After using [Ultimate], fire [Chain Lightning] every 0.5 seconds, lasting 10 seconds
  9. Electro Feedback: [20% Lucky Hit]: When [Chain Lightning] hits an enemy, there is a chance to drop an [Energy Supply] -> For every 1% Ultimate energy, increase Chain Lightning base damage by 0.7%. [20% Lucky Hit]: Chain Lightning has a chance to recover energy on hit, cooldown 0.5 seconds
  10. Storm Surge: Each time [Chain Lightning] is triggered, extend the duration of [Digital Projection] by 0.2 seconds and increase projection base damage by 6%, stackable up to 10 times, cooldown 0.2 seconds after activation -> Each time [Chain Lightning] is triggered, extend the duration of [Digital Projection] by 0.2 seconds and increase projection base damage by 6%, stackable up to 10 times, cooldown 0.2 seconds after activation

 

Jean’s Weapon Customization Adjustments:

  1. Normal ATK 3-1: Upon hitting an enemy with the final hit of a Normal ATK, gain a 10% HP shield that lasts for 3 seconds, stackable up to 3 times -> Upon hitting an enemy with the final hit of a Normal ATK, gain an additional 5 Excitement points and increase the enemy's Heavy ATK damage taken by 15%, stacking up to 3 times, lasting 5 seconds
  2. Heavy ATK 1-1: Increase Heavy ATK base damage by 30% -> For each stack of [Buffer Shield] you have, increase Heavy ATK base damage by 6%
  3. Ultimate 2-1: During the Ultimate buff, increase own attack power by 20% -> Cancel the Ultimate charging animation and directly leap and slam the ground. For each enemy hit, increase the Ultimate base damage by an additional 30%
  4. Ultimate 3-2: Cancel the Ultimate charging animation and directly leap and slam the ground. For each enemy hit, increase the Ultimate base damage by an additional 30% -> During the Ultimate buff, increase Heavy ATK base damage by 40%. At the end of the Ultimate, for each stack of [Buffer Shield] you have, increase Heavy ATK base damage by an additional 5%
  5. Defense 2-3: Increase the area of effect of the Defense skill damage and slow enemies by 30% -> For each stack of [Buffer Shield] you have, increase movement speed by 5%
  6. Defense 3-2: When using the Defense skill, create an attraction effect that pulls nearby enemies to your front -> When using [Impact Shield], pull nearby enemies to your position and reduce their movement speed and attack speed by 30% (attraction effect does not work on bosses)

 

New Heat+6 Portal:

  1. In Team Match Difficulty 5, if you reach floor 14 within 7 minutes and have a Heat level of +9, a Heat+6 portal will appear.
  2. Heat+6 Boss HP increased by 100%, attack power +10%, attack speed +10%.
  3. Defeating the Heat+6 Boss grants an additional 2 Legendary Prosthetics.

 

Enemy Adjustments:

  • Added a warning indicator to Boss [The Annihilate]'s grappling attack. Damage has been slightly reduced.
  • Added a warning indicator to the ranged shockwave attack used by Boss [The Slaughter].
  • Reduced the damage of the shockwave attacks used by Boss [The Slaughter] and Boss [Necrocept].

 

Prosthetics Optimization:

  1. Added a sorting condition (Excellent, Superb, Perfect)
  2. Optimized the sorting rules, Prosthetics from the same set and part will be grouped together
  3. Attribute filtering has been changed to grade filtering: Perfect, Superb, Excellent, and below
  4. Added two new filtering options for Prosthetics Decompose: Legendary Excellent and below; Legendary Superb and below
  5. Added an instruction page for Prosthetics Assembly

 

Other Optimization Adjustments:

  1. Yan and Jean's Heavy ATK energy consumption is no longer affected by Heavy ATK buffs and instead consumes energy at a fixed time interval (compared to before, energy consumption is reduced when there is a Heavy ATK attack speed buff).
  2. The main attributes of Spine, Heart, and Synthetic Lung Prosthetics have been adjusted with a random probability, increasing the types of main attributes that had a lower probability of appearing before.
  3. The [Clotting Defense] Fusion Driver has been changed to directly deduct HP, ignoring shields and damage reduction (Jean's Buffer Shield will no longer block the effect of [Clotting Defense]).
  4. Digital Projections can now benefit from the protagonist's attack speed buff.
  5. The opening effect will now take effect after the Boss has finished playing its spawn animation.
  6. A "Get Out of Stuck" button has been added to the 3-choice interface. This button can be used to fix stuck issues in stuck states.
  7. The text "Sold Out" will be displayed in the store when a Fusion Driver is sold out.
  8. The relic of the Team Match Time-Limited Challenge Protocol has been changed to a 50S icon.
  9. Optimized some Fusion Driver icons to make the color scheme easier to read.
  10. Optimized Digital Projection sound effects.
  11. Added sound effects to Jean's Heavy ATK Whirlwind Slash.
  12. Added sound effects to Necrocept's bullets.
  13. Continued performance optimization.

 

Bug Fixes:

  1. Fixed an issue where dodging attacks sometimes did not count towards a no-damage run.
  2. Fixed an issue where the Zen Meditation, Instinct, and Dilemma Prosthetics set effects could only stack one layer.
  3. Fixed an issue where small Like mobs did not spawn when the large Like mob died.
  4. Fixed an issue where enemy targeting was abnormal when switching between gamepad and keyboard.
  5. Fixed an issue where the invincible golden border was displayed abnormally.
  6. Fixed an issue where the team settlement interface was displayed abnormally after clicking continue and then exit.
  7. Fixed an issue where the relic bar on the personal confidence interface could not be scrolled down with the gamepad when there were more than one page of relics.
  8. Fixed an issue where creating a projection upon death could cause the game to freeze.
  9. Fixed an issue where HP values were displayed abnormally.
  10. Fixed an issue where Yan-related story content was missing in Breaking Show Difficulty 1.
  11. Fixed an issue where the "Impedance Nullification" Fusion Driver was not added to the Codex.
  12. Fixed an issue where projections were still being generated at the end of a battle in team mode.
  13. Fixed an issue where the "Mutilate Set" could not be equipped using the one-click Prosthetics equipping feature.
  14. Fixed an issue where damage statistics would not be displayed after pressing the shortcut key to view Heat on the gamepad unless it was clicked on.
  15. Fixed an error with Patrols effects.
  16. Fixed an issue where Jean's weapon effects were displayed abnormally.

 

 

Patch Notes – v0.4.2.2 May 11

 

Bug Fixes:

1. Aim Assist Bug: Fixed an issue where Aim Assist mode would not automatically engage when transitioning to a new battle after completing one with a gamepad.
2. Aim Assist Lock-on Bug: Addressed an intermittent issue where gamepad users would experience difficulties locking onto targets while in Aim Assist mode.
3. Simon Clone Stutter Bug: Resolved a bug that caused Simon's clones to stutter and freeze.
4. Team Difficulty Selection Bug: Fixed a bug that prevented gamepad users from opening the difficulty selection menu in the team interface using the right joystick.
5. Taisuke Shunzan Buff Bug: Addressed an issue where Taisuke's Shunzan buff would sometimes prevent Shunzan attacks from being executed.
6. Breaking Show and Team Match Description Errors: Corrected errors in the descriptions of Breaking Show and Team Match events.
7. Team Buff Synchronization Bug: Resolved a bug that prevented certain buffs from synchronizing with other teammates in team match gameplay.
8. Buff Tip Text Errors: Corrected errors in the tip text descriptions for certain buffs.
9. Controller Respawn Button Indication Bug: Fixed a bug that displayed the respawn button as the "F" key instead of the correct controller button prompt for teammates when using controllers.
10. Personal Info Panel Bug: Addressed a bug that caused temporary unresponsiveness when switching the Personal Info Panel on and off immediately while selecting a 3-in-1 Driver or Relic.
11. Offline Mode Bug: esolved an issue where Prosthetic descriptions would display incorrectly in Offline Mode.

 

Performance Optimization:

1. Implemented general performance optimizations to enhance the overall gaming experience.

 

 

Patch Notes – v0.4.2.0 May 8

 

Bug Fixes:

1. Fixed a bug where the voting rules did not work when selecting a portal in multiplayer team matches (voting rules: leader has 1.5 votes, team members have 1 vote, the portal with the highest number of votes is entered).
2. Fixed a bug where progress towards the [Achievement] for obtaining 200 Legendary Prosthetics would decrease due to dismantling Prosthetics.
3. Fixed a bug where the game would crash if the team kills all enemies and immediately forfeits the match.
4. Fixed a bug where Simon did not have a death animation.
5. Fixed a bug where Simon and Yan could not trigger the effect of extending the duration of the Flying Wheel.
6. Fixed a bug where after modifying Jean's Ultimate, she could not immediately use a Heavy ATK after casting the Ultimate.
7. Fixed a bug where the Flying Wheel would disappear if it kept critting after selecting the crit extension.
8. Fixed a bug where the Wave Blade of the clone did not trigger [Disruption Lightblade].
9. Fixed an issue where enemies would spin around in circles when Jean used a Heavy ATK on an enemy with [Protection].
10. Fixed a bug where Boss [Spider] and [Aleksi] would become invincible if their maximum HP percentage was lower than the phase transition HP threshold when they were in Fragility Space.
11. Fixed a bug where the loot display in the top left corner would be shown twice.

 

New Features:

1. Battle Data Statistics: A battle data statistics feature has been added. After a battle, players can view detailed damage information.
2. Controller Targeting Toggle: A controller targeting toggle function has been added. Players can now switch between targeting the nearest enemy or designating elite enemies and bosses.
3. Buff Details Display: Hovering the mouse over buff icons under character portraits will now display buff details.
4. Pausing now is available in Team Matches: Players can now pause while soloing at Team Matches

 

Reward Adjustments:

1. Compensation for Long Battle Times: Certain rewards will be compensated when the battle time is too long.
2. Overall loots Increase: The amount of loots have been increased.
3. First Clear Rewards in Team Matches: First clear rewards have been added for Team Matches.
4. Significant Increase in Breaking Show Mode First Clear Rewards: Breakthrough Show first clear rewards have been significantly increased.

 

Difficulty Adjustments:

1. Refined Boss Battle Mob Randomization: The randomization of mobs in boss battles has been adjusted to reduce the frequency of multiple high-difficulty mobs appearing simultaneously.
2. Significant Health Reduction for All Mobs and Bosses in Breakthrough Show Difficulties 3 and 4: The health of all mobs and bosses in Breakthrough Show Difficulties 3 and 4 has been significantly reduced.
3. Health and Attack Reduction for Mobs and Bosses in Team Match Difficulties 3 and 4: The health and attack power of mobs and bosses in Team Match Difficulties 3 and 4 have been reduced.
4. Reduced Tracking Time for Tracking Bullets of Mobs [The Curve] and [The Curvature]: The tracking time for tracking bullets of mobs [The Curve] and [The Curvature] has been reduced from 6 seconds to 4.5 seconds.
5. Attack Warning for Slowing Mob [Frostfire]: Mob [Frostfire] will now display an attack warning before attacking.
6. Reduced Tracking Range and Increased Skill Cooldown for Dual Sword Elite Mob [Laceration]: The tracking range of the skill [Laceration] of dual sword elite mob [Laceration] has been reduced and the skill cooldown has been increased.
7. Increased Skill Cooldown for Boss [Necrocept]: The skill cooldown for boss [Necrocept] has been increased.
8. Additional Missile Spawn for Crab Form of [Aleksi]: When the crab form of [Aleksi] fires missiles, an additional missile will now spawn near the player.

 

Prosthetic Set Effect Adjustments:

1. Meltdown: Upon hitting an enemy with an attack, increase their Tech DMG taken by 3.5%, stacking up to 10 layers, lasting 3 seconds -> Upon hitting an enemy with an attack, increase their Tech DMG taken by 7%, stacking up to 5 layers, lasting 3 seconds
2. Basic: Increase starting shield by 20%. When crossing floors, if HP loss does not exceed the floor crossing shield, increase attack power by 4%, stacking up to 10 times -> Increase starting shield by 20%. When crossing floors, if HP loss does not exceed the floor crossing shield, increase attack power by 5%, stacking up to 8 times
3. Potential Energy: After the final hit of a normal attack lands, increase own attack power by 5%, stacking up to 9 layers, lasting 3 seconds -> After the final hit of a normal attack lands, increase own attack power by 9%, stacking up to 5 layers, lasting 5 seconds
4. Bellicosity: For each attack that hits, increase own final weapon damage by 3%, stacking up to 16 layers, lasting 3 seconds -> For each attack that hits, increase own final weapon damage by 6%, stacking up to 8 layers, lasting 3 seconds
5. Focus: For each heavy attack that hits, increase its crit rate by 3% and weapon damage taken by 4%, stacking up to 6 layers, lasting 3 seconds -> For each heavy attack that hits, increase its crit rate by 4.5% and weapon damage taken by 6%, stacking up to 4 layers, lasting 5 seconds
6. Blast: When a normal attack crits, increase own normal attack attack speed by 2.5% and final damage by 2.5%, stacking up to 15 layers, lasting 3 seconds -> When a normal attack crits, increase own normal attack attack speed by 7.5% and final damage by 7.5%, stacking up to 5 layers, lasting 3 seconds
7. Solid: If no damage is taken for 6 seconds, reduce the next instance of damage taken by 50% and increase own final damage by 25% -> If no damage is taken for 4 seconds, reduce the next instance of damage taken by 50% and increase own final damage by 25%
8. Mutilate: Upon hitting an enemy with the final hit of a normal attack, reduce their defense by 5, stacking up to 7 layers, lasting 3 seconds -> Upon hitting an enemy with the final hit of a normal attack, reduce their defense by 7, stacking up to 5 layers, lasting 5 seconds
9. Potential: Increase resurrection count by 1. For each current resurrection count, increase attack power by 6% -> Increase resurrection count by 1. For each maximum resurrection count, increase attack power by 6%

 

Other Adjustments:

1. Team Match Relic [Infinite Favor Vessel] Effect Adjustment: Upon entering the next floor, gain 8% interest of the current number of Likes (maximum interest: 400 Likes) -> Upon entering the next floor, gain 20% interest of the current number of Likes (maximum interest: 300 Likes)
2. Negative Relic Shop Prices Increased by 15% Changed to Tier 2 Relic
3. [Achievement] No Damage Boss Achievement Changed from 10 Seconds to 20 Seconds
4. Damage of Yan's Defensive Skill Modifications 2-2 [Flame Path] and 3-1 [Propulsive Impact] Changed from Tech Damage to Ultimate DMG
5. Grant players 1 second of invincibility when crossing floors and switching maps in teams to prevent them from taking damage when spawning in trap locations
6. When opening the Drive Compendium during combat, the Fusion Drive page is selected by default
7. Color adjustment of the Waiting for Rescue text to make it more noticeable
8. Orbital Support description modified to remove the [Additional] text to avoid ambiguity

 

 

Hotfix – v0.4.1.1 April 30

Add redemption code reward function and release redemption codes
Simon Weapon customization - Muscle Memory Talent, Added Icon Tips

 

 

Patch Notes – v0.4.1.0 April 29

 

New Drivers:

1. Rise Technologies
Prolonged Erosion: Each subsequent application of [Erosion] extends its duration by 1 second.
Orbital Enhancement: Increases the base damage of [Orbital Strike] by 20% and its stagger effect by 100%.

 

2. Romani Biosciences
Inspire Flywheel: Upon [On kill], generates a [Flywheel] that orbits the character for 5 seconds, dealing 80% weapon damage to each enemy it hits. Up to 5 [Flywheels] can exist simultaneously.
Dopamine Regulation: Upon [Dodge], increases heavy attack attack speed by 20% for 6 seconds.

 

3. Foundation Industries
Deep Electric Damage: When [Chain Lightning] hits a [Electrocuted] target, its base damage increases by 10% per [Stacks of Electrocuted].
Short-Circuit Strike: [Lucky Hit]: When attacking a [Electrocuted] target, there is a chance to trigger an additional instance of [Electrocuted] damage.

 

4. Mirage Media
Self-Annihilation: When a [Digital Projection] expires, it is treated as an [On kill] trigger. This trigger has a 6-second cooldown.
Projection Impact: [Heavy ATK Aug]: There is a 25% chance to create a [Digital Projection] that lasts 8 seconds, inherits 50% of the character's attack power, and attacks automatically. The [Digital Projection] will follow the character's heavy attacks, up to a maximum of 3.

 

5. Awaken Energy
Potent Injection: Upon hitting an enemy, increases the damage they take from [Ultimate] by 2%, stacking up to 10 layers for 5 seconds.
Energy Buffer: When [Under Shielded], reduces incoming damage by 10%.

 

Adjusted Drivers:

1. Foundation Industries
Fire Support: Upon [Electrocuted] application, there is a chance to add a laser attack that deals 120% tech damage. Each layer of [Electrocuted] increases the trigger probability by 10%. -> Upon [Electrocuted] application, there is a chance to add a [Magnetic Pulse] that deals 150% tech damage to enemies in a small area. Each layer of [Electrocuted] increases the trigger probability by 10%.
Covering Fire: [30% Lucky Hit]: Upon [Chain Lightning] hit, there is a chance to add a laser attack that deals 120% tech damage. -> [20% Lucky Hit]: Upon [Chain Lightning] hit, there is a chance to add a [Magnetic Pulse] that deals 150% tech damage to enemies in a small area.

 

Optimizations and Adjustments:

  • 1. Prosthesis Scrapping: Scrapping prostheses will now return a portion of the consumed computing power.
  • 2. Louder Unlock Condition: The single-player completion requirement for unlocking Louder has been changed to single-player or team completion.
  • 3. Controller Targeting: Controller targeting will now prioritize locking onto elite enemies or bosses.
  • 4. Bullet Obstruction: Bullets will no longer be blocked by corpses.
  • 5. Server Connection Optimization: Server connection has been optimized.
  • 6. Client Performance Optimization: Client performance has been optimized.
  • 7. Louder New Message Indicator: The red dot indicating new messages in Louder has been hidden.
  • 8. Replace Relics Confirmation: When exiting Replace Relics without making any substitutions, a confirmation window will popup.
  • 9. Tech Strike Description Clarification: The description of Tech Strike has been clarified to state that it cannot crit.
  • 10. Simon Normal Attack Skill Description Adjustment: The description of Simon's normal attack skill has been adjusted to clarify that the damage of [Thermal Shot+] is treated as the final hit of the normal attack.
  • 11. Mouse Cursor Optimization: The mouse cursor has been optimized to make it easier to see.
  • 12. Character Clone Sound Effect Optimization: The sound effect for character clones has been optimized to make it less distracting.
  • 13. Reduced Combat Voice Activation Probability: The probability of combat voice lines triggering has been reduced.
  • 14. Particle Effect Optimization: Some particle effects have been optimized and iterated upon.
  • 15. Prosthesis Backpack Display: The Prosthesis Inventory now displays the number of prostheses owned and the Inventory capacity.
  • 16. Prosthesis Inventory Capacity Reached Notification: A notification will now appear when adding prostheses to the Prosthesis Inventory is about to reach the capacity limit.

 

Bug Fixes:

  • 1. Fixed a bug that caused the story to trigger repeatedly.
  • 2. Fixed a bug that caused Taisuke's Kesa Mark to refund additional resources in the Void Space.
  • 3. Fixed a bug that prevented controllers from opening damage statistics in Team Matches.
  • 4. Fixed a bug that caused the icon to display incorrectly when scrapping prostheses.
  • 5. Fixed a bug that caused loot to drop in specific locations during team play.
  • 6. Fixed an issue that caused some bosses to become unresponsive.
  • 7. Fixed a bug that allowed players to use shortcuts on the login screen.
  • 8. Fixed a bug that caused team completion scores to not refresh immediately on the team page.
  • 9. Fixed a bug that caused Tenacity Break consumables to drop abnormally.
  • 10. Fixed a bug that caused an abnormal amount of Erosion to be added to Orbital Strike."

 

 

Apr 28th Update 0.4.0.4

 

Optimization Adjustments:

1. Breaking show-Eliminations difficulty: Lulu's Airplane Form - HP decreased by 10%, Lulu's Centipede Form - HP decreased by 15%.
2. Breaking show-Qualifying difficulty:Alexei's Crab Form - HP decreased by 20%, Alexei's Human Form - HP decreased by 33%.
3. Taisuke‘s Ultimate:After perform the ultimate move, increase heavy attack damage by 30% → Increase base heavy attack damage by 30%.
4. Add a batch of loading images.
5. Weaken the special effects of full-screen damage related to HP after entering the fragility space.

 

Bug fixes:

1. Fixed an issue where there was a probability of the camera zooming in when a character released their ultimate move.
2. Jean's weapon customization: Fixed an issue where the ultimate move could be interrupted by defensive skills when selecting both [Super Buffer] and [Dumb and Loopy] simultaneously.
3. Fixed an issue where "Arena Disturbance: Player's attack decreases by 50% when far from boss or elites" was not functioning properly.
4. Fixed an issue where the cursor could not be moved after returning to the attribute panel when choosing the drivers with a controller.
5. Fixed an issue where switching relics and drivers page on the personal information page is not performing correctly with a controller.
6. Fixed an issue where bosses would be interrupted by numerical clones' attacks and displacement in the game.
7. Fixed some text errors in the game.

 

Additionally, we plan to conduct a server optimization update on April 29th at 4:00 PM PDT. There will be a brief moment of disconnection during the update. We advise all players to schedule your gaming time accordingly and try to avoid playing during this period. Thank you for your attention and cooperation!

 

 

Apr 27th Update 0.4.0.3

 

Driver Adjustment:

1. Driver - Resistance Failure: Each layer of Electrocuted increases the Tech DMG dealt to enemies by 3.5% → 3%.
2. Fusion Driver-Double Shield Release: When entering Fragility Space, release a large electromagnetic wave once, dealing 350% of your current HP and shield value as Tech DMG → release a large electromagnetic wave every 1 second, dealing 70% of your current HP and shield value as Tech DMG.

 

Bug Fixes:

1. Fixed a bug where Erosion was not correctly extending its duration when applied multiple times.
2. Fixed a bug where Lasers triggered by Chain Lightning and Electrocuted from the Foundation Industries blessing series were not dealing damage correctly.
3. Fixed a bug where some drivers were only making one hit detection for multi-hit attacks.
4. Fixed a bug where The slow effect from Foundation Industries - Heat Loss was not taking effect when Electrocuted.
5. Fixed a bug where the Tech DMG increase effect from Foundation Industries - Resistance Failure was not being removed correctly when Electrocuted ended. Now is removed correctly.

 

Loots Adjustment

1. Amount of Computing Power that dropped in Breaking Show is increased by 50%.
2. Team Battle Epic Quality drop rate increased by 50%.
3. Drop rate of Epic Quality Gears increased by 50%.

 

Level Adjustments:

1. Breaking Show Difficulty 3 and 4:
  • Mobs' HP decreased by 30%.
  • Lulu's Mech Arm HP decreased by 33%, Lulu's HP decreased by 15% (Difficulty 3 only).
2. Team Match Difficulty 4:
  • Lulu's Mech Arm HP decreased by 33%.
3. Team Match Boss Fights:
  • Random range of enemy types has been increased.

 

Visual and Controlling Adjustments:

1. Fixed an issue where the HP bar and battle data UI in the battle interface would block mouse input.
2. Fixed an issue where Jean would get stuck in inputs during combat under certain weapon modifications.
3. Fixed an issue where clicking on the driver console during slow motion at the end of combat would open the driver interface at normal speed.
4. Fixed an issue where controller operation would sometimes fail in the Breakthrough Show action map.
5. Fixed an issue where operation prompts would sometimes not appear when upgrading Louder with a controller.

 

Other Optimization Adjustments:

1. Fixed some disconnection and reconnection issues.
2. Added an arrow prompt when Louder can be upgraded.
3. Optimized the description of the Vigor set effect.
4. Fixed an issue where switching back and forth between the main interface and the save interface would cause disconnection.
5. Fixed a bug in the plot display at the end of Breaking Show Difficulty 3.
6. Changed the trigger for the Necrocept trigger after picking up the driver on layer 27 of Breakthrough Show Difficulty 4 to trigger after the battle.
7. Proofread and corrected typos in the game context.
8. Fixed some English text in the UI that was out of bounds.
9. Fixed some incorrect display of arena interference effects.
10. Fixed the gold border display of Taisuke's Alien Walker skin and Jean's skin in the lobby.
11. Added laser effects to the sleeves of Taisuke's Alien Walker skin.
12. Fixed some clipping and errors in level scene animations.
13. Fixed some uneven pathfinding areas in some levels.
14. Fixed an issue where the player would stay on the sofa for 1 second each time they exited a level.
15. Fixed an issue where items in the skin exchange interface were not centered.
16. Updated the texture material of Aleksei's reunion.
17. Fixed issues with noisy sound effects during team battles and incorrect laser trap sound effects.
18. Made some optimizations and adjustments to the special effects of The Weaver, The Annihilate, and Louder.
19. Added loading adaptation for more resolutions.
20. Added a semi-transparent mask to the storyline guide for nurturing and Louder.
21. Fixed an issue where the heat UI was blocked in the team battle record of the Louder interface.

 

We apologize for any inconvenience these issues may have caused. We are committed to providing a smooth and enjoyable gaming experience for all players. Please continue to provide feedback so we can further improve the game.

 

 

Patch Notes – v0.4.0.2 April 26

1. Removed the requirement for an internet connection in Offline Game mode.
2. Resolved the bug where some Prologue accounts were unable to unlock Simon correctly.
3. Aim-Assist can now be adjusted in the settings menu.
4. Fixed the bug where some players' settings were not being saved.
5. Fixed the bug with an error in the story in Chapter 3-30.
6. Louder Quest Difficulty Adjustment:
  • Seed II: Changed the requirement from "wearing 6 Prosthetics" to "wearing 4 Prosthetics" for the character currently in use.
  • Rising Star II: Changed the requirement from "wearing 4 level 9 or higher Prosthetics" to "wearing 4 level 6 or higher Prosthetics" for the character currently in use.
  • Rising Star III: Changed the requirement from "wearing 6 level 9 or higher Prosthetics" to "wearing 4 level 9 or higher Prosthetics" for the character currently in use.

 

We apologize for any inconvenience these issues may have caused. We are committed to providing a smooth and enjoyable gaming experience for all players. Please continue to provide feedback so we can further improve the game.

 

 

Hotfix – v0.4.0.1 April 25

1. Fixed the bug where the effects of the "Fusion" set did not work correctly.
2. Fixed the issue where the probability of using skills in Offline Game mode was incorrect.
3. Fixed the bug where some mobs would teleport.
4. Fixed the bug where some mobs/bosses would use skills that did not belong to them.
5. Fixed the bug where some mobs could become invisible.
6. Fixed the issue where the prompt "Failed to request a login ticket" would appear during battles.
7. Fixed the issue where the team member's avatar would be displayed incorrectly when the player had a skin equipped.
8. Fixed the issue where scene decals would be lost with some probability.
9. Fixed the data abnormality of Yan's Acceleration Modification 2-2 (Flame Path).
10. Fixed the issue where input may fail with some probability during battles.
11. Fixed the ranking abnormality issue during the Breaking Show settlement evaluation.
12. Fixed some server connection issues.

 

Those are the patch notes up through June 6 for Meta-Ghost: The Breaking Show.

Dota 2 Update Patch Notes June 5

 

UPDATED June 6

 

 

7.36b Gameplay Patch June 5

Patch 7.36b is out now. You can check out the patchnotes here.

 

Additionally, a few bugs were fixed over the last several days:
  • Fixed various hotkey issues
  • Fixed Shield Rune buff not having an icon
  • Roshan's attacks no longer instantly kill Shadow Shaman's Mass Serpent Wards and Massive Serpent Ward. Instead, Roshan's attacks are treated as Hero attacks
  • Fixed Arc Warden's Tempest Double taking more damage than intended
  • Fixed Beastmaster's Level 20 Talent Max Health Aura to Beastmaster and his units applying to couriers in certain circumstances
  • Fixed Broodmother's Spin Web having less cast range than intended if it touches another web
  • Fixed Death Prophet's Silence having some unintended interactions
  • Fixed Dragon Knight's Frost Dragon Wyrm's Wrath unintentionally applying its effect to buildings
  • Fixed Drow Ranger's Multishot being canceled by casting Glacier
  • Fixed Faceless Void's Time Zone crediting assists incorrectly
  • Fixed Huskar's Life Break in combination with Parting Shot occasionally causing players to be unable to issue commands
  • Fixed Invoker's Elitist passively granting spell amp without applying the debuff first
  • Fixed Invoker's Mastermind not granting experience
  • Fixed Leshrac's Nihilism not getting affected by Defilement & other AoE increases
  • Fixed Lina's Flame Cloak not refreshing Fiery Soul's duration if cast while at max Fiery Soul stacks
  • Fixed Lina's Laguna Blade with Level 25 Talent Laguna Blade Damage into barrier not granting barrier from Slow Burn damage
  • Fixed Lycan's Spirit Wolves sometimes being controllable
  • Fixed Morphling's Attribute Shift bar being misaligned
  • Fixed Muerta's Ofrenda being stealable
  • Fixed Shadow Demon with Shadow Servant being able to create infinite duration illusions if Reins of Chaos procced upon casting Disruption on a Chaos Knight
  • Fixed Techies' Spleen's Secret Sauce not dealing the correct amount of damage
  • Fixed Undying's Ceaseless Dirge sometimes causing Undying to be unable to issue commands
  • Fixed Venomancer's Patient Zero dealing more damage than intended
  • Fixed Warlock's Black Grimoire not swapping when players swapped heroes in game
  • Fixed Witch Doctor's Gris-Gris not swapping when players swapped heroes in game

 

GENERAL UPDATES

 

Vision Sharing

  • Updated how vision sharing functions with non player controlled units
    • Dire/Radiant buildings and creeps can now be affected by vision sharing. While their individual vision is unlinked, they do not provide any shared vision
  • Rules for how player controlled units share vision is unchanged
    • Observer and Sentry Wards always use the team's vision regardless of the status of who placed them
    • Other controlled units use the vision status of the player's hero

 

Forced Movement & Knockback

  • Forced Movement is any effect that forcibly moves a unit
  • Knockback is any effect that pushes or pulls a unit a fixed distance over a short period of time
    • Does not apply to constant applications of movement speed
    • Does not apply to effects that move units to a fixed point
  • The following abilities are considered Knockback
    • Arc Warden's Magnetic Field
    • Batrider's Flame Break
    • Beastmaster's Primal Roar
    • Bloodseeker's Rupture with Arterial Spray
    • Clockwerk's Power Cogs
    • Disruptor's Electromagnetic Repulsion
    • Drow Ranger's Gust
    • Earth Spirit's Boulder Smash
    • Invoker's Defeaning Blast
    • Keeper of the Light's Blinding Light
    • Magnus' Shockwave
    • Magnus' Reverse Reverse Polarity
    • Mars' God's Rebuke
    • Morphling's Adaptive Strike
    • Puck's Jostling Rift
    • Roshan's Walk
    • Queen of Pain's Sonic Wave
    • Sniper's Headshot
    • Spirit Breaker's Greater Bash
    • Tusk's Walrus Kick
    • Force Staff
    • Hurricane Pike
    • Havoc Hammer

 

 

7.36a Gameplay Patch May 27

Patch 7.36a is out now. You can check out the patchnotes here.
Additionally, a few non-gameplay bugs were fixed:
  • Fixed Some Crownfall empty dialog lines
  • Fixed Crownfall paths changing their token requirements
  • Fixed Dragon Knight Griffin Knight set having Facet-based coloration swapped
  • Fixed various issues with cloth stretching
  • Fixed watching replays from Broadcaster perspective not displaying heroes
  • Fixed an issue with post-match rewards being delayed
  • Fixed Crownfall Pit Fighter encounter dialog
  • Fixed Crownfall Fishing Spear not being available
  • Fixed Crownfall Graphical issue with Pineapple clickable on Crownfall map
  • Fixed Crownfall Graphical issue with Questing Hearts sign not showing
  • Fixed issue with Act 2's Riki's attribute token being wrong type

 

GENERAL UPDATES

  • Force Staff and similar abilities can no longer be used on Leashed targets (Slark Pounce, Puck Dream Coil, Time Zone, etc.)

 

  • Fixed a crash related to Lich's Chain Frost
  • Fixed a crash related to Lycan's Shapeshift
  • Fixed a crash related to Mars Arena of Blood
  • Fixed a crash related to Morphling's Replicate
  • Fixed a crash related to Silencer's Glaive of Wisdom
  • Fixed a crash related to Venomancer's Plague Ward

 

  • Fixed Light Collector incorrectly having a 25% penalty instead of 75%
  • Fixed Quelling Blade using flipped damage values for Melee/Ranged
  • Fixed Blademail reflecting Witch Doctor's Scepter Death Ward bounce damage back to him
  • Fixed Yasha and Kaya Cast Speed stacking
  • Fixed Skadi slow values being inverted for Ranged vs Melee.
  • Fixed Disperser applying 2 dispels if cast on self.
  • Fixed Radiance not updating dynamically with changes to AoE Bonus
  • Fixed Shiva's Guard not updating dynamically with changes to AoE Bonus
  • Fixed Gris-Gris tooltip

 

  • Fixed Axe Shard granting no Counter Helix Cooldown instead of the Scepter
  • Fixed Axe One man Army losing HP when dispelled continuously
  • Fixed Abaddon's Curse of Avernus not giving the attack speed bonus to allies.
  • Fixed Ancient Apparation's Chilling Touch not increasing in strength as it was leveled up
  • Fixed Batrider's Sticky Napalm first application damage incorrectly applying Napalm damage.
  • Fixed Clinkz's Burning Barrage not auto-applying Tar Bomb
  • Fixed Clinkz Skeleton Archers also applying Burning Barrage when cast
  • Fixed Dawnbreaker Gleaming Hammer Effects
  • Fixed Dragon's Knight's Corrosive Dragon not applying Wyrm's Wrath to buildings while in Elder Dragon Form
  • Fixed Faceless Void's Distortion Field having some undesirable interactions
  • Fixed Huskar not being able to attack ethereal targets with Revenant's Brooch
  • Fixed Invoker's Mastermind not working properly
  • Fixed Invoker spell lifesteal effects showing erroneously
  • Fixed Leshrac Level 15 Talent not stacking its movement speed correctly with Yasha based items.
  • Fixed Lich not being able to cast Frost Shield during Sinister Gaze
  • Fixed Lion not being granted Finger of Death stacks when killing a hero with Cleave
  • Fixed Lone Druid Unbearable Facet not affecting BAT
  • Fixed Lone Druid Level 20 and Level 25 Talents not properly applying to the bear
  • Fixed Lycan Spirit Wolves being able to attack things sometimes.
  • Fixed Mars getting regen from invisible/fow targets, revealing them.
  • Fixed Meepo Pack Rat being able to share Moon Shards
  • Fixed Meepo Pack Rat sometimes not properly setting other Meepos Items on Cooldown properly.
  • Fixed Meepo's More Meepo making players miss a stat or talent point
  • Fixed Muerta respawning at her ofrenda when dying with Aegis.
  • Fixed Muerta Dance of the Dead tooltip inaccuracy.
  • Fixed Nyx Assassin Burrow not stacking with Aether Lens
  • Fixed Nyx Assassin Mana Burn working with Spirit Vessel
  • Fixed Ogre Magi's Learning Curve making players miss a stat or talent point
  • Fixed Phantom Assassin Level 25 Talent +10% Crit Chance not working properly
  • Fixed Phantom Assassin's Mark of Death appearing twice
  • Fixed Phantom Assassin sometimes consuming its mark without casting a critical strike (Note that critical strike is calculated at the beginning of the attack swing so if an attack starts swinging before dagger connect, that attack won't have a critical strike, but the next one will)
  • Fixed Phantom Assassin Illusions creating and consuming Methodical charges
  • Fixed Phoenix's abilities sometimes applying one instance of blind less than intended.
  • Fixed Pudge not gaining health from Fleash Heap stacks immediately
  • Fixed Puck's Curveball projectile speed sometimes traveling too fast
  • Fixed Puck Puckish granting Puck Mana and Health whenever any unit disjointed a projectile.
  • Fixed Shadow Demon's Level 25 Talent 2 Charges of Disruption not working properly
  • Fixed Silencer's Aghanim's Shard not increasing INT steal properly
  • Fixed Slark shard Depth Shroud not healing allies
  • Fixed Sniper cancelling Taunts when Take Aim expired.
  • Fixed Spirit Breaker's Planar Pocket having some undesirable interactions
  • Fixed Storm Spirit's Ball Lightning sometimes not costing Mana
  • Fixed Storm Spirit's Shock Collar kills counting as denies
  • Fixed Storm Spirit losing Galvanized charges when dying with Aegis of the Immortal
  • Fixed Templar Assassin's Blink Dagger being muted when blocking damage with Refraction
  • Fixed Timbersaw's Whirling Death debuff not reducing attributes
  • Fixed Timbersaw's Chakram effects sometimes not appearing
  • Fixed Timbersaw's Exposure Therapy not working
  • Fixed Tiny Grow Toss bonus damage only applying to the tossed target.
  • Fixed Undying's Ceaseless Dirge triggering when dying from Aegis of the Immortal
  • Fixed Venomancer's Level 25 Talent 2.5x Plague Ward HP/Damage not working with Plague Attachment
  • Fixed Venomancer ministunning if Venomous Gale was dispelled without shard.
  • Fixed Vengeful Spirit Soul Strike with Abyssal blade using Ranged values
  • Fixed Warlock's Black Grimoire being able to be consumed early
  • Fixed Warlock Champion of Gorroth burn damage stacking from multiple Hearts of Tarrasque
  • Fixed Warlock Shadow Word tooltip not properly explaining that it applies its effect on an AoE
  • Fixed Windranger's Whirldwind getting disabled by Disarm during Debuff Immunity
  • Fixed Wraith King Spectral Blade's tooltip showing the incorrect damage type.

 

  • Gris-gris passive gold now ticks twice as fast in Turbo

 

  • Fixed Facets granting abilities when they shouldn't in Ability Draft
  • Fixed wrong Ability Draft keybinds

 

Those are the patch notes on June 5 for Dota 2.

Hogwarts Legacy Update Patch Notes June 5

 

UPDATED June 5

 

 

Patch Notes – June 5 2024

 

Build Version – 1218405

 

Developer notes

This Patch unlocks the Haunted Shop mission previously available only to Sony platforms on all supported platforms, as well as all previously exclusive items and cosmetics, including:
  • The Onyx Hyppogriff mount.
  • the Felix Felicis Potion.
  • the Shopkeeper Cosmetic set.

 

It also includes new, never seen before cosmetic items, AND a new broom:
  • The Lavender Borealis.
  • The Azkaban Themed gear.
  • The Circular Taped Spectacles.

 

A Photo Mode has also been added to allow players to capture screenshots of their Hogwarts Legacy experience and all their newly unlocked cosmetics. *Photo mode will become available after completing the mission to gain access the field guide.
In addition, this patch also provides players with a talent point reset function, to re-build your ideal Witch/Wizard without having to start a new playthrough. Multiple bugs have also been addressed (Details below).

 

Localization

  • Implemented several updated localized Voice Over retakes for Japanese and Spanish.
  • Fixed the Brazilian Portuguese translation of “Silver Rim Spectacles”.
  • Fixed a Typo in the “Wingardium Leviosa” French spell description.
  • Fixed several Voice Over cut-offs throughout the game.

 

Audio

  • Fixed several Voice Over cut-offs throughout the game.
  • Fixed instance where the SFX/Dialogue Volume would become louder than the music Volume while using stereo devices and being set to 50%. HL-12010

 

UI

  • Fixed instance that made player unable to select field guide pages’ options when accessing the menu while holding down the basic spell cast button. HL-1052
  • Fixed instance where loading a Manual Save or Fast traveling to certain locations would cause alohamora prompts to disappear from magical beast cages. HL-6258
  • Fixed instance where Dark Arts spells would become not equippable after equipping regural spells in loadout 1. HL-643
  • Fixed instance where the mission icon for the last arc of the Broom race would linger on screen after completion.

 

Gameplay

  • Removed butterflies misleading players to previously opened treasure chests. HL-10269
  • Fixed Instance where using the Swift talent on the edge of the map would cause mission progression to linger on the “Seach for the Rune Symbol” step. HL-15794

 

Achievements

  • Fixed instance where the Fountain on Hogwarts grounds flying field guide page wouldn’t count towards the Map Counters or The Bell Tower Wing Sector. HL-2376

 

NPC

  • Fixed instance where Lodgok would occasionally remain stuck inside the Hogshead in Hogsmeade instead of traveling to the Witch’s Tomb, preventing player progression. HL-15831

 

Avatar

  • Fixed instance where it wouldn’t be possible for the avatar to climb and reach a treasure chest in the High Keep. HL-15709
  • Fixed instance where the Legendary Masquerade Masks would clip within the avatar’s face when equipped. HL-4453
  • Fixed instance where swimming to treasure vault near Keenbridge would cause the avatar to fly into the air. HL-47

 

Navigation

  • Fixed instance where Professor Garlick and Professor Hecat could get stuck moving in the air after leaving the hospital.
  • Fixed instance where a loading screen would cause a cage door to lock up again without regenerating an alohamora lock on it in a bandit camp on the north end of the map. HL-16327
  • Fixed instance where loading a save and fast travelling to any location would make alohomora locks disappear from fixed cages. HL-6258
  • Fixed instance where bone clusters would lose collision and fall through the floor when interacted with.

 

Combat

  • Fixed Instance where Loyalist assassin enemies’ attacks would not damage the avatar. HL-16614

 

Lighting

  • Fixed instance where blinding lighting VFX would display when exiting the Hallway castle vault.
  • Fixed instance where light changes would be visible when the camera angle shifts while in conversation with Professor Garlick in the Greenhouse. HL-687

 

Accessibility

  • Fixed instance where setting left handed mode while in the vivarium caused the avatar to drink a potion or deploy combat plants while attempting to access the beasts’ menu. HL-8911

 

Miscellaneous

  • Updated Credits

 

PC

  • SDK Updates/Platform support
    • Razer Chroma SDK support
    • Streamline 2.4
    • DLSS 3.7
    • FSR 2
    • XeSS 1.3
    • DualSense/DualShock Controller 1.5.0 for improved PC support

 

  • UI
    • Fixed instance where the Spell menu would become inaccessible after binding Spell Selection to the TAB key, preventing player progression. HL-16635
    • Fixed instance where game would freeze whenever two HUDS would overlap.
    • Fixed instance where the background of the menu would flash white when switching to a lower graphics preset.

 

  • Lighting
    • Fixed instance where moving the camera while on a specific Merlin Puzzle platform in Keenbridge would cause a strobe effect on the lighting.
    • Fixed instance where ambient hues would change abruptly when moving the camera in Hogsmeade.

 

  • Raytracing
    • Cleaned up rogue semi-translucent meshes in BVH.

 

Those are the patch notes on June 5 for Hogwarts Legacy.

Core Keeper Update Patch Notes June 5

 

UPDATED June 5

 

 

Hotfix 0.7.5.1 June 5

  • Fixed an issue where dropped items would disappear while being picked up by the player.

 

 

Core Keeper – 0.7.5 Patch Notes June 5

 

Bug Fixes:

  • Fixed a long-standing bug where objects played their placement animation every time they loaded in.
  • Increased spawn distance of several graphical objects, most notably furnaces, to avoid them suddenly appearing too close to the player.
  • Fixed a bug that could cause the appearance of an Obsidian Wall in a scene from the Dirt biome.
  • Fixed an issue that would allow for duplication of an Ancient Gemstone in a scene from the City dungeons.
  • Fixed an issue that would spawn a table inside walls in a scene from the Clay biome.
  • Fixed an error occurring when a large bomb explodes.

 

Performance:

  • Reduced the update frequency of several common operations from 30 to 20 updates per second. This performance improvement is especially noticeable on devices that previously couldn’t achieve stable 30 FPS, and it also reduces the CPU load on dedicated servers by a third.
  • Reworked part of the tile map update to be more efficient in general and also to do more work off the main thread, improving performance when the player moves around.
  • Several improvements to the dungeon generation systems, including a complete rewrite of the algorithms used to place paths connecting different rooms. This reduces lag spikes when exploring the world, especially when encountering large boss dungeons for the first time.
  • Removed several sources of memory reallocations when worlds were loaded from or written to files. These improvements both reduce lag spikes when doing autosaves, and they also remove potential increases in memory usage during long play sessions in large game worlds.
  • Cache various object position values instead of looking them up every frame.
  • Several improvements to how object data lookup is performed.
  • Object sprites used to be spawned as soon as the server deemed they were relevant to a connecting player. This was a frequent source of lag spikes, as large numbers of objects tended to get spawned in a single frame. When possible, spawns are now spread out over multiple frames.
  • Disabled inventory slot animators completely when no animations are active. This is most noticeable when the main player inventory is open.
  • Removed overly cautious object lifetime checks.
  • Plant pots now only recompute the plant sprite state from scratch when the plant type changes, instead of every frame.
  • Light emitted from the player is now merged into a single light source.
  • Looking up tile data for a single position no longer requires all tile data for the surrounding area to be copied.
  • Save files are now compressed directly in memory instead of while writing to file, reducing the memory usage while an autosave is in progress.
  • Removed expensive string processing during custom scene loading.
  • Shadow updates are no longer processed in areas that are being unloaded.

 

Other:

  • The “Hide in-game UI” option is now reset to “Off” (i.e., the in-game UI is shown) every time the game is restarted.

 

 

Core Keeper – 0.7.4.3 Patch Notes May 16

 

Bug Fixes:

  • Fixed objects disappearing over time. When moving away from an object and back again, the server could previously get in a state where it consistently failed to spawn the object again on the client.

 

Those are the patch notes on June 5 for Core Keeper.

What ‘Furiosa’s’ Failure Says About Hollywood According to Someone Who’d Have Had the Same Opinion if It Succeeded

RALEIGH, N.C. — George Miller’s new film Furiosa: A Mad Max Saga was the headliner for what’s been called the worst Memorial Day box office in 29 years. Is this proof that streaming services may replace theaters entirely, a temporary slump that can be traced back to last year’s WGA and SAG-AFTRA labor strikes, or proof that the film industry meta has finally, conclusively shifted away from the theatrical release model?

It’s actually none of these, according to culture warrior Hunter Perkins.

“This is all the proof you need that Hollywood has lost the moviegoing public,” Perkins said in a long multi-paragraph Twitter Blue Essay. “A female lead in a Mad Max movie is the kind of forced diversity that’s choked this business out like a kudzu vine. There was so much estrogen in the theater during Furiosa that I could barely make it through two screenings.”

Perkins, 56, is a writer, film critic, and serial divorcee who hosts the Mad Movie Ranters podcast. Since December of last year, he’s written nearly 40,000 words and recorded 12 60-minute YouTube videos about Furiosa. Some randomly chosen titles from Perkins’ channel include “Mad Maxine?!” “Is George Miller Being Forced to Trans-ify His Own Franchise?!” and “Don’t You Dare Tell Me to Leave the Theater, SJW Usher Scum!”

“I’ve been telling people for years that the alphabet mafia has an inexplicable hammerlock on Western culture,” Perkins said. “There are no movies for real men anymore, like a big shoot-’em-up starring Jason Statham where he kills for a righteous cause. All that’s gone now. Furiosa is the final strike, the last great soy bomb. Or it would’ve been. I guess even they could only push people so far. Get woke, go broke, Hollywood.”

According to social media analysts like UCLA sociology professor Daria Schumacher, this is a typical feint by online cultural critics.

“It’s textbook,” said Schumaker. “Perkins was set up to blame Furiosa’s success for the downfall of the domestic film industry. Then it actually failed in such a way that highlights the vulnerabilities of that industry, so he’s trying to have it both ways. In-house, we’ve begun calling this maneuver the ‘Stellar Blade.’”

At press time, Perkins had hurriedly pivoted to predicting that Alex Garland’s Civil War was foreshadowing that American elites intend to start a real civil war before the end of the year.

Israeli Counter-Strike Team Kills Concerning Amount of Hostages

BURBANK, Calif. — The typically upstanding world of professional Counter-Strike was mired in controversy this week after Israeli team Landgrab killed a concerning amounting of hostages in a match.

Landgrab won their recent tournament match against rival team Warrior Pals in a 12-0 sweep but the Warrior Pals allege that Landgrab engaged in unsportsmanlike conduct.

“We were ready for a fair matchup and they just broke all the rules and got rewarded for it,” claims Warrior Pals Captain Ibrahim “FreedomSnipeZ” Safadi. “They didn’t even try to secure and rescue the hostages. Instead, they just launched non-stop aggressive, explosive assaults that always resulted in hostage casualties. You’re not supposed to kill hostages, you’re supposed to save them.” 

“Landgrab did this huge song and dance at the start,” Safadi continued. “They kept saying they were gonna get everyone out and that we’d regret our actions. Then they just molotoved our prisoners. Honestly, in one of the rounds, we actually just let the hostages go. Figured it’d be safer for them.”

These accusations may have a shred of truth to them. Already, dozens of clips have circled across social media that depict the events in question, with many demanding that an official investigation take place.

“Obviously in the heat of a tournament setting, accidents happen,” said Teddy “HydeZano” Hart, professional commentator and retired CS veteran. “Guns start shooting, you toss out a frag when you meant to throw a flashbang, and when the smoke clears, the hostage is dead on the ground with two bullets to the back of the head. Who can say what truly happened?”

This isn’t the first time that Landgrab has been in hot water. Already, there have been several allegations of favoritism levied at the tournament hosts. Across the tournament, Landgrab has been permitted to choose the map. Furthermore, Warrior Pals has also complained that Landgrab received significantly higher starting funds at the beginning of the match, allowing them to purchase superior weaponry. Landgrab has denied all allegations.

“These disgusting accusations are just another example of the kind of antisemitism that we endure daily,” said Landgrab Captain Asher “PalCleanser” Shalev. “These terrorists, who started it by the way, have no proof. And even if they did, we believe in victory at any cost. That’s the name of the game.”

At press time, tournament organizers have written up a rule stating spectators who continue to call out Landgrab for their poor conduct will be thrown out for spreading hate speech.

WWE News: Latest on Chad Gable amid contract rumours

WWE News: Chad Gable’s contract is reportedly set to expire this week, with the former Olympic star challenging for the IC title on June 15.

Speaking on Wrestling Observer Radio, Dave Meltzer would speculate that Gable could win the Intercontinental Championship from Sami Zayn at Clash at the Castle from Scotland, but it would all depend on if he re-signs (or has already re-signed quietly).

Read More – Wrestler THROWN THROUGH A 70-inch TV at GCW Tournament of Survival 9

WWE News: Chad Gable’s contract coming up

It’s really unlikely that the company would put a belt on someone out of contract, and Meltzer also noted that he thinks the odds of Gable not re-signing are slim considering his recent push.

WWE NXT Battleground 2024 PLE Coverage

NXT Battleground is set to be the next Premium Live Event from WWE, and we’ll be covering the show LIVE here on Hard Drive!

Here is the card as it stands:

  • WWE NXT Champion Trick Williams vs. Ethan Page.
  • TNA Knockouts Champion Jordynne Grace vs. WWE NXT Women’s Champion Roxanne Perez 
  • WWE NXT Tag Team Champions Nathan Frazer and Axiom vs. Karl Anderson and Luke Gallows.
  • WWE NXT North American Champion Oba Femi vs. Joe Coffey vs. Wes Lee.
  • Lola Vice vs. Shayna Baszler  – NXT Underground Match

Read More – Wrestler slammed BARE FEET FIRST into Lego and Glass at GCW Tournament of Survival 9

Hard Drive Does Pro Wrestling Stuff?

Yes, we cover pro wrestling news, including WWE, AEW, New Japan and sometimes the indies, so make sure that you keep checking back for everything you need to know about this great sport.

You can check out more of the content we have via our Minus World section (which also has real gaming news) and if you want to see more pro wrestling or combat sports you can check out my site FightFans!

Read More – AEW News: Adam Copeland and Malakai Black have BRUTAL barbed wire cage match

Rocket League Update Patch Notes June 4

 

UPDATED June 4

 

 

Patch Notes v2.40 June 4

v2.40 prepares Rocket League for Season 15, and includes new features like chat timestamps, demolition audio changes, and more modes in Private and Offline Matches.
Version: Rocket League v2.40
Platforms: Epic Games Store, PlayStation 4, PlayStation 5, Steam, Switch, Xbox One, Xbox Series X|S
Scheduled Release: 6/4/2024, 4 p.m. PDT / 11 p.m. UTC

 

THE HEADLINES

  • Changes to Demolition Audio
  • Timestamps in Chat
  • Limited Time Modes added to Private Matches, Offline Matches, and Custom Tournaments
  • Changes to Item Shop Bundles
  • Additional patch notes will be posted when Season 15 begins on June 5 at 8 a.m. PDT / 3 p.m. UTC

 

CHANGES AND UPDATES

 

Changes to Demolition Audio

  • To help players separate when an opponent is demolished and when a teammate goes BOOM! during fast-paced matches, we’ve added an audible ping to the explosion audio when opponents demolish one of your teammates.
  • Volume for this new audio cue is tied to the Gameplay slider under Settings -> Audio.
  • Audio when you or a teammate demolishes an opponent is unchanged.

Timestamps in Chat

  • We’ve added timestamps to Text Chat and Quick Chats across all online and offline matches and modes.
  • Timestamps will mirror the in-game timer according to the match type.
    • For example, timestamps in Soccar will have descending time, while Knockout quick chats will have ascending time.
    • Overtime will also display ascending time.

Limited Time Modes in Private Matches

  • Based on player requests and feedback, we’ve added these Limited Time Modes as options in Private Matches, Offline Matches, and Custom Tournaments:
    • Beach Ball
    • Boomer Ball
    • Demolition
    • Dropshot Rumble (Can only be played on Core 707)
    • Eggstra Special Mode
    • G-Force Frenzy
    • Gridiron (Can only be played on Champions Field (NFL))
    • Moonball
    • Pinball
    • Speed Demon
    • Spike Rush
    • Super Cube
  • Mutator settings are now sorted into three categories: Match, Game, and Ball.
    • Mutators are available to activate for all of the added modes.
    • Some mutators may be disabled depending on the game mode being modified.

Changes to Item Shop Bundles

  • We’re making changes to how we sell bundles in the Item Shop.
  • If you own items in a bundle that’s currently in the Item Shop, you can now buy the bundle minus the cost of the customization item(s) that you already have in your inventory.
    • If the bundle you’re purchasing is being sold at a discounted price, and you already own one or more items in the bundle, the full price of the owned items will be deducted until the minimum price for the bundle is met.
    • If you’ve already purchased all items in a bundle, all items will show as “owned” and the purchase button will be disabled.
  • All of the above applies to bundles sold for in-game Credits, and not to bundles sold for real-world currency.

NEW CONTENT

 

New Arena Variant

  • The new Arena variant `Salty Shores (Salty Fest)` is now live in Private Matches, Offline Matches, and Free Play.

More Fully Customizable Car Bodies!

  • Three more Car Bodies are now fully customizable!
    • Lamborghini Countach LPI 800-4
    • Lamborghini Huracán STO
    • McLaren 570S
  • Owners of these Car Bodies will also receive the following Decals:
    • Flames
    • Lightning
    • Stripes
    • Wings

Cross-Game Car Bodies

  • Anyone who owns the Behemoth SUV in Fortnite will now see it in their Rocket League inventory.
    • Behemoth uses the Merc hitbox

 

BUG FIXES

  • [All Consoles] Fixed a bug that caused hanging or freezing for some players when going through the new user experience.
  • [Xbox Series X] Fixed a bug where the lower right corner of the screen displayed flickering artifacts during Goal Explosions in Champion's Field.
  • Fixed an issue where returning from a suspended state caused the title screen to rapidly animate.
  • Fixed highlight inconsistencies in the Arena Rotation menu and Arena Preference menu.

 

KNOWN ISSUES

For a complete list of known issues in Rocket League, go here

 

Those are the patch notes on June 5 for Rocket League.

Heather Anne Campbell on Fortnite, Anime Adaptations, and That Rick and Morty Spaghetti Episode

Heather Anne Campbell is a TV and Film writer with credits on the Twilight Zone reboot, Rick and Morty, and The Eric Andre Show. She is also a co-host on Get Played and Get Animed, two weekly podcasts where she and her co-hosts Matt Apodaca and Nick Wiger discuss what they’ve been playing and watching. She is currently working on the rewrite for the upcoming live-action adaptation of popular manga and anime One Punch Man. Heather sat down with Minus World recently to discuss her Fortnite chops, her work on Rick and Morty, the state of games journalism and Hollywood, and what separates the good adaptations from Dragon Ball Evolution.

Minus World: I watched you in Whose Line is it Anyway? years ago and didn’t realize you were the same Heather. There’s a scene that sticks out in my mind. You were playing Props with Ryan Stiles and you have these two large tabs placed behind you like tails. You make this insane face as Ryan calls you a rare double-tailed beaver and then you let out this guttural screech. 

Heather Anne Campbell: Yep, that’s me.

MW: That double-tailed beaver face lives rent free in my mind now. So, later I saw your Rick and Morty episodes. I was like, oh that’s beaver Heather. And then a few months later I started looking for some new video game podcasts and stumbled upon Get Played. And again, I didn’t realize it was you. And I was like, “Shit, that’s the same, Heather? She’s everywhere.”

Campbell: I’m trying to build a pentagram in a career, you know, like a Full Metal Alchemist style. I’m going to put a point here, put a point here, and put a point here and then once all the lines cross from Whose Line? to Rick and Morty to Get Played. Then I can rule the world or something. 

MW: I wanted to start by asking you (Awful RE4 Merchant Impression) What are you playing? 

Campbell: Well, right now we just recorded an episode about Hades. So, I’ve been playing Hades again, which has been really nice. I forgot how good it was. And the truth is I bounced off it not because of the quality or because I disliked it. I feel like I just didn’t have time for it when we played it last time, and this time I’m thoroughly enjoying it and sort of prepping for Hades II, which just went into early access.  I also have a nearly criminal addiction to Fortnite.

MW: It’s a mutual addiction.

Campbell: They’ve really mastered a perfect dopamine cycle in that game. It’s just the perfect length of time, like 25 to 30 minutes per round. So, it still feels meaty, but it leaves you wanting more every single time, win or lose. It’s brilliant. And even though I’ve dabbled in PubG and Final Fantasy VII: First Soldier, I feel like the thing that Fortnite has over them is motion and movement. It’s just very liquid to play and that helps get you into a flow state with the game. It’s great.

MW: Anything else outside of Fortnite?

Campbell: I’m dabbling in Dragon’s Dogma 2 which is not good, but somehow compelling. It’s like a trashy fantasy novel you buy at an airport and don’t put it down during the plane ride, cause you wouldn’t read this under any other circumstances. So, I’ve really enjoyed that. And then I’ve also been playing Stellar Blade. In part because I wanted to see what the discourse was all about and be like, “What is it? Is it bad? Is it good? Is it just tits and ass?” But the truth is, it just feels like an action game that’s just been transported from 2007. It’s not egregious in a way that Dead or Alive Xtreme Beach Volleyball was. It kind of just feels forgettable. If it wasn’t for everybody losing their minds about her outfits, I don’t think anybody would care about it that much. 

MW: You’re madder about it being a bad B-game than the “censorship.” 

Campbell: Oh yeah. I’m not mad about the censorship, but also, I have no opinion on the censorship. If she was completely naked through the whole game, it wouldn’t make it. I don’t care. She’s not real and I know that. I guess I’m a bit of a cultural nihilist when it comes to that stuff. It’s not the worst thing in the world. It’s not the best thing in the world. Nobody would be claiming that it should be at the Getty Museum or the Guggenheim, it’s just a piece of culture. I’m not pro or anti-censorship. It’s just a thing. It’s like people getting mad about a vase. It’s furniture, it’s a game. Nobody should be upset either way. 

MW: It kind of feels like it’s going to come and go. Back to Fortnite — congrats on your recent Elite ranking. It’s Elite, right?

Campbell: I’ve made it to Elite, and this is the first time I’ve ever played a ranked season. I started pretty late, and I feel like next season I’m going to start on day one and I’m going to see where that gets me. I don’t think I can get Unreal, but I bet I can definitely get into Champion. Which would be awesome. 

MW: Jumping from the social to the ranked games, is there something that you changed in that process that you felt really upped your game?

Campbell: There are two things that I think happen. One is there are no bots in ranked games, so you have to start treating encounters with intention. As soon as you start treating all encounters with intention, it reframes the game for you. It becomes a lot more like survival horror. You have to be on edge and negotiate positions in space that you normally wouldn’t, because there’s a moment in social matches where you’re wondering if someone is a bot or not, and that delay will get you killed in ranked.

MW: Right.

Campbell: The other thing is, I think the intensity of the matches increased my personal dexterity. I wasn’t being forced into corners as often in social and with ranked I had to get good if I wanted to live. In social, I was a sniper main. I played at a distance and always kept that space in order to relax in a game. With ranked games, I’ve switched entirely to a shotgun meta with no long-range weapons at all, because by the time I see somebody, I don’t have time to pull out a sniper rifle. And because everybody else is negotiating space so well, you don’t have the same luxury with sniper shots. Nobody is standing still in an elite ranked game. Even if you’re using a vending machine, you’re on top of the vending machine or you’re constantly moving. Spatial awareness. That would be the thing that changed. It is so much more fun to play ranked. Social kind of feels like a letdown now. I lost the dopamine rush of social games, not even chasing crowns can bring that back. But placing top two in a ranked match will shoot me up 2% in Elite and send me on my way towards a goal I’ll never accomplish. [Unreal Rank]

MW: Are you playing solos or are you more of a Duos player? 

Campbell: I’m doing a lot of duos. Though it was a solo match which pushed me over the edge into Elite. I know that there are probably readers who are, like, “Who gives a shit?” But for me it was a big deal, especially for starting in the middle of the season. And everybody is a child and I’m not a child. They have neural pathways that I don’t have access to anymore because of the rust. But yeah, it’s such a good game. I bet I’ll play after this because we’re talking about it. 

MW: I might just do the same. So Heather, you made a name for yourself in television, and did some time in video game journalism as well. And as you know, both of those industries are in the middle of a contraction. So, I just wanted to ask, do you have another –

Campbell: I want to stop you and say I didn’t make a name for myself. Nobody knows my fucking name. I had jobs and that was great. But there are people who are in this space who are so talented and so exceptional and so well-known and they’re the real deal. I’ve been very lucky. 

MW: I stumbled upon a One Punch Man message board earlier and they seemed to know your name. It of course was all positive as most message boards are. So, games journalism and TV are contracting at the moment. Do you have another volatile career field that you’d like to get into after games journalism and TV collapse?

Campbell: AI, right? Weapons manufacturing. 

MW: Weapons manufacturing isn’t going anywhere for a long time.

Campbell: I don’t know. Film and TV have been here since I was a kid, and since the people before me were kids and the people before that were kids. And then before that, there was no TV. But I’ll be surprised if the mismanagement is so great that they managed to kill television before it’s time for me to retire. I do think that this is my home. I really like writing movies too, like film and television as a package. It’s why I went to school. It’s always been my dream and if it goes, maybe I’ll be a Twitch streamer. I don’t know, man. 

MW: On games journalism, prior to Get Played, you wrote for Play Magazine. You also did some freelance stuff for EGM amongst other publications. What’s been lost in the years between magazines and websites and this transition we’ve been moving toward with individual streamers and the podcast format? 

Campbell: I still subscribe to tangible magazines. They’re all from Japan and I don’t think these are nostalgia goggles. I think that there is something so nice about a heavy book that you flip through, and you can put down without having to log out of anything or turn something off. It’s so immediate and present and tactile. I know that there is artisanal press that is still publishing magazines, but I do think that the thing that’s been lost is when you’re looking at a magazine the layout isn’t being corrupted. Yes, there are ads in a magazine, but those ads are placed and are locked in as part of the experience. And when I open up a fucking Kotaku article or whatever on my phone, it’s three lines of text and a floating ad and another and another. None of that has been curated or designed for a pleasurable experience for the participant and I think that that’s one of the things that got lost when print media sort of dried up. It’s intention in authorship and reception of that authorship. If you are watching an independent “Let’s Play” personality, you’re also in a space where notifications are happening on the side of your screen, and you’re also in a space where that chat bubble is happening, and that chat bubble isn’t an experience being curated by the performer or the reviewer. And all of those things are chaotic agents in an experience that could be streamlined, presentational, performative and theatrical, and that, I feel, is a loss. It’s the lights going down in a movie theater and telling people to turn off their phones, which isn’t even a thing that people do anymore. 

MW: They don’t. I watched Annihilation in theaters next to a group of people who spent the entire movie on TikTok. I remember feeling like a grumpy old man.

Campbell:  It’s a shame because I don’t think it needs to be like that. I love cell phones. I’m the most excited person on Earth for whatever comes after Apple Vision Pro. I love all the tech. I’m not a Luddite, but I wish that the experience of reading a magazine online could be intentional, it could be something where if you’re going to read an article, your phone automatically shuts off the notifications while you’re reading the article. There are philosophical elements that aren’t art being experimented with that could give us back our attention spans. But I don’t want tech to go away. I just want somebody to design something that’s nice. 

MW: I recently got into comic books, and I think one of my favorite things about them is getting to the fan mail at the end. I also remember looking forward to reading the emails at the beginning of a Game Informer issue. These things feel like communities forever captured in a moment. 

Campbell: Yep. 

MW: And it feels like those community moments can be had with a smaller streamer or a podcast. But the bigger those things get, the less access an individual has, unlike the magazine or comic space. 

Campbell: There’s a lottery chance that you’ll be singled out and put forward as a point of discussion. 

MW: Right. On physical media, any time I start to see some good aspects of digital media, I’m immediately bombarded by an hour-long ad in my son’s Bluey video on YouTube, and it drives me right back to physical media. 

Campbell: Don’t trust the media companies, as is, to be compensating the creators in a fair way. I don’t believe they’re being transparent with digital media. With physical media, the sale of a CD is happening, and so the artist is getting a cut even though it’s a pea in the porridge. They’re still getting a tangible cut of a tangible good that has been exchanged. I don’t know that I fucking buy that, Spotify, YouTube and certainly not X, are being forthcoming about what their actual engagement is, or what those numbers are like. We just have to take it at face value when Disney says a show only got so many hits and so it’s being canceled. So, the writers and the actors aren’t getting any residuals for it. All of that feels easily falsified and whereas with a magazine, nobody was pirating magazines. You bought a magazine. Maybe you gave it to a friend, but that magazine company is tracking issue sales and reporting those numbers to its advertisers. Which means that the company has this much more money to be able to pay its writers. And all of that was an elastic experience. So, I don’t believe whatever IGN or whoever is reporting about their page views. I don’t believe any of those numbers are real. 

MW: You spent the last two seasons on Rick and Morty. You wrote two amazing episodes, “That’s Amorte” and “Fear No Mort,” which were both just gut punches.

Campbell: Yep. 

MW: You’ve posted openly about your battle with cancer. Having that knowledge, those episodes hit just a bit harder. They feel like they were written by someone coming face-to-face with their mortality. I bring all this up to ask about your third credited episode of the show. You were credited on “Final DeSmithation”. What the fuck was going on when you dreamed up that one? 

Campbell: First off. It’s funny. That was my first season and “Final DeSmithation” was a preexisting idea. The ideas that I contributed to that season were already in the pitch phase. The room had this idea kicking around for a while, that Jerry gets a fortune cookie that says he’s going to fuck his mom. I thought it was funny.  And then they were like, “Do you wanna write it?” And I was like, “OK.” Because, you know, it was my first season. I’m going to take whatever is handed to me. And there’s always an on ramp to a show. With a show as big as Rick and Morty, they’re not just going to put you in front of a canon episode. They’re going to give you this goofy idea and you write the goofy idea. 

MW: Right.

Campbell: Both the spaghetti episode and the fear hole episode were ideas I came in with. With the spaghetti episode, I was like, anything could be an episode we could write, it could be anything. That’s the spirit of Rick and Morty. It could be the dumbest idea in the world and as long as you investigate it with sincerity and earnestness, then it can reveal truths to us in some dumb, cartoon way. Dan and Scott Marder were like, “If you really want to write about somebody who kills himself and becomes spaghetti, we’re not going to stop you. But are you sure?” And I was like, “Please, please let me take a crack at it.” And Harmon still cites it as the episode where we’ve proven there are no bad ideas. And I’m like, “No, it was a good idea, man. It was a good idea from the beginning.” We have just started writing season 10. So, there are two more seasons that I am mostly finished with. Three of the four episodes that are coming up were pitches that I brought in. And, yeah, I’m thrilled. It was my dream job before I started working on it. It’s also funny. So, there’s another writer on the show, Jess Lacher. Jess and I have been friends since college and she went off and wrote for Animaniacs and Pixar, and I went off and wrote for Corporate and Saturday Night Live. We were watching Rick and Morty, early seasons and I was like, “Dude, we should write for this show. This is the best show on television.” 

MW: Oh wow.

Campbell: And then seasons go by, and Dan reached out to ask me if I wanted to write for Rick and Morty. And I was like, “You have no fucking idea how long I’ve waited for this call. Yes. Absolutely, one hundred percent.”  I couldn’t take the job though, because I was contracted at Twilight Zone. So, I finished that and then I went to Rick and Morty and after I’d been there for two seasons, they were looking for a writer, so I told them I know this girl from Pixar and Animaniacs, and she’s incredible. They looked at her stuff. And they’re like, “Holy shit, she’s brilliant. We’re gonna hire her.” That moment felt like time travel. From us watching the show on an iPad and saying that we should write for this show, to high fiving in the office. I’ve never worked with Jess, and I’ve known her for so long. It’s like everything is so small. But it also demonstrates the sort of importance in this industry of relationships. If they’d read her scripts and they’d sucked she wouldn’t have gotten the job no matter how highly I recommended her. She had developed her own career and had these great projects under her belt. I think it’s so important to treat people with dignity and respect and kindness in this industry because you can only fail upwards for so long and then the rest of the stuff is going to be real people with real relationships and real pathos and real concern for one another that will eventually end up in the jobs that they want, that’s my belief. I know that sounds stupid. Maybe don’t print that.

MW: It’s not stupid. No, we need a little earnestness and positivity on Hard Drive. There’s a lot of snark on the site. 

Campbell: Well, it’s funny shit, man. 

MW: Thank you. Were you and Jess part of an improv troupe at Northwestern?

Campbell: Yeah. She joined after I’d been in the show for a couple of years and that’s how we met. And then I moved to LA, and she moved to New York. And it’s one of those friendships where there are phases where we’re really good friends. And there are phases where we don’t talk for a year and a half or something, you know, like that kind of, snaking through the story of your life. 

MW: Back on “Final DeSmithation” really quick. Were you worried about how the episode would be perceived? Incest seems to be the one spot where Rick and Morty fans kind of teeter. The incest related episodes just kind of seem like an uphill battle to make work. Was that in your mind going into that episode? Were you worried about the perception or that your loved ones would see the episode? 

Campbell: The whole reason incest makes people squeamish is because it’s supposed to. Not to be, oh God, I don’t want to say this, but it’s mythic, it’s like Oedipus is mythic and Lot’s daughters are mythic. These are things that are supposed to make us uncomfortable. Nobody should watch “Final DeSmithation” and be like, “Yeah, I hope he fucks his mom!” They should be hoping it doesn’t happen. There’s no moment where he is hot for his mom. It is a propulsion of fate that is driving him towards a thing that we don’t want as much as he doesn’t want. If anything, it’s an echo. It’s a mirror to the earlier season episodes where the comedy was a little bit more early twenty-tens, “edgy” for lack of a better word. I wasn’t worried about it. And I don’t know if that means I’m dumb, but it’s also not a story about incest. It’s a story specifically about not wanting incest. If you hate the incest episodes, that should be your favorite. 

MW: Congrats on the One Punch Man rewrite job. You and Dan are rewriting the script for the upcoming adaptation of the anime. 

Campbell: Thank you.

MW: I have a very touch and go knowledge of One Punch Man. My understanding of One Punch Man is that his power is that he can take anyone out with one punch. And a lot of it is waiting for the guy to get there to save the day. Kind of like Goku, in early DBZ, right?

Campbell: Yeah, I think the author, One, speaks to that actually in early interviews. He wondered, “What if you told the story of Goku? What if you tell the story of Superman?  What would it be like to train so much that you became God? And what would that do to your drive? What would it cause? What does it do to him?” And I think that’s what initially was extremely attractive to me about the show and then the manga. When he fights, he’s miserable afterwards because if you got into being a superhero so that you could fight people and you became good enough to really do it, and as a result everything was easy, I think you’d be depressed. That is what he’s experiencing is depression and disconnection. There are moments in the manga where he is asking other characters, “How do you keep going?” This isn’t in the movie, so I think I can speak to this idea that I love about One Punch Man, which is that capitalism has gotten so good. We have everything we could want. The idea that anybody can eat meat whenever they want is the triumph of industry and commerce. You could go to a place and buy meat and eat it. That wasn’t the case for hundreds and hundreds and hundreds of years. And I don’t want to sound like a capitalist apologist because all of us can eat meat and it doesn’t make any of us happy, but everybody is fucking miserable. And so then it’s like, “Well, what if you could go really far, honey?” You invent a train and then you invent a car, and you could go anywhere. If you’re a hobo or in your first class, you can go anywhere. No, it still didn’t make anybody happy. Capitalism is like Shitala. We have all of this stuff. Almost everybody has a cell phone and 25 years ago nobody had a cell phone. If anything, the cell phones made us more miserable. I feel like there’s something gestating in all of us right now, and it’s like, “Well, if it’s not this, then what would it be? What could it be that would make us all feel better?” And I think that lightly reflected in what Saitama was going through. He’s got everything he ever wanted. Then it sucks. 

MW: When you’re looking at adaptations of anime into live action, what do you like? And what do you see in adaptations that they get wrong? Is there a through line in what adaptations are getting wrong? 

Campbell: I think the through line is that anime is like whiskey. And people keep trying to pour milk into it and try to microwave it. It is one hundred percent the thing it already is, and I feel like the dilution of that thing is the series of compromises that you make in order to turn it into something else. The truth is, I’m a speed racer, I think Speed Racer is good. And I think that if it hadn’t had kids and a monkey in it, it would be great, it would be legendary. It was one hundred percent what it was supposed to be as an anime adaptation. A live action adaptation of Speed Racer couldn’t be anything else. It was perfect. Maybe you don’t like Speed Racer? I also think that The Matrix is an excellent anime adaptation, even though it cribbed from all these different animes, you can still see the influence from things like Ghost in the Shell.  There are ways to do it without diluting that authenticity, without pouring fucking milk in your whiskey. I think that’s the difference between a successful anime adaptation and a failure. Just make it. Like, Dragon Ball Evolution. If you look at the poster, it’s not the dudes. It should be the strongest looking dudes you’ve ever seen. Dudes who were that big, who were also excellent actors, and then you should be able to look at the poster. Be like, “Oh fuck they did it!” 

MW: If I remember correctly, Piccolo wasn’t Namek at the beginning of the movie, but then he became Namek by the end of the movie. I just…How is Cobra Kai a better Dragon Ball Z adaptation than Dragon Ball Evolution? There’s a scene with Daniel and Johnny in a chop shop and they’re supposed to be working together. Out of nowhere, they start fighting each other. And that’s when it clicked for me. I was like, “This is Goku and Vegeta. These guys respect each other, but they will fucking fight each other at the drop of a pin.” 

Campbell: I think if you look at One Piece, it has been a huge success for Netflix and they’re getting another season. And you look at the poster and you’re like, “Oh, that’s One Piece.” It’s as you said, It’s the relationships that have to be unchanged and it’s the iconography of the show that also needs to remain. Everybody is celebrating the fact that Wolverine is in yellow and blue or whatever in the Deadpool trailer and it’s like, yeah, cause he spent a decade in black. People already know the thing they love, and it’s a success because it has some element in it that is connecting with people. So why put your foot down and stop the thing that everybody already loves about the property? I’m sure people are going to be so fucking angry at me. Dan and I are going to get death threats. It’s going to be a nightmare. 

MW: Speaking of superheroes, it seems they are kind of on their way out and games and anime adaptations seem to be on the rise in TV and film. Do you have a dream adaptation project, be it an anime or a video game? 

Campbell: I’ve always said that I want to become so reliable with the handling of anime IP that they give me the rights to Evangelion and then I stop it in its tracks and never make it. That would be my dream project, would be to get the rights and then never let it happen because, Eva is my favorite anime of all time and it’s already perfect and untranslatable and doesn’t need to be a movie. 

MW: You’re just squatting on the rights for the rest of your life. 

Campbell: For the rest of my life. 

MW: And then pass it on to your estate and threaten to haunt their asses if they ever adapt it.

Campbell: Yeah. 

Campbell: That would be my dream adaptation is to get the rights to Eva and make sure it never happens. You know, I love Star Wars. I would love to work on a Star Wars. I know that’s not anime or video games, but it’s an existing IP that I would love to be able to dabble in those colors. I think Chainsaw Man could work as a live action property. That would be awesome. What else is on my shelf? Uh. I don’t know that Akira could work, and I know that they’ve been trying to make it for forever. I don’t think Akira can work. I think part of the pleasure of watching Akira is the animation. 

MW: The animation style, yeah. 

Campbell: Oh, I know what my answer is. It’s Gundam. I think Gundam can be adapted because you could make it like Saving Private Ryan. You could make it like Fury if it was a very intense war movie that just happened to have mechs in it. It would be awesome. Gundam is the Saving Private Ryan of Saturday morning cartoons because, like, they’re both animated with the same sort of quality, but people are dying in Gundam and kids are like, “Oh my God, I accidentally set that lady on fire. How can I live with myself?” It’s got that sort of emotional lightness but also has the depths of a war story. So, if it was a live action film, it could just be like Come and See but with mechs. Like how crazy. 

MW: You’re selling me on it. As soon as you said Saving Private Ryan, but with mechs.

Campbell: Yeah. Yeah, I think just a straight hard, serious, horrifying war movie, but with mechs would be awesome. 

MW: War is hell, but at least we have mechs. One more question. Going back to the podcast, would you like to say anything nice about your co-hosts Matt Apodaca and Nick Wiger to see if they actually read this article? It also doesn’t have to be nice.  

Campbell: I couldn’t be luckier with my co-hosts. You know, the last year was pretty tough for me medically and they absorbed that and made space for it and kept the ship afloat, barely. And I am so happy to have a home to come back to. In addition, I do think that they are learning how to tell jokes and that has been excellent. It’s been wild to watch them grow. 

MW: I was worried you were going to end on something mean, but then you brought it back. That is great, Heather. Thank you so much for chatting with me tonight. 

Campbell: Thank you!

Xbox Game Pass to Require PSN Account

Microsoft announced on Monday that their premium game subscription Xbox Game Pass will require a PSN Account to login.

“Due to technical issues at launch, we didn’t require users to have a PSN account,” stated a Microsoft spokesman. He was sweaty and not looking entirely well. “But it was the plan since day one. We’ve been hearing your concerns and we know that gamers want innovative new login opportunities. Plus, linking to a PSN account plays a critical role in upholding our values of safety and security.”

The spokesman didn’t comment when asked how linking to the account attributed to safety and security. And has so far not replied when asked if his statement means the service was unsafe and unsecure this whole time. Many gamers have other concerns.

“My password manager says it’s full… No more space. Completely full!,” said Kelly Logger, avid gamer. “I’m already logging into my home PC remotely from my work laptop to play Steam games through Game Pass. And now I have to go through a fourth wall? You gotta be kidding me. Plus I’ve heard there’s something… strange… with the PSN launcher…”

In addition to safety concerns, and rumors told only in whispers, in some countries PSN isn’t even available for purchase, leaving some gamers in the lurch. We reached out to Ali Yusupov, a gamer from Uzbekistan, to get his perspective.

“I finally had a reason not to pirate,” said Yusupov, referencing the reasonably priced Game Pass subscription. “But Sony hasn’t made PSN available in Uzbekistan since we started having priests consecrate our consoles and gaming PCs.” Yusupov took a deep breath, as though someone was at the door. He murmured that he shouldn’t have called before hanging up.

At the press release, the Microsoft spokesman was joined by his Sony counterpart… a pale, nameless man. When asked what motivated the new partnership, the Sony rep hissed and flicked his forked tongue. When pushed for further questions he handed us a card with instructions on how to sign up for a PSN account, which suddenly seemed like an excellent idea.

To get more information on how to sign up for a PSN account, which we highly recommend and will soon require, click ḧ̷̰̙̏͘ę̵̳̅͜r̸̺̉́̒̅͝e̵̩͈̘̜̿͋̋̎.