Starting at 2:00 p.m. PDT today, members of the Xbox One Preview Alpha – Skip Ahead and Preview Alpha rings will begin receiving the latest Xbox One system update (1810.180718-1920). Learn more about the new features in development for 1810 here, and read on for a list of fixes and known issues in this 1810 system update.
Fixed an issue where the controller would sometimes not vibrate correctly.
Avatars should now correctly display throughout the dashboard.
Fixed various performance and bug issues
We are tracking an issue where custom background images or achievement art are not being displayed on the dashboard when starting the console. The background image is not loading for the user when signing into their profile.
Workaround: Refresh the dashboard.
We are tracking an issue where users are reporting that various keys & controller shortcuts for the virtual keyboard are not being recognized. Certain keys (spacebar, @ symbol, – symbol) are not registering when being pressed on the keyboard (both the virtual keyboard and via a USB keyboard)
We are tracking an issue with users not being able to select/change options under Device power options in Device Control
You may see issues with Groups if you frequently switch between your non-Preview console and your Preview console.
Workaround: Reset your Groups locally on the Preview console through “My games & apps” > Groups, then using the “Delete all groups” button at the bottom of the page to resync from the service.
The cursor may disappear when exiting and re-entering the app
Workaround: Press Y when re-entering the app to make the cursor re-appears
Users may encounter an incorrect Profile color when powering on the console.
When the console wakes from Instant on/connected standby with a wired connection, the console may not recognize that the Ethernet cable is plugged in.
Workaround: Please reboot the console via Guide > reboot
Divinity: Original Sin launched on Xbox One in 2016 to critical acclaim and many awards as well as nominations, but as we get closer to the release of Divinity: Original Sin 2 – Definitive Edition let’s talk about some of the differences – and improvements – between the two.
More friends, more chaos, more fun
DOS EE saw a party of two join forces and cleanse Rivellon of evil, but now the hijinks is multiplied by two. In Divinity: Original Sin 2, up to four players take up the task of restoring faith and taking on The Divine Order. It’s the only RPG of its type to offer co-op, let alone four-player co-op. How does this work? Well, drop into a players game or create new characters and begin together. A new party inventory system makes it a lot easier to manage your wears, and you’ll be able to combine your wits with the new journal to milestone your adventures and solve puzzles as a team. Or, more likely, bust that one friend out of jail for pointlessly stealing egg-shells from that one guard they just couldn’t let alone. Or leave them there. They probably deserved it.
Undead, and Lizards, and Dwarves, oh my!
It’s fun to roleplay humans, as a human you’re doing it right now. Me too, as it happens. Regardless, Rivellon is a rich and rife world, with a lot of races to play in D:OS 2. Now, you can create a Lizard, Elf, Human, Dwarf, and an Undead variant of each. We’ve 6 Origin characters to choose from, each with their own stories and dialogue options. These new races (DOS EE only allowed you to play as a human) each have their own racial traits. For example, the Undead can pick locks with their bony fingers. Elves can eat the flesh of fallen enemies and absorb their memories and learn new skills, etc. D:OS 2 takes place in a world that reacts to who you are, and what you do. Again, just like real life! But I don’t recommend eating rotting human flesh out in London or whatever.
You can still talk to animals, but let’s have a chat with a ghost
D:OS EE introduced trans-species conversational narratives into the world of gaming, if you had the Pet-Pal ability. Of course, this remains in the sequel. This time, you can also talk to ghosts! Without any spoilers, there’s a moment in the game where you might accidentally(?) create a lot of them. If you do, have a chat and find out how they feel about that. It’s the least you can do. As an elf, if ethereal beings aren’t your thing, you’re more than welcome to gain insights from a severed head. Two heads are better than one, afterall.
Dynamic music that changes with you
The music in D:OS 2 is defined by you. The soundtrack to your journey adapts based on a few things: the instrument you pick in character creation, and the actions you take throughout the game. From four instruments, the music in combat will adapt heroically or depressingly depending on the actions you take. Heroic fight? The party will know. That cello will sound more predominant, and your friends will know it was you who electrocuted that one guy into the netherrealm. Losing a fight? You’ll hear it before the final blow lands. The instruments dynamically weave in and out of the music seamlessly. Now, in the Definitive Edition the Lady Vengeance ship will play your personal tune.
A new game engine enhances everything from visuals to mechanics
D:OS 2 jumped to an entirely new engine, including the new patented (probably, maybe) A.I 2.0. Enemies in D:OS 2 know all the tricks. They can be as creative as you are. The Definitive Edition improves even further on this, with a new version of the physics engine bringing even more chaos to the game. Now, enjoy things like height advantages in combat, as well as PBR (Physically-Based Rendering) bringing the Divinity series into the next-gen for best-in-class visuals on the Xbox One, with HDR and 4K.
These are just 5 of the major changes between Divinity: Original Sin Enhanced Edition, and the new Divinity: Original Sin 2 – Definitive Edition. Not only are there dozens of other major changes between the two, there are thousands of changes between the original release of D:OS 2 and its new Definitive Edition version you’ll be getting your hands on. At Larian, we’ve worked hard to improve the game based on player feedback despite its universal critical acclaim, in hopes that you thoroughly enjoy this, the very literally named Definitive Edition of Divinity: Original Sin 2.
I hope everyone is excited to return to the stage of history in Soulcalibur VI! Having worked on Tekken 7, I’m applying key lessons to the production and development of the newest Soulcalibur game and hope fans and newcomers alike will find its gameplay fresh, thrilling and true to the legendary franchise.
The support from the community has been absolutely amazing. Thank you so much for all the support so far! I am very active on social media, especially Twitter, so I find great joy in reading comments and reactions from fans as we release new videos, characters and information.
I know there’s been a lot of questions from the community on how certain battle systems work, so I’m taking time away from production to write this blog post to help fans get more acquainted with some of the newer features of the game.
Soulcalibur VI in a Nutshell
To newcomers, Soulcalibur is the premier, weapons-based fighting game. Each character wields a unique weapon as well as carry their own personality and visual flare. Soulcalibur is a 3D fighter, which enables characters to freely move in multiple directions AKA 8-way run. This freedom of movement is a unique aspect to the Soulcalibur franchise.
We’ve been hard at work to integrate new elements into the battle system, which I’ll describe in depth through this blog. Listed below are the core battle systems. We received a great number of questions on these, so please allow me to provide some developer insight.
Reversal Edge (New)
Lethal Hit (New)
When we first started development, the team discussed one of the most difficult tasks in fighting game development, “How can we approach and design battle mechanics to help newcomers have fun, excel, and compete against players that have more knowledge and experience?”
We really want everyone to have a great time playing the game, even against more skilled players, but how exactly are you able to do that in a fair way?
In comes the reversal edge!
When a player executes the reversal edge and is successfully able to land it, the game triggers a slow-motion sequence — we really want the player to feel like an accomplished swordsman. Here this sequence essentially turns into a mini-game of rock-paper-scissors where each player has a finite number of options at their disposal. The reversal edge helps newer players compete by eliminating the need for crazy, in-depth character knowledge and makes it more about mind-reading and guessing what your opponent will do. If you choose the correct action/option, you will be rewarded with some guaranteed damage.
In addition, this tool is extremely useful as it automatically parries oncoming hits. This is helpful to newcomers that are getting used to the blocking system in the game. The longer a player holds down on the reversal edge button, the more attacks he or she can parry.
I’d also like to take this time to address two big questions we see in the community:
“Why did the team integrate the Reversal Edge when Guard Impact is already in-game?”
The guard impact system, a bread and butter mechanic in the Soulcalibur series, has similar, but very distinct and different applications. The guard impact is geared more towards skilled players as they have more game and character knowledge to accurately read and predict attacks and combo strings whereas the reversal edge is for newcomers, but also carries deeper tactical layers that complement the Soulcalibur VI gameplay.
“I’m a pro-level, tournament player… a Soulcalibur god! Why would I use this?”
More skilled players will utilize this tool because it effectively allows you to build meter, which in turn, gives access to the critical edge and soul charge systems. Plus, winning in reversal edge doesn’t mean that winning the battle will be contingent on luck or quick timing alone, as we are implementing many mechanisms to ensure that this doesn’t happen. We have designed this system so advanced players will also have benefits under specific circumstances. We look forward to seeing all players, new and old, explore and discover this new and exciting system.
The soul charge system makes its return from previous iterations of the game but carries very different functions. As this is a meter-based game, the soul charge, like the critical edge, give players important tools. They can either execute a critical edge to deal immediate, massive damage, or utilize a soul charge, which enables players to power-up their character to do more damage for a limited time. It also grants access to additional moves only available in this state which adds another wrinkle into strategic gameplay. You’ll also notice that some characters have unique visual properties in this state and will drastically change.
In Soulcalibur VI, the way the gauge is used will determine the everyone’s unique play style.
There is no right or wrong way of using the soul gauge, so please find your unique way of fighting and enjoying the game.
Different for every character, but if successfully landed, triggers a devastating, slow-motion attack that opens up the opponent for a follow-up attack to deal more guaranteed damage. Lethal hit is for more experienced players who would like to show their strength, can’t be triggered easily and can be a good indicator for the player’s level. The players who can pull of many lethal hits are definitely more experienced. In addition, you’ll notice that if lethal hits are landed, you are able to breakaway opponent’s armor and costumes making it extra satisfying. Characters are likely to show the wear and tear of extreme battles from round to round.
Soulcalibur is Equally as Fun to Play as it is to Watch
A lot of the mechanics I have described in this post are extremely satisfying to use as a player, but equally as satisfying to watch as a spectator. These new systems provide the “Oooh & Ahhh” moments that were not present in the franchise before. This is something that we instilled in Tekken 7 and really wanted to mirror in Soulcalibur VI. We want people to have fun playing, as well as spectating!
What’s to Come in the Near Future
I’m really excited for fans to get their hands on this game at upcoming conventions, events, and fighting game tournaments. The final roster is not set, so there are definitely more reveals and more information to come shortly. Now that I’ve provided a summary of some of the key battle systems in Soulcalibur VI, I encourage everyone to share feedback and additional questions on our BandaiNamco Twitter account. I’ll see you guys at EVO! But let me leave you with one more question…
Hyper Universe releases on Xbox One August 7th, and today all Xbox Insiders are invited to participate in the second Hyper Universe Xbox One Beta!
In addition, this weekend there’s an extra bonus for players who complete 3 matches during the special 3-hour window on Saturday. Once you complete the matches, you’ll earn Jennifer’s Aurora’s Light skin, an Xbox-exclusive skin which will appear on your account once the game officially launches!
Take the battle to the jungle with the newly added Dragon Refuge Map! Blast through the underbrush and fight enemies in a lush forest environment – just watch out for the huge dragon hiding deep within the jungle!
Play matches your way with our new Custom Mode! Pick a map then select regular or draft pick. You’ll be able to invite up to 7 other players, or practice your skills against AI opponents. Note that experience is not earned in Custom Matches.
Observe your friends’ matches in Spectate Mode! Just search for your friends to see if any of them are currently in a match, then sit back and enjoy the mayhem.
Pacific: Fri, July 20 10:00 AM PDT – Mon, July 23 10:00 AM PDT
Eastern: Fri, July 20 1:00 PM EDT – Mon, July 23 1:00 PM EDT
Brazil: Fri, July 20 2:00 PM BRT – Mon, July 23 2:00 PM BRT
London: Fri, July 20 6:00 PM BST – Mon, July 23 6:00 PM BST
Sydney: Sat, July 21 3:00 AM AEST – Tues, July 24 3:00 AM AEST
HOW TO PARTICIPATE:
NOTE: Xbox Live Gold is necessary to participate in multiplayer.
1. Sign in and launch the Xbox Insider Hub on your Xbox One console.
2. Navigate to Insider content > Hyper Universe.
3. Select Join.
4. Joining will direct you to the Store to download the Hyper Universe Beta for Xbox One!
If you participated in the first Hyper Universe Xbox One Beta, you can simply install or launch the game from My Games & Apps.
Warhammer: Vermintide 2 is a passion project developed by Fatshark, a studio which was formed ten years ago in Stockholm, Sweden. Over the years, Fatshark has built a solid foundation in the online multiplayer genre. Many of the core team members first met through tabletop gaming and it was during these late nights playing Warhammer Fantasy Battles and Warhammer Fantasy Roleplay that the foundation of the Vermintide franchise was formed.
Six years after Fatshark was founded – and six released titles later – the studio had the financial means, tech and developers to take on the rich and very visual Warhammer universe. It was a no-brainer; this was something we had always wanted to do. After lengthy and sometimes heated internal discussions, we made a pitch to Games Workshop, the developer and custodian of the Warhammer world. We proposed a game where players in co-op with others would take on the role as one of the many iconic heroes of the Old World and take on hordes of enemies in frenzied first-person melee action combat.
Since we wanted to pay homage to a game world enjoyed and experienced by so many for so long, we knew there would be no shortcuts when it came to character presentation, art style and attention to detail. Games Workshop agreed, and Vermintide went from idea to production.
Expanding the Boundaries of our Tech
Fatshark has always had strong technology, for example having developed the in-house game engine Bitsquid/Stingray which was licensed to others and eventually sold to Autodesk. Therefore, it is perhaps no surprise that our work to take Vermintide 2 to Xbox One is just as much engineer pride as lore nerdery. The joy of getting your tech to tune in and make wonders on the hardware is just as great as when you get to shake hands with long-time fans of Warhammer telling you “you nailed it”.
Vermintide 2 on Xbox Game Pass
For the second game in the franchise, Vermintide 2, we decided to work with Microsoft to make the title available on Xbox Game Pass on the same day as the release. For an indie developer — self-publishing a multiplayer game with a limited marketing budget — it’s key to have a strong player base and raise awareness of the title through word of mouth. Xbox Game Pass offers exactly that.
Even after release of the game, the whole Fatshark team is working on Vermintide 2 and will support the game just like we did with the first installment in the series. Events, DLC and existing content are all in the making!
MixPlay and Streaming Support
Vermintide 2 is very much about experiencing bravery and epic battles together with others, either with the players in your party, your streaming audience and through community events.
But our efforts for social gaming don’t end there. Through the Vermintide 2 MixPlay feature on Mxier, streamers can let their audience decide the battle’s outcome by voting live on what the next enemy spawn should be or reward players with potions and bombs. This makes for new and tricky situations where the players must fight tooth and nail to survive the mission with their audience pulling the strings behind the curtain.
How to Play Vermintide 2 Effectively
Vermintide 2 is a 4-player co-op action game designed to be played together with friends. A key component in the game is the challenge it provides. We have included 4 levels of difficulty to up the stakes as you improve your skill, starting with lowest to highest: Recruit, Veteran, Champion and Legend. The higher the difficulty, the greater the reward will be at the end of a successful mission. Check out some tips and tricks here.
Join the Fight for Survival
We are in this for the long run with the first major DLC of Vermintide 2 coming soon and more in the making. Thank you for reading and don’t forget to check out Vermintide 2, live now on Xbox Game Pass!
We frequently get questions like “What category should I report this issue under?” from users who are looking to submit feedback. In our continuing efforts to help you submit feedback while participating in the Xbox Insider Program, we’re making some changes to the “Report a problem” tool to help you better locate the proper categories for submitting your feedback. Our first step in simplifying this process requires we make some changes to the categories present in the “Report a problem” tool, and you’ll begin seeing those changes starting today.
Another upcoming prominent change you might notice when launching the tool is a section devoted to content that is currently in preview. This section will become available as content becomes available to the public.
We know it might take a little time for you to adjust to the changes, but we’re hoping that they’ll make much better sense to you when you’re trying to report an issue with a game/app/update.
Thanks so much for all you do and especially for your continued feedback!