Battlefield REDSEC Launches Alongside Battlefield 6 Season 1 With Battle Royale, Gauntlet, and Portal Modes — Here’s Everything You Need to Know

The free-to-play Battlefield 6 battle royale game mode has officially arrived in the form of Battlefield REDSEC – but it’s probably not exactly what you think it is.

EA and Battlefield Studios surprise launched their Battlefield battle royale experience across PC, PlayStation 5, and Xbox Series X and S just moments ago, bringing months of rumors and leaks to an end with a standalone offering that’s free for both those who do and do not own Battlefield 6. Its name, shorthand for “Redacted Sector,” teases an updated take on a popular multiplayer pastime that’s been bundled in with two additional modes: Gauntlet and Portal. There’s more to REDSEC than fans may have expected, and it’s all tied in with the Battlefield 6 experience under one unified umbrella.

Battlefield Battle Royale

Battle royale is no doubt the headline here, offering access to 100-player matches where classic battle royale gameplay is mixed with the Battlefield 6 formula. Infantry can be seen parachuting over and into explosive firefights in its first trailer, which reveals how BF Studios translated familiar elements into the Battlefield universe, all while 2Pac and Dr. Dre’s California Love plays in the background.

Finding rare loot, hoarding armor plates, mastering small and large points of interest, and completing missions with friends are core parts of many battle royale experiences, and each is necessary to survive in Battlefield, too. It’s more Warzone than Fortnite, but REDSEC has some features that help it stand apart.

Fort Lyndon, a Southern California location that EA and BF Studios call the “biggest Battlefield map ever,” serves as the backdrop for each match. As the trailer highlights crumbling buildings, REDSEC aims to convince players it can build on battle royale without sacrificing what so many love about the franchise: tactical destruction.

Map-altering vehicles are a mainstay for any true Battlefield experience, and that remains the case for Battlefield 6 battle royale, which features everything from tanks to attack boats to golf carts to find. As the ever-present, ever-shrinking ring of fire (fans may remember it from Battlefield V: Firestorm) forces teams out of the frying pan, discovering an M1 Abrams could mean the difference between victory and succumbing to the flames. There will be plenty of less-threatening vehicles to discover around the new battle royale map, but those looking to drive a heavily armored tank will first need to complete missions, nab a keycard reward, and then use it to unlock specific garages.

Battlefield 6 and REDSEC will coexist, so those who have already enjoyed the former can expect to find familiar vehicles, guns, and gadgets in the latter – save for a few tweaks. Class upgrades are just one element to consider and give Assault, Engineer, Support, and Recon players upgrades to work toward. Earn enough XP as the Recon class, for example, and you’ll gain access to an enhancement that powers up drones with bomb-dropping capabilities. Custom loadouts can also be built and used, with players able to earn them by completing missions or by betting on the slightly riskier option of waiting for limited global drop events.

Battlefield 6 players have not-so-patiently waited for battle royale updates for months. Now that REDSEC is finally here to toss Battlefield into a battle royale blender, fans should know that it’s not the only new experience dropping today.

Gauntlet

If you need a break from battle royale, Gauntlet is a separate mode that is also offered as part of today’s new standalone free-to-play experience. While Battlefield battle royale may see squads prowling for loot in between shootouts throughout longer matches, Gauntlet is propped up as a relatively short, elimination-driven gameplay experience.

Instead of 100-player matches, just 32 players (eight squads with four players each) are spread across Fort Lyndon. BF Studios says Gauntlet is structured as a tournament, with teams tasked with fighting through fast-paced, round-based missions.

Players have five minutes to complete the objective for each round, with Gauntlet keeping everyone on their toes with rotating missions and locations. As objectives and settings shift, it’s teamwork that will determine which squad emerges victorious.

Portal

Battlefield fans have been familiar with Portal since its inception in Battlefield 2042. Although the community has already taken to Battlefield 6 Portal to create bizarre game modes and recreate fan-favorite maps, REDSEC Portal opens a new door of possibilities.

REDSEC takes the promise of limitless game-creation tools and brings them over to Fort Lyndon’s massive play area. It’s more room for fans to let their imaginations run wild, with one example we’ve seen including a midair obstacle course that features golf carts, colorful shipping containers, and narrow paths.

REDSEC Portal looks more Grand Theft Auto Online than Battlefield, but that also seems to be what EA and BF Studios are going for. Two official Portal maps will be available at launch, with more set to follow in the future.

How Does Battlefield 6 Work With REDSEC?

The base Battlefield 6 experience takes after Call of Duty, bundling in REDSEC so that players can access it from one main menu. Those who don’t own the recently released Battlefield game can still download REDSEC without issue and at no extra charge, but there are a few differences for those who own the full, premium experience and those who don’t.

Coinciding with the launch of Season 1 today is Battlefield 6’s battle pass system, which shares unlocked rewards and XP progress between both the base game and its REDSEC counterpart. Though some unique challenges and events will be tied to each experience, and some Battlefield 6 vehicle skins won’t appear in certain REDSEC experiences, EA says “there are no plans” for REDSEC-exclusive unlocks.

Portal is where things get slightly complicated. Creative fans who own Battlefield 6 can enjoy the new Portal tools introduced with REDSEC completely unrestricted, gaining access to all the new standalone experience and Fort Lyndon have to offer. Those without the base game, however, won’t have access to any Battlefield 6-exclusive content, such as maps, when making Portal creations. These restrictions don’t stop at the creation side of the user-generated community content hub, either, as EA clarifies that REDSEC-exclusive players won’t be able to create or play any content using Battlefield 6 materials.

Battlefield REDSEC isn’t just battle royale – it’s a completely different beast. This three-pillar standalone experience will change as seasonal updates continue to roll out, and if the weeks following the launch of Battlefield 6 are anything to go by, it will also likely rapidly change as community feedback pours in.

The October 10 release of Battlefield 6 for PC, PlayStation 5, and Xbox Series X | S proved to be quite the moment for the series, but the true test of its potential begins with REDSEC and Season 1. While we wait to see how EA and BF Studios plan to maintain yet another major addition to the Battlefield universe, you can read up on all of the changes introduced with Season 1. You can also learn about how Engineer players are putting their repair tools to good use, as well as the multiplayer skin that set the community ablaze.

Michael Cripe is a freelance writer with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).

The Sims Creators Quit EA Partnerships Amid Buyout Concerns

Content creators specializing in The Sims 4 content are leaving EA’s Creator Network in protest after EA confirmed it is to be acquired by an investor group composed of Saudi Arabia’s Public Investment Fund (PIF), Silver Lake, and Jared Kushner’s Affinity Partners.

The transaction — announced at the end of last month and valued at approximately $55 billion — is the largest all-cash sponsor take-private investment in history.

Being part of a community that has always strived to be welcoming and inclusive, some The Sims creators now fear the documented conservative values of EA’s buyers — which include Donald Trump’s son-in-law and Saudi Arabia’s Prince Mohammed bin Salman bin Abdulaziz Al Saud — will impact the game’s development, with insisting “the values represented by the people acquiring EA are fundamentally at odds” with that of The Sims’ community.

Streamer Kayla “LilSimsie” Sims, who has over 2 million subscribers and has worked with EA in the past to develop DLC, said news of the sale “devastated” her, and that “the situation is a nightmare for our community.”

“I have made the decision to remove myself from the EA Creator Network. It is my hope that pressure from creators and the community might encourage EA’s leadership to reconsider the long-term impact of this sale and to preserve the values that have made The Sims so beloved,” she wrote in a heartfelt message on YouTube (thanks, Polygon).

“This means that I will no longer receive early access to Sims packs, and I will not have a creator code. Under this new ownership, I feel I cannot maintain a direct association to the company. I also truly believe that they benefit more from my early access content than I do, and I think that stepping away is the strongest action I can take against the sale.”

She continued: “This situation is a nightmare for our community. Nobody supports this sale, and it is putting creators in a very difficult position. They have built their entire career and livelihood over a game that they have no control over. I ask that you please not harass other Sims creators over their decisions regarding the game and the creator network. I am very fortunate to be in a position where I can make a choice like this, but not everyone has that ability. I don’t truly don’t believe there is a ‘right’ answer here, and everyone is still trying to figure out their next steps.”

Sims closed on writing: “I’m really, really distraught over this sale, and I know that many of you are as well. It’s scary, and it’s breaking my heart. I really appreciate your support as I try to navigate this.”

Jesse “Plumbella” McNamara, DevonBumpkin, Vixella, and James Turner have all similarly quit EA’s Creator Network.

“Due to the recent sale, I have asked to leave the EA Creator Network, and I will not buy or make content around any future release,” McNamara wrote.

“I think taking this stand is the right choice for me personally, but I’m not going to judge anybody on their decision. I’m in a privileged position to be able to say I’m leaving so easily. I hope that the sale falls through, and if it doesn’t, I hope that those that stay put pressure on EA to maintain the level of inclusiveness that The Sims has always been about.”

EA has issued a statement on the matter via the official The Sims social media accounts. In it, the company insisted “we deeply respect that everyone experiences The Sims in their own way and will make choices that are right for them. However you choose to play, create, or share, we’re grateful to be part of your journey. Our mission, values, and commitment remain the same. The Sims will always be a space where you can express your authentic self.”

In 2022, PIF also became one of the largest Nintendo shareholders with 5.01% ownership. Pokémon Go developer Niantic also announced that it had sold its library of games to mobile games maker Scopely, which is controlled by Savvy Games Group and PIF, earlier this year.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

Guide: Hyrule Warriors: Age Of Imprisonment Playable Characters – Every Fighter Revealed So Far

Choose your fighter(s)!

Hyrule Warriors: Age of Imprisonment launches on 6th November, and Nintendo and Koei Tecmo have been busy drip-feeding thirsty hack-and-slash fans tidbits of information about the follow-up to 2020’s excellent Age of Calamity.

We’ve put together the following guide to all playable characters in Age of Imprisonment (that we know about thus far). Post-launch, naturally, we’ll update this with any secret characters you unlock throughout the game.

Read the full article on nintendolife.com

Building the Foundation for Expansion in Crusader Kings III: All Under Heaven

Building the Foundation for Expansion in Crusader Kings III: All Under Heaven

Crusader Kings III All Under Heaven key art

Summary

  • Crusader Kings III: All Under Heaven arrives today for Xbox on PC, the game’s biggest expansion yet. It will come at a later date to the Xbox Series X|S version.
  • All Under Heaven adds China, Japan, Korea, and Southeast Asia to the map for the first time, building on existing systems in clever ways to incorporate new cultures.
  • Paradox worked closely with historians and community members to ensure historical accuracy.

All Under Heaven is the biggest expansion we’ve ever made for Crusader Kings III, and, arguably, one of the most ambitious add-ons in Paradox history. It adds thousands of new provinces and characters, so it is large in pure numbers. But it is also big because of its scope and themes, adding a new region to Crusader Kings for the first time. Finally, the drama of medieval China, Japan, Korea and Southeast Asia is coming to the game!

The Crusader Kings titles have generally focused on the history of medieval Europe and the Mediterranean. Crusader Kings II expanded the map to India and North Central Africa, and these regions were in Crusader Kings III at launch. So, expanding the story of the Middle Ages beyond the titular crusade realms is not in itself new. But the differences between, say, medieval China and the Holy Roman Empire are so immense that simply adding a new map would not do justice to the history.

One of the immediate challenges is that the idealized feudal system we use to represent the political battles of Europe is entirely inappropriate for Tang and Song Dynasty China. There was no sense of mutual hierarchical obligations in the Chinese politics of the era.

Fortunately, we were able to test some ideas about how to model China in All Under Heaven in an earlier expansion, Roads to Power. That DLC introduced the idea of the Administrative Empire – a realm that had governors, not vassals (an important historical distinction). We used this design to further distinguish the Byzantine Empire from its Western counterparts. If this design worked here, it might be appropriate to adapt it to East Asia. Ultimately, the Byzantine model, where governors competed for influence with the ruler, proved to be a closer fit for medieval Japan, which is, like Byzantium, easily abstracted as noble families jockeying for position. China required something special.

Imperial Chinese bureaucracy was highly professionalized, with subjects competing in official examinations. Earlier Crusader Kings III expansions had introduced travel and tournaments, so couldn’t the exams be made into similar activities for characters? In the game, characters can organize or attend exams, traveling to the exam location and passing tests defined by the exam host. Good performance on these exams would then be tracked and make characters eligible for higher office. The better the performance, the better the job.

These are just two examples of how we adapted systems designed in previous expansions to bring a little more historical flavor and distinction to East Asia in All Under Heaven.

But the biggest challenge for us, I think, was facing the relative weakness of the team’s historical knowledge about the region. Coming from Europe, it is easy to absorb – or at least know where to find – reliable history for our own continent. How can we promise a plausible historical simulation if we are not starting from a strong historical foundation.

As with most Paradox grand strategy games, we start with what we have on the team. We are fortunate to have some trained historians with us – people who not only know a lot, but are very aware of what they do not know and what needs to be fleshed out.

Paradox is very fortunate to have a large global audience for its strategy games, and we were able to make use of that audience by inviting members of Asian communities to comment on design and art decisions. Working closely with our community members, we were able to avoid errors, both big and small, from making sure that we were using the proper terminology when referring to medieval Asian societies to double-checking the colors used in art and character clothing.

The simple fact is that, for the most part, the real authorities on a nation’s history have deep roots in that society and can point us to the correct sources. Even when some historical facts are a matter of debate – an inevitable fact of life when dealing with the Middle Ages – knowing the ground of that debate and the key issues at stake is very helpful in guiding our content team in the development of the game

All Under Heaven is the biggest expansion we’ve ever done for Crusader Kings III, and required a great deal of effort to design and complete. Having a strong development foundation has made this herculean task much easier than it could have been, given the ambitions we set for ourselves.

We look forward to our community digging into the expansion and writing new stories in exciting new realms.

Crusader Kings III: Starter Edition

Paradox Interactive


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Assume the throne with confidence as you take your first steps into Crusader Kings III, the award-winning role-playing strategy game that drops you into a rich medieval world of power, drama, and intrigue. Expand the power of your dynasty through warfare, diplomacy or underhanded scheming, assuring the safety and security of your realm through the generations across many centuries.

The Starter Edition gives you access to the base game, one Major Expansion, one Event Pack, and some cosmetic additions to make your first forays into Crusader Kings III a deep and filling experience.

The Crusader Kings III: Starter Edition includes:

– Crusader Kings III: Whether you start as a lowly count or a mighty emperor, no throne is safe as you compete for power against thousands of other nobles for prestige and dominance. Write your own histories, with a wide range of personality types, ambitions, and cultural preferences. Play as a haughty duke, a pious prince, or a cunning queen, and then play as their heir as the wheel of time grinds on.
– Tours and Tournaments: Host thrilling tournaments, grand feasts and splendid weddings to bolster your prestige or win new honors for your dynasty. Travel to distant lands on pilgrimage or inspect your vassals on a grand tour of your realm – whether to extort taxes or bolster loyalty.
– Friends and Foes: Deepen your relationships with those around you, forming lasting friendships with childhood companions, bitter rivalries with distant foes or eternal love with a beauty of your choosing.
– Garments of the Holy Roman Empire: Immerse yourself in the Holy Roman Empire with a collection of outfits for both commoners, warriors and rulers of Central Europe.
– Elegance of the Empire: Based on the garments and regalia of Emperor Henry II and the Empress Cunigunde, this pack includes not only new robes and dresses, but historically appropriate crowns and other items.
– Fashion of the Abbasid Court: Give your court a dashing new look with a set of outfits and cosmetic clothing options for the Middle East and North Africa.

The post Building the Foundation for Expansion in Crusader Kings III: All Under Heaven appeared first on Xbox Wire.

We May Not Have Bully 2, But This Fan-Made Bully Online Mod May Be The Next Best Thing

If you’ve been missing Jimmy and still long for a Bully sequel, we may have the next best thing. While Rockstar hasn’t delivered Bully 2 yet — and where there’s life, there’s hope — a dedicated team of modders has created an entire online mode to keep you occupied in the meantime.

“IT’S HAPPENING!” developer SWEGTA announced on YouTube. “We finally have an online mode for Bully that allows you and your friends to play minigames, roleplay, compete in racing, fend off against NPCs, and much more!”

“It’s a project me and my team have been working on for a very long time,” SWEGTA added, “and it’s finally at a point in development where we can announce it and show it to the public.

“Bully Online runs on the DSL script loader, which is a plugin for Bully that essentially allows for a more versatile approach to modding. A lot of the things we thought were impossible just a few years ago can now be done, including making an online mode. We do have an official server for Bully Online, and we plan on making that available to the public to enjoy in due time.”

Starting in December, the team will be making the server available to people who support the project on Ko-Fi, along with previews, videos, screenshots, and developer commentary. The server itself is described as a “bit of a mix” between minigames, free roaming, and role-playing, and has a “fully fleshed out” inventory system that permits players to earn money in-game and spend it on a “wide variety of different things like housing, weapons, vehicles, and items.”

As for if there’ll ever be an official follow up? Dan Houser, Rockstar Games co-founder and the writer behind the studio’s biggest games, including the Grand Theft Auto and Red Dead Redemption series, recently sat down for an exclusive interview with IGN, revealing Bully 2 didn’t happen because of “bandwidth issues.”

Bully — also known as Canis Canem Edit in some parts of the world — was a humorous action game that put players in the role of high school outcast Jimmy while attending a pretentious private school. “Bully is a great, well-crafted action game that’s been made even stronger with one of the best senses of humor around,” IGN’s Bully review read. “Expect dozens and dozens of hours of fun.”

Fans have long called for a sequel, which was once in development at Rockstar’s New England studio in the late 2000s. While Bully 2 was obviously never released, some of its ideas made it into other Rockstar games like Red Dead Redemption 2.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

Ron Gilbert’s new Death by Scrolling RPG about “never-ending grind” and “the absurdity of social media” is out now

For too long have you remembered Ron Gilbert as the peddler of point-and-click adventure game comedies like The Secret of Monkey Island, despite his long history of forays into other genres. From now on, you are only allowed to remember him as the purveyor of Dragon Quest-flavoured perpetual motion machines that satirise bureaucracy and precarity. I’m referring to Death By Scrolling, Gilbert’s latest project with Terrible Toybox NZ and publishers MicroProse. MicroProse? This seems awfully intuitive for that brand. Barely a dial or a light-up acronym to be seen.

Read more

US immigration enforcers use Halo art to promote mass detention, while the White House and Gamestop swap Master Trump memes

The USA’s Immigration Customs Enforcement service, aka ICE, have started using imagery of Microsoft’s sci-fi shooter Halo for recruitment posts on social media, even as Gamestop and the US administration indulge in some bantz characterising Donald Trump as Master Chief, and even as Microsoft attempt to flog a new Halo game.

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Battlefield 6 Update 1.1.1.0 Now Live on All Platforms Ahead of Season 1 and Battle Pass Progression Later Today

Battlefield 6 Update 1.1.1.0 is live now on all platforms, EA has said. It arrives just hours before the launch of Season 1, battle pass progression, and the free-to-play battle royale, REDSEC.

EA told players they may need to restart their game to see the update, Season 1 and battle pass progression begin today at 8am PT / 11am ET / 3pm UK time.

This is the big post-launch patch that changes everything from weapon dispersion to balance, visibility to aim assist, progression, and more, with further updates due out over the course of Season 1.

“The Season 1 Update marks the next step in our ongoing journey to evolve and expand the Battlefield 6 experience,” Battlefield Studios has said. “This includes fixes, balance changes, and quality-of-life improvements focused on polish, performance, and player feedback to deliver an even smoother experience moving forward.”

Check out the patch notes in full below. While you wait for Season 1 to go live, check out our full list of all currently available Battlefield 6 multiplayer maps. Those looking to brush up on their online skills can also read our multiplayer tips and tricks guide.

Battlefield 6 Update 1.1.1.0 patch notes:

Major Updates for 1.1.1.0:

  • Improved core movement and animations, including smoother landings, faster stance transitions, better vaulting behavior, and reduced “bouncing” issues on landing or spawning.
  • Reworked weapon dispersion to better align accuracy and handling with each weapon’s intended design and performance over range. These changes address cases where accuracy behaved inconsistently, such as dispersion not properly settling after sprinting, and bring overall firing behavior closer to the intended balance between precision, control, and weapon power.
  • Significant visibility and lighting improvements, with better exposure transitions, interior lighting, and reduced fog and smoke persistence.
  • Audio overhaul, adding new projectile flybys, destruction and explosion sounds, refined vehicle and weapon mixes, and improved haptic feedback across multiple interactions.
  • UI and HUD updates for clarity and consistency, including overtime indicators, end-of-round fixes, and new unlock markers for weapons and gadgets.
  • Map fixes across multiple locations, resolving spawn animations, out-of-bounds issues, misaligned assets, and general stability across Conquest, Breakthrough, and Rush modes.

CHANGELOGPLAYER:

  • Fixed an issue where combat dive could break when diving uphill.
  • Fixed an issue where players would detach from ziplines when entering at high speed.
  • Improved steady aim and sight centering for more consistent precision.
  • Fixed an issue where movement could interrupt steady aim.
  • Adjusted misaligned character hitboxes for upper body and head to better match the visual models.
  • Fixed an issue where the jump animation could play twice when aiming down sights.
  • Landing animations now have their animation path properly centered, instead of shifting to the side when landing.
  • Fixed an issue where jump inaccuracy could linger too long after landing.
  • Fixed a visual issue causing weapons to appear rotated incorrectly after spawning.
  • Fixed an issue where throwing grenades from prone could make players appear standing in third-person view.
  • Fixed an animation delay when opening doors while sliding.
  • Fixed an issue where players could get stuck while vaulting over certain objects.
  • Fixed a visual issue where dead players appeared alive while swimming.
  • Fixed an issue where quick meleeing with a gadget would swap back to the primary weapon instead of the gadget.
  • Fixed an issue where getting killed by a mine would highlight it in the killcam.
  • Fixed a camera jitter that could occur when entering ladders and looking down.
  • Fixed an issue where camera and weapon sway behaved incorrectly after entering or exiting vehicles.
  • Fixed an issue where weapons of other soldiers could clip through walls when they entered your view.
  • Fixed an issue where pistols disappeared while swimming.
  • Improved lighting precision for visibility while hip-firing and aiming down sights.
  • Reduced occurrences of bouncing or landing issues when dropping onto certain objects.
  • Fixed an issue where the killer snapshot sometimes did not display in the killcam.
  • Small improvements to weapon and camera sway for smoother movement.
  • Fixed an issue where enemies could take melee damage in protected vehicle seats.
  • Fixed an issue where vaulting could fail if triggered right as the player hit an obstacle.
  • Fixed an animation issue where repeated vaulting could cause incorrect hand placement.
  • Fixed an issue where simultaneous melee hits could make an enemy briefly invisible
  • Fixed an issue where soldier heads briefly disappeared during redeploy transitions.
  • Improved training path progression display to better match actual unlocks.
  • Fixed an issue where friendly players could clip into each other when climbing ladders.
  • Fixed an issue preventing vaulting directly from a slide.
  • Fixed an issue causing the camera to rotate abruptly after a takedown.
  • Fixed an issue where hands briefly disappeared after using the AJ-03 COAG Med Pen.
  • Improved stab animations when reviving with drag and revive.
  • Fixed issues affecting peeking and prone transitions, ensuring both actions function correctly.
  • Fixed a camera clipping issue when going prone while strafing.
  • Fixed a missing third-person animation when transitioning from prone to sprint.
  • Fixed an issue where falling while sprinting caused incorrect hand movement.
  • Fixed visual clipping when soldiers stood too close to glass doors.
  • Fixed jittery aim animations in third-person when mounted.
  • Fixed a bug where mounting near walls prevented aiming left or right.
  • Fixed an issue where leaning, peeking, or mounting could cancel unexpectedly.
  • Fixed an issue where third-person hit reactions were missing when hit while mounted.
  • Fixed an animation issue where the character’s knee clipped with the camera when falling while crouched.
  • Fixed takedown inconsistencies, allowing players to properly perform melee takedowns even near walls.
  • Fixed an issue where taking melee damage interrupted weapon fire.
  • Fixed multiple visibility improvements including lighting, exposure, and fog behavior for better contrast and clarity across all maps.
  • Improved vaulting, parachute, and door-opening animations for smoother transitions.
  • Fixed rare animation freezes for friendly soldiers reloading off-screen.
  • Fixed minor inconsistencies in mounting, peeking, and prone transitions for more reliable gameplay.
  • Added parachute customization for soldiers.
  • Prevented unintended shoulder bump animation when equipping a weapon while sprinting.
  • Improved ragdoll impacts for more consistent and reliable reactions.
  • Improved stance transition and landing animations to settle faster and feel smoother.

VEHICLES:

  • Fixed missing haptic feedback when switching between tank weapons.
  • Fixed a visual issue where the player’s hand clipped with the M1A2 SEPv3 handle when sitting in external seats.

GADGETS:

  • Fixed a rare issue where the MAS 148 Glaive could block the first-person view during a combat dive.
  • Fixed a MAS 148 Glaive visual issue during combat dives in first-person.
  • Fixed an issue where Defibrillators appeared floating during vaulting animations.
  • Fixed an issue where the Supply Pouch would sometimes not resupply correctly.
  • Deployable gadgets are not destroyed/removed from debris piles
  • AT grenades now create a small sized crater instead of a medium one.
  • Buildings now take more hits to be destroyed by a Sledgehammer.

WEAPONS:

  • Weapon dispersion has been rebalanced to better match each weapon’s damage profile across all ranges. Lower-damage weapons will now see a slightly higher increase in dispersion when firing, while higher-damage weapons will experience slightly less.
  • Using Sniper Rifles with any class other than Recon will no longer increase weapon spread. Instead, weapon sway will now begin during the zoom transition, maintaining balance and distinguishing Recon’s precision advantage.
  • Fixed a misalignment issue with top-mounted red dot sights.
  • Fixed an issue where mounting a bipod while zoomed only changed the FOV instead of using the correct optic.
  • Fixed an issue where the Long Suppressor used the wrong attachment point cost for some weapons.
  • Improved reticle settling for automatic weapons to make burst firing more efficient.
  • Fixed an issue where using a bipod too close to complex geometry could throw the player off position while prone.
  • Balanced sledgehammer damage against world objects for better consistency.
  • Fixed an issue preventing players from leaving the Firing Range.

MAPS & MODES:

  • Improved fog and smoke effects after destruction to prevent them from lingering too long and impacting visibility.
  • Improved exposure transitions between indoor and outdoor areas for better visibility.
  • Fixed an issue where the zipline carabiner could appear offset and fly next to the wire instead of along it.
  • Squad names are now randomized at the start of Squad Deathmatch matches.
  • Added visible bomb meshes to armed M-COMs in Rush.
  • Updated overtime UI visualization across all modes.
  • Fixed animation and positioning issues during insertion sequences on all maps.
  • Fixed an issue where the game mode UI could display incorrect scores or fail to update during a round.
  • Fixed an End of Round progression issue in King of the Hill mode.
  • Fixed an issue where players could encounter a bouncing animation when spawning at HQs after capturing new territories in Escalation across multiple maps.

Mirak Valley

  • Fixed a misaligned zipline mesh in Conquest.
  • Fixed an issue where the deploy camera in Rush displayed attackers on the wrong side of the map.
  • Fixed an issue that prevented players from arming M-COM A in Rush due to a misplaced asset.

Siege of Cairo

  • Fixed overlapping territory lines and boundaries during the briefing screen in Escalation.

Liberation Peak

  • Fixed an issue in Escalation where a portion of the map on the NATO side was disconnected during the first period of the match.
  • Fixed an issue in Rush where part of the Attacker’s HQ area was incorrectly marked as out of bounds.

New Sobek City

  • Fixed an issue preventing players from capturing part of Flag C in Escalation.
  • Fixed an issue where players could ignite when spawning near a burning lorry in Team Deathmatch.
  • Adjusted an infantry vehicle spawn that was placed too close to a building in the PAX Armata HQ area.

Manhattan Bridge

  • Fixed an issue in Breakthrough where players could become stuck on the End of Round screen if the party leader left during the EOR sequence.

UI & HUD:

  • Added new markers for newly unlocked weapons, weapon packages, attachments, gadgets, and throwables.
  • Updated 3D previews for certain gadgets to show their deployed state.
  • Added preview videos demonstrating how gadgets work.
  • Added new cosmetic options for selected gadgets.
  • Changed “Save & Close” to “Close” in the Deploy menu for clarity.
  • Fixed various UI issues in Loadouts.
  • Fixed an issue where Battlefield 6 Ownership XP Boost did not display properly at End of Round.
  • Fixed multiple text inconsistencies in Dog Tags and Challenges.
  • Fixed an issue where the HUD would not appear when using a 16:10 aspect ratio with certain resolutions.

SETTINGS:

  • Added Flick Look bindings to Helicopter, Jet, and Transport control schemes.
  • Fixed visual issues where some aspect ratio settings caused transparent borders or inconsistent display behavior.

SINGLE PLAYER:

  • Fixed an issue in Mission 01 where players were unable to lean out during the Last Stand sequence if the cinematic began while the knife was equipped.
  • Fixed a black screen issue in the Night Raid mission.

PORTAL:

  • Fixed an issue where the Host Experience screen did not display the Portal experience image.
  • Fixed a crash that could occur if a party leader started a Portal server while Content Packs 01 and 04 were disabled.
  • Improved loading times for the Server Browser experience info tab to ensure joining functions properly.
  • Corrected a spelling error in the message shown when attempting to join an unavailable server.

AUDIO:

  • Fixed an issue where footstep sounds were missing when moving with the knife equipped.
  • Fixed a voiceline issue where directional callouts (e.g., “enemy north”) played the wrong direction.
  • Tuned haptic feedback across multiple actions, including window barging, defibrillator use, swimming, rocket pods, mounted MGs, and sea vehicle collisions.
  • Polished large projectile audio with new missile, rocket pod, and cannon shell flyby effects; improved distance handling and overall mix for more realistic impact sounds.
  • Updated audio configs for light rockets and LMGs; refined explosion sound crossfades and adjusted distant sound behavior.
  • Improved vehicle and weapon firing audio balance, reducing noise artifacts, unwanted phasing, and over-saturation.
  • Added radio chatter through controller speakers.
  • Fixed an issue where firing range dummies and vehicle-hit reactions sometimes played incorrect or processed hurt sounds.
  • Disabled radio processing for stationary vehicle pings and fixed compass orientation for ping indicators.
  • Fixed missing or incorrect ambient and destruction sounds across several maps, including Siege of Cairo, as well as missing explosion sounds for silos and tanker trailers.
  • Added missing ambient audio setups for environmental props like construction barriers and buses.
  • Added new sound effects for the bulletin and takeover sections of the main menu, including improved reveal animations.
  • Fixed an issue where delayed challenge tab displays triggered early audio playback.
  • Fixed an issue where defibrillator loop sounds could get stuck when vaulting.
  • Fixed missing or out-of-sync reload sounds.
  • Corrected the M39 EMR using suppressed audio when unsuppressed.
  • Restored missing external sound effects for RWS Gunner countermeasure mines.
  • Fixed issues where soundtrack tracks cut off abruptly or skipped mid-song.
  • Reload audio polish for several weapons.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

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Read the full article on nintendolife.com