Hell Let Loose Update 15 Hotfix 3 Patch Notes May 23

Hell Let Loose has finally released the long-awaited Update 15 on April 25 for Steam PC, PlayStation 5, Xbox Series X|S, as well as cloud streaming services Xbox Cloud Gaming and GeForce Now.

The new map, set in the ruins of the town of Mortain is showcased in this update, while Sainte-Marie-du-Mont receives some changes to its layout and access corridors to capture points.

Aside from the two new Skirmish mode maps in the free update, there’s also a paid DLC in the form of a German Oak Leaf camo pattern for both uniform and field cap.

The complete patch notes for Update 15 as well as its subsequent hotfixes through May 23, are detailed below, in descending order, from latest to oldest:

 

UPDATED May 23

 

 

Update 15 | Hotfix 3 May 23

Hello everyone,
We've just deployed Hotfix 3 to all platforms.

 

  • [15.0] Some skirmish achievements do not progress/unlock despite meeting the criteria after the new 15.0 update
  • [RCON] Admin message pop-up doesn't register the changed keyboard input
    • We have addressed this by exposing the keybind to the Keybindings Menu:
      • Dialog Ok
      • Dialog Cancel
      • Dialog Ignore
    • These by default will be bound to the Y, N & I keys however can be changed to any preference.
  • [Mortain][D6] Walls presents collision issues and physics
  • [Mortain] Birch Tree asset has no bullet collision
  • [Mortain] Birch Tree Asset presents bullet collision on its branches
  • [Mortain] Light tank can become stuck on rubble
  • [Mortain][E5] Player can get stuck if they try to vault over a pile of stones
  • [Mortain] Assets created along a spline are different between the Editor & the client
  • [Mortain] [B3] Player locomotion is hindered by collision on the following assets & locations
    • This should generally fix any instances where you can get hindered / stuck when navigating rubble found across the map.

 

Thank you for your continued support and feedback. Next up, 15.1 - more details coming soon!

 

 

U15 Hotfix 2 | Changelog May 1

Good morning everyone,

We’ve pushed Hotfix 2 on all platforms. This addresses the missing hedgerows in Sainte-Marie-du-Mont and the Admin message pop-up issue:
  • [SMDM] Hedges are missing on the map after Update 15
  • [RCON] Message player pop-up doesn't register required keyboard input

 

U15 on PC comprised some night maps that still need further preparation for release. We have removed:
  • Utah Beach Warfare Night
  • Omaha Beach Warfare Night
  • Hill 400 Warfare Night

 

These maps will launch in future content updates on all platforms when completed.

Thank you!

 

 

Update 15 | Hotfix 1 April 29

Hello everyone,

We hope you're enjoying Update 15 and Mortain! An unintended issue surfaced with last week's update, removing hedgerows from Sainte-Marie-du-Mont. You may have noticed...

The hedges will be reinstated in Hotfix 2, which is due ASAP, alongside a fix for the admin message pop-ups.

For now, please see the changes that have been pushed live in Hotfix 1:
  • [Offensive] Attackers are able to spawn vehicles in inactive HQs
  • [Offensive] Defending commander can not spawn vehicles on two of the Headquarters of the map
  • [XR-064] Unable to send invites to other users
  • [15.0][Mortain] Changing the Texture Quality will crash the game
  • The server name in the top right corner of the Scoreboard will show up as "HLL Server" instead of the actual name on Win10
  • [Offensive] Attackers are able to spawn vehicles in inactive HQs when there is a player in the enemy team
  • [Mortain] All instances of the thin white tree asset are missing collision
  • [Mortain] Collision issue when attempting to enter certain houses while crouched/prone.

 

We'll update you when Hotfix 2 is ready!

 

 

Update 15 is OUT NOW | Dev Brief #200 April 25

Play Mortain today!
Hello everyone,

Update 15 has deployed on all platforms!

This update brings Mortain to Hell Let Loose – a new map and exciting environment to experience for all modes, based on the US defence of the French town of Mortain.

Mortain is our first map release; a significant milestone for us, created and refined with your feedback. Your dedication to Hell Let Loose helps us deliver content that serves an authentic WW2 experience. We’re delighted to see you all jump in and play today!

We’ve also updated Sainte-Marie-du-Mont – increasing overall playable space around the town to produce a better gameplay experience. Delving into these changes below, you can see how we’ve provided more routes in and out of the capture point, creating more viable outpost/garrison options and flanking opportunities.

Two new Skirmish mode maps are now available to play: Mortain and SMdM

Please scroll down for the full changelog and U15 information, including a look at the new German “Oak Leaf” Paid DLC.

 

About Mortain

Mortain sits in a shallow valley – where the US rallied against German troops amid Operation Lüttich. The battle took place in August 1944, in Normandy, France.

Units from the 30th Division, including the 2nd Battalion, 120th Infantry, and two tank destroyer platoons, were dispatched to relieve the 1st Battalion, 18th Infantry. Their directive was to defend the town of Mortain, strategically utilising Hill 314 (also known as MontJoie) as a tactical defensive and overlook position.

During Operation Lüttich the town was destroyed, left in ruins with only a few buildings standing. The destroyed version of the town will be featured in the map.

Offering a plethora of notable locations – both historical and natural – Mortain features themes of contrasting areas throughout. Rock formations permeate the map alongside hilly areas of countryside and farmland.

 

Mortain – New Map

Mortain - Environment Art

It brings the team great pleasure to finally release Update 15 and our new map, Mortain.

Since joining the project, the team at Expression Games have worked with our partners to deliver a map that offers a new and exciting world to experience in Hell Let Loose, while honouring the legacy that Black Matter had left for us.

Being our first map release, we wanted to gather feedback from the community early on, and as previously mentioned in other briefings, we cannot thank you all enough for supporting the PTEs that helped shape this map. Hell Let Loose has one of the most dedicated fanbases within online gaming, and although there have been some challenges bringing it to the standard previous Normandy maps have set, you have been instrumental towards its development and have made us accountable in creating quality gameplay and visuals.

Since the last PTE, the Environment Art team have been focused on fixing as many bugs and visual issues as possible for release, as well as incorporating some new dressing and polish. We have also supported Technical Art in producing some crucial optimisations, within Mortain and in particular textures across the game. We hope that these efforts mean you’ll enjoy the varied terrain and vast forestry of Mortain at its best performance yet.

To read the developer briefing from the PTE, which has additional details about Mortain Environment Art, Level Design and Front End Updates, click here.

During the last Mortain PTE, there was a known issue where aiming down sights caused noticeable discrepancies between LODs across the map, with foliage, in particular, losing shadows or changing silhouette significantly. This is an issue that is present across the game, however, due to the high contrast lighting used in Mortain, this was much more noticeable to the point where this was impacting gameplay, particularly with longer-range weaponry. There was a collaboration between Code, Technical Art and Environment Art to look into this issue, and a fix was finally found and implemented by Gage Griffiths - Senior Programmer at Expression Games.

The fix consists of two console commands that are run when you join a game within Mortain. To keep performance across Xbox Series S/X, PS5 and PC consistent, different values for these commands are set based on the platform.

Firstly, the density of foliage was scaled down slightly across the map. This was fine-tuned to ensure there is not a noticeable loss in visual quality, but enough to where we retain performance. The commands and values we used for this are:

PC - foliage.DensityScale 0.8
Console - foliage.DensityScale 0.65

Secondly, Unreal Engine uses a calculation based on how much of the screen a particular asset takes up, to determine what level of detail that asset renders. When you aim down sight, a tree appears larger on the screen so the game renders a high-detail version of it, but when you stop looking down sights the tree takes up less of the screen so a lower-detail version is rendered instead.

The fix essentially alters the distance from the player where the higher detail foliage would swap to a lower detail asset. These are not exact figures, but as an example, previously a tree may have been 10,000 triangles at 10 metres away, swapping to 5000 triangles at 20 metres. This has shifted so that the tree would still be 10000 triangles at 20 metres away, with the swap to 5000 triangles happening at 40 metres, meaning a tree has to be much further away before the lower detail asset is rendered.

The exact values we set are:

PC - foliage.LODDistanceScale 2
Console - foliage.LODDistanceScale 1.3

The results of our testing are extremely positive, and we hope that if you managed to play Mortain during a previous PTE you will notice that this is a huge improvement from before.

As this is an issue that has been in the game for a long time across all maps, and the results have been promising on Mortain, I can confirm that this is a fix that we are looking to implement across the entire game, which should improve foliage LOD issues on all maps. We are also confident that this would bring huge improvements to some urban maps, in particular, Stalingrad, as a large portion of the map including buildings are technically rendered as foliage, which was a performance-saving technique used by Black Matter.

Due to this being a game-wide change, we want to ensure there is adequate testing and feedback before it’s live across all maps, so Mortain will be the only map in Update 15 to support this change. However, if feedback is positive and the consensus is that assets are ‘popping’ less for players without performance impact, this is something we are eager to implement in a future update for all maps.

We have made every effort to ensure Mortain is ready for release, but if you experience any issues while playing, please don’t hesitate to give feedback through the appropriate discord channels or social media. The team frequently reads comments and shares videos with each other, so if there are any comments or issues you have surrounding the map we want to hear them.

Lastly, I’m pleased to share and hope you enjoy some final renders of Mortain. I’m incredibly proud of what the team has produced, and I hope these images showcase a new benchmark for content in Hell Let Loose going forward.

Ryan Thomason-Jones - Senior Environment Artist, Expression Games

Mortain - Technical Art

The Technical Art team have been fine-tuning the performance around the Mortain town area to accommodate the additional enterable buildings. This was a combination of LOD merging, forced distance culling and removing shadow casters on any object already in shadow. This was to ensure we retained the detail and storytelling of the interiors while reducing the cost of the extra detail.

Throughout the town, the Environment Art team made a wonderful set of modular destroyed building assets, creating a wide variety whilst keeping material and texture costs to a minimum. This, in turn, meant that we had smaller assets, however, this also increased the mesh draw calls, especially with shadow and occlusion checks. To address this as we did not want to create combined render meshes driving up the memory cost and with that texture cost, we created a series of shadow proxy assets that were lower in complexity and limited to one simple shader meaning a single shadow and occlusion call.

Many combinations of walls and buildings benefited from a Hierarchical Instanced Static Meshes pass, similar to that done with buildings in El Alamein (HISM is an instancing method that allows for better memory performance, supports LODs with good asset culling which results in better rendering performance).

On this map, we also limited the use of HLODs (Hierarchical LODs). One of the drawbacks to using HLODs extensively was increased memory overheads. This was limited to the town area and only used for medium-sized buildings.

In addition, the Technical Art team ensured that there were no unnecessary occlusion checks and unique assets, which were not adding to storytelling to save on mesh and texture memory.

To create a believable atmosphere for the destroyed part of town, we had to take into account the amount of dust that would be present in the air. However, adding a large number of dust particle effects can negatively impact performance due to overlapping translucent sprites creating overdraw.

To achieve the desired effect, we decided to create a fog to simulate the presence of thick dust around the buildings. Since using volumetric fog would cover the entire map, we opted for shader-based localized fog volumes instead. By placing a single volume over the destroyed area and adjusting the shader controls, we were able to control the fog's height, density, and colour. This approach helped to achieve the desired effect without the need for a large number of particles.

Although the fog worked well, it lacked movement. To fix this issue, we added a few variations of dust particles. However, we kept these fairly limited and added a couple of shader tricks to improve performance. The main shader trick we used was to scale the sprites down based on the player's distance from the effect, which reduced overdraw. Scaling the sprites down to nothing eliminated any render cost.

We also had to be mindful of when the player walks through the dust particles. Lots of large translucent sprites filling the screen could significantly impact performance. To tackle this problem, we used a similar method as the distance from the player. Only in this instance, we faded the alpha and scaled the particles as you moved through them, reducing the chance of frame drops. Having long sightlines with lots of particles could be costly. However, a combination of optimized VFX with a few shader tricks allowed us to create an area that looked heavy in dust with minimal impact on performance.

Technical Art team, Expression Games

 

Mortain TacMap

 

Sainte-Marie-du-Mont – Map Updates

To coincide with the release of a Control Skirmish mode for Sainte-Marie-du-Mont, we looked into issues commonly brought up about the map as a whole across various community forums. Keeping in mind that the map is a fan favourite we chose to focus solely on the most impactful changes, those being to address the lack of enterable areas within the town and the inaccessible Brécourt Manor courtyard.

When tackling the updates to the town centre in Sainte-Marie-du-Mont, we started by focusing internal playtests on just that space. Utilising feedback from these playtests, along with community sentiment derived from various social media platforms, we were able to help find and improve the key problems on just those areas of the map.

Our biggest focus was on increasing the overall playable space around the town, helping to provide more routes into and out of the capture point. This increase in playable space also lends itself to creating more viable outpost/garrison placement options, and more flanking opportunities for attackers and defenders alike. Within these newly opened spaces, additional enterable buildings were placed to further increase the opportunities for attackers and defenders to seize the capture area around the church.
Sainte-Marie-du-Mont Updates - Before and after, newly opened up spaces
Sainte-Marie-du-Mont Updates – Before and after, newly opened up spaces
The above GIF showcases the reduction in blocking volumes throughout the town centre, in turn showing the extent of the newly opened space. These changes should not only improve navigation throughout the town but also help drastically reduce instances of being stopped from entering an area because of an invisible wall.

The following images show before and after shots of the four main quadrants of the town, North West, North East, South East and South West. The areas captured highlight the largest scale changes to the playable space, with new routes that lead directly into the town.

Kienan Southern - Junior Level Designer, Expression Games

 

Sainte-Marie-du-Mont – Control Skirmish

The set-up for this Control Skirmish mode is focused around the Cattlesheds capture point from Warfare and Offensive, allowing us to capture a nice balance of spaces that should make both infantry and vehicle combat intense.

The bocages surrounding the Cattlesheds provide cover and routes into the capture point and the space within it provides engineers ample opportunity to bolster your team’s defences.

For tanks, the nearby open fields afford the space to bombard the opposition from a distance, or to act as support for the infantry pushing the objective.

Kienan Southern, Junior Level Designer - Expression Games
Sainte-Marie-du-Mont Updates - Town Area, North West
Sainte-Marie-du-Mont Updates – Town Area, North West
Sainte-Marie-du-Mont Updates - Town Area, North East
Sainte-Marie-du-Mont Updates – Town Area, North East
Sainte-Marie-du-Mont Updates - Town Area, South East
Sainte-Marie-du-Mont Updates – Town Area, South East
Sainte-Marie-du-Mont Updates - Town Area, South West
Sainte-Marie-du-Mont Updates – Town Area, South West

 

Oak Leaf [Paid]

Also known as Eichenlaubmuster, this was one of the many types of camouflage patterns used by several divisions within the German forces. Often worn in the autumn, it is unique with its distinct colourisation.

For players, wishing to combine this uniform and match it with headwear of the same pattern, we would recommend using the Leopard Covered M42 helmet, already available, in-game.

Matt White - Creative Director, Expression Games.

 

Update 15.0 Changelog:

  • New Map Mortain - day & overcast variants (This supports Warfare, Offensive & Control Skirmish)
  • New Control Skirmish - Sainte-Marie-du-Mont Skirmish - day, night & rain variants
  • Sainte-Marie-du-Mont Warfare - night variant
  • Mortain Themed Front End Menu
  • German “Oak Leaf” - Paid DLC
  • Muzzle Flash Improvements
    • Added multiple light sources resulting in a more dynamic muzzle flash and physically accurate reflections
  • Additional Nameplate Occlusion Settings
    • A player-requested feature whereby the user can toggle nameplate occlusion on friendly players in their team and/or squad
  • In-Game Store Improvements
    • Implemented a “Purchased” label on any DLC item that has already been redeemed on the player’s account.

 

Bug Fixes:

General
  • [In Game Store] The UI will lose focus if entering and leaving the ‘Featured’ tab
  • [Barracks] Character previews in the ‘Select Your Role’ menu appear too large when playing in ultrawide
  • [Uniforms] The German Africa Corps DAK Uniform has an incorrect belt buckle
  • [Vehicles] The Churchill MkIII gun will clip into the body of the tank if the gun is rotated 180° backwards and depressed to its lowest level while zoomed in
  • [Skirmish] The map key may not be present for certain players
  • [Weapons] The German Satchel placed on the back of the tracks on Stuart M3 ‘Honey’ is not defusable
  • [Field Manual] In the Equipment > Watch tab there is no mention of the Forward Positions.
  • [Field Manual] Incorrect information regarding Recon Vehicles is present in the Vehicles section
  • [Field Manual] In the Equipment > Ammo Boxes tab in the explosive ammo section the rifleman is not mentioned
  • [Field Manual] Small grammatical error present in the Field Manual > Deployment > Spawn Locations
  • [Field Manual] The Forward Position description in the Field Manual says it can't be placed if too close to another Garrison
  • [Field Manual] The summary at the top of the Outpost, Garrison & Forward Position Field Manual page does not mention Forward Positions
  • [Weapons] Weapons that are held with two hands become misaligned with the player's hands in TPP whilst leaning
  • [Locomotion] Dive to prone is playing multiple instances of footsteps during the transition
  • [Weapons] Commonwealth faction weapons have no audio feedback when reloading
  • [Weapons] Animations were not playing correctly when the user performed certain sequences of firing and reloading with the Webley Mk VI Revolver
  • [Console] The 'Skirmish' activity does not appear in 'History of completed activities' following a network disconnection
  • [RCON] Restarting a server also resets the map shuffle option to ‘TRUE’
  • [Vehicles] Destroying a T-70 tank does not award any combat points
  • [Skirmish] "Enemy Forward Position" & "Place Forward Position" tac map markers are only visible to the user that places it
  • [In Game Store] Selected DLC shifts onto the featured DLC by itself when entering
  • [In Game Store] The Uniforms tab is missing localisation in all supported languages
  • [Equipment] TPP Animation for using the Watch is broken on all Factions
  • [Weapons] TPP M1A1 Thompson reload animation causes the character's elbow to twist unnaturally
  • [Console] In-game store does not populate after a suspended user change.
  • [UI] The Back button loses functionality if the menu and the scoreboard are opened at the same time
  • [Uniforms] British helmet names in the Barracks & Loadout screens have historically inaccurate formatting
  • [UI] Grammatical error in the loading screen tip regarding the Ammo Carrier loadout
  • [UI] Kick player prompt remains on screen for the Officer if a player leaves its unit
  • [UI] The Enlist Screen is only showing up to 100 servers

 

Practice Range
  • The map is unaligned to the out-of-bounds parameters of the tactical map by 10m
  • Garrison cannot be placed in the Practice Range
  • The Half-Track tactical map icon always appears at the far top-left of the map
  • Missing grass foliage in the Practice Range
  • Tank turrets have no audio when moved
  • The scarecrow on the shooting range at the 75-metre mark has its feet sunk into the ground

 

Driel
  • The Driel Skirmish - Day loading screen shows a different game mode name than the other variants

 

El-Alamein
  • [Skirmish] The setup time blocking volume is in the wrong position
  • [E4] Players can use an Airhead to spawn into an inaccessible area

 

Foy
  • Metal SFX and PFX encountered when shooting the dead cows

 

Utah
  • Metal SFX and PFX encountered when shooting the dead cows

 

Purple Heart Lane
  • [C2] Players can drown when crouched in a small body of water

 

SMDM
  • A blocking volume extends into the playable area on the north side of Saint Marie du Mont updates
  • Trees render as large blocks in the distance
  • A specific plane asset is missing player collision
  • The grass is culling at around 40 metres

 

Utah
  • [G6] The player drowns near a hedge

 

Play Update 15

https://store.steampowered.com/app/686810/Hell_Let_Loose

 

Those are all the patch notes up through May 23 for Hell Let Loose.

WARNO Update Patch Notes May 23

 

UPDATED May 23

 

 

Patch notes Release 1.0 (v.122779) May 23

 

Army General

  • 4 new Army General campaigns: Fulda Gap, Airborne Assault, The Left Hook, and Highway 66
  • An idle button has been added in Army General, allowing you to quickly select units to which no orders have been given, as well as quickly see their number. This feature also works in multiplayer.
  • Added an audio option to have Army General NPC audios in English rather than in their native language.

 

Features

  • Game tips added to loading screens
  • Added tooltips detailing the difficulty level of each game mode

 

Operations

  • Some units mistakenly present on the map by default were removed, as intended (Gotterdamerung, Hold Until Relieved, The Kitzingen Ruse, BackhandBlow).
  • Hold Until Relieved : Removal of 2 useless transport units for NATO Alliance.
  • Red Juggernaut : The PACT supply units involved in the optionnal objective no longer beneficiate from an increased resistance, making them killable, either on purpose or by collateral damage.
  • Backhand Blow : Fixed a bug letting units used for FX be usable by the player at the start of the game.

Backhand Blow

    • Starting units already deployed on the battlefield have been removed for both camps, as they should be.

Sledgehammer

    • The reward helicopter granted at the capture of Lohra is now a Mi-24V AT as shown in the outgame deck preview.

 

Tutorials

  • Aviation : Fixed a bug where an objective beacon was wrongfully placed at one corner of the map.

 

Data Fixes

  • Fixed the DESANT. NSV model being a PKM
  • Added MOT.-SCHÜTZEN (Strela) its missing AK
  • Fixed CHASSEURS-PARAS' vet curve on par with other units with same availability

 

Generic

  • Ground autocanon 20mm aiming time raised to 2.5s
  • Ground autocanon 20mm reload time lowered to 2s
  • Ground autocanon 25mm reload time lowered to 2.25s
  • Moral gauge colors start from yellow to black
  • Ruins damage protection values goes to 45%
  • Terrain hint texts and values updated
  • Automatic grenade launcher accuracy +5%; splash + 5%
  • Antitank rockets suppress value raised by 10%
  • AS VAL : ACCURACY STAT PER SHOT 90 => 75
  • AKSU : ACCURACY STAT PER SHOT 70 => 55
  • MAT-49, VZ 61 SKORPION : RELOAD TIME 2 => 1 SEC, +5 ACC STAT ET MOTION
  • UZI RELOAD TIME 3 => 1.5 SEC, +5 ACC STAT, +5 ACC MOTION
  • No terrain protection against HE and AIR ROCKET damages
  • Small caliber MLRS (less than 200mm) reload time raised by 10%
  • Artillery weapons suffer dispersion malus when stressed
  • Shock range raised to 175 m and bonus reduced by 5%
  • IFV trait : range raised to 350, stress shield lowered to 33%
  • TANDEM missile have now +2 AP bonus instead of +1
  • Command ranges increased per xp level
  • Vehicle smoke dispenser ammo cost lowered by 4
  • Gaining an xp level requires -20% experience points to acquire
  • Howitzer minimal range reduced by 15%
  • All howitzer dispersions reduced at max range except guided shells
  • All open top mortar HP lowered to 8
  • All mortar min range reduced by 15%
  • All mortar dispersion at max range reduced
  • Helo autocanon HE raised, reload time reduced
  • New experience table for helos
  • M134 gatling rework (HE raised, range raised, accuracy lowered) + 50% ammo for helos using them
  • MMG for helos have different stats from ground MMG, giving them a higher rate of fire and better range.

 

Nato forces

 

USA

  • Increased AVENGER's Stinger missile's aim time from 1 to 2
  • M1047 LAV : Price increased 75 to 100, Base Availability decreased 4 to 3
  • M150 : Price increased 35 to 40, Base Availability increased 4 to 5
  • M1A1 ACAV : Price increased 270 to 290
  • M1A1 ABRAMS : Price increased 260 to 270
  • M2A2 BRADLEY IFV : Price decreased 85 to 80
  • M551 ACAV : Price increased 80 to 100, Base Availability decreased 6 to 4
  • M551 TTS SHERIDAN CP : Price increased 105 to 130
  • M551 TTS SHERIDAN : Price increased 75 to 100, Base Availability decreased 8 to 6
  • AH-6F LITTLE BIRD : Stabilizer decreased 3% to 2%, weapon Range increased 1025m to 1200m, Suppress damage increased 7 to 30
  • OH-58C Scout : Stabilizer decreased 3% to 2%, weapon Range increased 1025m to 1200m, Suppress damage increased 7 to 30
  • UH-60A BLACKHAWK : weapon Range increased 1025m to 1200m, Helicopter weapon Range increased 874m to 1025m
  • UH-60A CO : weapon Range increased 1025m to 1200m, Helicopter weapon Range increased 874m to 1025m
  • A-10A [RKT] : Price increased 180 to 200
  • F-15E STRIKE EAGLE : Price decreased 350 to 330
  • F-16CG [LGB] : Price increased 230 to 265, Base Availability decreased 2 to 1
  • F-16C [AA] : Price increased 205 to 210
  • F-16C [AA2] : Price increased 170 to 185
  • F-16C [AT] : Price increased 230 to 235
  • F-16C [CLU] : Price increased 230 to 235
  • F-16C [HE] : Price increased 230 to 235
  • F-16C [NPLM] : Price increased 230 to 235
  • F-16C [SEAD] : Price increased 265 to 270
  • F-4E PHANTOM II [CLU] : Base Availability decreased 3 to 2
  • F-4E PHANTOM II [HE] : Base Availability decreased 3 to 2
  • F-4E PHANTOM II [NPLM] : Base Availability decreased 3 to 2
  • AERO-RIFLE LDR. : Price increased 75 to 85
  • AIRBORNE : Price increased 60 to 70
  • I-TOW : Base Availability decreased 6 to 5
  • M2HB 12,7mm renamed AB M2HB 12,7mm
  • AB M1025 HUMVEE TOW : Price increased 75 to 85
  • M1025 HUMVEE TOW : Price increased 70 to 80
  • M113A3 ACAV : Price decreased 60 to 55

11TH ARM. CAVALRY REGT.

    • F-16CG [LGB] : cards increased 1 to 2, Veterancy locked

24TH INFANTRY DIVISION (MECH.)

    • I-TOW : Fixed Veterancy ratio
    • F-4E PHANTOM II [HE] : Fixed Veterancy ratio
    • F-4E PHANTOM II [NPLM] : Fixed Veterancy ratio
    • M150 : Fixed Veterancy ratio

3RD ARMORED DIVISION

    • I-TOW : Fixed Veterancy ratio
    • F-4E PHANTOM II [CLU] : Fixed Veterancy ratio
    • F-4E PHANTOM II [HE] : Fixed Veterancy ratio
    • F-4E PHANTOM II [NPLM] : Fixed Veterancy ratio
    • M150 : Fixed Veterancy ratio

82ND AIRBORNE DIVISION

    • F-16CG [LGB] : cards increased 1 to 2, Veterancy locked
    • M1047 LAV : Fixed Veterancy ratio

8TH INFANTRY DIVISION (MECH.)

    • I-TOW : Fixed Veterancy ratio
    • M150 : Fixed Veterancy ratio

 

United Kingdom

  • LYNX AH.1 [RKT] can't be sold back anymore
  • LYNX AH.7 FITOW : Price decreased 120 to 100, Suppress damage increased 198 to 312
  • LYNX AH.1 [RKT] : Price increased 65 to 80
  • AIRMOBILE : Price increased 60 to 65
  • AIRMOBILE GUN GROUP : Base Availability decreased 8 to 7
  • AIRMOBILE PIONEERS : Price increased 60 to 65, Base Availability decreased 8 to 7
  • TERRIERS PIONEERS : Price decreased 45 to 40
  • SAS PATROL : Base Availability decreased 6 to 4
  • AIRMOBILE SCOUTS : Base Availability decreased 7 to 5
  • M107A2 175mm : Price decreased 240 to 230
  • FV511 WARRIOR ICV : Price decreased 110 to 100
  • ROVER 101FC SUPPLY : Price decreased 25 to 20
  • SAXON renamed AT105 SAXON
  • JAVELIN LML : Price decreased 55 to 50

1ST ARMOURED DIVISION

    • Added WARRIOR APPLIQUE

2ND INFANTRY DIVISION

    • AIRMOBILE GUN GROUP : Fixed Veterancy ratio
    • AIRMOBILE PIONEERS : Fixed Veterancy ratio
    • Added FV601 SALADIN
    • Added FV603 SARACEN

 

Federal Republic of Germany (Bundesrepublik Deutschland)

  • BGS split between 5-man full MP-5 patrol BGS STREIFE (with 11th ACR) and BGS retaining the 9-man organization, but now with 3x MP-5, 5x G3 & 1x MG-3 (with TKS). BEWARE: make sure to reload them and/or their transport in your deck.
  • TORNADO IDS [AT] : Price increased 230 to 240
  • TORNADO IDS [CLU] : Price increased 230 to 240
  • TORNADO IDS [HE] : Price increased 230 to 240
  • B.G.S. renamed B.G.S. STREIFE
  • B.G.S. STREIFE : Price decreased 30 to 20
  • PIONIER (Armbrust) : Price increased 40 to 45
  • PIONIER FÜH. : Stabilizer increased 20% to 25%
  • PIONIER (Flam) : Stabilizer increased 20% to 25%
  • RESERVE PIONIER : Stabilizer increased 20% to 25%
  • FLIEGERFAUST : Stabilizer increased 20% to 25%
  • TPz FUCHS MILAN : Price increased 25 to 30

TERRITORIALKOMMANDO SÜD

    • Added B.G.S.
    • Removed B.G.S. STREIFE

 

France

  • AMX-30 B : Price decreased 90 to 85
  • ERC-90 SAGAIE PC : Price increased 110 to 140
  • ERC-90 SAGAIE : Price increased 90 to 110
  • ERC-90 SAGAIE RECO : Price increased 110 to 120
  • JAGUAR [SEAD] : Price increased 185 to 205
  • JAGUAR [SEAD2] : Price increased 205 to 215
  • MIRAGE F1 CT [LGB] : Price increased 240 to 265
  • PRÉVÔTÉ : Stabilizer increased 30% to 35%
  • M2HB 12,7mm renamed AB M2HB 12,7mm
  • DRAGON-PARAS : Price decreased 80 to 75
  • CHASSEURS-PARAS : Price decreased 60 to 55, Base Availability increased 9 to 10, trait Shock removed
  • LÉGIONNAIRES-PARAS : Price increased 70 to 80, Base Availability increased 5 to 6
  • RÉSERVISTES : Stabilizer increased 30% to 35%
  • SAPEURS (Flam.) : Stabilizer increased 30% to 35%
  • PARA. SAS : Price increased 70 to 75
  • AMX AuF1 : Price decreased 260 to 230
  • VLRA PMB : Price increased 55 to 60
  • AML-60-12 : Price increased 35 to 40
  • AML-90 : Price increased 70 to 80
  • VAB MILAN : Price increased 30 to 35
  • VBL MILAN : Price increased 60 to 70
  • VBL RECO : Price increased 30 to 35, Base Availability decreased 6 to 5
  • VLRA 20mm : Price increased 40 to 50

11E DIVISION PARACHUTISTE

    • CHASSEURS-PARAS : cards decreased 4 to 2, base Veterancy changed from 0 to 1
    • LÉGIONNAIRES-PARAS : Fixed Veterancy ratio
    • CMDT SAPEURS-PARAS : cards increased 1 to 4
    • VBL RECO : Fixed Veterancy ratio
    • Added PARAS-MARINE
    • Removed RÉSERVISTES

5E DIVISION BLINDEE

    • VBL RECO : Fixed Veterancy ratio

 

Belgium

  • F-16A [AA] : Price increased 150 to 155

 

Pact forces

  • Increased MOT.-SCHÜTZEN (Metis)'s missiles loadout from 4 to 6, on par with other Metis-armed squads
  • Added MOT.-SCHÜTZEN (Metis) its second RPK, on par with other MOT.-SCHÜTZEN
  • Added MOT.-SCHÜTZEN (SVD) its second RPK, on par with other MOT.-SCHÜTZEN
  • Added MOT.-SCHÜTZEN (Strela) its second RPK, on par with other MOT.-SCHÜTZEN
  • Replaced KDA's RPG-7 with a RPG-2
  • Increased ZPU-4's aim time from 1 to 2s

 

USSR (СССР)

  • BMP-1P : Price increased 35 to 40
  • BMP-1PG : Price increased 40 to 45
  • T-64B : Price increased 235 to 240
  • T-64BV : Price increased 250 to 255
  • T-80BV IZD. 29 : Price increased 270 to 275
  • T-80BV : Price increased 260 to 265
  • T-80U : Price increased 305 to 310
  • Mi-24D DESANT : Stabilizer increased 3% to 15%
  • Mi-24K : Stabilizer increased 3% to 15%
  • Mi-24V [AA] : Stabilizer increased 3% to 15%
  • Mi-24V [AT] : Stabilizer increased 3% to 15%
  • Mi-24V [RKT] : Stabilizer increased 3% to 15%
  • Mi-24V [AA2] : Stabilizer increased 3% to 15%
  • Mi-8MTV [RKT] : Price decreased 130 to 125, Base Availability increased 0 to 1
  • Mi-8MT ESKORTNIY : Price decreased 140 to 135
  • Mi-8MT [RKT 1] : Price decreased 110 to 100
  • Mi-8MT [RKT 2] : Price decreased 120 to 110
  • Mi-8MT [RKT 3] : Price decreased 120 to 110
  • Mi-8T [RKT] : Base Availability increased 0 to 2
  • MiG-27K [LGB] : Price increased 240 to 265
  • MiG-29 [AA] : Price increased 210 to 220
  • MiG-29 [AA3] : Price decreased 220 to 210
  • SPETSGRUPPA "A" : Stabilizer increased 30% to 35%
  • FAGOT : Price increased 45 to 50
  • DESANT. FAGOT : Price increased 50 to 55
  • DESANT. KOM. (DSh) renamed DSh. KOM.
  • DESANTNIKI (DSh) renamed DSh. (RPG-7)
  • RAZVEDKA (DSh) renamed DSh. MOT. RAZEDKA
  • DSh. MOT. RAZEDKA : Price decreased 60 to 55
  • SPETSNAZ G.R.U. renamed SPETSNAZ GRU
  • SPETSRAZVEDKA : trait Airborne removed
  • SNAYPERI SPETSNAZ renamed SPETSNAZ SNAYPERI
  • AFGANTSY renamed DESANT. AFGANTSY
  • 2S23 NONA-SVK 120mm : Price increased 95 to 110
  • 2S5 GIATSINT-S : Price decreased 260 to 230
  • 2B9 VASILEK : Price increased 45 to 60
  • DESANT. 2B9 VASILEK : Price increased 50 to 65
  • MT-LB VASILEK : Price increased 60 to 80
  • 2A45M Sprut-B : Price increased 75 to 80
  • DESANT. D-44 85mm : Price increased 50 to 55
  • MT-12 Rapira 100mm : Price decreased 80 to 75
  • BRDM-2 : Price increased 30 to 35, Base Availability decreased 6 to 5
  • BELOZOR : Base Availability increased 0 to 3
  • DESANT. UAZ-3151 SPG9 renamed SPADO. UAZ-3151 SPG9
  • GAZ-66 ZU-23-2 : Price increased 45 to 50
  • MT-LB STRELA-10M3 : Price increased 125 to 135
  • 9K33M3 OSA-AKM : Base Availability increased 4 to 5
  • 2K22 TUNGUSKA : Price decreased 155 to 135

119-Y ODT. TANK. POLK

    • BRDM-2 : Fixed Veterancy ratio

27-YA GV. MOTOSTRELK. DIV.

    • BRDM-2 : Fixed Veterancy ratio

35-YA OG DESANTNO-SHTURMOVAYA BRIG.

    • BRDM-2 : Fixed Veterancy ratio
    • DESANT. AFGANTSY : Fixed Veterancy ratio

39-YA GV. MOTOSTRELK. DIV.

    • BRDM-2 : Fixed Veterancy ratio
    • 9K33M3 OSA-AKM : Fixed Veterancy ratio

6-YA OG MOTOSTRELK. BRIG.

    • BRDM-2 : Fixed Veterancy ratio
    • MiG-21bis [RKT2] : Fixed Veterancy ratio

79-YA GV. TANK. DIV.

    • BRDM-2 : Fixed Veterancy ratio
    • 9K33M3 OSA-AKM : Fixed Veterancy ratio

 

German Democratic Republic (Deutsche Demokratische Republik)

  • SPz BMP-1P : Price increased 35 to 40
  • T-72M1K : Base Availability increased 0 to 1
  • Mi-2URN : Price increased 50 to 60
  • Mi-24D [AA] : Stabilizer increased 3% to 15%
  • Mi-24D [AT] : Stabilizer increased 3% to 15%
  • Mi-24D [AT 2] : Stabilizer increased 3% to 15%
  • Mi-8TB : Price decreased 125 to 115
  • Mi-8TV [RKT 1] : Price decreased 110 to 100
  • Mi-8TV [RKT 2] : Price decreased 120 to 110
  • Mi-8MT [UPK] : Price decreased 115 to 110
  • MiG-21bis [CLU] : Price increased 185 to 215
  • MiG-21bis [RKT2] : Base Availability increased 2 to 3
  • MiG-29A [AA] : Price increased 210 to 220
  • PALR FAGOT : Price increased 45 to 50
  • Fs-PALR FAGOT : Price increased 50 to 55
  • MOT. GRENZER : Price increased 20 to 25
  • WACH. PANZERJÄGER : Price increased 50 to 55, Base Availability increased 6 to 8, Stabilizer increased 30% to 35%
  • K.d.A. SCHÜTZEN. : Price decreased 45 to 35
  • MILITÄRSTREIFEN : Stabilizer increased 30% to 35%
  • RESERVISTEN : Base Availability decreased 12 to 10
  • WACH. AUFK. : Price increased 55 to 60, Base Availability increased 4 to 6
  • SICHERUNGS : Price increased 35 to 40
  • Fs. SCHARFSCHÜTZE : Stabilizer increased 30% to 35%
  • VOPOS FÜH. : Stabilizer increased 30% to 35%
  • VOPOS : Stabilizer increased 30% to 35%
  • WACHSCHÜTZEN FÜH. : Price increased 95 to 100, Base Availability increased 2 to 3, Stabilizer increased 30% to 35%
  • WACHSCHÜTZEN (RPO) : Price increased 45 to 50, Base Availability increased 4 to 6
  • WACHSCHÜTZEN : Price increased 45 to 50, Base Availability increased 4 to 6
  • WACHSCHÜTZEN (STOSS) : Price increased 40 to 45, Base Availability increased 4 to 6, Stabilizer increased 30% to 35%
  • PaK D-44 85mm : Price increased 45 to 50
  • PaK MT-12 100mm : Price decreased 80 to 75
  • PaK ZiS-2 57mm : Price increased 35 to 40
  • SPW-40P2 : Price increased 30 to 35, Base Availability decreased 6 to 5
  • SPW-40P2 MALYUTKA-P : Price increased 40 to 50
  • BTR-60PU renamed SPW-60PU
  • BTR-60PB renamed SPW-60PB
  • 9K33M3 OSA-AKM : Base Availability increased 4 to 5
  • Fla-SFL 57-2 : Price decreased 70 to 55

4. MOT.-SCHÜTZEN-DIVISION

    • SPW-40P2 : Fixed Veterancy ratio

7. PANZERDIVISION

    • SPW-40P2 : Fixed Veterancy ratio

K.d.A. BEZIRK ERFURT

    • Replaced the MOT.-SCHÜTZEN with proper MOT.-SCHÜTZEN (BTR) --> needs to be reloaded to your deck
    • SPW-40P2 : Fixed Veterancy ratio
    • MiG-21bis [RKT2] : Fixed Veterancy ratio
    • 9K33M3 OSA-AKM : Fixed Veterancy ratio
    • Added MOT.-SCHÜTZEN (BTR)
    • Removed MOT.-SCHÜTZEN

BERLINER GRUPPIERUNG

    • SPW-40P2 : Fixed Veterancy ratio
    • MOT.-SCHÜTZEN (BTR) : cards increased 2 to 3
    • MOT.-SCHÜTZEN (Strela) : cards increased 1 to 2
    • WACHSCHÜTZEN FÜH. : Fixed Veterancy ratio
    • Added SPW-40P2 MALYUTKA-P
    • Add one 2-pts HEL slot
    • Add one 1-pt INF slot
    • Changed one 2-pts LOG slot into one 1-pt
    • Changed one 3-pts AIR slot into one 2-pts
    • Changed one 3-pts TNK slot into one 1-pt

 

Those are the patch notes on May 23 for WARNO.

No Rest For The Wicked Update Patch Notes May 22

The patch notes for both of the updates for No Rest for the Wicked in May, in descending order, from latest to oldest.

 

UPDATED May 23

 

 

️Patch Notes – Early Access Patch 2 May 22

 

🛠️ Patch Notes – Early Access Patch 2

We are incredibly excited to be releasing our biggest patch yet, marking the One Month Anniversary of our Launch! Patch 2 is chock full of highly requested features such as Weapon Tryout, the ability to Respec, DLSS / FSR Upscaling and Controller Remapping. Lots of Balancing and Quality of Life improvements, Audio, Animation, and Visual Effect polish as well as a multitude of bug fixes are also included!
Between DLSS and FSR, numerous CPU, GPU performance improvements, and memory optimization we are confident that your experience of playing No Rest For The Wicked will be significantly smoother across a wide range of hardware.
For NVIDIA users, we are excited to mention that there’s a new Game Ready Driver for No Rest for the Wicked!
Be sure to check out our Patch 2 Highlight Video and the full patch notes below.

 

⚔️ Performance

  • Performance Mode now lowers texture resolution, reducing crashes on lower-end machines
  • Numerous Significant CPU optimizations
  • Fixed performance degradation that might occur on some gamepads
  • Fixed numerous memory leaks
  • Reduced instantiation spikes for numerous objects
  • Disabled detail meshes on generic humanoids faces when not needed
  • Reduced latency, overhead and improved stability of GPU Culling
  • Optimized texture resolution and memory budgets for Steam Deck
  • Optimized Art content in Ship Prologue and its cinematics
  • Removed unused weapon assets to free up memory
  • Removed leftover developer tools to free up memory
  • Optimized CPU spikes of a variety of common content loading operations
  • Added texture streaming for character portraits during dialogue interactions to save memory
  • Fixed some persistent log spam being generated by potatoes in Nameless Pass
  • Cleaned up numerous NPC prefabs, reducing memory footprint and instantiation costs
  • Optimized Ambient Occlusion Rendering
  • Extended GPU culling usage for more cases
  • Configured and optimized pooling for more prefab instantiations reducing CPU spikes

 

⚔️ Gameplay Systems

  • Added new Respec System!
    • Players can now Respec by examining the statue in the Cerim Crucible Atrium
    • Respec allows players to take back Attribute Points that have been allocated at the cost of 1 Fallen Ember per Attribute Point returned
    • Players can then allocate returned Attribute Points for no cost at the Respec screen or in the existing Stats screen

 

⚔️ Quality Of Life

  • All weapons can now be equipped regardless of their Attribute Requirements to allow players to try out weapons they acquire
    • Weapons that the player does not meet the requirements for will deal less damage through negative scaling on the Attributes that are below the weapon’s Attribute Requirements
  • Inventory Items can now be docked to compare them
    • Press F (Keyboard) or Y (Controller) to dock items and hover other items to compare
  • Brought back the Misc category to the Inventory
    • Housing items, Runes, Fallen Embers and other miscellaneous items will now be sorted into this category and free up space from other categories
  • Vendor screens are now sorted by item type so that items are more organized for purchase
  • Improved Stamina player HUD brightness for better visibility, and readability of stamina debt
  • Added side notifications for when Danos Sacrament Upgrades are completed
  • Added Floor Indicators under the Clock HUD to show the Cerim Crucible floors
  • Improved visibility of LB/RB button icons for Equipment HUD on Steam Deck

 

⚔️ Settings

  • Added support for Upscaling with DLSS 3.7 and FSR 2.2
  • Added custom key rebinding options for Controller
  • Added support for Mouse Buttons 4,5 and F1-F12 Keys for custom Keyboard bindings
  • Default Keyboard layout set to Mouse+WASD
  • Added support for worldspace Player HUD (Stamina wheel, NPC name tags, etc) brightness to UI Brightness setting

 

⚔️ Content Additions

  • Added a new set of enchantments
  • All Throw runes can now be added to Spears

 

⚔️ Loot

  • Added Pig Sticker Blueprint to Fillmore's Level 1 Shop
  • Added Assegai Blueprint to Whittacker's Level 1 Shop

 

⚔️ Balance

  • Nerfed Throw runes
    • Reduced Poise Damage On All Throw Runes
    • Reduced Damage On Ice Throw Rune
  • Nerfed Focus Regeneration enchant curve so that it no longer generates too much Focus too quickly
  • Focus Regeneration enchantment no longer drops with Gloves and now only drops with Helmets
    • This Includes Enchanting Items At Eleanor
  • Falling Sky and Woodland Protector’s initial item levels were set too high and have been lowered to the intended levels

 

⚔️ Weapons

  • Updated animation for backstabbing with Staves, Spears, Greatswords and Great Hammers
  • Updated visual effects for Piercing type weapon attacks (such as Spear or Rapier)

 

⚔️ Enemies and Bosses

  • Polished Darak boss fight
    • Improved behavior to prevent him standing idle after attacking
    • Improved behavior when fighting ranged builds
  • Added Bite Attack to Plague Rat
  • Added Back Attack to Risen Axe Bruiser
  • Added escape logic to Risen Fire Bomber
  • Added Elemental Affix visual effects to Nith Brute, Nith Screamer and Shackled Brute
  • Adding cloth simulation to Boarskin Bruiser
  • Polished rigging on Plagued Boomer
  • Reduced camera shake intensity on Risen Hammer Bruiser, Boarskin Bruiser and Riven Twins
  • Smaller enemies can now smash breakable objects (barrels, crates, etc.)

 

⚔️ NPCs

  • Changed the name of the worried woman in the Sacrament Town Square to Nell
  • Polishing dialog for Druo, Lucian and Everwyn
  • Updated the dialog for NPCs at the Cerim Gate in Nameless Pass
  • Added eavesdrop to Sleeping Guard Gerard in Sacrament

 

⚔️ Areas

  • Improved collision, faders and set dressing in Prologue Ship, Orban Glades, Mariner’s Keep, Nameless Pass, Sacrament, Multiple Sacrament Interiors, Cerim Crucible, Cerim Cave, Riven Twins Boss Arena and Potion Seller Cave
  • Polished lighting for the ship in Prologue, Sacrament and Cerim Crucible
  • Updated foliage in various locations
  • Added physics and wind simulation to Spruce trees

 

⚔️ Cinematics

  • Polished animations for characters in the Inquisition Arrival cinematic
  • Improved lighting, character rim lighting and volumetrics for the Prologue Ship Crash Outro and Inquisition Arrival cinematics
  • Removed a background character who was blocking part of the view in the Inquisition Arrival cinematic
  • Fixed cloth and camera pops in the Inquisition Arrival cinematic

 

⚔️ Audio

  • Environment update for Sacrament:
    • Added Ambience Emitters for certain Residential and Vendor buildings like the Cook, Tavern, Woodcrafter and Enchantress
    • Updated zone beds and oneshots for unique parts of town (Cemetery, Poor Area,Training Grounds, Dasha Sanctuary)
    • The church near the cemetery now has bells ringing to service playing at certain times of day, followed by churchgoers praying and chanting from behind the doors.
    • Updated ambience for Sacrament Town Square to feel busier during the day
    • Updated environment audio for the Cerim Gate zone in Mountain Pass
  • Increased audio buffer to help alleviate audio crackle artifacts
  • Increased available audio resources to help prevent sounds from dropping out during long play sessions
  • Updated audio for Cerim Vision cinematic
  • Updated audio mix for Barrel and Crate destruction
  • Saluting Guards in Sacrament now have sound
  • Added Weapon-specific Impacts on parrying and blocking actions
  • Added ladder sliding sound effects for Kickdown Ladders
  • Added sound effects for going down Ladders
  • Added new sound effects for Plague-Enchanted weapons
  • Polished audio for Bounties enemies
  • Fixed missing sounds for Plagued Mutant Soldier
  • Fixed rain sounds appearing in Sacrament Interiors
  • Fixed enchantment-specific weapon whooshes cutting a bit too early
  • Fixed NPCs not making footstep sounds when walking around
  • Fixed environment states sometimes not resetting when returning to the main menu

 

⚔️ VFX

  • Blood effects are now juicier and used more often!
  • Improved blood visual effects attachment to characters bodies from attacking and getting hit
  • Increased intensity of shiny item drop VFX

 

⚔️ Bounties and Challenges

  • Updated Crustacean Conundrum bounty to spawn 14 Crabs while still only requiring 8 Crabs be killed to complete

 

⚔️ Localization

  • Added and updated localized text in many places across multiple languages
  • Added localization support for new Controller Remapping screen and for various missing localized elements
  • Fixed incorrect font on the Activities screen

 

⚔️ Bug Fixes

  • Fixed various enchantments on unique weapons and rings that weren’t working properly
  • Fixed Rested Bonuses for sleeping in beds
  • Fixed Key Items respawning after pick up
  • Fixed navigation in Nameless Pass which was preventing certain enemies and the Riven Twins boss from patrolling and moving to the player
  • Fixed Echo Knight falling off the arena and blocking progress
  • Fixed Cerim Armor missing upgrades at Filmore
  • Fixed Risen Pavise, Eye of the Beholder and Wooden Howler Shields not showing their proper models
  • Fixed SHIFT key not being recognized in the Main Menu
  • Fixed certain environment textures overriding certain armor textures
  • Fixed certain armor having missing or incorrect cloth simulation
  • Fixed rigging on certain armor
  • Fixed The Wallow boss attacks not having sound effects
  • Fixed Falling Sky Blueprint not giving the Unique version of the weapon when crafting
  • Fixed an issue where completed but not yet turned in bounty/challenge rewards were being automatically given to the player at reset
  • Fixed wall cannons not firing in Cerim Crucible
  • Fixed XP UI not showing “Max Level” after reaching the level cap
  • Fixed Level and XP UI being present without a Character selected in the Main Menu
  • Fixed “Long Area Name” appearing on the map where map is unavailable (such as Cerim Crucible)
  • Fixed being able to skip through locked doors in The Shallows
  • Fixed players getting stuck at the end of the entrance corridor in the Echo Knight Arena
  • Fixed Enchant Item Challenge counting enchanted items that are picked up
  • Fixed mortuary guard popping in on screen during Spoken and Unspoken quest
  • Fixed extra Elsa map marker during the Spoken and Unspoken quest
  • Fixed Giles and Petra standing instead of sitting on the chairs in Caroline’s Inn
  • Fixed Arrows not hitting Plagued Wolf
  • Fixed Wolf and Plagued Wolf target point
  • Fixed Tanth Knight getting stuck during patrolling in Mariner’s Keep at Endgame state
  • Fixed Darak leaving his shield in Orban Glades when he escapes
  • Fixed chest opening VFX in Performance and Balanced quality presets
  • Fixed Wolf having a dance party after death
  • Fixed Chest floating in the air in Mariner’s Keep
  • Fixed incorrect texture on the Crafting Table
  • Fixed 4096x2160 resolution appearing as 256x135 aspect ratio, instead displays as 1.9:1
  • Fixed overblown bonfire lighting at The Shallows
  • Removed rogue rim light at The Shallows
  • Removed lighting debug shortcut

 

No Rest For The Wicked Update Patch Notes April 26

 

Patch Notes – Early Access Patch 1 May 3

 

🛠️ Patch Notes – Early Access Patch 1

Celebrating our 2 week launch anniversary of No Rest for the Wicked we are releasing our first Early Access Patch!
This patch brings significant CPU and GPU performance improvements (especially when it comes to traversal and “heavy” areas), keyboard control remapping, a new mouse/keyboard control scheme, increased inventory stacks, chest inventory access at vendors / crafting, bows using stamina, earlier housing access, Quality of Life and 45+ bug fixes.
With all of the performance improvements since launch, we are updating our recommended PC specs! See the image below for details.
As always thank you for sharing your feedback, please keep it up!

 

⚔️ Performance:

  • Optimized Prologue Outro, Ship Attack, Phalen Armada, and Sacrament Intro Cinematics
  • Mountain Pass Gate area optimizations
  • Significant optimizations to content loading and unloading in order to reduce dropped frames and improve baseline performance while traversing through environments
  • Improved performance for Ice and Frost enchantment and combat effects
  • Optimized enemies making them faster to instantiate across the board
  • Improved GPU visibility culling and general handling of off-screen content
  • Optimized micro physics objects across the entire game
  • Various cumulative improvements to baseline CPU performance
  • Fixed various cases where internal errors were firing rapidly and constantly, leading to potential performance degradations
  • Added preloading for frequently used objects to further reduce performance drops during gameplay
  • Additional timeslicing systems for streaming performance improvements
  • Optimization of the Pooling System to further reduce performance spikes
  • Optimized vast amount of meshes and textures
  • Optimized numerous Visual Effects
  • Optimized pre-placed and dynamic enemy ragdolls
  • Optimized Character Rendering across the board
  • Rendering performance optimizations for better GPU performance across the board
  • Cleaned up and archived duplicated content for decreased memory usage
  • Cleaned up legacy content in all areas across the game to reduce memory usage

 

⚔️ Quality of Life:

  • Vendors and Crafting Tables/Refineries can now access resources directly from storage
  • Housing is now available sooner right after completing the “Sacrament” quest instead of after completing the “Of Rats and Raiders” quest
  • Updated sorting for inventory to these categories:
    • Gear - weapons, armor, rings, offhands, tools, runes, housing items and item blueprints
    • Food - ingredients, food, and recipes
    • Combat Consumables - Bombs, Vials, Oils, and Embers
    • Resources - Resources, Gems, Components
    • Realm - Ream and Key items
  • Last equipped food/quick item will be saved when leaving and rejoining realm
  • Deprioritized ingredients being the next auto selected food when the last currently selected food is eaten.
  • Cinematic Skip prompt will appear upon pressing the button instead of holding it
  • Improved legibility of some controller icons on the Steam Deck

 

⚔️ Settings:

  • Added custom key rebinding options for Keyboard (controller rebinding coming soon!)
  • Menu key rebinding currently not available
  • Added an additional Mouse and WASD Keyboard control layout (on by default)

 

⚔️ Content Additions:

  • New house “The Knot” for purchase near Sacrament Cemetery for 8 silver
  • Tier 3 Armor Sets: “False Ones”
    • False Guardian
    • False Harbinger
    • False Oathkeeper
    • False Remnant
  • New Character animations to Main Menu and Customization Screens

 

⚔️ Loot:

  • Increased number of slots of all chests and cupboards
    • Engraved Hearthside Chest raised from 35 to 40
    • Medium Chest raised from 20 to 30
    • Small Chest raised from 10 to 20
    • Large (and Large Noble) Cupboard raised from 30 to 40
    • Medium (and Medium Noble) raised Cupboard from 20 to 30
    • Small (and Small Noble) raised Cupboard from 10 to 20
  • Nerfed Focus grant on all Focus Vials
    • Large Focus Vial decreased from 300 to 150
    • Medium Focus Vials decreased from 200 to 100
    • Small Focus Vial decreased from 100 to 50
  • Cupboards can now also store ingredients
  • Increased Armor and Weapon Shard stack size to 25
  • Increased buy/sell value of all Tools and Rings at Vendors
  • Removed Refined Resources from Vendors
  • All Weapon Oil Recipes are now Tier 1
  • Dracaena Dumpling now requires 2 Potatoes and 1 Dracaena Herb instead of 1 Potato and 2 Dracaena Herbs
  • Improved shinies visual effects

 

⚔️ Balance:

  • Attacking with Bows now costs Stamina instead of Focus
  • Rebalanced enemy levels in Nameless Pass
    • If neither “Of Rats and Raiders” or “Servant of God” quests were completed, entry of Nameless Pass is Level 8 and the rest of Nameless Pass is Level 15
    • If only “Of Rats and Raiders” quest was completed, all of Nameless Pass is Level 15
    • If both “Of Rats and Raiders” and “Servant of God” quests were completed, entry of Nameless Pass is Level 15 and the rest of Nameless Pass is Level 20
  • Nerfed attribute scaling on all Staves
  • Nerfed Focus Gain for Focus On Damage Dealt enchantment
  • Nerfed Health Gain for Health On Damage Dealt enchantment
  • Increased Focus cost on Elemental Throw runes to 75

 

⚔️ Enemies and Bosses:

  • Nerfed damage for Grab attack on Riven Twins and Nith Brute
  • Updated timings for Breaker archetype and slightly changed behavior so now after some of attacks they will try to land additional attack
  • Updated Risen Armored Great Axe patrol animation
  • Polished backstab animation on Nith Screamers and Shackled Brutes
  • Polished jump attack animation for Plague Boomer
  • Polished heavy combo attack on Risen Axe Bruiser

 

⚔️ NPCs:

  • Polished multiple NPC portraits

 

⚔️ Housing:

  • “The Roost” house price reduced from 20 silver to 14 silver

 

⚔️ Areas:

  • Improved collision, faders and set dressing in Mariner’s Keep, Orban Glades, Black Trench Nameless Pass, Sacrament, Cerim Crucible and Potion Seller Cave
  • Improved lighting and volumetrics for the ship in Prologue
  • Improved lighting in the interior of Whittacker’s building
  • Updated models and textures for pipes in the Black Trench
  • Removed sidle from multiple locations where it was not needed

 

⚔️ Audio:

  • Updated ambience at Cerim Gate
  • Updated audio for Sacrament Cemetery
  • Updated audio zone for Sacrament Slums to include the river
  • Improved audio for lanterns in Sacrament
  • Improved female bandit voices
  • Polished Nameless Pass Prisoner audio

 

⚔️ Bounties and Challenges:

  • Plague ichor for Duo Bruiser Bounty now drops when the second Bruiser is killed instead of given for the Bounty reward

 

⚔️ Tutorialization:

  • Large sidebar tutorial screen increased in size, now adjusts width based on content with added scrollbar

 

⚔️ Localization:

  • Added and updated localized text in many places across multiple languages
  • Added support for multiple missing localized elements
  • Fixed text overlapping for tutorials in multiple languages
  • Fixed Russian font sizing

 

⚔️ Bug Fixes:

  • Fixed exploit where after removing a furnace/tanning rack, all resources used to refine are returned
  • Fixed enemies t-posing when leaving camera view and coming back
  • Fixed Danos stealing resources and putting them towards other upgrades
  • Fixed being unable to activate a new bounty while there is an existing completed unclaimed bounty
  • Fixed wrong prompts used for abandoning and replacing bounties and challenges
  • Fixed attribute requirements on Ripper, Tongue Splitter, Coral Piercer, Falstead’s Fury and Brutish Cudgel weapons
  • Fixed hitbox on Plagued Boomer’s worm lunge attack being too big
  • Fixed players not getting a Rested bonus when sleeping in beds (literally No Rest for the Wicked)
  • Fixed Old Leather Tome quest item failing to be added to inventory if Misc section is full. Item is now a realm key item.
  • Fixed Character Avatar still showing the last worn helmet
  • Fixed spots inside the ship in Prologue where you can dodge through collision and get stuck
  • Fixed broken ladders in Orban Glades
  • Fixed Focus Regeneration enchantment to regen correctly
  • Fixed Plagued Boomer hitboxes
  • Fixed Plagued Rat’s ability to see and react to the player
  • Fixed Huntsman falling when using roll back
  • Fixed Caged Exile being unable to path toward player correctly
  • Fixed Health on Damage Dealt enchant on Wind of Death Katana
  • Fixed arrows visually hitting player despite successfully dodging them
  • Fixed Fire Bomb explosion radius not matching visual effects
  • Fixed Kill Challenges that require a specific weapon type counting non-weapon kills (such as explosions, falls, parries, blocks, etc)
  • Fixed Character Rim Light using incorrect color and intensity indoors
  • Fixed dropped items bag black artifacts
  • Fixed Rattigan appearing in Nameless Pass when he shouldn’t
  • Fixed Finley getting targeted by enemies
  • Fixed part of Heavy Bruiser Bandit armor set pants being invisible
  • Fixed chest trying to hide in the ground in Nameless Pass
  • Fixed chest trying to hide in another chest in Orban Glades
  • Fixed marker sub labels on the map showing on markers that don't have a sub label
  • Fixed being able to see out of world at Filmore’s Level 3 area
  • Fixed missing character lighting in Gordon interior
  • Fixed interior candles not applying light
  • Fixed burning sails clipping in Risen Attack cinematic in the Prologue
  • Fixed sky cutting out in Ship Crash cinematic in Prologue
  • Fixed Fallen Ones overlapping their own VO
  • Fixed Return rune audio loop not ending
  • Fixed dancing flowers outside Caroline’s Inn
  • Fixed rain audio appearing in Cerim Crucible and War Room
  • Fixed Wretched and Crestfallen Archer Tunic clipping into character
  • Fixed broken rigging on Noble Leather Cloak
  • Fixed Riven Twins intro cinematic using cut-to-black instead of fading
  • Fixed Rusty Skewer Straight Sword using the Blood Rusted Straight Sword icon
  • Fixed missing icon for Collect Mushroom Soup challenge
  • Fixed typo in "equippable" for Inventory tutorial
  • Reduced locations where Caroline spawns to just one for before Inquisition Arrival and one for after
  • Removed duplicate lantern and torch in Sacrament
  • Fixed small texture artifact on cloth in the Phalen Church cinematic

 

 

Those are the patch notes up through May 22 for No Rest for the Wicked.

Wordle Today 1068 May 22 2024

Wordle can be an unforgiving puzzle sometimes, and you can often come so close to ending a long winning streak. So, for your convenience, here are some hints as well as the answer for the Wordle today May 22.

We present Wordle clues here in a variety of ways to gently help you along, but if you just want the answer straight, spoilers be damned,  then scroll all the way down to the section titled Today’s Wordle Answer.

 

Already May 23 at your location? Try our Wordle answer page for that day instead!

 

Wordle Hint Today 1068 May 22, 2024

Here’s a hint with the meaning of today’s Wordle answer

 

A verb that means to raise someone or something to a higher rank or position, often implying great honor, praise, or glorification.

 

 

Wordle Hint Today Fifth Letter

The fifth letter for the Wordle answer today is:

 

“T”

 

 

Wordle Hint Today Fourth Letter

The fourth letter for the Wordle answer today is:

 

“L”

 

 

Wordle Hint Today Third Letter

The third letter for the Wordle answer today is:

 

“A”

 

 

Wordle Hint Today Second Letter

The second letter for the Wordle answer today is:

 

“X”

 

 

Wordle Hint Today First Letter

The first letter for the Wordle answer today is:

 

“E”

 

 

Today’s Wordle Answer

And finally, here is the Wordle answer today. While this is your last chance to turn back, don’t feel bad about having to look it up.

Sometimes you have just one last chance to solve the puzzle, but three different letters that could viably fit into that last remaining square. At other times the word is so obscure, you just would not have gotten it without having in-depth knowledge about some oddly specific subject.

That’s no reason to lose a streak you have kept going for 775 days straight! So here goes nothing:

 

3…

 

 

2…

 

 

1…

 

 

The Wordle answer today is “EXALT”

 

 

Previous Wordle Answers With Their Definitions

 

Wordle #1067 For May 21, 2024

DINGO

A wild dog and apex predator native to Australia.

 

Wordle #1066 For May 20, 2024

NICER

An adjective that describes something or someone as being more pleasant, kind, or agreeable compared to another.

 

Wordle #1065 For May 19, 2024

HITCH

A verb that means to attach or tether something, often using a knot or similar fastening method.

 

Wordle #1064 For May 18, 2024

BRINY

An adjective that describes something that is salty or related to the sea. It often refers to the taste or smell of seawater.

 

Wordle #1063 For May 17, 2024

TUTOR

A person who provides individualized instruction or assistance to one or more students on a particular subject or skill.

 

Wordle #1062 For May 16, 2024

STALL

A verb that means to intentionally slow down or avoid making a decision or taking action.

 

Wordle #1061 For May 15, 2024

PINCH

A verb that means to grasp or compress something between the fingers or a tool, often causing discomfort or pain.

Multiversus’ Roster Now Outnumbers Multiversus’ Fanbase

BURBANK, Calif. — With the recent addition of Jason Voorhees from the Friday the 13th series, and Agent Smith from The Matrix series, Multiversus roster now exceeds its fanbase in total numbers with 27 characters. 

I sat down with a few of those fans to discuss the return of the IP whoring brawler and to get the lowdown on the Multiversus scene.

“It’s like each of us is getting a character all to ourselves,” said Thomas Shrek, a college freshman rocking a Marvin the Martian t-shirt. “Every time I close my eyes there’s someone new on the roster. It makes me really hopeful for future DLC characters. Like I think they’ll add Walter White from Breaking Bad, or Eleven from Stranger Things.”

The room collectively nodded in agreement at Shrek’s DLC wishlist. After explaining intellectual property rights and the limitations of Warner Brothers Discovery, I proceeded to question the fanbase about the roster and what they thought of the game’s return after a year-long hiatus.

“They called us fools for sticking around. Who’s the fool now?” Terry Philips, a comic illustrator in a Steven Universe t-shirt, shouted to the heavens. “We all awaited its return and now we shall be granted a main of our own for our patience and loyalty. All we need now is the twenty-seventh fan that the prophecy foretold of. He is a LeBron James main and he will make us whole.”

Philips approached me, continuing to shout nonsense about a twenty-seventh fan. He grabbed me and I shoved him to the ground. In the struggle, he ripped the button-down shirt I wear for interviews, revealing my Miami Heat jersey that doubles as a good undershirt. The fans in the room let out an ear-piercing screech. My ears filled with pain as more screeches started up in the distance. The room fell silent after what felt like hours. All eyes were on me.

“Twenty-Seven. We’ve been waiting for you,” the fans said in sync. “Each character now has their player. The game is complete. Join us. Join us and we can create a community of peace, tranquility, and of speculating characters the developers will deliver to us as DLC gifts from the heavens. With this control you are one of us, and we are all one. Welcome, brother.”

At press time, I prophesied to my brothers that Don Draper of Mad Men and Michonne from The Walking Dead would soon join the Multiversus’ roster.

SCUM Update Patch Notes May 22

SCUM received a major patch on April 30, and these are the patch notes for subsequent hotfixes through May 22, in descending order, from latest to oldest:

 

UPDATED May 22

 

 

SCUM – Hotfix 0.9.536.86452 May 22

Hey hey all! Might as well call us MJ of hotfixes because we got 6 of em at this point. Check it out!

  • Fixed the issue where magazine would be destroyed during reload animation causing a game crash.
  • Fixed the issue where fortifications would sometimes cause a crash.
  • Fixed the issue where #VisualizeVehicleTrajectory command could cause a crash.
  • Fixed the issue where database would show errors regarding chest acquisition.
  • Fixed the issue where throwing grenades in events could cause a client crash.
  • Potential fix for the super loud nocturnal wildlife SFX.
  • Fixed the issue where abandoned bunker armory lockers would not properly reset loot.

 

  • Tweaked vehicle storage collision, giving them more wiggle room to fit in garages.
  • Objects that are not affected by gravity can now be spawned with #spawnitem command +/-10m in regards of ground level.
  • Key cards no longer spawn in abandoned bunker armory lockers.

 

 

SCUM – Hotfix 0.9.535.85943 May 10

5th day of the week for a 5th hotfix, it's like poetry, it rhymes. New Hotfix is live!

  • Fixed the issue where SDASS ADS would glitch out in some cases.
  • Fixed the issue where floor blueprints would turn red after adjacent blueprint was finished.
  • Fixed a chest duplication bug.
  • Fixed the issue where improvised workbench icon would not show in crafting menu.

 

  • Small vehicle storage racks will take less physical collision damage while mounted on bikes and bicycles.
  • Improved Police station HTZ puppet respawning.

 

Known issue:

Chests could count as more BB elements. Temp solution: in your flag area put chests in your hands and place them back on the ground.

 

 

SCUM – Hotfix 0.9.534.85819 May 8

Hey everyone, got a couple of goodies for you. We gathered a couple of fixes for yet another hotfix! Check it out!

  • Fixed the issue where heavy chests disappeared when taken in hands from vehicles.
  • Fixed the issue where moving a chest in a vehicle while on BB foundation, would destroy the foundation.
  • Fixed the issue where you could not place a foundation next to an upgraded wall.
  • Fixed the issue where compound bow aim would not zoom when fully drawn.
  • Fixed the issue where chests placed inside flag areas would sometimes give server errors.
  • Fixed the issue where server would crash on shutdown.
  • Fixed the issue where players could not drive big rafts if someone is already mounted on them.
  • Fixed the issue where admin drones could not see BB element health.
  • Fixed the issue where admin drones could not destroy some BB elements.
  • Fixed some item incorrect descriptions and icons.
  • Fixed the issue where chests would stay afloat in air if BB element was destroyed below them in SP.

 

  • Canned items can no longer spawn with less than maximum uses.

 

 

SCUM – Hotfix 0.9.533.85678 May 3

Hey folks, end of the week does not mean an early weekend for us. So here is yet another hotfix with the most critical issues, check it out!

  • Fixed the issue where rafts not in water would be falsely flagged as flying.
  • Fixed the issue where equipping items directly from small vehicle storage would make them dissapear.
  • Fixed the issue where vehicles would fall under raid protection when inside flag area.
  • Fixed the issue where chests would not be raid protected if built before the flag was placed.
  • Fixed the issue where chests would increase active BB elements on restart.
  • Fixed the issue where chests placed on foundation could sometimes cause a server crash.

 

Known issues:

  • Quickly pulling chests out and in of car inventory could cause them to disappear. To minimize this issue, slowly take chests one by one out until properly fixed.
  • Chests show maximum 65kg weight while in containers. If the chest has more than 80kg, on take in hands action it will get stuck in the middle of the vehicle. To avoid this, put it on the floor first until properly fixed.
  • Sometimes chests that are put in vehicle inventory while being on foundations will break the foundations.

 

 

SCUM – Hotfix 0.9.532.85622 May 2

Hey everyone! We're keeping a close eye on the valuable feedback you're giving us, which is why we're delivering another quick hotfix. We're looking into some other things that were mentioned and we'd like to kindly ask for a bit of your patience until we manage to adequately sort them out.

  • Fixed the issue where the prisoner could be locked in combat mode after dropping ranged weapons.
  • Fixed the issue where base building walls sometimes could not be placed on inclined terrain.
  • Fixed an issue where players were unable to install the vehicle inventory expansion attachment in service mode on other vehicles than Rager.
  • Fixed an issue where players were unable to put the Dirtbike on the Car Jack when it is missing the rear wheel.
  • Fixed an issue where dropping items to the vicinity from the vehicle inventory would not work when the vehicle has an inventory expansion attachment installed.
  • Fixed an issue where the passenger camera would change to a smaller FOV when the vehicle is going really fast.
  • Fixed an issue with the collision of the big raft inventory expansion.
  • Fixed an issue where the owner of a base building element wasn't properly shown in drone mode.
  • Fixed an issue where the prisoner would randomly T-pose when mounting a big raft passenger slot.
  • Vehicle inventory expansion collisions are now disabled when there is no vehicle inventory expansion installed.
  • Fixed an issue where entering the raft option from the context menu would not execute correctly.
  • Fixed an issue with the bunny slippers panini in first person.
  • Fixed and issue where base building elements and the grill grid would not interact properly.
  • Fixed the issue where dropping chests from vehicles would destroy BB elements.

 

  • Flying vehicle cheat detection will now kick the player instead of banning them.
  • Adjusted the drift of the SUP and the Small Raft when moving forward with each paddle cycle.

 

  • Implemented puppet health multiplier server setting.
The setting will be located under the [World] section of the server settings. With this setting, players will have the option to globally modify the health of the puppets. Also, this setting will not require a server restart for it to take effect as the setting dynamically modifies the health of puppets on the server and multiplies it with the value that you set. Here's some more info on the range of the values for it:
scum.PuppetHealthMultiplier
Default value - 1.0
Min. value - 0.01
Max. value - 100.0
Quick note - the default health values for various puppet types stay the same. This means that muscular/heavy puppets will always have more health in comparison with the skinny puppets, regardless of the multiplier that you set.
Also, suicide puppets will be affected by the health modification, so make sure to take that into account in order to avoid any surprises.

 


Known bugs

  • Items equipped directly from small storage rack will disappear. Make sure to take them out first.
  • Locks disappear from prefab buildings on relog in Singleplayer.

 

 

SCUM – Hotfix 0.9.531.85517 May 1

Hey everyone, we are releasing a small emergency hotfix regarding fatal errors and crashes, so update your game all! Also all players affected with the false ban have been unbanned.

  • Fixed the issue where selling vehicle expansions while attached to vehicles would cause a server crash.
  • Fixed the issue where repairing vehicle parts through vicinity icon would cause a client crash.
  • Fixed the issues where bicycles could be logged incorrectly in the flying vehicle log.

 

Note: Selling inventory attachments will only be possible from service lift for now.

 

Those are all the patch notes through May 22 for SCUM.

ICC Issues Arrest Warrant for Cast, Crew Of “The Big Bang Theory”

THE HAGUE — The International Criminal Court announced that it will seek warrants for the arrest of all cast and crew involved with the American sitcom The Big Bang Theory and its spinoffs.

 ICC prosecutor Karim Khan held a press conference revealing the intention to bring the cast and crew to justice. 

“We figured we’d swing for the fences,” said Khan to a slightly confused press. “2024 is the year we start checking things off the ICC’s bucket list. We’re going to arrest some war criminals, end a couple of regional conflicts, and finally bring a stop to the waking nightmare that is Chuck Lorre’s career.”

Added Khan, “How does a sitcom run for 12 seasons without ever telling an actual joke? Who the hell was watching that?”

While some were confused over the ICC’s move, various experts weighed in.

“Big Bang Theory, ran from Sept. 2007 to May 2019.  For nearly 12 years on the air, it somehow won multiple Emmy Awards and a Golden Globe, which is proof of the spiritual decay of Western civilization,” said sociologist Warren Calvera.

“Nobody knows how Lorre does it,” said TV critic and historian Elias Patinkin. “His shows are usually neurotoxic in small doses, but somehow they’re also ratings gold. Charlie Sheen left Two and a Half Men and it still kept running for three seasons. Young Sheldon was a pox on all who witnessed it for 7 years and now the next Big Bang spinoff, Georgie & Mandy’s First Marriage will wage war against the human psyche this fall on CBS. Frankly, we have to be open to the possibility of demonic contracts.”

While the ICC’s move against The Big Bang Theory has been derided by international critics, who argue that the ICC has got to have better things to do with its time, it’s been met with widespread acclaim from young people in English-speaking countries.

“My grandmother told me that I remind her of Sheldon Cooper,” said college student Rodney Schaeffer, who attended a pro-ICC demonstration in New York City on Monday night. “No one else should have to suffer through that. If the U.S. government won’t do something, at least the ICC will.”

At press time, the ICC plans to also issue arrest warrants to AI artists, Ernest Cline, various members of the Super Smash Bros. Melee pro circuit, and anyone who has ever sold weed to Kevin Smith.

WWE King and Queen of the Ring 2024 Card: All confirmed matches

WWE King and Queen of the Ring is set to take place this Saturday, and the full card for the event has now been confirmed.

Five matches were confirmed for the show ahead of time, the same amount as the Backlash event from France last month.

Among those were the Undisputed WWE Universal Championship match between Cody Rhodes and Logan Paul, which was originally believed to also be for Paul’s US Championship, which he later revealed on SmackDown was not the case.

WWE King and Queen of the Ring 2024 Card

Here is the full card for the event:

  • Undisputed WWE Universal Championship Match: Cody Rhodes vs. Logan Paul
  • WWE Intercontinental Championship Match: Sami Zayn vs. Bronson Reed vs. Chad Gable
  • Women’s World Championship Match: Becky Lynch vs. Liv Morgan
  • King of the Ring Tournament Finals: Gunther vs. Randy Orton OR Tama Tonga
  • Queen of the Ring Tournament Finals: Lyra Valkyria vs. Bianca Belair OR Nia Jax

The card is taking place in Jeddah, Saudi Arabia. The country has been accused of ‘sportswashing’ by several notable names in the media as well as fans of pro wrestling, boxing and MMA. Sportswashing is a phrase used to describe the practice of nations, corporations, or governments using sports/entertainment to improve global reputations.

If you’re looking for more information on the alleged violations of human rights in Saudi Arabia, then click through to this resource from Amnesty International

Read More – WWE News: Superstar Reveals Contract is up in Early 2025

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 – WWE News: John Cena Makes Big Reveal About Feud With The Rock

WWE King and Queen of the Ring 2024 UK Time: Start time in BST

WWE King and Queen of the Ring 2024 is set to take place this weekend from Jeddah, Saudi Arabia, but what is the UK Start Time?

The controversial show from the Kingdom of Saudi Arabia is set to start at around 9 am PT and 1 pm ET, meaning that in the UK fans can watch the show live from 5 pm BST.

Here are some other examples of start times across the globe for reference:

  • Central European Summer Time (CEST): 6:00 PM
  • Gulf Standard Time (GST): 8:00 PM
  • Indian Standard Time (IST): 9:30 PM

It’s also worth noting that there is a pre-show that will be starting at around 4 pm BST for fans to watch in the United Kingdom.

Read More – WWE News: Superstar Reveals How Job at Hooters Got Her WWE Gig

WWE King and Queen of the Ring: Why are WWE events in Saudi Arabia controversial?

WWE has an ongoing business relationship with the Kingdom of Saudi Arabia, which is worth in the tens of millions for the company to produce shows multiple times a year in the region.

This has been described as part of Saudi Arabia’s ongoing ‘sportswashing’ attempts with major PPV boxing, MMA and pro wrestling events taking place in the country recently, seemingly as a form of marketing and rehabbing the global image of the Kingdom.

If you’re looking for more information on the alleged violations of human rights in Saudi Arabia, then click through to this resource from Amnesty International

Read More – WWE News: Superstar Reveals Contract is up in Early 2025

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 – WWE News: John Cena Makes Big Reveal About Feud With The Rock

WWE King and Queen of the Ring 2024 Date: When is the controversial show?

WWE King and Queen of the Ring is the latest company event to be emanating from the Kingdom of Saudi Arabia, but when is it?

Both SmackDown and the Premium Live Event will be hosted by Jeddah this week, with KOTR and QOTR taking place on Saturday, May 25th 2024.

The show will be starting at 1 p.m. ET on Saturday, and fans can watch the show in full on the Peacock streaming service.

Read More – WWE News: Superstar Reveals How Job at Hooters Got Her WWE Gig

WWE King and Queen of the Ring: Why are WWE events in Saudi Arabia controversial?

WWE has an ongoing business relationship with the Kingdom of Saudi Arabia, which is worth in the tens of millions for the company to produce shows multiple times a year in the region.

Saudi Arabia has been accused of ‘sportswashing’ by several notable names. Sportswashing is a phrase used to describe the practice of nations, corporations, or governments using sports/entertainment to improve global reputations.

If you’re looking for more information on the alleged violations of human rights in Saudi Arabia, then click through to this resource from Amnesty International

Read More – WWE News: Superstar Reveals Contract is up in Early 2025

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 – WWE News: John Cena Makes Big Reveal About Feud With The Rock