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Reçu aujourd’hui — 6 décembre 2025

Battlefield 6 Update 1.1.3.0 Patch Notes Detail Audio Improvements and Map Changes Coming With Season 1: Winter Offensive

5 décembre 2025 à 23:42

Battlefield Studios has published the Battlefield 6 update 1.1.3.0 patch notes ahead of next week’s Winter Offensive update, revealing a detailed list of audio improvements, soldier visibility tweaks, a range of map adjustments, and more.

Patch notes for the third major Season 1 update were published in a post on the EA shooter series’ website today. The full breakdown follows up on promises made by BF Studios’ outline from earlier this week and touches on every notable change coming to Battlefield 6 and REDSEC when Winter Offensive reaches its December 9 release date.

Though today’s patch notes cover everything from audio to Sector sizes, players may be happy to see the studio continuing to adjust an issue that has wormed its way to the front of online discussion since launch: hit registration. BF Studios says the 1.1.3.0 changes should result in more predictable bullet impact and easier-to-read damage feedback thanks to tweaks to quick aim, pre-zoom firing, and close-quarters gunfights.

Other elements the Battlefield 6 developers took aim at with the Winter Offensive update include better weapon handling, improved character highlights and animations for visibility, gadget reliability, and refined gameplay for vehicle-savvy players. Launch players will also notice relatively extensive changes to Sectors and vehicles across seven Breakthrough maps: Manhattan Bridge, Mirak Valley, New Sobek City, Operation Firestorm, Liberation Peak, Siege of Cairo, and Empire State.

It may be some time before players get a handle on whether many of these changes correct the balance of the average Battlefield 6 multiplayer match. Those audio tweaks, however, will likely be noticeable from the get-go, with the hope being that infantry noise is clearer and easier to read at different distances.

“We’ve also continued addressing performance and memory issues that could cause sounds, such as footsteps or vehicle audio, to drop out or fail to play, especially during large-scale Battle Royale matches,” BF Studios says in the update 1.1.3.0 patch notes. “To get ahead of this as we add more audio content to the game, we’ve adjusted the memory priorities for most sounds in the game and optimized how some larger audio assets load. In practical terms, this means that important combat, movement, and vehicle sounds should play more consistently even under heavy load.

“These changes are part of an ongoing effort to improve the overall stability of the soundscape. While this isn’t a complete overhaul, and there may still be edge cases depending on hardware and match conditions, it's a big step toward more reliable and predictable sound across the game.”

Each change arrives in addition to new weapons, limited-time winter events, and more new content that players have been told to expect since launch. Highlights include the Ice Lock Empire State map, the Ice Lock multiplayer and Gauntlet modes, the Ice Climbing Axe melee weapon, Portal updates, and a mini–Winter Offensive-themed battle pass bonus path. It’s the latest in the run of Battlefield 6 Season 1 chapter updates, which saw Rogue Ops bring Blackwell Fields and battle royale to the experience October 28, while California Resistance added Eastwood November 18.

Plans for Season 2 remain under wraps for now. In the meantime, you can read up on another recent change that saw BF Studios unveil another round of challenge and progression tweaks. You can also learn about why some players both loved and hated the new The 323 cosmetic pack.

Finally, you can check out the full Winter Offensive patch notes below.

Battlefield 6 Update 1.1.3.0 Patch Notes

Update 1.1.3.0 delivers a broad range of fixes and refinements across Battlefield 6, improving soldier clarity, weapon reliability, vehicle behaviour, audio consistency, and overall gameplay flow. This update also includes several quality-of-life improvements across UI, HUD, and controller aiming options, along with map-specific updates designed to stabilise objective play and reduce round-end matchmaking frustration.

We also made improvements to reduce cases where player settings could be reset when updating the game to the newest version. While this behaviour should now occur less frequently, we are still seeing isolated instances and expect to fully resolve the issue in an upcoming update.

As always, thank you for continuing to share your feedback which helps us refine and evolve the Battlefield 6 experience.

New Content: Winter Offensive

  • New Time-Limited Map: Ice Lock Empire State. A winter-shrouded version of Empire State featuring frozen streets and seasonal environmental visuals.
  • New Time-Limited Multiplayer and Gauntlet Mode: A themed event mode playable across Domination, Conquest, and Gauntlet mission variations on Ice Lock Empire State featuring the event-limited “Freeze” mechanic.
  • New Melee Weapon: the Ice Climbing Axe. Unlocked through the Winter Offensive Bonus Path.
  • Portal updates: Ice Lock Empire State is available for use in supported Portal experiences during the event window.
  • Battle Pass: Winter Offensive Bonus Path: an 11-tier, time-limited reward track featuring event cosmetics, XP Boosters, and the Ice Climbing Axe.

Major Updates for 1.1.3.0

  • Improved hit registration across situations that previously felt unreliable, including quick aim adjustments, firing before a zoom completes, and close-quarters fights with many players. These updates make bullet impacts more predictable and damage feedback easier to read in the moment.
  • Enhanced close-range soldier visibility, with stronger character highlights and improved prone animations to help soldiers stand out more clearly in low-contrast or visually busy areas.
  • Refined weapon handling for more consistent accuracy, addressing issues with first-shot behaviour, recoil interaction, and attachment alignment so weapons feel more stable and predictable during firefights.
  • Improved reliability across several core gadgets, including updates to the LWCMS Portable Mortar, Supply Pouch, Smoke Cover, and traversal tools to ensure they behave consistently and provide clearer feedback.
  • Strengthened vehicle clarity and interaction, fixing issues around damage zones, HUD overlaps, seat reticules, and camera behaviour to make vehicle play more stable for both drivers and passengers.
  • Updated Breakthrough and Rush layouts on multiple maps to improve attacker–defender balance, smooth out sector flow, and adjust vehicle distribution based on match outcome data and player feedback.
  • Delivered a broad audio pass improving combat readability, including clearer footsteps and movement cues, more reliable armour-break feedback, and tuning across several high-priority gameplay sounds.

AREAS OF IMPROVEMENTS

AUDIO

With this update, we’ve made a wide range of audio improvements, including a dedicated tuning pass on footsteps to make movement clearer, easier to locate, and more readable at different distances.

We’ve also continued addressing performance and memory issues that could cause sounds, such as footsteps or vehicle audio, to drop out or fail to play, especially during large-scale Battle Royale matches. To get ahead of this as we add more audio content to the game, we’ve adjusted the memory priorities for most sounds in the game and optimized how some larger audio assets load. In practical terms, this means that important combat, movement, and vehicle sounds should play more consistently even under heavy load.

These changes are part of an ongoing effort to improve the overall stability of the soundscape. While this isn’t a complete overhaul, and there may still be edge cases depending on hardware and match conditions, it's a big step toward more reliable and predictable sound across the game.

CHANGELOG

PLAYER:

  • Fixed a clipping issue when dragging a soldier on an inclined surface when being prone.
  • Fixed a clipping issue with character shoulders when jumping.
  • Fixed a rare issue where fall damage wouldn’t be applied immediately after being revived.
  • Fixed snapping and aggressive camera movements when performing takedowns on prone enemies from specific angles.
  • Fixed an issue allowing players to use vaulting to avoid being roadkilled by an enemy vehicle coming at high speed.
  • Fixed an issue causing controller haptic feedback to continue indefinitely when a reload was interrupted by swapping to another weapon or gadget.
  • Fixed an issue causing hit registration to fail when firing while making extremely rapid aim adjustments. We’re continuing to investigate additional edge cases and reviewing player reports related to hit registration.
  • Fixed an issue causing soldier legs to rotate incorrectly with the body when falling while prone.
  • Fixed an issue causing soldier movement to feel slow while walking on uneven terrain.
  • Fixed an issue causing the character’s hands to appear misaligned when vaulting through windows.
  • Fixed an issue causing vaulting while charging a defibrillator to make the soldier’s hands disappear.
  • Fixed an issue that caused getting revived after dying mid-fall to trigger fall damage the next time the player jumped.
  • Fixed an issue that caused the player to continue controlling their soldier after dying in water.
  • Fixed an issue that could cause the player to become stuck when entering water while crouching.
  • Fixed an issue that could prevent melee damage from being dealt to soldiers in water.
  • Fixed an issue that could prevent melee damage from being dealt to soldiers seated in exposed vehicle seats.
  • Fixed an issue that made it difficult to traverse some stairs, especially at slow movement speeds.
  • Fixed an issue where climbing down ladders with a grenade equipped caused misaligned animations.
  • Fixed an issue where first-person grenade animations appeared incorrectly when spectating another player.
  • Fixed an issue where getting hit by melee damage prevented the victim from performing melee attacks.
  • Fixed an issue where hands clipped into ladders when in first-person view.
  • Fixed an issue where interrupting a drag and revive would not cancel revive progress as expected.
  • Fixed an issue where jumping in and out of vehicles could lead to later hit-registration for soldiers on foot.
  • Fixed an issue where landing on a vehicle prevented the player from taking any fall damage.
  • Fixed an issue where melee animations would not play correctly when attacking while vaulting over mid-height obstacles.
  • Fixed an issue where melee attacking and returning to an Assault Ladder caused the player to appear to attack with the ladder.
  • Fixed an issue where performing zoomed aiming while colliding with a wall during sprint would offset the player’s aim.
  • Fixed an issue where soldier models glowed incorrectly in front of the thermobaric visual effect when illuminated by a flashlight.
  • Fixed an issue where the death camera could appear beneath the map when dying inside a vehicle.
  • Fixed an issue where the melee weapon briefly appeared in an incorrect pose when holding the M87A1 shotgun.
  • Fixed first-person stair locomotion animations starting with a delay when moving on stairs.
  • Fixed third-person mounting clipping issues with the HK433 when using certain bottom-rail attachments.
  • Improved first- and third-person vault-up and vault-over mid-height animations for smoother transitions.
  • Improved hit registration reliability when multiple players were within close proximity.
  • Improved how recoil and aim input interact, resulting in more reliable accuracy when compensating for recoil.
  • Improved melee animation when attacking while prone.
  • Improved movement responsiveness at the start and end of drag and revive interactions.
  • Improved soldier animation smoothness when entering and exiting prone.
  • Improved visibility of soldiers at close range by applying brightness adjustments at 0 metres with a higher minimum intensity.
  • Resolved an animation issue where quickly applying armour immediately after using a melee weapon could result in an unintended transitional animation.
  • Updated third-person prone animations to improve clarity, reduce static poses, and enhance soldier visibility.

VEHICLES:

  • Fixed an issue where heavy machine-gun fire from some vehicles would not consistently register damage against soldiers.
  • Fixed an issue where some vehicle seats were incorrectly classified, preventing the correct passenger reticule from appearing while spectating another player.
  • Fixed an issue where the soldier compass could appear simultaneously with the vehicle compass when sitting in certain gunner seats.
  • Fixed issues with damage zones on armoured vehicles that caused them to take higher-than-intended damage in certain situations.
  • Fixed UI behaviour for the Quadbike’s spawn camera to ensure it displays correctly upon deployment.
  • Partially fixed an issue where vehicle audio could stop functioning during live gameplay due to suspected memory-related issues.

WEAPONS:

  • Fixed a bug where players could become stuck in the weapon inspect animation when entering a vehicle.
  • Fixed a rare visual glitch that could cause scopes to be displayed incorrectly.
  • Fixed a visual issue where the Adjustable Angled Grip sat slightly higher on the weapon than intended.
  • Fixed an issue causing the first bullet fired during early zoom transitions on certain weapons and scopes to be more inaccurate than intended.
  • Fixed an issue that caused quick melee attacks to sometimes not return the player to their previous weapon after striking.
  • Fixed an issue where some scopes unintentionally received thermal or depth-of-field blur.
  • Fixed an issue where target dummies in the firing range remained down after being shot.
  • Fixed an issue where the effects of FMJ ammunition were incorrectly applied to additional ammunition types.
  • Fixed an issue where underslung attachments were not always restored correctly when picking up another soldier’s kit.
  • Fixed an issue with the flashlight weapon attachment being misaligned when sprinting at high FOV values.
  • Fixed the “peekaboo” timing bug affecting target dummies on the firing range.
  • Increased the minimum time between shots by 100 ms on the Mini Scout to improve pacing and reduce rapid-fire inconsistencies.
  • Reduced recoil magnitude but increased recoil variation on the M250, NVO-228E, RPKM, SG 553R, and SOR-300SC. These weapons now perform less effectively at long range, with the SG 553R receiving the most noticeable adjustment.
  • Reduced the cost of the L110 and M123K 200-round magazines from 55 to 50, and removed the penalty to ADS movement dispersion.
  • Tweaked haptic feedback for weapon reloads on PS5 controllers.
  • Updated melee behaviour to allow players equipped with a melee weapon to choose between a takedown (F/RS) or a bash attack (Mouse 1/RT).

GADGETS:

  • Fixed an issue where Assault Ladders did not allow smooth traversal by increasing the maximum ramp angle from 45° to 52°. Players can now run up the ladder without shifting into a climbing stance.
  • Fixed an issue where gadgets that should be hidden by occlusion were still visible through geometry.
  • Fixed an issue where lock-on indicators appeared for Engineers without a lock-on capable launcher equipped.
  • Fixed an issue where Supply Crates deployed by enemy players were visible on the mini map.
  • Fixed an issue where Throwing Knife animations lasted longer than intended.
  • Fixed an issue where XFGM-6D Recon Drones spawned facing the wrong direction instead of matching the soldier’s facing direction when being deployed.
  • Reduced Throwing Knife dispersion so that headshots are reliably achievable up to 15 metres.

LWCMS Portable Mortar

  • Fixed an issue where an incorrect shell type was used during firing and reload animations.
  • Fixed an issue where firing a Smoke Shell did not shake the camera or tube.
  • Fixed an issue where Smoke Shell clouds were smaller than intended.
  • Fixed an issue where the fire rate was lower than intended.
  • Fixed an issue where the Smoke Shell always regenerated via Supply Crates.
  • Logistics Expert in the Fire Support tree now slightly enhances the Supply Crate’s effect on the Portable Mortar’s fire rate.
  • Smoke Shell ammunition now starts at 0 and regenerates every 45 seconds.

Supply Pouch

  • Fixed an issue where the Supply Pouch instantly regenerated health on deployment.
  • Fixed an issue with incorrect ammunition setup that caused inconsistent resupply behaviour.
  • Removed the initial heal on gadget deployment; the Supply Pouch now only heals over time.
  • Thrown Supply Pouches now prioritise players who are low on, or have requested, health or ammunition.

MAPS & MODES:

  • Adjusted Conquest and Escalation capture areas on Manhattan Bridge so objectives can no longer be captured from rooftop positions.
  • Extended rooftop out-of-bounds areas on Empire State, Manhattan Bridge, and Saints Quarter.
  • Fixed an issue where deaths were not tracked correctly in Strikepoint.
  • Fixed an issue where players were not properly credited for a kill caused by the destruction of the crane on Mirak Valley.
  • Fixed an issue where vehicle selection in Escalation became temporarily unavailable if the player was on the deploy screen when a territory changed hands.
  • Made improvements to reduce cases of players matching into games that were near the end of a round.
  • The out-of-bounds timer on Manhattan Bridge is now correctly set to 10 seconds.
  • Updated M-COM placement on Liberation Peak and Manhattan Bridge to improve attacker flow based on player feedback.
  • Updated spawning behaviour for Battle Pickups:
    • In Breakthrough, Battle Pickups now spawn when their associated sectors are enabled.
    • In Conquest and Escalation, Battle Pickups now spawn when their associated capture points are owned by a team.

Following feedback since launch, several Breakthrough layouts have been updated to address attacker–defender win/loss imbalance and improve overall flow, vehicle balance, and capture-zone clarity across multiple maps.

Manhattan Bridge

  • Removed Defender vehicles in Sector 2 and Sector 3.
  • Added an additional Attacker IFV in Sector 3.
  • Updated capture volumes across Sectors 1, 2, and 3 to support more consistent attacker progress.

Mirak Valley

  • Removed Defender vehicles in all sectors.
  • Adjusted Attacker vehicle counts:
    • Sector 1: Reduced Attacker IFVs from 2 to 1; increased Attacker tanks from 1 to 2.
    • Sector 2: Added 1 Attacker IFV.
    • Sector 3: Added 1 Attacker IFVs.
  • Updated capture volumes across all sectors to make attacking easier.

New Sobek City

  • Sector 2: Added 1 Defender tank and one Defender IFV.
  • Sector 3: Added 1 Attacker IFV; removed Defender tank and light transport.
  • Updated capture volumes in both sectors to improve attacker flow.

Operation Firestorm

  • Sector 2: Adjusted Defender armour (added and removed tank spawns).
  • Sector 3: Added 2 Attacker tanks and 1 Attacker IFV; removed the Defender tank.
  • Updated capture zones across affected sectors to support attacker momentum.

Liberation Peak

  • Sector 3: Removed Defender tank.
  • Sector 5: Added 2 Attacker IFVs; removed the Defender transport.
  • Updated capture volumes to improve attacker advancement.

Siege of Cairo

  • Added an additional Attacker tank in sector 1 and 3.
  • Updated capture areas on B flag to improve sector push potential.

Empire State

  • Sector 1: Updated capture volume on B flag.
  • Sector 2: Updated capture volumes on A and B flags.

PROGRESSION:

  • Fixed an issue where enemies spotted by the LTLM II Portable Laser Designator did not count towards the “Spot enemies with Recon Gadgets” weekly challenge.
  • Fixed an issue where the Incendiary Airburst Launcher did not track progress for the “Support Specialist 2” challenge when dealing damage with its lingering fire cloud.

UI & HUD:

  • Added a loading popup when entering a tournament code to provide better feedback on what's happening.
  • Added “Free Look” helicopter game hint to be part of pilot hints..
  • Enemies can no longer be spotted from the big map.
  • Ensured players who trigger crane destruction now have their killer ID correctly logged in the scoreboard’s score log.
  • Ensured the “Cut Parachute” prompt appears correctly in Multiplayer modes outside of REDSEC.
  • Fixed a mini map issue where empty vehicle icons did not transition correctly into a friendly vehicle icon when entering a vehicle.
  • Fixed a rare issue where objective icons could disappear when redeploying.
  • Fixed an issue where a teammate’s armour briefly appeared as soft-armour colour when their armour broke, causing a momentary incorrect visual.
  • Fixed an issue where camos in the Challenges section did not show their name or category.
  • Fixed an issue where hints for “Re-Enter” and “Deploy” were displayed in the wrong order when using a controller with the EOD Bot.
  • Fixed an issue where killcards did not always appear when players were killed inside vehicles.
  • Fixed an issue where loading screen combat zone descriptions did not update correctly based on the active game mode.
  • Fixed an issue where loading screen combat zone descriptions were incorrect for Sabotage on Eastwood.
  • Fixed an issue where loading screen combat zone text displayed incorrectly on Sabotage across all maps.
  • Fixed an issue where Store offers did not scroll correctly when fast-scrolling along the same row.
  • Fixed an issue where the deploy camera could appear incorrectly rotated when spectating a soldier or vehicle.
  • Fixed an issue where the different painted states of the LTLM II Portable Laser Designator weren’t correctly represented by the gadgets HUD warning label.
  • Fixed an issue where the Helicopter HUD would disappear when the color was set to black in the settings.
  • Fixed an issue where the LMR27 and ES 5.7 attachment lists were not sorted correctly.
  • Fixed an issue where the LWCMS Portable Mortar icon had visual inconsistencies between the big map and the minimap.
  • Fixed an issue where the Traverse Mark 2 displayed duplicate LMG text in the second seat, despite having only one mounted weapon.
  • Fixed an issue where the vehicle 3D preview did not update when switching loadout presets.
  • Fixed an issue where zooming in on the big map would sometimes result in a black screen.
  • Fixed issues that prevented Resupply Station icons from appearing on the big map as intended.
  • Improved Commorose behaviour by correcting the request distances for “Need Repair” and “Need Pick Up”.
  • Improved image cropping to better align artwork in the Battle Pass purchase screens.
  • Improved ping behaviour on friendly soldiers, revive requests, and stationary weapons.
  • Improved the text used to describe unlock conditions for Bonus Mission for better clarity.
  • Reduced man down icons to only show the two closest downed team mates.
  • Removed the ability to cycle between classes on the deploy screen using Q and E to prevent unintended class changes before spawning.
  • Snap Zoom (Aim Assist) has been clarified in the menu: this option is only available in Single Player and Portal modes, not in Multiplayer.
  • Squad and friendly in-world nametags now blink when the player regains health or receives ammunition.
  • Stationary weapons no longer show pickup provider icons when a player is requesting to be picked up.
  • Unlocked cosmetics now appear above locked ones in selection lists.
  • Updated back-navigation logic so consoles can no longer back out far enough to trigger the quit-game popup unintentionally.
  • Updated the countermeasure hint to only display when a weapon lock-on state makes the prompt relevant.
  • Updated the lock-on warning behaviour so that lock-on alerts can take priority over painted labels when appropriate, ensuring threats are more noticeable.
  • Updated the Saints Quarter loading screen to display correct combat zone text.
  • Updated underbarrel launchers so the correct type icons appear in the HUD.

SETTINGS:

  • Fixed a bug where changing the “Command Console” option would not apply until the game was restarted.
  • Fixed an issue where navigating back from the Options menu could behave incorrectly when accessed through Pause Menu.
  • Fixed an issue where the “Edit Controller Schemes” menu title could disappear in Options.
  • Fixed an issue where vehicle aim sensitivity displayed an incorrect value in the vehicle control settings.
  • Fixed an issue with options sliders “stepping” functionality being broken and not allowing players to step through decimals.
  • Improved the “Dynamic” response curve option for controller stick aiming to better match player expectations and player feedback.
  • The range for Infantry and Vehicle mouse sensitivity options are now doubled and can go twice as high.

SINGLE PLAYER:

  • Fixed an issue where the out-of-bounds timer did not correctly account for player death or Mandown state in Single Player.

AUDIO:

  • Added new vehicle-specific hostile type identifiers for more accurate callouts.
  • Added safeguards so background environmental soldier audio no longer triggers during moments with no combat.
  • Adjusted the balance of the bootflow logo music and sound effects.
  • Fixed an audio issue that occurred when crawling while aiming down sights.
  • Fixed an issue that caused health-replenishing audio to play multiple times.
  • Fixed an issue where background environmental soldier audio wasn't affected by the voice over volume slider.
  • Fixed an issue where end-of-round music would sometimes not play, or play the incorrect track.
  • Fixed an issue where players could experience a stuck “Low Health” audio cue after remaining at low health for 30 seconds in modes without health regeneration.
  • Fixed an issue where round-start music could play before the round actually began.
  • Fixed an issue where Supply Crate sound effects could repeatedly trigger on downed soldiers.
  • Fixed an issue where the “Advance to Next Sector” audio cue played “Out-of-Bounds” sound effect.
  • Fixed an issue where the incorrect nearby-friendly voice over line would play when a mortar shell landed beside the player.
  • Fixed an issue where the proper sound effect did not play when performing a combat dive.
  • Fixed an issue where the Rorsch Mk-2 SMRW Rail Gun’s charge loop sound effects did not play correctly.
  • Fixed an issue where vehicle prop-fuse fire effects were missing their intended audio.
  • Fixed missing audio when performing weapon inspections.
  • Optimised memory handling and improved prioritisation for most in-game sounds, reducing cases where important audio, such as vehicles or footsteps, sometimes failed to play.
  • Partially fixed an issue where vehicle audio could stop functioning during live gameplay due to suspected memory-related issues.

Footsteps

  • Balanced enemy-specific layers for clearer cloth and gear cues.
  • Further reduced or removed the momentary dampening of enemy movement audio triggered by damage, low-health states, game notifications, or occlusion effects.
  • Improved distance-based acoustics for clearer separation between close, mid, and far ranges.
  • Improved distant world reflections to better convey space and positioning.
  • Increased enemy movement audio at distance for greater readability.
  • Increased overall enemy movement volume, with an additional boost when an enemy is behind the player.
  • Reduced how heavily sneaking stances (crouch walking, crawling) lower enemy movement audio.
  • Reduced how much the “Spec-Op” trait lowers footstep audio when sneaking.
  • Reduced scuff and scrape audio from movement against walls and ground.
  • Reduced self and friendly footstep volume in Wartapes, Wartapes VAL, and REDSEC.
  • Refactored footstep triggers to be more reliable across different speeds and stances.
  • Removed limitations on the maximum number of close-range enemy audio sources.
  • Small balancing tweaks to footsteps on different materials for outliers, such as slow speed on gravel and different directions (up, down, sideways) on wooden stairs.

PORTAL:

  • Fixed an issue where AI squadmates in Portal did not display class identifiers on the insertion screen.
  • Fixed an issue where mod.PlaySound() and mod.PlayVO() accepted any object type as input. These functions now correctly require sound effects and voice over object types respectively. While existing syntax remains unchanged, any TypeScript code that explicitly references generic object types will now need to specify mod.SFX or mod.VO as appropriate.
  • Fixed an issue where mod.PlayVO() always played the voiceover for the Alpha flag, regardless of the flag specified by the script.
  • SDK Assets for MainStreet, ClubHouse, and Marina have been corrected to only use relevant assets.

AI:

  • AI bots can now respond to ammo, healing, and pickup requests.
  • Fixed an issue that caused AI repairing friendly vehicles to be less responsive than intended.
  • Fixed cases where AI attempted to take cover in ways that left them static or unresponsive. Bots will now correctly move toward locked objectives in King of the Hill.
  • Fixed instances where AI soldiers could take too long to find a valid path to their objective, causing them to remain stationary.
  • Improved AI responsiveness when performing revives.
  • Improved AI revive logic and movement to make their actions more consistent and reliable.

REDSEC

PLAYER:

  • Fixed a rare issue where a Second Chance respawn could place players over 1,000 metres in the air.
  • Fixed an issue where incorrect mouse sensitivity was applied to the MH-47’s third-person camera during insertion.
  • Fixed an issue where players could be kicked for inactivity while spectating.
  • Fixed an issue where players could not claim a second custom weapon dropped as a mission reward.
  • Fixed an issue where takedown prompts did not appear consistently when approaching enemies from behind.
  • Fixed an issue where the wrong animation would play when switching from a call-in grenade to a different weapon.
  • Fixed an issue where weapon swap animations broke after switching away from the Resupply Drop Call-In.
  • Triggering a redeploy tower or beacon now disables or destroys any other active tower or beacon for the same team.

GAUNTLET:

  • Fixed an issue where mission objects would not drop if the carrier disconnected.

VEHICLES:

  • Fixed an issue where tanks and ambulances would be clipping through each other.
  • Fixed an issue where vehicle containers could occasionally be empty after being opened.

WEAPONS:

  • Adjusted damage for the Rorsch Mk-2 SMRW Rail Gun against fully armoured soldiers. Headshots now kill the opponent on one shot while a bodyshot will leave the opponent with 10 HP.

GADGETS:

  • Fixed an issue with incorrect textures on the projectile deployed by the XFGM-6D Recon Drone
  • Fixed an issue where the XFGM-6D Recon Drone’s altitude unintentionally decreased as the match went on.

CALL-INS:

  • Fixed an issue where Smoke Cover could not be activated during the late stages of a match.
  • The UAV now fully explodes on impact when shot down.

MAP:

  • Fixed an issue where a Razer keyboard lightning event did not trigger when interacting with antennas on the “Signal Hack” mission.

Battle Royale

  • Improved loot box placement across the map for more reliable accessibility.

Gauntlet

  • Fixed an issue where M-COMs in Wreckage would not reactivate after being destroyed.

UI & HUD:

  • Fixed an issue where the armour bar of your team mates were showing even though they were at full capacity.

Battle Royale

  • Added clearer distinction between player and squad member inventory requests.
  • Added upgrade notifications to the loot feed when a weapon is improved.
  • Fixed an issue where ping icons of lootable vehicles would disappear from the mini map when the players get more than 25m away from them.
  • Fixed an issue where the Tank Hunter mission UI could remain active if the targeted squad destroyed its own tank.
  • Updated the artwork for mission rewards to reflect new keycard changes.

Gauntlet

  • Added correct interaction prompts for counter-mission teams when defusing explosives in Wreckage.
  • Fixed an issue where the scoreboard was sorted by deaths instead of score.
  • Fixed an issue where the Loadout screen overlay could incorrectly appear over the Gauntlet Mission Briefing on Aftermath.
  • Fixed team-ownership colours for M-COMs in Wreckage missions.

AUDIO:

  • Fixed an issue where subtitles would not appear correctly during insertion.
  • Fixed missing UI audio when unlocking the first Field Upgrade.
  • Increased the volume of armour-break audio for both incoming and outgoing hits.

This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.

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).

Marvel Preps for Doomsday With Avengers: Endgame Theatrical Re-Release in 2026

5 décembre 2025 à 21:07

Superhero blockbuster and Marvel Cinematic Universe (MCU) Infinity Saga bookend Avengers: Endgame will return to theaters for the first time since 2019 next year.

Marvel Studios confirmed plans to bring the last Avengers movie back to the big screen September 2026 with a social media post and short video teaser. It’s a nostalgia pull that calls back not only to the crossover film’s iconic “on your left” moment but also the viral audience reactions that came with it.

Avengers: Endgame — Back in theaters, September 2026. pic.twitter.com/PRmW9pEAxm

— Marvel Studios (@MarvelStudios) December 5, 2025

THR reports that Avengers: Endgame is set for a September 25 premiere, specifically, though it’s unclear how long it will stick around in theaters. There’s currently no explanation as to why Marvel seems to have opted out of bringing back the story’s first half, Infinity War, to tie a bow with the full package.

However, we can probably guess why the comic book company is looking to bring back its massively successful superhero team-up film in 2026. Across its April 2019 premiere and June 2019 theatrical victory lap, Avengers: Endgame managed to rack up a box office total of a whopping $2.8 billion (via Box Office Mojo). It’s a number that saw the MCU Phase Three event film earning a record-shattering opening weekend and eventually following James Cameron’s Avatar ($2.92 billion) as the second-highest-grossing film of all time.

Avengers: Endgame proved to be quite the moment for the movie world, as theatergoers lined up to see how Captain America, Iron Man, Hulk, and other Marvel mainstays would finally take down Thanos. Now, Marvel seems to be looking to give those numbers another boost as it barrels toward its first superhero team-up flick in six years with Avengers: Doomsday.

The film, which features MCU veterans Joe and Anthony Russo back as directors, is set for a December 18, 2026, release date. The Marvel calendar has the movie set to follow Tom Holland’s long-awaited return as Peter Parker in Spider-Man: Brand New Day come July 31, 2026. It’s a plan that has the Avengers: Endgame re-release hitting theaters perfectly between the two new entries, giving die-hard fans the chance to keep the hype going between releases.

While we wait for more details, you can check out our original 9.5/10 Avengers: Endgame review. You can also read up on the list of the top 10 highest-grossing Marvel movies of all time.

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).

Reçu avant avant-hier

New Paranormal Activity Movie in Development With James Wan and Jason Blum as Producers

3 décembre 2025 à 22:48

Horror visionaries James Wan and Jason Blum are working with Paramount Pictures to summon a new Paranormal Activity movie into theaters.

Word on a revival for the found-footage franchise comes from THR, which reports the series’ first new film since 2021’s Next of Kin is already in the works. Wan, best known for his work as director for The Conjuring and the original Saw, is on board as a producer alongside Blum via Blumhouse-Atomic Monster.

Paramount is attached as co-financer, co-producer, and distributor, with original director Oren Peli also in the mix as a producer via Solana Films. Room 101 Inc.’s Steven Schneider is also on board to executive produce alongside Blumhouse-Atomic Monster’s Michael Clear and Judson Scott. Alayna Glasthal will oversee for the company.

Details related to the creative team behind the new Paranormal Activity movie, as well as its plot and release date, remain a mystery for now. Though it’s unclear when exactly the project will fully materialize, it's said to be a “priority for both Paramount and Blumhouse-Atomic Monster.”

I’m looking forward to expanding on its legacy and helping shape the next evolution of this scary found-footage franchise.

Wan has touched everything from Insidious to Aquaman, but working with Paranormal Activity’s supernatural entities marks new ground for the filmmaker. The low-budget original installment launched to massive success upon its premiere in 2007, drawing a global box office haul just short of $200 million (via Box Office Mojo) with its small scale, simple premise, and commitment to found-footage horror.

“I’ve been a huge admirer of Paranormal Activity since the brilliant first movie, with its creeping slow burn and subtle ability to make the unseen terrifying,” Wan said. “I’m looking forward to expanding on its legacy and helping shape the next evolution of this scary found-footage franchise.”

Paranormal Activity’s strong start naturally spawned sequels before taking a break with its sixth film, The Ghost Dimension, in 2015. Next of Kin had been propped up as somewhat of a reboot for the ghost story film franchise before its Paramount+ release but failed to gain much traction amongst critics (we gave it a 4/10) and fans. It’s unclear if Wan, Blum, Peli, and Paramount’s eighth crack at Paranormal Activity will acknowledge the events of past films.

“Diving in with James for this exciting rebirth of the franchise that started it all for Blumhouse is exactly what we dreamed of when we merged with Atomic Monster,” Blum added. “I’ll be actively involved with him to introduce this new chapter. Thankfully, we’re able to spend a little more than the $15,000 we had on the first movie, but one thing will remain the same — do not see it alone.”

We gave Paranormal Activity an 8/10 review upon its release. We called it one of our favorite haunted house movies in 2018. For more, you can read up on the official Paranormal Activity video game set to launch in 2026.

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).

Battlefield 6 Devs Outline Upcoming Audio Fixes and Multiplayer Mode Adjustments Ahead of Update 1.1.3.0

3 décembre 2025 à 18:13

EA and Battlefield Studios are preparing Battlefield 6 players for Season 1: Winter Offensive with a community letter with a list of changes set to be introduced with the upcoming 1.1.3.0 update.

The message, which aims to roll out the welcome mat for what will be yet another feedback-driven update, was posted on the official Battlefield 6 website today. It comes with a breakdown for some of the community talking points BF Studios has attempted to address so far, while giving fans a closer look at what’s to come when Winter Offensive launches December 9.

With anticheat, challenge/progression, and Escalation updates topping the list of recent highlights, BF Studios is turning its attention to a number of key issues across combat, REDSEC, and the overall Battlefield 6 experience. One especially troublesome issue for the community that the team is seeking to fix with update 1.1.3.0 are audio issues that have existed since launch. Players should notice, for example, that footsteps have been tweaked to “improve clarity, distance definition, and positional awareness across the game.”

“We have also continued to work on performance and memory issues that could cause sounds,” BF Studios says, “such as vehicles or footsteps, to sometimes not play as intended, which has been particularly noticeable on larger Battle Royale maps.”

Following last month’s multiplayer mode tweaks is a set of additional adjustments for Rush and Breakthrough. The studio explains the new changes as another step in the balancing act that has seen it attempting to keep matches fair, with the new update ideally improving the experience for attacking players.

Capture volumes and vehicle availability in Breakthrough will also be updated when 1.1.3.0 launches next week, with BF Studios explaining that Siege of Cairo, for example, will feature an additional attacker tank for Sectors 1 and 3 and a reworked capture area for objective B. Rush fans will notice M-COM locations for Manhattan Bridge and Liberation Peak have been adjusted to further refine attacker gameplay.

“These updates are intended to reduce bottlenecks, remove frustration points, and create more consistent and engaging fights around objectives,” BF Studios says.

“Beyond these highlights, we have also made a range of quality-of-life improvements across UI clarity, minimap behavior, controller aiming responsiveness, and more, which you will see detailed in the full notes.”

Another topic plaguing the Battlefield 6 fanbase since launch involves potential hit registration and netcode issues. It’s an area BF Studios has taken aim at before, with update 1.1.3.0 set to, hopefully, buff out even more scratches related to inconsistent gameplay across multiplayer and REDSEC. Also included in the new changes is the promise that Battlefield 6 will be easier on the eyes thanks to changes to close-range soldier visibility, lighting, prone animations, and more.

While players across the experience will likely pick up on “wide-ranging” changes to weapon handling, attachments, and recoil patterns, REDSEC fans can look forward to armor and tank availability changes. Armor changes for the battle royale experience will be detailed in its own dedicated post in the near future, with tank changes also subject to change as fans get their hands on update 1.1.3.0.

“We are actively exploring several areas aimed at improving clarity, responsiveness, and fairness in combat, BF Studios adds. “This includes further work on edge cases related to hit registration, investigating rare desync scenarios with destructible objects, and gathering deeper data on situations where players feel they were eliminated after reaching cover. These areas remain key priorities, and the findings from our ongoing investigations will inform updates planned for the new year.”

This latest communication from the Battlefield team stops short of providing full Battlefield 6 update 1.1.3.0 patch notes. Players are told to expect a more detailed list of all of the new weapon, map, and mode changes in “the next few days.”

Battlefield 6 Season 1 will deliver its third and final chapter when Winter Offensive launches December 9 for PC, PlayStation 5, and Xbox Series X | S. While the two previous chapters have introduced additional weapons, modes, and two maps – Blackwell Fields and Eastwood – next week’s content update focuses on its Ice Lock event changes. Expect snowy limited-time goodies for Gauntlet and Empire State, as well as an ice climbing axe melee weapon.

Battlefield 6 launched for PC and consoles October 10. As BF Studios continues to refine its gameplay, players have found themselves divided over map sizes and goofy skins while EA boasts record-breaking launch sales.

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).

Sega Suggests Expectations for 'Definitive Editions' Could be Behind Disappointing Launch Sales

26 novembre 2025 à 19:06

Sega is pointing to consumer expectations for “definitive editions” as one potential cause behind lower-than-expected sales for some of its recent games.

As spotted by GameBiz, the Sonic the Hedgehog and Persona company opened up about its performance throughout the last few months during a Q2 financial briefing Q&A session with shareholders yesterday. The conversation (via Automaton) saw Sega address the thought process behind why sales for its new premium and free-to-play games failed to meet expectations despite generally positive reviews from critics and fans.

Sega says a number of elements could be contributing to disappointing returns, including competition from other releases within the same genre, as well as launch prices. The gaming publisher also suggested gamers could be passing on purchasing games at launch due to an expectation they will eventually be able to purchase “definitive editions” of those same titles further down the line.

Definitive editions, which typically encompass video game re-releases with relatively minor visual upgrades and additional content, have become a popular tactic for publishers to utilize throughout the last decade. Sega is no stranger to the idea either, especially when it comes to Persona and Shin Megami Tensei developer Atlus.

The studio has a history of pushing re-releases for games like Persona 4 and 5, which received Golden and Royal versions a few years after their initial launches. There’s also Shin Megami Tensei V, which originally released in 2021 and went on to come to more platforms with its Vengeance counterpart in 2024. Atlus’ latest, Metaphor: ReFantazio, released for PC, PlayStation 4, PlayStation 5, and Xbox Series X and S late last year.

Sega didn’t specifically call out any game or franchise when pointing to its definitive edition theory. The company also generally seems hesitant to directly place the blame on any one factor for now.

“While we haven’t been able to pinpoint a precise cause of [the lower-than-expected sales performance], we believe the problem also lies in our marketing, which wasn’t able to sufficiently convey the appeal of our games to users,” a Sega spokesperson told investors.

It’s unclear if Metaphor: ReFantazio or any other Sega series will receive a definitive edition or equivalent re-release in the future. For now, fans are eagerly awaiting any news Atlus may have to share about Persona 6. A Persona 3 remake, subtitled Reload, launched early last year, with Persona 4 Revival set to give its sequel the same treatment sometime in the near future. Sega is also continuing to roll out new content for Sonic Racing: CrossWorlds, which launched in September.

If you're hunting for the best offers this week, we're actively rounding up the strongest Black Friday deals on video games, tech, and more. You can find all our top picks and price drops in our full Black Friday hub, or check out our relevant pages for PlayStation, Nintendo, and Xbox deals.

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).

NBA Jam Actor Says He Was Paid ‘Like $800’ to Voice the Game’s Beloved Announcer

26 novembre 2025 à 14:24

NBA Jam has remained one of the most iconic basketball video games since its release in the ‘90s, but Tim Kitzrow, the actor behind its announcer, says he only made “like $800-and-change” when recording his lines.

The voice behind “boomshakalaka” opened up about his history as a sports gaming voice actor during a recent conversation with The Escapist. Kitzrow’s career includes voicework for NFL Blitz, MLB Slugfest, and even themed pinball machines, but it’s his work on the over-the-top NBA video game that many believe has stood the test of time.

While many lines from his play-by-plays likely still ring in the minds of ‘90s gamers who dropped coins into the original arcade experience, it’s “boomshakalaka” that is remembered by most today. Despite its staying power, Kitzrow looks back at the string of syllables as more of “a gift from the gods” than a carefully considered quote.

“A fellow in the studio, John Carlton, was listening to Sly & The Family Stone,” he explained. “The song I Want to Take You Higher. The chorus is ‘boom shaka-laka-laka, boom shaka-laka-laka’.”

Kitzrow continued: “He goes, ‘Hey Tim, say boomshakalaka’. Now, me being a basketball guy – I watched every game on TV with Marv Albert – I’d never heard anyone say ‘boomshakalaka’. I’m just trying to get the reference, like, ‘What the hell are you talking about? This is not a basketball term.’ I said, ‘What is this?’ He goes, ‘Just say boomshakalaka… like that.’”

I thought, ‘Well, I’m probably being underpaid. I might want to raise my rate.’

Now, 32 years later, boomshakalaka is still the kind of celebration basketball fans love to quote. At the time, though, Kitzrow’s work on NBA Jam seemed like any other voice acting gig. Without an agent and his pinball work usually netting “a few hundred bucks at best,” he says his work on Midway’s sports video game seemed like any other job.

“It was $50 an hour,” Kitzrow said. “Same as the pinball. I’d go in, do a couple of sessions – maybe 15 hours total – and that was it. I wasn’t smart enough, savvy enough to know the business, to go, ‘Gee, these games make a lot of money, maybe I should make more than $50 an hour.’”

It wasn’t until after NBA Jam launched to tremendous success that Kitzrow realized he may have been denied an easy layup.

“When the game came out and I found out it made a billion dollars, that’s when I realised I’d made like 800-and-change, maybe something like that,” he said with a laugh. “I thought, ‘Well, I’m probably being underpaid. I might want to raise my rate.’”

NBA Jam went on to receive numerous re-releases on various platforms. The series eventually saw releases from Acclaim Entertainment and EA, too, including 2003 and 2010 reboots, in addition to its Midway run.

Kitzrow returned to provide his work as one of the most excited announcers in games in many of the offshoots as they arrived through the years. He also managed to bring back some of his most iconic lines for a sports-themed Easter Egg in Bethesda Softworks’ Rage 2. Next, football fantasy fans can expect to hear him in Mutant Football League 2, which leaves early access with a full launch for PC, PlayStation 5, and Xbox Series X | S December 10.

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).

Ultra Realistic FPS Bodycam Aims for Consistent 'Game-Changing Updates' With First Major Patch Since 2024 Early Access Launch

26 novembre 2025 à 14:22

Paris-based game developer Reissad Studio has launched the first major update for its Unreal Engine 5 FPS, Bodycam, since its 2024 early access launch.

The team, which has grown to include more than 100 people, detailed all of the changes included in the new update in a post on its Steam community page. It marks the first major update for the multiplayer shooter since launching for PC two summers ago and aims to improve performance and stability while fleshing out the Zombie Mode with new content.

Reissad says it spent recent months gathering feedback in hopes of tackling a “massive amount of bug fixes,” as well as other performance improvements across the board. The goal is to set a more solid foundation with more updates going forward, with the last year mostly focusing on smaller updates and hotfixes. Other talking points – such as servers, anti-cheat, and a “full UI rework” – are in the works for the future and “remain very high priority.”

“We know that optimization and stability were non-negotiable for our community, and this update represents the first major fulfillment of that promise," Reissad studio director Luca Dassier said in a statement detailing the company's commitment to continuous development. "By migrating to Unreal Engine 5.5 and establishing a dedicated internal QA team, we have fundamentally strengthened our development foundation. This structural growth, supported by additional staffing, ensures we can consistently deliver high-quality, game-changing updates throughout the Early Access period. We are actively listening and committed to making Bodycam the ultimate visceral FPS experience."

Bodycam players will notice the major update also comes with Village, a new location the studio calls its “biggest Zombie map to date,” along with Zombie spawn and behavior tweaks. Though Reissad says it still sees Zombie Mode as secondary to the core multiplayer offering, players are told to expect more Zombie content in the future, with today’s update also adding a new crossbow weapon. The new CQB Powergun multiplayer map, meanwhile, is based on a real-world airsoft location in France.

Bodycam dropped into Steam Early Access June 7, 2024, as a tactical multiplayer FPS with what Reissad calls a “true body-camera view in Unreal Engine 5.” We gave it a 5/10 review upon its launch.

“Bodycam’s early access version is an interesting proof of concept for a good looking, GoPro-view shooter, but has little else to offer once the novelty wears off,” we said at the time.

You can see the Bodycam November 2025 update patch notes below.

Bodycam November 2025 Update Patch Notes

Patch Notes (Summary)

PERFORMANCE & OPTIMIZATION

  • Migrated from Unreal Engine 5.2 → 5.5, fully adapted to Lumen and Virtual Shadow Maps (VSM).
  • Optimized GPU and CPU usage across all major maps.
  • Reduced draw calls, dynamic render targets and shadow complexity on multiple maps.
  • Cleaned redundant sublevels, merged meshes and lowered texture streaming overhead.
  • Improved shader complexity and light culling to reduce overdraw.
  • Reduced Slate tick in the Play Menu frontend from 4.3 ms → 0.66 ms.
  • Lowered Play Menu memory usage from 250 MB → 180 MB.
  • Optimized asynchronous texture loading and streaming for both UI and environments.
  • Part of our team is now dedicated to GPU optimization to ensure we improve the rendering pipeline.
  • Efficiently integrated Virtual Shadow Maps across all maps (CQB, Rome, Bomb House, Airsoft, etc.).
  • Switched around 90% of textures to Virtual Textures with proper LODs and compression settings.
  • Improved texture grouping, compression and global texture memory usage.
  • Re-baked lighting passes across all maps to align with VSM + Lumen.
  • Optimized post-process effects and volumetric fog for better visibility and depth.
  • Improved load times and streaming consistency overall.
  • Polished props, materials and set dressing for better visual cohesion.
  • Improved settings management and input responsiveness.
  • Continued cleanup of legacy systems and deprecated logic.
  • Achieved higher and more consistent frame rates on Paintball, Logistics, Hospital, CQB, Public Pool, Airsoft, Bomb House, Russian Building, Shooting Range, Rome.
  • Fixed FSR 3 so it now applies the correct screen percentage.
  • Enabled FSR Frame Generation when DLSS is active, without requiring FSR 3.

BUG FIXES & STABILITY

  • Fixed the lobby crash when hosting or loading a game after a friend invite (previously the most common crash).
  • Fixed Bodycam friends detection (green squares) not displaying correctly.
  • Fixed several cases of incorrect scores shown on the TAB scoreboard.
  • Removed duplicate players appearing in the friends list UI.
  • Fixed Steam invite issues preventing disconnected clients from rejoining sessions.
  • Resolved softlocks during map loading on certain maps (for example Paintball and Hospital).
  • Fixed a UI bug that could show "Defeat" after actually winning a match.
  • Restored missing sections in the server list and improved friend visibility in lobbies.
  • Fixed spawn bugs, stuck players and invalid collisions across multiple maps.
  • Fixed several map collision issues and player stuck spots.
  • Resolved a voice chat initialization crash.
  • Fixed replication errors when the host or client disconnects: clients now properly return to the lobby.
  • Fixed weapon switching and camera issues when cycling between weapons.
  • Resolved an infinite loading bug in the locker shop.
  • Fixed round win or loss desync in online matches.
  • Fixed multiple input rebinding issues introduced during the engine migration.
  • Fixed missing bomb sounds and invalid event triggers in multiplayer logic.
  • Fixed bots being immobile on certain maps (Airsoft, CQB, etc.).
  • Fixed bots that never reloaded their weapons.
  • Fixed multiple map vote issues: black screen, players kicked out, host stuck in freecam, etc.
  • Fixed freecam spawns on Rome in Team Deathmatch and Bodybomb.
  • Fixed unbalanced teams when hosting with friends in Teams mode.
  • Fixed all issues related to end of round and match screens:
    • "Victory" incorrectly displayed as Defeat for clients.
    • Score or result not appearing at the end of a round.
    • Wrong label "Round Lost" despite a victory.
    • "Round" displayed instead of "Match" on the end screen.
  • Fixed a ragdoll issue where some players stayed stuck in ragdoll and never switched to spectator.
  • Improved handling of two player games to avoid weird edge cases in team assignment.

GAMEPLAY & SYSTEMS

  • Added the Crossbow, first introduced in the new Zombie Village map.
  • Expanded Zombie spawn and behavior systems with improved wave pacing, loot areas and special enemy types.
  • Added a map voting system at the end of matches.
  • Updated Sprint to work as a toggle instead of requiring the key to be held.
  • Comprehensive fixes to the input binding system:
    • Keys already in use now properly display a warning message.
    • The "Reset inputs" and "Clear / Reset" buttons work as expected.
    • It is once again possible to bind the O key.
    • The Pause Menu now opens correctly with Escape in both packaged and standalone builds.
    • Fixed an issue where a night vision message could pop up when rebinding certain keys.
  • Improved zoom and camera navigation in several interfaces for smoother, more natural movement and focus.
  • Limited weird player rotations when turning the head too far to the sides or looking too high or too low while opening certain interfaces.
  • Posthumous grenade kills (kills after you die) now award the correct points.
  • Adjusted bomb timer to avoid rounds ending too quickly.
  • Bots now defuse the bomb correctly after the player dies.
  • Fixed and validated several achievements or trophies and their in-game tracking.

ZOMBIE MODE

  • Fixed zombie audio replication so clients hear the correct sounds in online sessions.
  • Fixed a severe FPS drop when zombie sprinters spawned.
  • Sprinters are now easier to identify by sound, with an increased audio range.
  • Added and tuned a specific audio cue for both sprinters and the scarecrow.
  • Reworked Mystery Box SFX for a more satisfying feel.
  • Fixed an issue where sprinters might fail to spawn correctly during the first wave.
  • Fixed multiple cases where zombies got stuck or despawned incorrectly on Village (windmill tower, doors, specific areas).
  • Fixed a crash related to explosions on the Village map.
  • Adjusted the zombie clothes system and several end of wave sounds (for example bells firing multiple times).
  • Fixed a bug where snow could appear incorrectly on players.

MAPS & ENVIRONMENT

  • Added the new Village (Zombie) map.
  • Added the new CQB Powergun multiplayer map.
  • Airsoft: a few fixes plus a new staircase to improve flow.

Multiplayer maps (CQB Powergun, Paintball, Public Pool, Rome, Russian Building, etc.)

  • CQB Powergun
    • Large optimization and polish pass (Tech Art, collisions, lighting).
    • Fixed bots getting stuck on CQB.
    • Fixed footstep sounds on metal surfaces such as stairs.
  • Paintball
    • Fixed a broken wall material.
    • Completed a full Tech Art validation and fix pass.
  • Public Pool
    • Fixed a Hardpoint that was inaccessible to players.
    • Completed a Tech Art validation and fix pass.
    • Corrected overly dark starting lighting.
    • Polished Hardpoint locations for a better gameplay flow.
  • Russian Building
    • Fixed walls and environment elements.
    • Fixed a sky that was too bright at night.
    • Corrected a Hardpoint that did not function correctly.
    • Fixed a starting state where the map could be too dark.
    • Restored the characteristic blur effect, now applied consistently across all maps for visual cohesion.
    • Fixed a spot where players could get stuck when reentering via a wooden plank.
    • Removed a leftover "trailer bot" that spawned by mistake on the map.
  • Warehouse
    • The map is no longer locked in debug mode without bots and is playable again.
  • Worn House, Hospital, Asylum, Bomb House, Shooting Range, The Backrooms
    • Full Tech Art passes (collisions, materials, lighting, readability).
    • Added or fixed missing Hardpoint locations on several maps.
  • Airsoft
    • Fixed bots that were immobile on the map.
    • Completed Tech Art validation plus a post process polish.
  • General
    • Fixed several stuck spots for players across different maps.
    • Improved Village and background areas with more foliage and visual detail.

UI / UX

  • Integrated full aspect ratio scaling and partial controller support for all menus.
  • Optimized Play Menu performance using asynchronous texture streaming.
  • Added new Play Card visuals and data assets for map and mode selection.
  • Implemented a functional Pause Menu with proper layering and back navigation.
  • Redesigned the input rebinding interface for Unreal 5.5's Enhanced Input System.
  • Optimized font scaling and unified global UI visuals for consistency.
  • Fixed scoreboard, map voting and match end displays so they are consistent and reliable.
  • Fixed scaling issues on non standard resolutions and aspect ratios.
  • Fixed a bug where the rank UI appeared blurry due to the blur effect.
  • Fixed player nameplates not correctly following players.
  • Improved global visibility by fixing eye adaptation issues that could break player visibility.
  • Fixed the Bodycam detection icon (green square) so it displays correctly again.
  • Improved the overall behavior of the Escape key, menus and global navigation (map list, back button, etc.).
  • Long player names (for example from Steam) no longer break UI layouts.
  • The Score Tab now shows clearer information about the match state (time left, win conditions, etc.).
  • Fixed the Back button that could break navigation and clear the map list.
  • In the shop, when scrolling, the first item of the newly visible area is now automatically selected for smoother navigation.
  • When editing a class, the camera no longer zooms out to the full weapon and instead stays focused on the edited element.
  • Additional eye adaptation fixes were made to further improve visibility.

AUDIO & VFX

  • Integrated new footstep, impact and melee sound effects.
  • Removed looping bird and ambient noise clutter on several maps.
  • Balanced the global audio mix and adjusted sound occlusion, especially on Village.
  • Added end of wave audio cues and new voice lines for zombie spawns.
  • Fixed greybox VFX that appeared after the Unreal 5.5 migration.
  • Updated Niagara particles for blood, muzzle flashes, debris and impacts.
  • Reworked blood decals and improved their reflections in the lighting.
  • Enhanced post process visual feedback such as motion blur, depth of field and chromatic aberration.
  • Added the Main Zombie Theme.
  • Rebalanced:
    • Global reverb and environmental ambience to make maps feel more coherent.
    • Footsteps and surface variations.
    • Bullet impacts, fly by and ricochet audio to boost immersion.
  • Improved environmental ambience and audio on Village.
  • Adjusted wind sounds while turning and restored several blood related particles to get a feel closer to the previous versions.
  • Fixed audio parameters that were not applied correctly on some sounds.

NETWORKING & MULTIPLAYER

  • Improved the host to client disconnection flow: clients now consistently return safely to the lobby.
  • Fixed incorrect game mode transitions in some cases.
  • Enhanced replication performance and reduced lag spikes during player updates.
  • Improved lobby and matchmaking flow with better state synchronization.
  • Optimized server travel and reduced session recreation times.
  • Fixed disconnected clients that could not join a new host.
  • Fixed duplicate entries for a single player in the lobby.
  • Fixed an issue where map voting could kick players and put the host into freecam.
  • Fixed a bug where joining or rejoining a lobby could cause an infinite loading loop.
  • Fixed several issues with player names displayed in the TAB score and end screens.
  • Completed VOIP QA checks to stabilize and validate voice chat behavior.
  • Fixed nameplates replication so they track players correctly for all clients.
  • Adjusted edge cases where two player matches could behave strangely with team assignment.

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).

Battlefield 6 Free Trial Week Is Live – Here’s What You Need to Know

25 novembre 2025 à 19:09

EA and Battlefield Studios have launched the first Battlefield 6 free trial, giving new players on PC, PlayStation 5 (PS5), and Xbox Series X | S the chance to try Season 1 multiplayer maps and modes all Thanksgiving week.

The limited-time event runs from today, November 25, at 4 a.m. PT / 7 a.m. ET to December 2 at 4 a.m. PT / 7 a.m. ET. It’s a scheduled test period for anyone wondering if the new Battlefield is worth it, following what EA has called the most successful launch in the FPS shooter franchise’s history.

“We are extremely proud of what our amazing teams at Battlefield Studios have accomplished and tremendously excited about the community’s passion as we continue to build Battlefield for and with our fans,” general manager of Battlefield Byron Beede said in a statement. “Today’s launch of a free trial for Battlefield 6 is the perfect opportunity for new players to have the All Out Warfare experience that millions of players around the world are raving about.”

As detailed in a blog post from EA, the Battlefield 6 free trial week offers three playlists for new players: Initiation Breakthrough, Close Quarters Battle, and All-Out Warfare. The first is meant to ease newcomers into the entry’s destructive gameplay with 48-player matches mixed with real-world people and bots. Close Quarters Combat focuses on fast-paced gunplay in smaller maps with Team Deathmatch and Sabotage modes. Finally, All-Out Warfare presents Battlefield 6 multiplayer unrestricted, giving free trial players access to Conquest, Escalation, and Breakthrough modes on the biggest maps it has.

The free trial isn’t quite the full Battlefield 6 Season 1 experience, but it does give players a chance to try out its core gameplay without leaping into a $69.99 purchase (or a little cheaper if you act fast). Maps players can expect to enjoy through the free trial playlists include Siege of Cairo, Blackwell Fields, and Eastwood.

EA has also clarified that those who have enjoyed Battlefield REDSEC, which introduced free-to-play battle royale and Gauntlet modes when it launched late last month, will notice their progress carries over to the Battlefield 6 free trial. Additional progress made during the trial will also carry over to the full experience, should a player choose to purchase the full game. Those who log in to either experience by November 30 also gain access to the free long-range Lethal Force Weapon Package.

Battlefield 6 launched for PC, PS5, and Xbox Series X | S October 10, 2025. BF Studios has pushed frequent updates since, with patches adding everything from new Season 1 content, such as the Blackwell Fields and Eastwood maps, to a laundry list of gameplay tweaks, bug fixes, lighting improvements, and more. Arriving alongside these changes is news that the new Battlefield game managed to secure the best month of sales for any game in the U.S. in the last three years.

We gave Battlefield 6 multiplayer an 8/10 in our review. For more, you can see how some members of the community reacted to a new $24 skin pack.

If you're hunting for the best offers this week, we're actively rounding up the strongest Black Friday deals on video games, tech, and more. You can find all our top picks and price drops in our full Black Friday hub, or check out our relevant pages for PlayStation, Nintendo, and Xbox deals.

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).

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