Jump to content

Fortnite

A Registered User
  • Content count

    59
  • Joined

  • Last visited

    Never
  • Days Won

    1

Fortnite last won the day on October 26 2017

Fortnite had the most liked content!

Community Reputation

1 Neutral

About Fortnite

  • Rank
    Advanced Member
  1. Account Security Bulletin A number of accounts have recently been compromised using well-known hacking techniques. Epic Security is providing this bulletin to explain what’s happening and how to best secure your Epic account and other accounts. Shared Passwords Though it’s common to use the same password across multiple Internet sites, this is a dangerous practice and should be avoided. If one of those sites is compromised, hackers can use your email and password from that site to break into your account on other sites using the same password. Here’s what happens: Attackers frequently download password dumps - lists of username/password combinations -from third party sites and use “credential stuffing” (https://www.owasp.org/index.php/Credential_stuffing) to find out what other websites those credentials work on. When they are successful at logging in to those accounts, they see what trouble they can create for the account holder. In many cases, that appears as fraudulent V-Buck purchases. Fake Fortnite Offers We’ve seen several instances of account theft and fraud related to websites that claim to provide you free V-Bucks or the ability to share or buy accounts. Please never share your Epic account details with anyone. Epic will never ask you for your password through email, social media, or a non-Epic website. Groups claiming to provide special Fortnite deals this way are fraudulent. How Do I Know If I’m At Risk? There is a fantastic web service Have I Been Pwned that will let you search your email address and determine if it has been part of any data breaches. If it has, you should assume that the password associated with that service is public knowledge and change all accounts that use it (not just your Epic account!). Even if your account information hasn’t been publicly identified as leaked, it’s possible that it may be leaked in the future, so there are steps that you can do to help protect yourself against that. You can start by signing up for the Have I Been Pwned notification service so you’re immediately alerted if your email is ever included in future dumps. What Are We Doing To Help? At Epic, we’ve been working hard to try to hunt down password dumps in order to proactively reset passwords for player accounts when we believe they are leaked online. While this approach involves a lot of manual work on our side, we believe that it prevents a significant amount of fraud. However, this approach doesn’t find every impacted account, or you might have created your Epic account after we checked a particular password dump. As a result, we’re working to further automate our process to check our account database against password dumps to close the gap on identifying impacted users and resetting their passwords. We’re also working hard to enable multi-factor authentication in the next few weeks and plan to have an additional blog post with more details soon. Good Security Practices Use Unique Passwords We recommend using unique passwords as a way to protect yourself from credential stuffing attacks. Having a unique password for every service will guarantee that one compromised account won’t lead to everything you own being stolen. Of course, it can be hard to remember so many different passwords. Consider using a password manager to help. Using a password manager, you can generate a unique password for every service and only remember a single strong password (for the password manager). Link Your Social Accounts For Extra Security Recently, we rolled out support to integrate Facebook and Google logins with our Epic account system. This provides you several advantages. First, you can log in without needing to use your Epic password, as long as you’re actively logged in to Facebook or Google on your browser. You’ll receive a login prompt asking you to authorize the activity and then will be let straight in. Second, you can always use these login methods to regain access to the account in the event that it is locked due to invalid passwords. Due to the additional security measures provided through Google and Facebook login, you can set correspondingly more secure passwords for your Epic account and then not worry about using them due to the pass-through authentication with Google and Facebook. Install And Update Antivirus While antivirus and antimalware products won’t solve every problem, they will help keep your computer safe from a lot of threats. Epic doesn’t endorse any particular product, but you can view a list of options here along with the various features of each. Keeping your computer clean of unwanted software will again minimize the number of ways your account can be compromised. Keep Your Computer Up To Date You should always keep your operating system, installed software, and drivers as up to date as possible. Small bugs from outdated drivers or software can result in performance issues or other game stability issues while missed security updates could compromise your entire computer. Epic always recommends updating to the latest secure versions of software and operating systems. Don’t Trust Shared Systems Logging in from a shared computer (cyber cafes, libraries, a friend’s house, etc.), introduces additional risk. Only log in on shared systems controlled by people you trust. Just by logging into your account on a shared system, your credentials could be stolen and you have no real insight into how secure those machines are. If you’ve used an untrusted shared machine in the past, we recommend changing your password to ensure that it’s not compromised. If you play on a shared machine on a regular basis, it is critical that you use a unique password for your Epic account and make sure to log out of the launcher when finished each time. Enable Multi-factor Authentication When Possible Epic’s account doesn’t yet support multi-factor authentication, but we’re working to implement it as quickly as we can. We’re sorry this hasn’t come online sooner, and we’ll have an update on the status of this within the next two weeks. Multi-factor Authentication helps keep your account secure by requiring more than just a password. We recommend enabling it on every service you can. This site will let you review different services and see which support it. Additional Information Don’t Share Accounts While sometimes you might struggle to complete that quest and would love for a friend or family member to help, we encourage you not to share your account information with others. Any actions committed on your account are your responsibility. If someone cheats on your account and it is banned, it is your responsibility as the account holder. Don’t Buy Accounts Sometimes, people get tired of a game and want to quit - and would like to get something for the time they’ve invested in the game. As a result, they’ll list their accounts online. While you might be tempted to purchase one and gain access to the sweet skins they have, please don’t. As the original account creator, they are likely in possession of significant facts that may enable them to recover the account through our Player Support process (such as transaction history, address history, etc.) by claiming you stole the account. There’s No Such Thing As A Free V-Buck We’ve seen the sites online, just like you. Click here, put in your username, maybe answer a survey question or two, and you’ll get as many free V-Bucks as you’d like. Those sites aren’t real. They want you to enter your account credentials into their page (enabling them to log in as you and create fraudulent charges) or else encourage you to click down a chain of advertising referrals, getting click-through advertising money for the person running the site. Under no circumstances are those sites able to actually grant V-Bucks. Our legal team is constantly prowling to hunt down those sites. If you’ve tried one of them in the past, we encourage you to change your password as soon as possible. Verify Email Address While it is currently optional, we ask that you please verify your e-mail address associated with your Epic account. This will help protect your account when we implement multi-factor authentication and make it easier for Player Support to contact you in the event of any anomalous activity with your account. Player Support Details Need additional help? Our Player Support team is here for you. We have a Fortnite Help Portal with answers to many of your questions. If there’s anything where you feel we need to clarify further or something else you’d like assistance with, feel free to e-mail in a request.View the full article
  2. What is Twitch Prime? If you have an existing Amazon Prime membership, then you have Twitch Prime. As part of Twitch Prime you can unlock some awesome free loot as a subscriber. How do I get it? Head over to your Twitch account, go to your settings, hit the Twitch Prime tab and link away! Or navigate to the Twitch Prime Page itself. What’s this Twitch Prime / Fortnite Pack? You can find out more info here. Basically, you get some cool in-game Fortnite loot if you are a Twitch Prime subscriber. I see the word free, but it still costs money? Yes, a Twitch Prime subscription is free with an Amazon Prime membership, but an Amazon Prime membership does cost money. Do I get to keep the stuff? Yup! And once claimed you’ll be able to glide into a match with your new Twitch Prime rewards. How long will I have to claim the goods? You’ll have until April 30 to claim your Twitch Prime rewards, so grab ‘em while you can! Can I redeem on my PC and use it when I play on PS4? Yes, only if your Epic account was previously linked with your PS4 account, then you will receive the items on both. Additional Context If you play on console, don't create a new account, just log in with your PSN or XBL credentials. If you play on PC, don't try to cross-play by linking to Xbox If you play on PC and want to play on PS4 (but never have played on PS4), make sure when you boot the game on PS4, log in using your Epic credentials. Do NOT create a new account and do NOT skip the Epic Login If you play on PC and PS4 on different accounts then those are both their own accounts and you cannot link them. You will have to choose which one you want to redeem the Twitch Prime offer on. REMEMBER You must link your Twitch account to your Epic account to complete the redemption process, not just linking Amazon Prime to your Twitch account. Example: Dev Flow Make sure to claim the offer on Twitch after linking your Twitch and Epic accounts. View the full article
  3. Overview Battle Royale Save The World Lucky Landing (Battle Royale) Try your luck at the new Battle Royale point of interest, located on the Southern edge of the island. Hunting Rifle (Battle Royale) No scope... No problem! Effective at medium to long range and only holds one round in the chamber. Dragonfire Auto-Shotgun (Save the World) This heavy Auto-Shotgun unleashes a cone of fire and destruction, damaging all husks in its reach. Brave Beginnings (Save the World) Adventure alongside Val on her quest to become a defender! General Controllers and Mice can now be used in tandem. UI Notification UI has updated animations and now promptly exits the screen when dismissed by an action. Added a confirmation dialog for exiting the game using the window close button on PC. Bug Fixes Ping times displayed in the Net Debug Stats panel have been improved to be more accurate by removing frame times from the calculation. Removed some heavy hitching that could occur during texture streaming. Fixed issue that caused location text in Party Finder to clip into buttons, now marquees properly. Fixed issue where the input icon for selecting a lobby player podium slot would disappear after switching tabs. Known Issues Wanting to track the top community issues? Head over to our snazzy new Fortnite | Community Issues Trello board here. Back To Top Battle Royale Weapons + Items Hunting Rifle added! Single shot rifle that has no scope and is effective at medium to long range. Uncommon and Rare rarity. Found in Treasure Chests and Floor Loot. Adjusted inconsistent drop rates for various weapon rarities. Burst Assault Rifle drop chance: Common decreased by 20%. Uncommon increased by 60%. Rare increased by 150%. Revolver drop chance: Common decreased by 10%. Uncommon increased by 33%. Rare increased by 75%. Tactical Shotgun drop chance: Uncommon decreased by 10%. Rare increased by 33%. Epic increased by 75%. These weapons had unnecessarily low drop rates as they progressed in rarity. This does not change the overall likelihood of finding these weapon types but it does increase your chances of finding a higher rarity version. - Developer Comment Bug Fixes Fixed discrepancies between crosshair location and muzzle firing location when shooting at close range targets. Fixed shotgun collision inconsistencies when aiming through openings or around corners. Gameplay Minor adjustments to Loot in the following locations: Snobby Shores (removed 13 Floor Loot spawn locations and 4 chests) Industrial Plot north-east of Flush Factory (removed 4 Floor Loot spawn locations and 3 chests) Tilted Towers (removed 8 Floor Loot spawn locations and 4 chests) Bug Fixes Fixed issues where weapons would not equip because they were not pre-loaded. This resolves the issue in which weapons did not equip / did not function during the early game. Efforts have been made to address an issue where players are suddenly unable to build in rare cases. Fixed a crash that occurred if players kicked the ball out of Greasy Grove or the Soccer Stadium. Fixed some edge cases where players pushed up against ramps / ceilings could toss grenades through to the opposite side. Fixed the Boogie Bomb not properly refreshing its duration on a player who is hit with more than one. Fixed an issue that reduced the distance that the light on chests could be seen. Fixed the soccer scoreboard awarding points to the wrong side in Pleasant Park. World The new ‘Lucky Landing’ point of interest has been added to the southern edge of the island. UI You now receive Party Suggestions while in the lobby. Rich presence now provides the player’s party size. Added new intro/outro animations to the party invite notification. Invite notification now closes upon being clicked. Presence text that is too long will no longer overlap the Invite/Join buttons. Bug Fixes Fixed an issue where you couldn't emote in lobby if a player left. Fixed an issue where changing language to Chinese or Korean would not render text properly. Fixed an issue that caused the ‘60 FPS’ mode to reset back to 30 after relaunching the game on PS4. Fixed an issue where the Party Finder dialog could double spawn. Fixed an issue where full parties would show as solo players and appear joinable. Fixed an issue where sometimes the Invite/Join action wouldn’t show correctly. Fixed an issue where the party bar sometimes wouldn’t show party members while in a filled squad. Art/Animation Re-enabled sprinting dust effects on low settings. Hip fire positioning is now maintained if a player fired recently and switched weapons. Bug Fixes Fixed player jittering when sliding against a surface. Fixed an issue causing other characters to not animate while spectating them after being eliminated. Fixed an issue where weapons were unholstered early when using Emotes. Fixed character body parts not animating at low framerates. Fixed shield visual FX not properly displaying on the Alpine Ace and Crackshot outfits. Updated the flag on the arm of the USA Alpine Ace to face the correct direction. Audio Reduced the volume of the Hand Cannon audio to match that of the Revolver. Reduced the volume of the Windmills found in Anarchy Acres and Fatal Fields. Bug Fixes Set the volume of hitting weak points back to what it was prior to V.3.0.0. Fixed an issue where building placement sound would play repeatedly while skydiving if you had the Pickaxe equipped in the lobby. Fixed an issue that caused the lobby music to restart every time it was attenuated to 0 volume because of music from emotes. Fixed an issue that could cause the Storm Audio to play from an invalid location in the map. The build mode ‘click’ sound no longer plays while the player is downed. Performance Improved overall frame rate by using less CPU for characters that are far away. Optimized weapon load times and reduced their memory usage. Back To Top Save the World Gameplay Spring it On! continues, adding new questline ‘Brave Beginnings’. Many of us have already given up on our new year's resolutions, but Val has not. Join the brave survivor on her mission to join in the battle against the storm as a defender. We have added new group missions to all theaters. Currently the mission is ‘Fight the Storm’ with encounters designed for 4 players. These missions allow 4 extra Defenders to be used. Rewards for group missions should be roughly double, except for Spring It On! Gold (the latter remains unchanged). Impulse Grenade has been added. Blast enemies into the air and off cliffs! Use these to bounce yourself or your friends up to hard-to-reach places! These are temporary power-ups that will be removed from the backpack at the end of the mission. DragonFire shotgun is now available in the Weekly Store! Shoots a cone of fiery death, damaging all husks in the area. Heavy auto-shotgun, with a slower rate of fire and smaller magazine size. Damage of Dragon’s Roar assault rifle increased by 20%. Voting has been added to the BluGlo Difficulty Pylon. After inserting enough BluGlo for a difficulty bump, the voting window will appear. Teams of 2 or 3 players will require 2 ‘Yes’ votes to increase difficulty. Teams of 4 will require at least 3 ‘Yes’ votes. If vote passes, the team can vote to increase the difficulty again immediately. If the vote fails, a 45 second anti-spam timeout is put into effect before another vote can be taken. The deposited BluGlo will be returned to the player who initiated the vote. Voting is not required in missions with only one player. Training Manuals, Trap Designs, and Weapon Designs used to evolve a schematic or person are now refunded when they are recycled/retired. This refund is in addition to the 1/4/9 currently returned when you recycle or retire a Rare/Epic/Legendary item. Changed ‘Crit Damage versus Afflicted targets’ weapon modifier from 30%/45%/60% to 45%/67.5%/90%. Bug Fixes Dragon Rocket Launcher no longer roll magazine size perks. Rocket/Grenade Launchers will no longer roll headshot perks. They are also now able to roll rare durability perks. Wooden Wall Spike Traps have had their Reload Speed perks removed and replaced with valid perks. Wall and Floor Launcher Traps have had their Damage, Critical Chance and Critical Damage perks removed and replaced with valid perks. Fixed an issue that allowed players to damage Lars’ van during the timed encounters. Fixed small boxes of fireworks that drop red envelopes from being destroyed by Husky Propane Tank. Disable Play Now button for ‘Want to Build a Hoverboard?’ Quest since the Quest is fairly dependent on players traveling to the right zone type (i.e., City zones). We have temporarily disabled the Difficulty Pylon in Deliver the Bomb missions to address issues with blocking track placement. Players that play in maps much lower than their current level will have their party stats clamped. We will continue rebalancing stat clamping to make sure parties of mixed levels find the content appropriately challenging. Heroes [Rework] ‘I.F.F. Coding’ perk Plasma Pulse kills cause the Constructor's shield to regenerate at 15% of its normal rate for 2 seconds. Consecutive ‘Plasma Pulse’ kills refresh the duration. [Rework] Soldier’s Berserker Subclass ‘In a Pinch’ has been removed as the level 12 perk and replaced with ‘Up Close and Personal’. ‘Kneecapper’ has replaced ‘Up Close and Personal’ as the Berserker's level 30 perk. The Soldier Perk ‘Up Close and Personal’ has been reworked: Warcry applies 3 stacks of Debilitating Shots to nearby enemies. Removed kill reset timer in ‘Fragment Generation’ perk and changed tooltips to represent the change. ‘Fragment Generation’ perk kill counter no longer resets after 15 seconds. ‘Phase Shift’ now continues some of its momentum when used in the air. ‘Goin' Commando!!!’'s base damage has been increased from 13 to 25 damage. ‘Goin' Commando!!!’ is no longer flagged as a Ranged Weapon and does not benefit from ‘Debilitating Shots’. ‘Crescent Kick’ can now be used in the air. Renamed Raider Nomad to Raider Raptor. Bug Fixes ‘Dragon Daze’ tactical perk now properly shows visual FX when triggered. Fixed an issue that allowed survivors to be carried with Constructors ‘Bull Rush’ ability. Fixed pitch angle for TEDDY's arm guns when aiming at enemies. Fixed an issue where the pickaxe would become unresponsive if players requeued actions mid swing. Fixed an issue that caused the Soldier's ‘Shockwave’ damage to be delayed. The Outlander’s ‘Shock Tower’ now correctly displays its lightning visual FX when attacking. UI Can cycle through survivor squads without backing out. Can clear out all members in a survivor squad from a single action. Added keybinds to pop-up context menus. Bug Fixes ‘Dragon Daze’ tactical perk no longer specifies Ninja. Fixed an issue that caused Recycling node 2 and 3 in the skill tree to not display Collection Book upgrades under bonuses. Fixed issue where pinning the Cruise Control Quest didn't show the Ride the Hoverboard objective on the HUD when not completed. Schematic recycling and evolution is now temporarily blocked while the item is in the crafting queue. Audio Bug Fixes Fixed audio volumes of mission rewards music. Removed music event from Supply Drop. Fixed the issue with music abruptly switching and sounding too loud. Added a second mix to alternate between the intro being more victorious and the other, which is more subdued. Fixed dialog attenuating sound FX and also not being played through the Voice slider. Fixed the loud music transition to mission rewards. Fixed the bonus success music event so that the high frequencies are less pronounced. Fixed the combat/score music periodically starting/stopping. Fixed the loot tab restarting the music every time you switched to it. Fixed the loot tab music getting stuck on. Experiencing issues updating, logging in or crashing in Fortnite? Reach out to player support here. Back To Top View the full article
  4. Heya folks, We’re always hammering away at building and working through ways to improve feel. Our new features (in v.3.0.0) allow you to both be in the heat of battle and still craft that clutch set of stairs! Turbo Building “Turbo Building” allows you to hold down primary fire and continuously place the selected building piece (Toggled in the Game options). Now you can “paint” building pieces into the world quickly. This will be very useful for defensively building walls around you and sprinting up ramps while building them simultaneously. Automatic Material Swapping “Auto Change Materials” will switch to another material when your current supply runs dry(this can be toggled in the Game options). In addition to “Turbo Building” this makes the building process fast and simple. It also allows for quick defensive structures from flanking with less input and worry about running out of a particular material. Build Through Stuff Sometimes it's frustrating when your placement is blocked unexpectedly and you aren’t sure why. Currently, smaller objects like furniture and shrubs are destroyed when you build over them, but trees, rocks and vehicles can still get in the way. We've changed the building system to allow you place structures right through large objects, meaning you can now build pretty much anywhere at anytime! NOTE: Player structures must still be supported by the terrain and other buildings. For example: A sky ramp that passes through a tree will still fall if the connection to the terrain or floor is destroyed. Switching Building Pieces (Battle Royale only, for now) Switching between building pieces can sometimes feel laggy or unpredictable, especially on controllers. To improve this, we've changed the network code so cycling through building pieces no longer requires a round trip to Epic's servers. Initially this improvement will be Battle Royale only, but we’re working to bring it to Save the World! View the full article
  5. Overview Battle Royale Save The World The time has come for a new season of Fortnite... Season 3! Loot lovers will be excited to know that this season’s Battle Pass has more tiers, more loot and all new cosmetic rewards. Command the power of the mighty Hand Cannon, and experience Fortnite Battle Royale at 60 FPS on PS4, PS4 Pro, Xbox One and Xbox One X. Last but certainly not least, we’ve made hefty improvements to the building blocks of Build Mode. Get lost in the heroic sounds of an all new orchestral music score, explore the fresh Lunar New Year questline and unlock new weapons + heroes, all coming to Save the World. Season 3 Battle Pass (Battle Royale) The Season 3 Battle Pass is now available in-game, featuring new Outfits, Back Bling, Skydiving FX and more! More Tiers. More Loot. More Info. 60 FPS on Console (Battle Royale) Experience Fortnite like never before. PS4, PS4 Pro, Xbox One and Xbox One X now support 60 FPS mode, hand-tuned for each console to provide an extra-smooth gaming experience while maintaining visual fidelity. Hoverboard (Save the World) Why run when you can hover? Explore each zone without depleting energy on the Hoverboard. New Orchestral Music Score! (Save the World) An entirely new score is premiering in S3, created by film composer Marco Beltrami (Logan, The Hurt Locker, etc.) and Pinar Toprak (Krypton TV series, additional composition for the Justice League film, etc.). Build Mode Improvements We’ve hammered down some upgrades… turbo building, automatic material change and more! Check out the Building Improvements! blog here. Hand Cannon It's big, it's loud and it packs a punch! Coming to both Battle Royale and Save the World. General Major Improvements to Building! Players can now build structures just about anywhere, even through trees, rocks and cars. This allows you more freedom when building (no more pesky trees stopping your ramps). Structural support still works the same way -- only terrain or other buildings will support your built structures, not objects you build through. If you run out of materials while building, you’ll now automatically switch to the next material with available resources. You can turn this feature off with the “Auto Material Change” option in the Game Settings menu. You can now continuously place the selected building piece by holding down the Primary Fire button. You can turn this feature off with the “Turbo Building” option in the Game Settings menu. Battle Royale: Switching between building pieces is now much smoother, especially using console controls or under non-ideal network conditions. New Orchestral Music Score! The score was created by film composer Marco Beltrami (Logan, The Hurt Locker, etc.) and Pinar Toprak (Krypton TV series, additional composition for the Justice League film, etc.). The hour long score was recorded in Nashville with an amazing orchestra. Save the World: All music has been updated with an entirely new soundtrack. Battle Royale: The Login, Launch, and Lobby menus have updated remixes from the new score. Added Color Blind Option This can be found in the new “Accessibility” tab in the game's options. There's a strength indicator so that you can find a level that works best for you. This feature is still in development. We'd love to hear your feedback, especially if you're unable to find a level that makes the colors better for you. Holding down the “Interact/Use” button when approaching a chest or downed ally will now automatically perform the action once in range. This also works when reviving teammates. Messaging now displays when party functionality has degraded due to server issues. This includes being able to join parties and send invitations. Easy Anti-Cheat protection added to Mac. Improved the look & feel of the game window title bar, buttons and borders on Windows. Bug Fixes Fixed Auto-Run being cancelled when opening the map or inventory screens. Inventory icons should no longer get stuck in a selected state after being dragged out of the inventory. Improved CPU performance when activating overlaps, such as traps or triggers. Optimized grass rendering to improve overall frame rate. Fixed an issue where incorrect numbers could be shown if you enabled the “Show Net Stats” HUD option. Known Issues Microphones connected to controllers will be muted when changing any audio volume. Back To Top Battle Royale Weapons + Items Hand Cannon added. Fires Heavy ammo. Epic and Legendary rarity. Found in Floor Loot, Treasure Chests and Supply Drops. Pump Shotgun behavior has been addressed. Firing the Pump Shotgun and quickly switching weapons will now require you to pump the Shotgun before the next shot. We will be monitoring any fallout from this and continuing to iterate on how this works throughout the next patches. Grenades no longer have the ability to Crit. Removed the Valentine’s Day skin from the Crossbow. Adjusted Pistol drop chances in floor loot: Increased Uncommon Pistol by 25%. Increased Rare Pistol by 100%. Decreased Epic Suppressed Pistol by 33%. Decreased Legendary Suppressed Pistol by 20%. Bug Fixes Fixed the colorful outlines around weapon pickups not showing up. Fixed the Crossbow not reloading if the fire button is pressed with an empty ammo clip. Fixed the Impulse Grenade sometimes not sticking to the environment. Fixed a recoil recovery issue that caused the reticle to be in a lower position than expected after switching weapons. Performance 60 FPS mode added for PS4, Xbox One, PS4 Pro and Xbox One X. Battle Royale now defaults to 60 FPS, but you can switch back to 30 FPS in Settings if you prefer higher quality visuals. This replaces the Uncapped mode. Optimized weapon and building selection to be much more responsive under non-ideal network conditions. Several HUD elements have been optimized to improve performance. Bug Fixes Fixed hitching that occurred when jumping out of the Battle Bus. Fixed hitching that occurred when encountering certain skins for the first time in a match. Gameplay Players now remain in control of their character for 10 seconds after earning Victory Royale! Players who do not have an Outfit equipped will now have the same Outfit both in-game and the lobby. Bug Fixes Fixed an issue where sometimes no weapon would be equipped on first weapon pickup. Fixed the crosshair reticle disappearing in certain cases. Fixed an issue where the wrong item was dropped after switching inventory slots immediately after picking-up a new item. Fixed an issue where Supply Drops were unable to be viewed from long distances. Fixed issue where other player models could appear giant in certain network conditions. Fixed wall traps not triggering if placed behind certain stair configurations that didn't visually block the trap. Fixed the wrong item stack sometimes being consumed when multiple instances of a stacking item are in the quickbar. Fixed a rare server crash when a player would join a match. Fixed an issue that would cause visual delays when acquiring pickups or opening chests. UI The fullscreen map can now be opened while spectating. The fullscreen map now displays information about what the buttons do in the top right. The path of the Battle Bus is now visible on the map prior to launch. When picking up items, we once again display the names and quantities on the HUD, with an improved appearance. Ammo count is now shown in the tooltip for weapons on the ground. Added new “Streamer Mode” setting to the Game Options menu, which anonymizes all names that aren't squad members. When spectating players, the number of players they’ve eliminated now appears under their name. Text notifications no longer appear when a spectator leaves. The "You placed X" message now appears for only 10 seconds instead of 20 while spectating. Added a Help button to the Battle Pass tab with a list of Frequently Asked Questions. Bug Fixes Fixed an issue where, after being eliminated, the banner rank of the opponent wouldn’t match their rank but would instead match your own. Fixed unclear description of the Emote key binding in the Input Settings menu. Fixed an issue where messages and popups were affected by the HUD Scale option. Fixed an issue with escape behavior where it was cancelling game actions rather than bringing up the menu. Downed players that were still in build mode could not open the menu. Fixed an issue where spectators would see the character model obstructing their view, if the spectated player was scoping a Sniper with their back to a wall. Fixed an issue where text notifications would show for spectators joining despite “Show Spectator Count” being disabled. Fixed not having enough visual padding between the current ammo in the magazine, and the amount left in reserve. Social Emoting is now available in the pre-game lobby. You can do this by clicking on your avatar > “Emote”. Banner, Boost Level, and Battle Pass Tier of party members are now shown in the lobby. The top menu in the lobby now shows expanded information on party members (similar to the in-match menu). Party Finder has been restyled with streamlined invite/join visuals. The actions you can take for each friend or invite request are now shown in-line. Ray no longer enthusiastically announces all friend invites. Bug Fixes Fixed several cases of players failing to receive Party Invite notifications. Art/Animation Removed Depth of Field blur to greatly increase image sharpness for all players. Bug Fixes Lighting during all times of day/night now match the brightness across all Quality options. Lighting contrast + intensity have been adjusted to improve contrast in certain times of day that were flat and to reduce shadows in times of day that were too dark. Fixed an issue which caused downed players to become invisible if revived underwater. Audio Unique Audio coming to several Pickaxes + Gliders within the Battle Pass in V.3.1.0. Created new Semi-Auto Sniper world impact sounds, so it doesn't sound as overwhelming when shot at. Bug Fixes Implemented a fix that should resolve the stuttering and lagged audio issues that were introduced in the last update. Fixed an issue that caused the pickaxe equip sound to play when other players jumped from the bus. Known Issues In rare cases, the game may crash in the frontend menus when ShadowPlay Highlights is enabled. To prevent this, please update to the latest version of GeForce Experience. After opening a Supply Drop that has been shot down, the loot will sometimes spawn in the sky and slowly fall to the ground. In rare cases, players may be unable to edit a player built structure. The current workaround is to press the edit button on an adjacent structure. Back To Top Save the World Gameplay Hoverboard added. Hoverboards are granted by a new tutorial questline, available after Stonewood Homebase Storm Shield Defense 5 has been completed. Cruise across the map at high speed! Hoverboards take 3 seconds to summon, but consume no Energy while in use. Taking damage while on your Hoverboard will knock you off. Avoid husks! The Bald Eagle Hand Cannon is now available in the Weekly Store. This is the highest-damage hand cannon yet! Accurate and effective at short to mid-range. Spring It On! event chapter, “Luck Explosion” unlocks! Ring in the Lunar New Year with explosive new quests and activities. Get your Dragon Weapon of choice as the quest line reward. The Cozy Campfire no longer rewards the full Utility score every time it heals a player, instead spreading its total reward out over its lifespan. Plankhattan Project quest now only requires a single fully completed Siphon to succeed instead of 3. Players still must complete all three defense stages on the Siphon. Adjusted the cost of all BluGlo Pylons. Increased Wood/Stone/Metal harvesting rates. The exact amount varies by object, but is approximately 10-20% higher. Frontend crafting within Universal Inventory feature will be added. Reduced appearance rate of Ranged, Melee and Weapon Llamas by 20%. Bug Fixes Wall launchers once again push husks in the direction the trap is facing. Weak points will now spawn for all players when multiple players attempt to harvest a building or Outlander llama at the same time. The Cozy Campfire now requires tiered Mineral Powder to craft. Spring It On! Gold was incorrectly displaying as Sprint It On! Gold Fixed Wooden Wall Spike Traps to have no reload time. Fixed Wooden Wall Spike Traps to have proper damage at different tiers and rarities. Fixed an issue with Wooden Wall Spike Traps not properly reflecting damage. Survivor’s lost item should no longer spawn outside of the search area. If a Survivor Relay doesn't spawn a survivor, it will now fulfill related objectives and grant full rewards. Fixed the mailbox quest item from being searchable even if you're not doing the quest. Fixed “Summer” from spawning Outside the Storm Shield in Outpost. Vacuum Tube Launcher and Dam Buster will no longer roll headshot perks. Fixed an issue where new Dragon Weapon schematics could roll invalid perk configurations. Updated Melee “Durability Decay” perk descriptions to say "Longer Durability" instead of "Durability Decay"; updated values to reflect new descriptions. These tooltips were also displaying incorrect values - they are now correct. Crossbow Schematics will now craft weapons of the correct power level. The correct Crossbow model will now show when it is crafted, dropped or picked-up. Fixed a bug that caused multiple elemental enemy types to spawn in the same encounter after increasing difficulty. Only one elemental type should spawn at a time, except Minibosses. Heroes Valentines Ninja Snuggle Specialist Sarah has been added to the Event Store. New Legendary versions of the Lunar New Years heroes added to the Spring Llama: Berserker Renegade Riot Control Izza Flash A.C. Thunderstrike Mari Base movespeed has been unified across all heroes. Constructors now move at the same speed as Soldiers and Outlanders. The Ninja's Shinobi perk now grants 10% run and sprint speed, in addition to 10% fall damage reduction. Bug Fixes Fixed an issue causing the Outlander Flash Eagle Eye's support perk to show 12% damage increase at all hero evolutions. It now properly displays 12%, 18%, and 24% at Evolutions 1, 2, and 3. Fixed an issue where Dragon Slash wasn’t activating voice over. Fixed issue causing players to lose control of their character if a Troll Bomb was destroyed with Soldier's “Shockwave”. Fixed issue where “In The Zone” would sometimes trigger following one swing after switching weapons. Fixed an issue that allowed Soldiers to sprint while they were aiming their Frag Grenade. Fixed an issue that allowed Light Sword Heavy Attacks to be canceled early. Fixed a visual issue where the Flash Eagle Eye Outlander's backpacks of Epic and Legendary rarities were reversed. Fixed an issue where hero abilities, projectiles and visual FX would fail when cast in water. Fixed an issue where the Epic version of Sarah Claus had Crescent Kick as Tier 2 ability instead of Throwing Stars. Fixed an issue where Ranger BeetleJess was missing her face paint. Updated the “Rain of Death” Ninja perk to show the updated throw pattern. UI Updated Skill Tree backgrounds with new art and path labels to help player progression. Added new color backgrounds and labels to Research Trees to help player progression. Selecting the "Find in ..." option in the Heroes or Squads menu will now show the selected Hero, Survivor, or Defender when opening the appropriate Armory sub-menu. Clarified the behavior of the the Quick Chat key binding in the Input settings screen. Added a purple skull icon above Mini-Bosses. Spring it On! Gold icon has been updated: Bug Fixes Fixed an issue that caused “Connecting…” to appear when a teammate joined a match. Fixed the tooltip for Supply Drop. Clicking a locked squad now takes you to the "earliest" skill node that unlocks any slot in that squad, rather than the skill node that unlocks the leader slot. Fixed a case where weapon perks would disappear from the UI temporarily. Fixed a case where the item level display would fail to update. Fixed a case of overrunning text in the Store tab. Fixed some cases where controller navigation would become unresponsive. Fixed a hitch that could occur when navigating the Quests tab. Fixed some mission detail information not correctly updating when hovering over missions with a mouse. Fixed a case of cut-off text in the Armory menus. Tab navigation button callouts are now hidden if they cannot be used. Fixed the Mission Select button becoming overly large in some situations. Adjusted the layout of the Defender Squads button to better support having every squad unlocked. Fixed slotted Survivors not showing their correct power level in some situations. Fixed an issue with purchasing additional Llamas during the Llama store tutorial. Removed unnecessary blank rows in the tooltip information for “Bear Stare”. Corrected a typo in the description for “Quick Kick”. Fixed the tooltip for “Hearty Blows” to refer to base health values and “BASE MD” missing its display name. Fixed map and radar icons (including player icons) not displaying in some circumstances. The Ralphie's Revenge Sniper Rifle now correctly displays tier information. Remove unused stats in Patrol Ward tooltip . Fixed a case of overrunning text breaking the layout of the Daily Rewards menu. Updated "Air Strike Upgrade: Damage" node to accurately reflect bonuses. Updated the description of “Hover Turret Upgrade: Fire Rate” node in Skill Tree 4 to accurately reflect bonuses. Fixed an issue where console players were unable to select a skill in the skill tree. Audio Added Plasma Stun sound to Decoy when you have the perk enabled. Known Issues The "Import Friends" button is not available in the game menu for V.3.0.0 only. Can be found in the Epic Games Launcher in the meantime. Twitch quests are not giving out daily missions. Weapon designs and training manuals are not being fully refunded when recycling 2-star and above items. Recycling using the context menu does not preview the refunded items. Initial Black Box announcement of zone modifiers appears too briefly to read. Player can't edit building when a blueprint of a different building is selected. Explosive based weapons have AoE blast radius as Range in Stats page. Featured quests appear as only partially completed when finished. Hex Map rewards UI display gold as 'Seasonal Gold'. Owned Dragon Weapons could roll invalid perk configurations. The Play Now button for the "Want to Build a Hoverboard?" quest can take players to non-City zones. Play Now functionality will be removed from this quest in a future patch. Experiencing issues updating, logging in or crashing in Fortnite? Reach out to player support here. Back To Top View the full article
  6. Heya folks, With Season 2 coming to a close later this week, we’re here to answer your questions! Battle Pass New to the Battle Pass? It’s a way to get exclusive loot by playing Fortnite. Then earn or buy tiers to unlock even more rewards! When you buy the Season 3 Battle Pass, you’ll instantly unlock a batch of great in-game rewards including the new Mission Specialist Outfit! As you play during the season, you unlock a series of reward tiers. The more you play, the more you unlock. So, what’s different about the Season 3 Battle Pass? There are now 30 more tiers in Season 3 (100 total), and with more tiers comes more loot. Cosmetics Season 2 Battle Pass Season 3 Battle Pass Outfits 4 6 Pickaxes 3 3 Emotes 4 4 Gliders 3 3 Back Blings 0 3 Skydiving FX Trails 0 5 Loading Screens 0 8 Banners 16 23 Emoticons 16 21 TOTAL 46 76 Even though we added 30 tiers, you’ll still be able to complete the Season 3 Battle Pass in the same amount of time as the Season 2 Battle Pass (typically 75-150 hours). Don’t have the time? You can always purchase tiers for 150 V-Bucks each. New Battle Bundle Battle Pass + 25 Tiers (2800 V-Bucks) Includes access to the Battle Pass and instantly unlocks your next 25 tiers, all at a 40% discount. Weekly Challenges Play at your own pace! Tier up even faster by completing the new Weekly Challenges. Every week a new set of seven challenges unlocks, replacing the Season 2 Battle Pass daily challenges. Weekly Challenges stack and can be completed any time before the season ends, so if you buy a pass mid-season you’ll still have access to all of the previous Weekly Challenges. You can complete four out of the seven Weekly Challenges to unlock your rewards, so choose the challenges that best fit your play style! FAQ If I purchase the Battle Pass Season 2 do I get the Battle Pass Season 3? No, but you keep all of the rewards you've earned from the Season 2 Battle Pass! How do I buy the Battle Pass? Launch Fortnite Select Battle Royale Navigate to the Battle Pass Tab Purchase either the Battle Pass or the Battle Bundle What if I buy the Battle Pass late in the season? You will receive all of the rewards up to your current level, retroactively! I want to get everything right away. Since there are more levels in Season 3, isn’t it going to cost more to buy my way to the end? Yes, it does. For the first 70 tiers you’ll receive 70 items, just like last season. The added 30 tiers in Season 3 offer more loot than before. We have designed the boosts and challenges so you can complete the 100 tiers of the Season 3 in the same time that it took you to complete the 70 tiers of Season 2. View the full article
  7. Happy (Belated) Valentine's Day! We <3 you, whether you had a duo partner or dropped at Lonely Lodge this year. Valentine's day is a time for love, loot and llamas! Patch v.2.5.0 introduces a new grenade, Shrines, weapon balance and bug fixes drop into Battle Royale. Save the World introduces Spring it On!, adding a new Valentine's Questline, Lunar New Year Heroes and … Dragon Weapons! Impulse Grenade (Battle Royale) Who's there? You won't have to knock twice with this grenade. Shrines (Battle Royale) Search for treasure in new, thematic Shrines hidden across the map. Lunar New Year Heroes (Save the World) New year, new gear! Harness the power of four Lunar New Year heroes. Dragon Weapons (Save the World) Celebrate the New Year in style and fight fire with fire. General Enabled dynamic resolution and high quality temporal upsampling on PS4 and Xbox One. Dynamic resolution gives more consistent framerate during heavy combat and increases visual fidelity when load on the GPU is lighter. Full 4K Resolution now supported on Xbox One X. Added a key binding for "Toggle Pickaxe" on PC. PC + Mac Social Panel has been expanded to make browsing long lists of friends easier. Added distinctive sound variations when starting to build with Wood/Stone/Metal. Fixed multiple scenarios where connectivity errors would block login. Improved XMPP connection recovery on console. Optimized XMPP payloads. Removed extra queries when returning from match. Removed redundant store queries. Bug Fixes Fixed a problem with empty progress bars incorrectly showing as full bars on Mac. Fixed Discord game invites and rich presence information. PS4 Bug Fixes In continued partnership with SIE, we have been able to resolve the issue that occurred for some Fortnite players in which patches took longer to download than they should. If you experience a recurrence of this issue, please reach out to Epic Customer Service and we will address appropriately. Battle Royale Weapons + Items Impulse Grenade added. Blue rarity. Found in Treasure Chests and Supply Drops only. The Scoped Assault Rifle is now perfectly accurate while scoped. Scoped Assault Rifle headshot damage decreased from 250% to 200%. Revolver now uses Medium ammo. Crossbow drop chance decreased by 20%. Minigun drop chance decreased by 12.5%. Chug Jug drop chance decreased by 15%. The White/Green/Blue SMG is rotating out and heading into the vault. Tactical Submachine Gun Magazine size increased from 30 to 35. Firing rate increased from 10 to 13. Bug Fixes Fixed Sniper Rifles occasionally not registering hits when aiming downward with high network latency. Fixed an issue with projectiles failing to hit nearby players when hitting another target. Fixed an issue allowing players to fire around walls with the Crossbow and Minigun if they stood very close to the edge of the wall. The reload-failed messages will no longer display on weapons that do not have a clip to reload (i.e. - Minigun). Removed per-bullet rounding on shotgun damage calculation. Damage was rounded down to the nearest whole number for each individual pellet. Instead, all projectiles will be added together before rounding. Fixed an issue which caused the Minigun's barrel to continue to glow after use. Gameplay Bug Fixes Fixed an issue which prevented players from using the first weapon picked up on consoles. Fixed an issue where under certain network conditions, players could be damaged by bullets passing through structures built at the last second. These shots will now hit the structure instead of the player. Fixed an issue which allowed shots to pass through doors right after they were closed. Fixed an issue which allowed players to pick-up an extra weapon/consumable while holding a trap. This issue was also caused players to drop full stacks of resources and preventing them from harvesting that resource for the rest of the match. Fixed shield hit effects playing when taking falling damage. Fixed supply drops hovering mid-air if the object beneath them was destroyed. Fixed a possible crash that could occur while firing weapons before boarding the Battle Bus. World Bug Fixes The Soccer Stadium and other buildings should now load properly. Fixed an issue which caused treasure chests to be empty in rare cases. Fixed an ammo crate in Lonely Lodge that didn't spawn ammo. Performance Optimized performance of player animations to improve overall frame rate. Optimized dust cloud and shield effects on low settings for better performance. Eliminated various hitches caused by certain skins and items being loaded at unexpected times. Character models, weapons and environment assets now utilize a Level of Detail system to improve performance. Improved smoothness of level streaming by loading content on a background thread. Major tweaks to FX settings, targeting Medium to Low specifications. UI Enabled "Net Stats" option for PS4. This feature shows your ping time to Epic’s servers and overall bandwidth usage while playing. This option can be found in the HUD tab under Game Settings. Added an icon to the HUD that indicates which button is used to open the map. Added the total elapsed time to the Matchmaking UI. The ammo widget above the player's health bar now displays the count for any selected utility item. The keybinding widget in the HUD no longer shows "Not Bound". Added the ability to let players scale the HUD. Known Issue - This does not affect the HUD when spectating after death. Bug Fixes Fixed an issue where PS4 players were not getting credit for playing with friends. Audio Improved footstep audio by adding separate above and below step sounds for Wood, Stone, and Metal materials. Moved volume attenuation to be based off player location, rather than from the camera. Players can now better hear their surroundings while building. Lowered the audio levels of initially placing a structure. Added new Wood, Stone and Metal sound variations when placing structures. Added a sound that plays when the Crossbow is ready to fire again. Lowered teammate footstep volume slightly. Lowered the volume of the Sniper impact sound. Lowered the volume of emote music when in the pre-game phase. Bug Fixes Fixed an issue which prevented other players from hearing the Minigun's spin up sound. Fixed some audio panning issues when equipping the Minigun. Art/Animation Improved visual FX when moving through deep water. Bug Fixes Fixed Royale Knight's head clipping through the back of her helmet. Known Issues Weapon crosshairs will disappear sometimes after using a scoped weapon. Weapons will sometimes appear to be loaded, but cannot be fired. In rare cases, an item dropped by an eliminated player cannot be picked up by other players. Save the World Spring It On! Event New quests will be introduced throughout the duration of the event! Spring It On! begins with a tale of love in a storm-ridden world, with the usual Fortnite twist… Lunar New Year Heroes added, featuring 4 new kits! Dragon weapons added Quest Rewards (Sneak Peak): Love Trooper Jonesy, Legendary Soldier Choice of three Legendary Dragon Ranged Weapon New Legendary Melee Defender Firecracker Tickets V-Bucks Spring It On! Gold Awarded for completing a repeatable Quest Firecracker Tickets can be earned by using the new Opt-In Difficulty feature (detailed below). They’ll be awarded each time you complete a mission at increased difficulty. Used to purchase Spring Llamas from the Loot tab. Updated Loot Llamas to award Firecracker Tickets for the duration of the event. Spring Llama is available in the Loot tab and costs 1000 Firecracker Tickets to purchase. Each Llama will contain a Lunar New Years Hero, or a Dragon weapon. Each stack of 1000 Storm Event Tickets has been exchanged for Storm Llamas. Up to 3000 Seasonal Gold will be converted 3 to 1 into Firecracker Tickets, and any additional gold beyond that is lost. Spend any additional leftover event gold before the update! Spring It On! Gold is also seasonal and will be replaced when a new season begins. Mutant Storm and Miniboss Mission Alerts are not tied to this event. Both have returned to their lower “passive” levels of activity, and neither awards event tickets. Up to 3 Mutant Storms in Stonewood, 10 in other locations. | Quota: 4 per day Up to 3 Miniboss Alerts in Stonewood, 6 in other locations. | Quota: 3 per day New, Spring it On!-themed items will appear in the store throughout the event. Event store Items will appear, and remain available for purchase until the end of Spring It On!. Weekly store items will only be available for the week in which they appear. New and Improved Universal Inventory *NOTE: This feature will be available on Monday, February 19 due to in-progress testing. You can now prepare your inventory in the Armory before loading into the world. Use the Backpack screen to craft, equip, and recycle world items. Use the Storage screen to transfer items between backpack and Storm Shield storage. These screens are available in an inspect-only version when connecting to a game session. New Opt-In Difficulty A new type of BluGlo Pylon can be found throughout the world, allowing the difficulty of most mission types to be increased up to 5x. Each time it’s used, the number of enemies increases significantly, giving a small bump to their health + damage output. Each time the game's difficulty is increased, additional Seasonal Gold is awarded upon completion of the primary mission. During the Spring It On! event, increasing the mission's difficulty at least once awards a number of Firecracker Tickets, starting at 40 tickets in lower Stonewood, and topping out at 94 tickets at the end of Twine Peaks. Rarity Evolution and Recycling Changes The costs of Rarity Evolution have been reworked. The cost to increase the rarity of a Hero now costs more Training Manuals and evolution materials (Drops of Rain, Eye of the Storm, etc) depending on the star level of the Hero. A partially-complete version of this change was released early in v.2.4.2 and had higher-than-intended costs for evolving 3,4 and 5-Star Heroes. These costs have been corrected in this patch. When 2-Star or higher Schematics, Heroes, Survivors, Survivor Leads and Defenders are recycled they will now refund all evolution materials spent evolving the item. This change was made because we wanted players to be able to level up and test out new heroes, weapons, and traps without the risk of losing valuable evolution materials. Heroes Introducing Lunar New Years heroes, featuring four new kits: Berserker - A fearless Soldier who rushes into combat at close range with War Cry and Shockwave. Thunderstrike - A Ninja who focuses on stunning nearby foes, and exploiting that state to deal increased damage. Riot Control - Constructor focused on controlling the battlefield with DECOY, and wiping out packs of enemies with Plasma Pulse. Flash - An elusive Outlander who uses Phase Shift to stun and escape from groups of enemies. Plasma Pulse Redesigned to no longer bounce when placed. Rate of fire increased from 2 pulses/second at 8 pulses/second. Base damage has been reduced from 80 to 14. Goin' Commando's minigun is now flagged as a Ranged Weapon, causing it to benefit from Debilitating Shots and various other Soldier perks. Outlander's Phase Shift will no longer interrupt most actions when activated, allowing it to be used more fluidly during combat. Long Arm of The Law makes Anti Material Charge no longer stop on the first building hit. In The Zone ability Updated the tooltip to clarify that it requires 5 hits in a row. Increased the reset timer between hits to 5 seconds from 3 seconds. Hearty Strikes base heal amount decreased from 12 to 10. [Rework] Firewall Perk Melee attacks against the Constructor's shield trigger an energy pulse dealing Energy Damage and knocking back nearby enemies in a 0.5 tile radius (16 Second Cooldown). [Rework] Firewall Tactical Bonus Melee attacks against the Primary Hero's shield triggers an energy pulse dealing Energy Damage and knocking back nearby enemies in a 0.5 tile radius (48 Second Cooldown). [Rework] Flak Vest Perk Reduces damage taken by 60%. Reduction drops by 15% each time the Soldier is hit. Regain 15% every 10 seconds if reduction is lower than 60%. [Rework] Structural strike has been reworked: When Anti Material Charge hits a building it will refund some of its energy cost and have a reduced cooldown. [Rework] Survivalist Perk/Tactical Bonus Killing an enemy with an ability or weapon recovers 3 base health/second (scaling with Hero level and Tech) over 3 seconds. Additional kills reset the healing duration. Will not activate on full health. [Rework] Soldier Support Specialist ‘There Are Many Like It...’ Weapon lifespan increase reduced to 80% while War Cry is active. 'There Are Many Like It...' now unlocks at level 30 (up from level 18). Added ‘Practiced in Combat’ perk at level 18. Removed 'Blitz' from level 30 (replaced it with 'There Are Many Like It...') Bug Fixes Damage of Tactical Perk 'China Shop' now properly increases with Hero level. Fixed an issue causing Constructor and Machinist Harper to have the Legendary stats at all rarities. Fixed issue where Blitzen Base Kyle Hearty Blows did not specify that its activation required a Hardware melee weapon. Updated tooltips for TEDDY and Shocktower abilities to explain that each ability adds to the max Fragment Charges capacity by 1. Weapons Heartbreaker Crossbow added Valentines-themed Sniper Crossbow. Fires bolts that pierce through enemies and deal high damage + knockback. Bolts will drop slightly as they travel through the air. Consumes heavy ammo. Available in the Event Store for Seasonal Gold. Dragon Weapons are available: Dragon’s Roar - Semi-auto rifle that fires piercing rounds that afflict enemies with fire damage. Dragon’s Might - Shotgun that fires several explosive firecrackers. Dragon’s Claw - Sniper rifle that fires small rockets that stick to targets and explode after a short delay. Dragon’s Fury - Rocket that leaves an explosive cloud behind after impact. Dragon’s Tooth - Medium sword that deals fire damage. Dragon’s Fang - Heavy spear that deals fire damage. These weapons feature several unique perks - find them all! Gameplay Weapons and Hero Perks that increase damage to 'knocked down' enemies now function while husks are in their recovery animation. Reduced health, stability, and score awarded for defeating minibosses by 20%. Slightly reduced the number of other enemies spawned while a Miniboss is present. Drops of Rain and other evolution materials are now more heavily impacted by difficulty and mission reward chests. This causes an increase in drop quantity for everything except the lowest value chests. Added Cozy Campfire Trap Schematics to Loot Llamas. Also added a slot for Cozy Campfire in the Collection Book. The following Quests have been moved to the Side Quests category in the Quest Journal since they are no longer Daily Quests. A Little Van That Could! Data Retrieval Storm Chaser Crafted weapons now come preloaded with exactly one clip of free ammo appropriate to the weapon (This does not consider the current hero, so the Waste Not Want Not perk does not apply to the clip size). Bug Fixes Twine Peaks Quest Glimmer of Hope should no longer list Retrieve the Data as an objective twice. Ride the Lightning should now be listed instead. Clarified the description of Life Leech Attacks Storm Zone mutation. Affliction can no longer deal critical hit damage. Fixed an issue where players could occasionally not level up after outpost tutorial. Fixed an issue where light swords heavy attack animation was interrupted by movement. Fixed players seldom being unable to collect Bluglo when near a player-made building. Fixed some ammo boxes being difficult to loot. UI New Updates featured added. Bug Fixes Fixed a case of text overrun in the Store tab. It is no longer possible to add to a partial stack in Storm Shield Storage when the item limit is already exceeded. Updated the tooltip for Survivalist tactical perk to clarify that it doesn't stack with the Survivalist hero perk. Fixed weapon perk lists disappearing temporarily in particular cases. Fixed item level indicator not updating in certain situations. Updated the Grenade Generation perk tooltip to properly list 20 instead of 30 required kills. Audio Added sounds to Dragon Daze Ninja ability. New sounds for Firewall activate and recharge. New sounds for Flak Vest impact and recharge. Known Issues Event Side Quest “Things That Go Bang In The Night” appears on the Quest Map but is not available until the next phase of the Event. Event Side Quest “Things That Go Bang In The Night” appears incorrectly complete in the Quest Map upon completion of the Main Event Quest “In Your Ears”. Spring It On! Gold Is incorrectly named Sprint It On Gold! Twitch quests are currently not giving out daily missions. Crafting quest objectives must be completed in world zones. Experiencing issues updating, logging in or crashing in Fortnite? Reach out to player support here. View the full article
  8. Service Stability Issues We were not able to stay ahead of our continued growth and multiple of our backend services have been struggling under load the last several weeks (e.g. friends functionality and general login service). And we also shipped v2.3.0 with significant bugs. We don’t consider either acceptable. We have changed our release plans & processes to help improve quality of client builds, and scrambled people to make traction on backend scalability by any means possible. Ongoing Optimizations When you play some Battle Royale, we want the time from when you’re in the lobby to when you’re in the action to be as short as possible. We’re continuing to work on load time improvements to help with that. You want a smoother in-game experience, and we agree! We are testing and bug fixing improvements that will deliver better level streaming with less hitches. We’re getting close to being able to test a significant optimization to our networking code that should get us closer to running the server at a solid 20 Hz even in the beginning of the match. 60 FPS on Console Later this month we plan to add an optional 60 FPS mode for Battle Royale on consoles (PS4, PS4 Pro, Xbox One, Xbox One X). This 60 FPS mode is tuned for each console to maximize frame rate while minimizing loss of visual quality. West Coast (US) / Brazilian Servers We feel your pain with ping (our internal playtests are done across the ocean). We have added West Coast and Brazilian Xbox servers to provide better connection options. The below picture shows average ping improvements for West Coast (US) Matchmaking Improvements We are working on changes to matchmaking that are aimed at creating matches with a more balanced distribution of skill. Art The Art team has been having a blast coming up with cool ideas for cosmetics in Fortnite Battle Royale. Since the holiday event we’ve enjoyed seeing the community embrace outfits like the Fort Knights and Disco Heroes.That trend towards more adventurous items will continue. Gliders deserve love too and we’ve begun work on a pipeline that allows us to add new model parts and materials to create more unique Gliders. Here is an example that might pop into the store in the near future! Additionally, we are working on new Outfits that change more of the model, similar to how we created Raptor! We want to hear from you! We love your ideas, and thanks to reddit user /u/Pandanapper the Llama Unicorn Pickaxe for the Brite Bomber has come to life! How about making the things you already own even better? We’re looking at previously released cosmetic items and finding ways to juice them up! One example is adding new visual effects to the Party Animal Pickaxe (now with splashing animations). Gameplay Weekly updates, items, and features! We’re continuing to prototype new weapons and consumables, and will roll them out as they’re ready. Additionally, we’re looking to add different types of items down the road (beyond just weapons and consumables) that will allow for exciting new ways to play. Next week we’ll be putting our first weapon (SMG) into the Vault. These weapons may or may not return and this allows us to manage the weapon pool as we introduce newer weapons. You have also helped to surface quality of life fixes, and here are some on the short list right now are: Improved building controls on console Team Communication outside of voice chat Ability to re-queue from the death screen Ability to preemptively hold down the search button while approaching a searchable object Display of how much ammo is loaded into a gun on the weapon widget Larger map w/ zoom Quickbar Improvements We’ve been working on making that swap between your weapon bar and your build bar feel more crisp. Making it easier to swap between build pieces when you have moderate ping and removing visual stuttering when you quickly scroll through items are being worked on as well! Social Many of you love playing Fortnite with friends. We take that to heart so we’ve been in the lab cooking up ways to improve that. In the short term we’ll enhance your abilities to find and play with your friends. Long term we plan to rework the social architecture and all social features within Fortnite (i.e. chat and friends list). Invite your friends, first from Facebook (PC first, console to follow), soon with other social networks! We’re also working on a “Looking for Group” feature to make it easier for your squad to party up or look for more! Feature Example: You’ll be able to spectate and chat with your friends while you wait for them to finish up that solo match, in-game! If you’re feeling generous, we have a feature on the horizon just for you ;) Limited Time Modes We’ve been hammering away at Limited Time Modes! Getting you multiple playlists (solo, duo and squads) during LTMs is at the top of the priority stack. We’ve been using multiple data points (including your feedback) to iterate our existing LTM’s and to build brand new LTM’s. We are planning to quickly spin up a dozen or so LTMs, some of these may be more straightforward (e.g. along the lines of Sniper Shootout, Sneaky Silencer etc.). We also use LTMs to test new Shooting Models. From there, we want to make internal improvements so we can introduce more involved LTMs (e.g. “floor is lava”). Modes we plan to run in the next month or so: Blitz Mode (shorter matches!) Drop into the first circle Generally less time between circles Team sizes in between 50v50 and squads 50v50 v2 Closer to the 50v50 Trailer experience Split to start Converge on Battle Bus for each team See all your squadmates on the map More supply drops Custom Matches You may have seen some players getting involved in our Fortnite Friendlies, which is our way of testing out private match functionality and working out the bugs. We want to iron out some of the bigger kinks before rolling this out to the entire game! Audio Footsteps Above/below footsteps have been implemented, meaning that different audio assets will play depending on another player’s position relative to you. These assets have been filtered based on real-world data to sound like they’re on the floor above you versus the floor below you. In addition, we also remove some of the filtered above/below content if there’s direct line of sight between you and the other player. This “opens” the footsteps up a bit and helps in cases where the building gets a little wild. Listener Position We’ll be changing the way the listener behaves for 2.5. Volume attenuation will be moved to the player’s location, and panning will still be calculated from the camera. Previously, panning and volume attenuation were based on the camera’s location. This led to a lot of confusion when moving the camera around to locate a chest, as the volume would dip in and out as the camera swung around. Building Audio for placing structures has been redesigned to put more emphasis on the “placement” of structures. So if a player is rapidly approaching you and building ramps up to your tower, you’ll hear a steady “chunk, chunk, chunk” as they place the structures, extending to about the range of sprinting footsteps. We’ll be closely monitoring how this affects building, both in offensive and defensive situations. Battle Pass Season 3 We thank all of you for your support throughout Season 2. We’re excited and can’t wait to announce details on the Battle Pass for Season 3! For example, we heard your concerns about the daily challenge system. In Season 3 we’re adding flexibility by replacing the second daily challenge with a new weekly system. Battle Pass owners will unlock a new bundle of quests each week of the season which can be completed any time before the end of the season. View the full article
  9. Fortnite hit a new peak of 3.4 million concurrent players last Sunday… and that didn’t come without issues! This blog post aims to share technical details about the challenges of rapidly scaling a game and its online services far beyond our wildest growth expectations. Also, Epic Games needs YOU! If you have domain expertise to solve problems like these, and you’d like to contribute to Fortnite and other efforts, join Epic in Seattle, North Carolina, Salt Lake City, San Francisco, UK, Stockholm, Seoul, or elsewhere! Please shoot us an email at OnlineJobs@epicgames.com. Postmortem of February 3rd and 4th outages The extreme load caused 6 different incidents between Saturday and Sunday, with a mix of partial and total service disruptions to Fortnite. MCP database latency Fortnite has a service called MCP (remember the Tron nemesis?) which players contact in order to retrieve game profiles, statistics, items, matchmaking info and more. It’s backed by several sets of databases used to persistently store this data. The Fortnite game service is our largest database to date. The primary MCP database is comprised of 9 MongoDB shards, where each shard has a writer, two read replicas, and a hidden replica for redundancy. At a high level user specific data is spread across 8 shards, whereas the remaining shard contains matchmaking sessions, shared service caches, and runtime configuration data. The MCP is architected such that each service has a db connection pool to a sidecar process that in turn maintains a connection pool to all of our shards. At peak the MCP handles 124k client requests per second, which translates to 318k database reads and 132k database writes per second with a sub 10ms average database response time. Of that, matchmaking requests account for roughly 15% of all db queries and 11% of all writes across a single shard. In addition our current matchmaking implementation requires data to be in a single collection. At peak we see an issue where the matchmaking shard begins queuing writes waiting on available writer resources. This can cause db update times to spike in the 40k+ ms range per operation causing MCP threads to block. Players experience unusually long wait times not just attempting to matchmake, but with all operations. We have investigated this in detail and it is currently unclear to us and support why our writes are being queued in this way but we are working towards a root cause. This issue does not recover and the db process soon becomes unresponsive, at which point we need to perform a manual primary failover in order to restore functionality. During these outages this procedure was being repeated multiple times per hour. Each failover causing a brief window of matchmaking instability followed by recovery. MCP thread configuration Prior to the launch of Fortnite, we had made a change to the packaging of the MCP. As part of that we introduced a bug limiting the number of available service threads below what we considered to be a safe default for our scale at the time. As part of a recent performance pass, this mistake was corrected by reverting it to our previous intended value. However once deployed to our live environment, we noticed requests experiencing increased latency (double ms average to double seconds) that was not present in our pre-production environments. This was diagnosed as db connection pool starvation via real-time cpu sampling through a diagnostics endpoint. In order to quickly remediate the issue we rolled back to our previous thread pool configuration. What we expected to be a performance improvement resulted in the opposite and was only revealed at peak production workloads. The above MCP issues on Saturday can be seen here, with spikes partially representing matchmaking db failures and overall poor performance due to db thread pool starvation and a gradual rolling deploy. The impact of just matchmaking db failures on Sunday can be seen below: Account Service outage Account Service is the core Epic service which maintains user account data and serves as an authentication endpoint. Service in numbers: Throughput: 40k - 100k req/sec (2.5M - 6M rpm). Up to 160k/sec at land rush. Latency: All APIs: avg < 10ms, p99 < 100ms, p99.9 < 400ms Sign In: avg < 100ms Auth check: avg < 5ms Sign up: 1k - 3k a minute. Sign in/out: 0.5k - 1k fresh sign ins /sec . Plus 0.7k - 1.5k refreshes /sec (session extension). Account Service is a complex application with a JAXRS-based web-service component and a number of sidecar processes, one of which is an Nginx proxy sitting in front of it. The main purpose of this proxy is to shortcut an access token verification path. All traffic is routed through this proxy, but only access token verification traffic is checked against cache as shown above. With all other calls simply passing through to the main application. On Sunday, there was an incident when Memcached instability saturated Nginx capacity (essentially, occupied all available worker threads), so that other traffic simply couldn’t get through to the main application. Below is a quick post-mortem summary: Timeline: 2018-02-04 18:30 UTC - 2018-02-04 20:20 UTC Root cause: Nginx in front of the Java application was saturated, and traffic was limited to the application. Hence all our JVM-level protection from situations like this didn’t help. Incident Details: Our memcached component started failing under the load due to network and connection saturation. Nginx was next in line and got stuck on timing out Memcached calls (100ms) quickly running out of free worker threads and becoming unable to serve other traffic. Including health-check calls. All the verify calls have fallen through to JVM layer with added +100ms memcached timeouts and added to Redis load. Missed health check requests caused the load balancer to pull all the nodes out of rotation effectively imposing full service downtime. Impact: Good news though is that this had moderate impact on players in match due to resiliency measures we have in place. Signing in (and out) was mostly blocked and our Epic Games Launcher would sign players out with an error. Next steps: Leveraging Level 7 routing in ALB to direct all non-verify traffic directly to our Java application, which in turn has a number of protection measures implemented against saturation like this. Significantly increasing Memcached capacity. Followed by removing Nginx + Memcached couple altogether out of equation. We still have a lot of exciting problems to solve. Problems like implementing effective sharding of persistent data with pretty complex set of secondary indices we have to maintain. XMPP outage Being a foundation for online presence, text messaging and a number of other social features like parties, XMPP Service plays significant role in delivering quality social experience to our players. This makes all XMPP service instabilities immediately visible to our community. XMPP Service is an Instant Messaging solution customized to support a subset of XMPP protocol and protocol extensions according to platform needs. XMPP Service in numbers: Online connections: way over 3 Million ++ Throughput in packets: Total: ~600k / sec (including aux traffic, forwarding and broadcast effect). Presences: ~180k / sec Notification: ~50k / sec Messages: ~40k / sec We leverage XMPP for the following features: Online presence Push notifications Whispers Group chat - for parties, for team chat and global rooms. In its essence XMPP, as majority of other instant messaging services, is a highly async pub-sub system pumping packets - messages, presences, commands and various aux data - through the cluster from a sender to an addressee (or a set of). XMPP supports multiple end-user connection protocols. Our service uses two: TCP and WebSockets. We maintain millions of persistent and relatively long living TCP connections from clients concurrently. This comes at a cost of system complexity, as this case significantly differs from our typical RESTful web services. Epic XMPP is one component in a family of Social web-services. It depends on other services including Friends Service, which supplies XMPP with friends information. We use this information to enable presence flow between players. On Sunday we had a situation while mitigating a known instability problem that resulted in overloading a downstream system component and effectively paralyzing presence flow. Without presence, a user who is your friend cannot see that you are online, breaking most of our social features including the ability to form parties. Graphs below: At the top - instability and connection migration from Blue cluster to Green cluster (time in UTC). On the left - calls made by stand-by XMPP cluster to Friends Service. XMPP perspective. On the right - traffic handled by Friends load balancer. Once recovered, it was able to handle all queued traffic. Here is a quick summary of the incident: Timeline: 2018-02-04 22:00 UTC - 2018-02-05 00:15 UTC Root cause: Friends Service internal load balancer - the one on critical path for XMPP - got overloaded and pushed into an error state. ELB could not quickly recover due to specifics of failover process and outdated network configuration - ELB subnet was short on free IPs to provision replacement. Incident Details: Due to a recently introduced memory leak, XMPP was on a monitored path to falling into unstable state. We planned to replace it with another ready and stand-by cluster with the leak already fixed. We expected cluster to survive through weekend, so that we could schedule a proper maintenance during working week days. Unfortunately, Game Services and Account Service instability significantly increased the effect of the leak. And at 22:00 UTC on Sunday we started losing cluster nodes and disconnecting players. A decision was made to immediately failover to a stand-by cluster via green/blue deployment strategy, when we instantly flip all the traffic to another set of endpoints. Unfortunately, landrush of reconnecting people at the time has effectively killed one of the Friends Service load balancers paralyzing our ability to setup presence flow on new connections. Impact: As a result, though people did actually connect to XMPP, the UI showed everyone as offline due to missing presence flow. Effectively, a “dark room” situation. Next steps: We’re in a process of upgrading load-balancer solution for Friends Service and other platform services to address issues like above. We’re fixing our VPC configuration to ensure subnet capacity. There are also longer-term problems team is actively working on. For example with current architecture XMPP cluster represents a full mesh. Each cluster node is connected to each other. With 10 connections between each node and 101 nodes in cluster it effectively spends 1k sockets per node just on cluster connections. Each XMPP node can hold only up to N connections with current solution. Hence there is a theoretical limit on optimal number of cluster nodes (and hence CCU capacity) we can maintain without solution redesign. Cloud capacity limits and throttling We run Fortnite’s dedicated game servers primarily on thousands of c4.8xlarge AWS instances, which scale up and down with our daily peak of players. This means our count of instances is always fluctuating and nonlinear in growth. While capacity limits caused no disruption to the game, we had to react quickly to adjust some of our services limits. Fortunately our monitoring alerted us quickly and we were able to make the necessary changes. The limit we hit was the total instance limit in the region, which would affect our ability to scale our services in the entire region. We have also hit several API rate limits and we cover our corrective actions in the next steps section. Available IP exhaustion We run in multiple availability zones in cloud providers for our core services and our standard subnets are /24 giving us 251 usable IPs per subnet. Multiple factors such as shared subnets, instance changes and scaling across many services caused us to run out of IPs. While we were able to shift many components without any interruption, due to other events described above, it caused extended load balancer recovery times. Next Steps and Updates Our top focus right now is to ensure service availability. Our next steps are below: Identify and resolve the root cause of our DB performance issues. We’ve flown Mongo experts on-site to analyze our DB and usage, as well as provide real-time support during heavy load on weekends. Optimize, reduce, and eliminate all unnecessary calls to the backend from the client or servers. Some examples are periodically verifying user entitlements when this is already happening implicitly with each game service call. Registering and unregistering individual players on a game play session when these calls can be done more efficiently in bulk, Deferring XMPP connections to avoid thrashing during login/logout scenarios. Social features recovering quickly from ELB or other connectivity issues. When 3.4 million clients are connected at the same time these inefficiencies add up quickly. Optimize how we store the matchmaking session data in our DB. Even without a root cause for the current write queue issue we can improve performance by changing how we store this ephemeral data. We’re prototyping in-memory database solutions that may be more suited to this use case, and looking at how we can restructure our current data in order to make it properly shardable. Improve our internal operation excellence focus in our production and development process. This includes building new tools to compare API call patterns between builds, setting up focused weekly reviews of performance, expanding our monitoring and alerting systems, and continually improving our post-mortem processes. Improve our alerting and monitoring of known cloud provider limits, and subnet IP utilization. Reducing blast radius during incidents. A number of our core services are globally impacting to all players. While we operate game servers all over the world, expanding to additional cloud providers and supporting core services in multiple geographical locations will help reduce player impact when services fail. Expanding our footprint also increases our operational overhead and complexity. If you have experience in running large worldwide multi cloud services and/or infrastructure we would love to hear from you. Rearchitecting our core messaging stack. Our stack wasn’t architected to handle this scale and we need to look at larger changes in our architecture to support our growth. Digging deeper into our data and DB storage. We hit new and interesting limits as our services grow and our data sets and usage patterns grow larger and larger every day. We’re looking for experienced DBAs to join our team and help us solve some of the scaling bottlenecks we run into as our games grow. Scaling our internal infrastructure. When our game services grow in size so do our internal monitoring, metrics, and logging along with other internal needs. As our footprint expands our needs for more advanced deployment, configuration tooling and infrastructure also increases. If you have experience scaling and improving internal systems and are interested in what is going on here at Epic, let’s have a chat. Performance at scale. Along with a number of things mentioned, even small performance changes over N nodes collectively make large impacts for our services and player experience. If you have experience with large scale performance tuning and want to come make improvements that directly impact players please reach out to us. MCP Re-architecture Move specific functionality out of MCP to microservices Event sourcing data models for user data Actor based modeling of user sessions Problems that affect service availability are our primary focus above all else right now. We want you all to know we take these outages very seriously, conducting in-depth post-mortems on each incident to identify the root cause and decide on the best plan of action. The online team has been working diligently over the past month to keep up with the demand created by the rapid week-over-week growth of our user base. While we cannot promise there won’t be future outages as our services reach new peaks, we hope to live by this great quote from Futurama, “When you do things right, people won't be sure you've done anything at all.” Remember, we need you! It’s been an amazing and exhilarating experience to grow Fortnite from our previous peak of 60K concurrent players to 3.4M in just a few months, making it perhaps the biggest PC/console game in the world! All of this has been accomplished in just a few months by a small team of veteran online developers -- and we’d love to welcome a few more folks like yourself to join Epic Games on this journey! So, please contact us at OnlineJobs@epicgames.com, and join one of Epic’s high-quality development offices around the world! View the full article
  10. Fortnite fans, V.2.4.0 brings in bug fixes for Battle Royale and some fun new additions for Save the World. Amaze your friends with stories of past adventures around the Cozy Campfire, or try out the new Expedition types! Minigun Introducing the Minigun! Control the battlefield with sheer firepower with this new addition to Battle Royale. Cozy Campfire Heal yourself and allies with the all new Cozy Campfire addition to Save the World. Stay warm and healthy as you share stories with your friends around it. Battle Royale Weapons Suppressed Pistol - Reduced drop chances of Rare variant by 20%. - Reduced drop chances of Legendary variant by 33%. Improved the accuracy of grenade arcs. Bug Fixes Fixed an issue which allowed players to switch between two scoped weapons without leaving the scoped view. Player's weapons will no longer disappear for a short time after the effects of the Boogie Bomb wear off. Reduced the delay between throwing a grenade and switching to another weapon. Gameplay Added AutoRun! Input defaults for PC are "=" and "NumLock" Input defaults for controller is double clicking the left stick. Chug Jug is a new consumable that releases with this patch. It is a Legendary item and can only be found in chests or supply drops. Max stack is 1 Bug Fixes Corrected the drinking speed for the 15 second Chug Jug item. Wooden power poles no longer block building. Spike Traps found in Supply Drops will now stack with other Spike Traps found elsewhere. The Spike Trap’s effective range will now more accurately match the distance of the spike animation. The damage area was previously too large. Supply drops no longer hover above the ground after landing. Fixed an issue which prevented the Shield Potion and Slurp Juice visual effects from playing when the player is already shielded. Fixed an issue that made Cozy Campfires appear to be active after they have expired. Fixed an issue which caused collision of eliminated players to persist for too long. Fixed an issue which allowed players to hide inside of supply drops if the supply drop landed on a crouched player. Fixed an issue which allowed players to pass through walls as they edited them. Optimized the speed at which players can cycle building pieces under poor network conditions. Fixed an issue which caused dropped items to fall off the edge of the map and spawn near a living player. Kicking a basketball through a soccer net no longer counts as a goal. Soccer balls still count. Fixed a few landscape areas that were barely below floor height before. This sometimes caused the majority of a structure to appear underground. Players can now shoot through the Soccer goal. General Shadowplay Highlights now records player knockdowns (DBNO). Quitting a match early will no longer award stat or challenge progress. Progress will only be awarded when a player leaves after they are eliminated or have won. Bug Fixes Fixed an issue which allowed items in the locker to rotate on the wrong axis while spinning them. Fixed an issue which caused the client to lock up after ALT-TABing on PC. While spectating, players will now be returned to scoped view when the spectated player switches between scoped weapons, instead of being pulled into third-person view. Brick building effects have been fixed. Players can now mute party members from the lobby screen. Players banned from voice chat can no longer use it on the lobby screen. Fixed a client crash that would get triggered by an audio cue. Fixed an issue preventing players from unmuting other players in the lobby screen. Fixed an issue causing an incorrect character model to display on the lobby screen. Fixed an issue causing entire walls to highlight when looking at a door. Performance Bug Fixes Fixed client hitching which could occur when the Chug Jug was found in game. Made engine performance improvements to how we process collision overlap events. Reduced network bandwidth usage when players are walking, and when they are standing still. UI Added Auto Decline Friend Requests as a new option for PC players to the Social Widget. When enabled, friend requests will be auto-declined. Enabling this option will decline all pending friend requests. Bug Fixes Friend and Party invite notifications will now correctly appear for Battle Royale players that have never played Save the World. You no longer open the fullscreen map while spectating a player with report menu up, This issue only occured if a player was using the “Combat Pro” controller config. The radial emote menu will no longer persist after the warm up phase if left open. Characters pose no longer resets after opening the news widget. The ping value displayed in the Net Debug Stats UI is now more accurate. It will appear higher than before for all players. Removed an unnecessary button prompt on the left side of the news widget. Added a border highlight around item shop tiles when selecting them on consoles. Fixed an issue allowing the old trap picker radial menu to open. This radial menu is no longer used for selecting traps. Fixed an issue causing weapon icons to not display properly on the hotbar in some cases. Fixed a few spots on the map and minimap that were rendered as black spots. Fixed the floor under the hero not showing up when previewing emotes in the locker or item shop Fixed emotes being offset if they were viewed in succession. Audio Lowered volume of bus music and the sound played when jumping out of the bus. Lowered volume of wind sounds played during skydiving and gliding. Lowered the volume of gunfire, footsteps, and impacts during warmup phase. Removed the “Caw” sound layer from the Death Valley pickaxe. Removed some layers from the new pickaxe sounds that could be mistaken for bullet whiz-bys Bug Fixes Music from dance emotes will no longer overlap. Loot chest audio is no longer hushed by pickaxe impact sounds. Improved spatialization of loot chest audio by increasing the audio volume if you’re aiming at them. Removed the static audio from living room televisions. Fixed a directional audio issue when another player switches to a shotgun. Removed footstep audio from dance emotes. World Added more loot spawns to Haunted Hills. Bug Fixes Fixed the missing collision on a window asset in Tilted Towers. Fixed the landscape appearing jagged at medium-range distances. Fixed flickering artifacts seen on the rivers while on the Battle Bus. Fixed an issue causing two items to spawn in the same location near Lonely Lodge. Fixed some seams in the terrain south of Anarchy Acres. Disabled the collision on the vines in Moisty Mire. Fixed missing collision on junkyard crane. Fixed two areas where players could hide under the terrain by the edge of the river. Fixed a section of the Moisty Mire water that did not slow players down. Fixed a mine cart in Shifty Shafts that could not be destroyed. Added more loot spawns to Haunted Hills. Fixed an issue causing the soccer stadium to sometimes not load in properly. Fixed a seam in the terrain near Flush Factory that allowed players to see through the map. Added collision to pillars in Haunted Hills so players can no longer hide inside them. Scoring a goal in the Soccer stadium will now show proper visual effects. Save the World Mutant Storm Event Returns! This storm season, Mutant Storms will appear in greater numbers. Mutant Storm mission alerts award Storm Tickets in addition to the Evolution Materials that they usually drop. Quota: 10 per day. Up to 5 Mutant Storms are available at a time in Stonewood, and up to 25 Active Storms are available at a time in Plankerton, Canny Valley, and Twine Peaks. Purchased upgrade Llamas award Storm Tickets. All missions will continue to award Seasonal Gold, and Daily Quests will continue to award Daily Coins. Most Event Quests award Storm Tickets. Some Event Quests award V-Bucks. The Legendary Hydra Transform Key is available in the Event Store! The Event Store also offers Legendary Constructor BASE Hype. The Event Storm Llama also has a chance of awarding this hero. Since we're reintroducing the Legendary Hydra with this Mutant Storms event, it can now be recycled, put in the Collection Book and consumes inventory space. For every 1,000 unspent Snowflake tickets a Holiday Survival Llama will automatically be granted and can be found in the Loot Tab. All remaining tickets will be lost. Mini-Bosses Mini-bosses are still present on the map, but the number of mission alerts have been reduced from the Holiday event. Up to 3 of these Mini-Boss mission alerts can appear in Stonewood at a time and up to 6 at a time in Plankerton, Canny and Twine. Quota: 3 per day. These Mini-boss alerts have replaced the old generic Mission Alerts that used to be on the map. As a result: Mini-boss Alerts can now be played in higher-difficulty missions that you have not unlocked yet. Mini-boss Alerts reward a wide array of items, including transform keys, schematics, survivors, and more! Return of "Mini-Boss" Quests: Awards Seasonal Gold currency and is repeatable. Seasonal Gold currency can be used to purchase items from the Event Store. This currency only lasts for a season, so spend it while you can! Context Sensitive Menus More options are available when interacting with items in the Hero Squad, Survivor Squads, and Armory. Schematics and people can be directly added to the Collection Book now! Cozy Campfire All allied players and Defenders in a 3x3 tile area around the Campfire are healed over time. Lasts until the fire has consumed its Durability. The Cozy Campfire trap schematic is available through the Event Store. Two New Expedition Types People Runs: A free to run expedition that lets you gather a small amount of People (resource). Trap Runs: These expeditions will let you gather traps through expeditions. Balancing changes on some existing expeditions. Improved rewards, with slightly lower power costs. We’re continuing to iterate to make this better! Please tell us what you think! Gameplay Added Auto-Run! Input defaults for PC are "=" and "NumLock". Input defaults for controller is double clicking the left stick. Adjusted several weapon Perk rolls Break shotguns can no longer roll Rate of Fire perks VinderTech Rocket Hammer can now roll Energy and Elemental perks VinderTech and Vacuum Tube sniper rifles can now roll perks that trigger a small explosion of damage after headshot kills. Standardized the damage melee weapons do to the environment. Melee weapons previously varied from 20%-70% of weapon damage depending upon the weapon type and the target material. All weapons are now set to a flat 50% of weapon damage against wood and stone, and 20% versus metal. Pickaxes remain unaffected. Husks from encampments will no longer spawn under the terrain. Heroes Increased the duration of Keep Out to 10s to match the tooltip. Reduced the damage per tick from 20% of grenade damage to 15% of grenade damage as a result. Increased the damage of Cluster Bomb explosions from 20% of grenade damage to 25% The rate of fire on the Plasma Pulse ability has increased and was balanced by decreasing damage, making it more reliable. The Plasma Pulse device also no longer bounces or slides after being placed. Bug Fixes Frag grenades and cluster bombs will no longer fall through water, which caused Soldier’s to be unable to throw a second grenade. Fixed an issue that was causing TEDDY to have reduced range while firing. The Anti-Material Charge hitbox will more reliably hit enemies in front of the Outlander on startup. Fixed the healing visual effects not properly being removed when a player is healed from BASE M.D. Additionally, the heal effect is now periodic instead of being applied as soon as you touch the affected BASE. UI Added Auto Decline Friend Requests as a new option for PC players to the Social Widget. When enabled, friend requests will be auto-declined. Enabling this option will decline all pending friend requests. Added count indicator to collection book slots. Added XP Counts to the Collection Book Rewards Schedule. Added total count to "root" rows on the the collection book nav. Bug Fixes Consumable item transform keys can now only create items that match the rarity of the key. This will prevent players from accidentally using a high-rarity consumable transform key to create a low-rarity item. Fixed an issue that was causing large font power levels to appear where teammates names should go. Mission alert rewards will no longer show in the objectives menu in game when the player had already collected the current mission alert or reached their quota. Buying Llamas during the tutorial will no longer cause the UI to have display issues. Fixed a visual issue that made it look like Survivor power levels weren’t increasing after leveling them up. Fixed problems working with the in-zone transfer UI for severely overflowed Storm Shield storage. Please note: In a near future release, it will not be possible to claim expedition rewards while Storm Shield storage is overflowed. Respecting the storage limit is important to protecting player items. Updated the frag grenade tooltip to reflect the recent changes to Keep Out and Cluster Bomb. Cluster Bomb: Releases 6 cluster explosions around the impact site that will each do 25% of the original damage. Keep Out!: Leaves a residual energy field, doing 15% of the initial grenade blast damage every 1 second, over 10 seconds. Update the Cardio Feedback perk tooltip to properly display the base healing amount of 15 instead of 13. General Removed a few llamas from the store rotation: Double Llama, Fiver Llama, Six Pack Llama, Niner Llama. The 3, 7 and 10 versions of this Llama still exist. This was done to focus on a smaller number of variants of this llama type. Rebalanced the amount of starting ammunition for ranged weapons when picked up in the world. Known Issues Players are sometimes unable to select card choice when opening an Upgrade Llama. Items in the collection book cannot be evolved after leaving a zone. When inspecting an item located in inventory the display image may not appear properly. Hitching happening at various times such as players joining matches, player loadout changes and day to night transitions. When Reset Building Choice is set to “Off” in the settings, while in zone building choices will reset and sometimes not appear. Experiencing issues updating, logging in or crashing in Fortnite? Reach out to player support here. View the full article
  11. Patch V.2.4.2 is planned to release February 8. Hey Fortnite fans, Valentine’s day is coming and Fortnite is getting in the spirit. Feeling lovey-dovey? Then grab yourself Valentine’s Day themed skins in Battle Royale. Gunpowder, not your thing? The new Crossbow allows you to hunt your prey the old-fashioned way. Eliminate your targets with stealth and finesse with this new addition. Need more love? For our Save the World fans, our new Valentines themed quest starts next week! This is a light week for patch notes, but don’t worry, we have plenty more to bring you in the coming weeks! New Skins Cupid’s arrow has struck Battle Royale, bringing in Valentine’s Day themed skins. Crossbow The Crossbow is the newest weapon addition to Battle Royale. Nock those arrows! Patch Notes - Battle Royale General The Shooting Test #1 Limited-Time Mode has been switched to Solo only. Known Issue: The Shooting Test does not save progression for stats or challenges. Shotgun headshot damage increased to 200% (was 150%). Scoped Assault Rifle is now 100% accurate when zoomed in. Scoped Assault Rifle no longer has damage fall-off. Bug Fixes Players will no longer slide off rooftops. Fix for Item Shop panels disappearing after completing a V-buck purchase through the Store Tab. Fix for collision inconsistencies in certain basement corners. Fixed a hole in the terrain south of Retail Row. Weapons Crossbow This weapon fires Arrows, which are an unlimited ammo type. Found from floor loot and treasure chests. This weapon comes in both Rare and Epic variants. Save the World This is a light week for patch notes, but fear not! We have plenty to bring you in the following weeks. Quests, events, bug fixes, quality of life improvements and more. Below you can see our current roadmap for big things to expect in upcoming Save the World updates. Upcoming Releases Patch 2.5.0 Valentine’s Event Special Valentine’s questline - A Love Story, told the Fortnite way. ;) Valentines-themed Heroes Cupid Crossbow New reactive quest type Opt-In Difficulty increase for greater challenge and rewards Patch 3.0.0 Spring it on Event Week 1 of the ‘Spring it On’ questline released! New Event Store items! Complete in-game music overhaul (Orchestra Edition) Patch 3.1.0 Stamina Part 1 - Player Movement Quest Map Improvements Spring it on Event Week 2 of “Spring it On” questline released! New Event Store items! Inventory w/ Crafting in the front end. Experiencing issues updating, logging in or crashing in Fortnite? Reach out to player support here.View the full article
  12. Hey everyone, I wanted to take some time to talk about the upcoming limited time mode Shooting Test #1. Late last year we outlined some of our goals with Battle Royale’s combat and weapon accuracy (you can read that blog post here). Back then, we stated two goals for our combat: Goal #1 – Pistol sniping at long range should not be possible. Goal #2 – Our weapons should have characteristics that encourage a wide range of engagements based on: distance to target, target type, ammo availability, etc. One of our favorite things about Fortnite Battle Royale is choosing how to engage another player - whether that’s building cover and closing the gap, dropping from above, sneaking around, or just going in guns blazing. Unfortunately, it can be frustrating when those plans are disrupted by a shot that randomly misses your target. To attempt to address this concern, we’ve been prototyping a few different approaches to the shooting model. Those prototypes include: First-Shot Accuracy Perfect Accuracy + Recoil (Note: Some of you might’ve seen videos online - an early version was accidentally turned on a while back. Oops!) The first prototype we’re ready to test is First-Shot Accuracy, and in many ways this version is very similar to our current experience. However, there are a few changes: Weapons now have first-shot accuracy, indicated by a red glow on the reticle. This is applied when: Standing still Aiming (not hip-firing) Aim spread is at peak accuracy (Basically, if you haven’t fired recently. It is different per weapon) Headshot critical hits have been reduced Shotguns are now 150% damage (was 250%). All other weapons with headshot crits are now 200% damage (was 250%). Damage fall-off has been introduced for some weapons Damage applies at 100% to a fixed range. Fall-off begins at different ranges (depending on the weapon), and decreases to 70% damage. Sniper Rifles, Rocket/Grenade Launchers, and Shotguns are unaffected. Other balance adjustments Semi-Auto Sniper has had its damage increased to 75/78 (from 63/66). Scoped Assault Rifle has had its damage increased to 25/26 (from 23/24). +2 Base damage to all SMGs. Everyone should feel encouraged to give this test a try - wins and other stats will count while playing this mode. Our intent is to run multiple shooting tests, and we’ll be gathering data from many different sources (internal analytics, community sentiment, and various social platforms). Your participation is key! We want to be confident that what we have is better for the community, across all platforms and skill levels. View the full article
  13. Patch V.2.4.0 is planned to release February 1. Hey Fortnite players, You’ve probably run into a few issues playing Fortnite this past week. We’ve since solved a lot of those issues, but greatly appreciate all of your patience and understanding. As a token of our appreciation, here are some goodies! Find out more here. On top of that, V.2.4.0 brings in bug fixes for Battle Royale and some fun new additions for Save the World. Amaze your friends with stories of past adventures around the Cozy Campfire, or try out the new Expedition types! Minigun Introducing the Minigun! Control the battlefield with sheer firepower with this new addition to Battle Royale. Cozy Campfire Heal yourself and allies with the all-new Cozy Campfire addition to Save the World. Stay warm and healthy as you share stories with your friends around it. Battle Royale Weapons Suppressed Pistol Reduced drop chances of Rare variant by 20%. Reduced drop chances of Legendary variant by 33%. Gameplay Added “Controller Auto Run” option. This enables/disables the auto run feature on controllers. Auto run, which was introduced in v2.3.0, is enabled by double clicking the left thumb stick on controllers. Bug Fixes Fixed a few landscape areas that were barely below floor height before. This sometimes caused the majority of a structure to appear underground. Players can now shoot through the Soccer goal. General Added “3D Resolution” slider to Video options on PC and Mac. This new preference allows you to set the resolution of the 3D world, without affecting the user interface. The range goes between 640x360 and your selected Display Resolution. Using a lower 3D Resolution may greatly improve frame rate. When selecting an overall Quality option, an appropriate 3D Resolution will be chosen automatically. Bug Fixes Fixed a client crash that would get triggered by an audio cue. Fixed an issue preventing players from unmuting other players in the lobby screen. Fixed an issue causing an incorrect character model to display on the lobby screen. Fixed an issue causing entire walls to highlight when looking at a door. Performance Bug Fixes Fixed client hitching which could occur when the Chug Jug was found in game. Made engine performance improvements to how we process collision overlap events. Reduced network bandwidth usage when players are walking, and when they are standing still. UI Spectating Added spectator count UI to the HUD. This appears in game as a small eye in the lower left corner when there are active spectators. Better off not knowing? There is also an option to disable the feature under game options labeled “Show Spectator Count”. Bug Fixes Removed an unnecessary button prompt on the left side of the news widget. Added a border highlight around item shop tiles when selecting them on consoles. Fixed an issue allowing the old trap picker radial menu to open. This radial menu is no longer used for selecting traps. Fixed an issue causing weapon icons to not display properly on the hotbar in some cases. Fixed a few spots on the map and minimap that were rendered as black spots. Fixed the floor under the hero not showing up when previewing emotes in the locker or item shop Fixed emotes being offset if they were viewed in succession. Art/Animation Optimized the colored rarity effect on weapons and items to improve overall performance. Colors may appear to look slightly different. Bug Fixes Corrected the drinking speed animation for the 15-second Chug Jug item. Audio Bug Fixes Improved spatialization of loot chest audio by increasing the audio volume if you’re aiming at them. Removed the static audio from living room televisions. Fixed a directional audio issue when another player switches to a shotgun. Removed footstep audio from dance emotes. World Bug Fixes Fixed the missing collision on a window asset in Tilted Towers. Fixed the landscape appearing jagged at medium-range distances. Fixed flickering artifacts that are sometimes seen on the rivers while riding the Battle Bus. Fixed an issue causing two items to spawn in the same location near Lonely Lodge. Fixed some seams in the terrain south of Anarchy Acres. Disabled the collision on the vines in Moisty Mire. Save the World Highlights Context Sensitive menus are live! More options are available when interacting with items in the Hero Squad, Survivor Squads, and Armory. Schematics and people can be directly added to the Collection Book now! Cozy Campfire All allied players and Defenders in a 3x3 tile area around the Campfire are healed over time. Lasts until the fire has consumed its Durability. The Cozy Campfire trap schematic is available through the Event Store. Two New Expedition Types People Runs: A free to run expedition that lets you gather a small amount of People (resource). Trap Runs: These expeditions will let you gather traps through expeditions. Balancing changes on some existing expeditions. Improved rewards, with slightly lower power costs. We’re continuing to iterate to make this better! Please tell us what you think! Heroes Bug Fixes The Anti-Material Charge hitbox will more reliably hit enemies in front of the Outlander on startup. Fixed the healing visual effects not properly being removed when a player is healed from BASE M.D. Additionally, the healing effect is now periodic instead of being applied as soon as you touch the affected BASE. Missions Bug Fixes Husks from encampments will no longer spawn under the terrain. UI Bug Fixes Fixed problems working with the in-zone transfer UI for severely overflowed Storm Shield storage. Please note: In a near future release, it will not be possible to claim expedition rewards while Storm Shield storage is overflowed. Respecting the storage limit is important to protecting player items. Updated the frag grenade tooltip to reflect the recent changes to Keep Out and Cluster Bomb. Cluster Bomb: Releases 6 cluster explosions around the impact site that will each do 25% of the original damage. Keep Out!: Leaves a residual energy field, doing 15% of the initial grenade blast damage every 1 second, over 10 seconds. Update the Cardio Feedback perk tooltip to properly display the base healing amount of 15 instead of 13. Fixed many incorrect tooltips General Removed a few llamas from the store rotation: Double Llama, Fiver Llama, Six Pack Llama, Niner Llama. The 3, 7 and 10 versions of this Llama still exist. This was done to focus on a smaller number of variants of this llama type. Rebalanced the amount of starting ammunition for ranged weapons when picked up in the world. Known Issues Players are sometimes unable to select card choice when opening an Upgrade Llama. Items in the collection book cannot be evolved after leaving a zone. When inspecting an item located in the players inventory the display image may not appear properly. Experiencing issues updating, logging in or crashing in Fortnite? Reach out to player support here.View the full article
  14. Patch V.2.3.0 is planned to release January 25. The Save the World Winter event ends on January 25. Fortnite fans, Another week, another patch! This week’s update consists of bug fixes and some long-anticipated quality of life changes for Battle Royale. This will include an option to remove aim-assist on consoles, and more. The Winter Event for Save the World will be ending on Jan 25. As the snow melts, Mutant Storms return! Chug Jug Low HP? No Shields? Enemies all around? Give yourself a fighting chance with the all-new Chug Jug! Find a safe place to Chug this Jug for 15 seconds and gain max Health + Shields. Winter Event Wrap Up We want to extend a big “Thank you!” to all our Save the World founders who participated in the 2017 Winter Event. As the snow from Survive the Holidays melts, the Mutant Storms return! The inclement weather brings more than your average Storms this time around, featuring the Minibosses introduced in the Holiday Event. Earn seasonal gold from new quests! Put it towards those evolution materials in the Event Store with weekly rotating items. Patch Notes - Battle Royale Gameplay Added AutoRun! Input defaults for PC are "=" and "NumLock" Input defaults for controller is double-clicking the left stick. Added a setting to disable aim assist on consoles. Remapped weapon binds on AZERTY keyboards to the top row number keys. Bug Fixes Wooden power poles no longer block building. Spike Traps found in Supply Drops will now stack with other Spike Traps found elsewhere. The Spike Trap’s effective range will now more accurately match the distance of the spike animation. The damage area was previously too large. Supply drops no longer hover above the ground after landing. Fixed an issue which prevented the Shield Potion and Slurp Juice visual effects from playing when the player is already shielded. Fixed an issue that made Cozy Campfires appear to be active after they have expired. Fixed an issue which caused collision of eliminated players to persist for too long. Fixed an issue which allowed players to hide inside of supply drops if the supply drop landed on a crouched player. Fixed an issue which allowed players to pass through walls as they edited them. Optimized the speed at which players can cycle building pieces under poor network conditions. Fixed an issue which caused dropped items to fall off the edge of the map and spawn near a living player. Kicking a basketball through a soccer net no longer counts as a goal. Soccer balls still count. Weapons Bug Fixes Improved the accuracy of grenade arcs. Fixed an issue which allowed players to switch between two scoped weapons without leaving the scoped view. Player's weapons will no longer disappear for a short time after the effects of the Boogie Bomb wear off. Reduced the delay between throwing a grenade and switching to another weapon. General Shadowplay Highlights now records player knockdowns (DBNO). Quitting a match early will no longer award stat or challenge progress. Progress will only be awarded when a player leaves after they are eliminated or have won. Bug Fixes Players can no longer purchase the Battle Pass x10 Tier bundle when at or above Battle Pass tier 65. We fixed this on January 19th and affected players have been compensated. Fixed an issue which allowed items in the locker to rotate on the wrong axis while spinning them. Fixed an issue which caused the client to lock up after ALT-TABing on PC. While spectating, players will now be returned to scoped view when the spectated player switches between scoped weapons, instead of being pulled into third-person view. Brick building effects have been fixed. Players can now mute party members from the lobby screen. Players banned from voice chat can no longer use it on the lobby screen. UI Added Auto Decline Friend Requests as a new option for PC players to the Social Widget. When enabled, friend requests will be auto-declined. Enabling this option will decline all pending friend requests. Bug Fixes Friend and Party invite notifications will now correctly appear for Battle Royale players that have never played Save the World. You no longer open the fullscreen map while spectating a player with report menu up, This issue only occurred if a player was using the “Combat Pro” controller config. The radial emote menu will no longer persist after the warm-up phase if left open. Characters pose no longer resets after opening the news widget. The ping value displayed in the Net Debug Stats UI is now more accurate. It will appear higher than before for all players. Audio Lowered volume of bus music and the sound played when jumping out of the bus. Lowered volume of wind sounds played during skydiving and gliding. Lowered the volume of gunfire, footsteps, and impacts during warmup phase. Removed the “Caw” sound layer from the Death Valley pickaxe. Removed some layers from the new pickaxe sounds that could be mistaken for bullet whiz-bys Bug Fixes Music from dance emotes will no longer overlap. Loot chest audio is no longer hushed by pickaxe impact sounds. World Added more loot spawns to Haunted Hills. Bug Fixes Fixed missing collision on junkyard crane. Fixed two areas where players could hide under the terrain by the edge of the river. Fixed a section of the Moisty Mire water that did not slow players down. Fixed a mine cart in Shifty Shafts that could not be destroyed. Fixed an issue causing the soccer stadium to sometimes not load in properly. Fixed a seam in the terrain near Flush Factory that allowed players to see through the map. Added collision to pillars in Haunted Hills so players can no longer hide inside them. Scoring a goal in the Soccer stadium will now show proper visual effects. Patch Notes - Save the World Mutant Storm Event Returns! This storm season, Mutant Storms will appear in greater numbers. Mutant Storm mission alerts award Storm Tickets in addition to the Evolution Materials that they usually drop. Quota: 10 per day. Up to 5 Mutant Storms are available at a time in Stonewood, and up to 25 Active Storms are available at a time in Plankerton, Canny Valley, and Twine Peaks. Purchased upgrade Llamas award Storm Tickets. All missions will continue to award Seasonal Gold, and Daily Quests will continue to award Daily Coins. Most Event Quests award Storm Tickets. Some Event Quests award V-Bucks. Hydraulic Weapons and Storm Zone Heroes have returned, and are available in the Storm Llamas during this event. Event Store has been updated! The Legendary Hydra Transform Key is available in the Event Store! The Event Store also offers Legendary Constructor BASE Hype. The Event Storm Llama also has a chance of awarding this hero. Since we're reintroducing the Legendary Hydra with this Mutant Storms event, it can now be recycled, put in the Collection Book and consumes inventory space. For every 1,000 unspent Snowflake tickets, a Holiday Survival Llama will automatically be granted and can be found in the Loot Tab. All remaining tickets will be lost. Mini-Bosses Mini-bosses are still present on the map, but the number of mission alerts have been reduced from the Holiday event. Up to 3 of these Mini-Boss mission alerts can appear in Stonewood at a time and up to 6 at a time in Plankerton, Canny and Twine. Quota: 3 per day. These Mini-boss alerts have replaced the old generic Mission Alerts that used to be on the map. As a result: Mini-boss Alerts can now be played in higher-difficulty missions that you have not unlocked yet. Mini-boss Alerts reward a wide array of items, including transform keys, schematics, survivors, and more! Return of "Mini-Boss" Quests: Awards Seasonal Gold currency and is repeatable. Seasonal Gold currency can be used to purchase items from the Event Store. This currency only lasts for a season, so spend it while you can! Gameplay Added Auto-Run! Input defaults for PC are "=" and "NumLock". Input defaults for controller is double-clicking the left stick. Adjusted several weapon Perk rolls Break shotguns can no longer roll Rate of Fire perks VinderTech Rocket Hammer can now roll Energy and Elemental perks VinderTech and Vacuum Tube sniper rifles can now roll perks that trigger a small explosion of damage after headshot kills. Standardized the damage melee weapons do to the environment. Melee weapons previously varied from 20%-70% of weapon damage depending upon the weapon type and the target material. All weapons are now set to a flat 50% of weapon damage against wood and stone, and 20% versus metal. Pickaxes remain unaffected. Bug Fixes Lightning Pistol now correctly shows up as part of the Vacuum Tube weapon set. ​​Heroes Bug Fixes Frag grenades and cluster bombs will no longer fall through water, which caused Soldier’s to be unable to throw a second grenade. Fixed an issue that was causing TEDDY to have reduced range while firing. UI Added Auto Decline Friend Requests as a new option for PC players to the Social Widget. When enabled, friend requests will be auto-declined. Enabling this option will decline all pending friend requests. Added count indicator to collection book slots. Added XP counts to the Collection Book Rewards schedule. Added total count to "root" rows on the collection book nav. Power widgets now show buffed power glow when buffed from party members. "Warcry" tooltip now properly displays the melee attack speed bonus Bug Fixes Consumable item transform keys can now only create items that match the rarity of the key. This will prevent players from accidentally using a high-rarity consumable transform key to create a low-rarity item. Mission alert rewards will no longer show in the objectives menu in-game when the player had already collected the current mission alert or reached their quota. Buying Llamas during the tutorial will no longer cause the UI to have display issues. Fixed a visual issue that made it look like Survivor power levels weren’t increasing after leveling them up. Fixed an issue that was causing large font power levels to appear where teammates names should go. Art/Animation Blinking lights on the Vacuum Tube weapons have been boxed up and put into the attic until next year. The lights have returned to their default orange color. Energy weapons no longer appear completely blue. Known Issues In an effort to continue increasing our level of transparency and communication we're going to begin posting “Known Issues” with our patch notes. This section will identify issues we’re aware of that will be in the latest patch. This is our first attempt at this section and very much a work in progress. This will continue to improve in the coming weeks. Hitching happening at various times such as players joining matches, player loadout changes and day to night transitions. Items in the game seem larger than they should. Friend UI is displaying incorrectly. The “Keep Out” perk is currently not lasting the full 10 seconds. When Reset Building Choice is set to “Off” in the settings, while in zone building choices will reset and sometimes not appear. Experiencing issues updating, logging in or crashing in Fortnite? Reach out to player support here.View the full article
  15. Excited for the new map update this week? Get a dev perspective with some of the Fortnite team! David Spalinski, Lead Level Designer: Since the initial release of Battle Royale in September we’ve been keeping an eye on opportunities to improve and add to the map. We had some initial predictions about what would make it better for you, but chose to take the time to watch, listen, and play with the community to learn about various things we couldn’t have known at the onset. We’ve taken that knowledge and built it into this update, which represents a major iteration on the Battle Royale map. One of the primary things we identified needed improvement was the density of the points of interests (POIs) on the western side of the map. The density on the eastern side has offered a good pacing for loot, traversal, and combat engagement frequency, so we wanted to bring some of that to the western side. As a result, many new POIs have been added west of the river, each with their own identity. Tilted Towers is a city located just south of Loot Lake, which adds a hotspot close to the center of the map. It offers a fair amount of vertical gameplay through taller buildings that players can land on, fight through, or even defend against other nearby fortified buildings. When constructing this POI, we wanted to create something on the larger end of the scale, similar in size to Pleasant Park or Retail Row. We targeted it as a place where many players could choose to land, and still be able to get enough weapons to be able to hold their own. Sidney Rauchberger, Lead Level Designer: Another point of interest just west of the river is an underground mine called Shifty Shafts. Unlike the heights of the buildings in Tilted Towers, this POI is all about tighter underground tunnels, which present opportunities to sneak up on or flank your opposition. From the beginning we thought that the idea of adding a mine just sounded fun, and now we’ve been able get one in there. This location is one to be explored, not scouted from a distance, since all of the good loot is on the inside. Snobby Shores is a private residential neighborhood on the west coast of the island made up of multiple fenced houses. By fencing in the houses, they act as self-contained combat areas, allowing for intimate combat engagements that are focused on the immediate surroundings. Additionally, the housing plots are arranged in a line, which organizes and brings clarity to the combat relationship from house to neighboring house. When identifying which specific areas of the map were under utilized, the northwest was near the top of the list. Beyond visiting Pleasant Park or being forced there by the storm, there wasn’t much of a draw to go there. As a result, we’ve added Junk Junction. This point of interest is a junkyard full of crushed cars stacked upon each other. We took care to ensure that among this junk you would be free to build around it, or jump from pile to pile without a need for building. This offers player’s flexibility in how they want to pursue their opponents or loot. Stuart Fitzsimmons, Senior Level Designer: Separate from the new POIs, we also wanted to add visual variety to larger sections of the map. To accomplish this, the map is now divided into four biomes. The grassland has a similar look to what you’ve come to expect from the map until now, but the swamp, farmland, and mountain areas bring their own visual identity. This is mostly done with changes in color tones evident on the terrain, as well as different looking trees & vegetation. To accomplish this, we reworked the core of how the terrain is computed for display, making it more flexible in order to add these biomes. Beyond adding visual variety, the idea behind this was to allow players to associate where they are on the island with the look of the environment surrounding them. You’ll be able to easily spot these biomes from the battle bus or when bringing up the map. We’re looking forward to seeing how players adapt their strategies as a result of the changes and additions present in this map update. We’re hoping you will find a new favorite place to land, route to take, or building to fortify during the end game. We’ll be continuing to watch, listen, and play with everyone to identify ways to improve upon the map from here, and look forward to your feedback. View the full article
×