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Borderlands 4 settings
Esports

Borderlands 4 dev releases stability patch amid negative Steam reviews

by admin September 15, 2025



Borderlands 4’s PC community has been vocal about poor performance since launch, and a new patch released on September 13, 2025, aims to address some of those complaints.

The game’s launch on Steam saw thousands of negative user reviews complaining about low frame rates, stutters, and crashes, even on high‑end hardware. These issues dragged the game’s overall Steam user rating down to “Mixed”.

September 13 patch seeks stability boost

A Gearbox blog post accompanying the update stated that the September 13 patch focused on improving stability across a wide range of PC configurations.

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To help with smoother performance, Gearbox and 2K have also released optimization guides for NVIDIA and AMD users. Owners of the former were advised to ensure their drivers are up to date, and to follow recommended settings for their GPU and resolution. AMD users were given similar guidance.

While the patch does not yet appear to have solved all reported issues – negative reviews critcizing performance have continued to appear on Steam following the patch – many have already expressed cautious optimism that stability has improved.

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“Thanks again for joining us on this journey, Vault Hunters—we’re just getting started. We’re continuing to read your feedback, planning additional updates and will have more details to come,” Gearbox said in a statement.



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September 15, 2025 0 comments
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The Boss looks surprised, while a body lies on the floor in the background
Product Reviews

Saints Row 2’s Juiced Patch makes the PC port so much better it’s criminal

by admin September 15, 2025



The definitive way to play Saints Row 2 in 2025 – YouTube

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I have to admit I played Saints Row 2 on Steam unmodded, all the way through, twice. So if you tell me it’s “unplayable” without a fan patch I’m going to do that thing where I raise one eyebrow at you. Did the PC port have problems, though? Oh, hell yes.

Cutscenes were wonky as all get-out, with characters not appearing where they were supposed to (if at all), and sometimes sliding into or out of frame as if they were on rollerskates. Cutscene audio often crackled, making dialogue sound cheap and staticky. There were graphical problems too, with resolution options I would charitably call “limited” and water that turned black at a distance. It wasn’t a great port, it was just a great enough game that I could overlook those and other flaws.

There have been multiple attempts to improve Saints Row 2’s PC port over the years, and the latest is the most impressive. Called Saints Row 2 Juiced, it fixes all the problems I mentioned in the previous paragraph and more. For example, it adds more than 30 animations that were included in console versions but not on PC, which will make you look much cooler while you’re shooting a minigun or running with the rocket launcher equipped. Another change copied over from the console is the Xbox 360 version’s better gamma settings.


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The big visual improvement is an optional one you’ll have to look through the menu to find. VanillaFXPlus is a lighting overhaul that disables Saints Row 2’s filter and makes colors more high-contrast and vibrant. I can see some people preferring the classic look, but I’m into the new visuals. I’m also into the option to keep a weapon equipped if you run out of ammo instead of immediately swapping back to the cane or whatever by default.

You can check out a fuller list of fixes on the Juiced Patch Github page. Apparently the multiplayer is working again too. There’s another reason to be excited about it, though. The upcoming Saints Row 2 DLC Port Project, which will require the Juiced Patch to run, will bring Saints Row 2’s console-exclusive DLC to PC at last. Ultor Exposed, Corporate Warfare, and The Unkut Pak added more missions, vehicles, and customization options I have been waiting like 15 years for. Bring it on.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.



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September 15, 2025 0 comments
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Skyrim wizard makes it possible to fix mod conflicts and patch issues by just moving stuff around in the game
Game Updates

Skyrim wizard makes it possible to fix mod conflicts and patch issues by just moving stuff around in the game

by admin September 14, 2025


Skyrim modders have yet again managed to pull off something remarkable. You know how creating patches to ensure two mods work together smoothly’s long been something that requires firing up the likes of the creation kit or xEdit? Well, thanks to a new mod dubbed the in-game patcher, it’s possible to resolve issues like that simply by wandering up to the location as the Dragonborn and editing the very make-up of the world.

See a rock clipping through a house because you’ve downloaded a couple of works that give the same bit of Whiterun a makeover? Just mosey over, grab the misbehaving mineral, and either move it elsewhere or delete it. You’ll have make sure you’ve not messed up anything else in the process before you save your changes, but assuming all the NPCs still have their own heads, you’ve got your own patch.

The modder behind this in-game patcher is RavenKZP, whose previous projects include some equally advanced stuff. Adding seasons to the new areas added to the RPG by the likes of Beyond Skyrim: Bruma and a mechanic that makes food go mouldy if you keep it in your pockets too long. They’ve also made a quest involving Morrowind’s Uncle Sweetshare, which earns them a million extra points in my book.

Anyway, enough of me curiously nerding out. This in-game patcher, originally spotted by TheGamer, is a plugin for Skyrim: Special edition’s script extender. Once it’s installed, you enter and exit a patching mode by opening and closing the game’s console, where you typically enter the likes of spawn commands.

Once open, you select objects as you usually would in the console, and can move, rotate, scale, or remove them as you see fit. Markers, such as spawn points and those which control the likes of idles, furniture interactions, and which way water flows can also be manipulated in the same fashion. You can also add keywords to items if you’re so inclined. There are a bunch of quick YouTube tutorials under the mod page’s video tab to help you get started.

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RavenKZP wrote that their creation can also be used simply to rejig the world clutter to your liking or do a bit of redecorating of houses, cities and the like, which’ll probably be what I try first if I give it a whirl. Once you’ve made your tweaks, they can be saved as “BOS/KID patches so they persist across game sessions” and shared with others in ini file form. The modder’s also got plans to keep expanding what their work can do going forwards, including adding the ability to edit multiple objects at once.

As you might imagine given what it pulls off, the in-game patcher does come with a pretty chunky list of requirements – the Skyrim script extender, Address Library for SKSE Plugins, Object Manipulation Overhaul, SKSE Menu Framework, SkyPrompt, Base Object Swapper, Keyword Item Distributor, and Debug Menu. Jaxonz Positioner Converter Remastered and More Informative Console are optional extras.



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September 14, 2025 0 comments
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FC 26 Ultimate Team Launch Update patch notes
Game Updates

FC 26 Ultimate Team Launch Update patch notes

by admin September 13, 2025


Massive changes are ahead in Ultimate Team, as EA Sports has now put the speculations to rest ahead of FC 26‘s official launch.

The latest patch notes contain all significant changes to the popular mode and its contents. This includes tweaks to rewards, seasons, tournaments, and much more.

All FC 26 Ultimate Team Launch Update announcements

Ultimate Team officially launches on Sept. 17 with the launch of the Web App, followed by the Companion App. However, you can play starting on Sept. 19, when early access for Ultimate Edition owners goes live.

Here’s what you can expect for the first week if you have early access.

  • Team of the Week 1 and 2
  • Evolutions
  • World Tour and Squad Foundations releases
  • Flashback SBC
  • Showdown SBCs
  • Opportunities to earn Season Points

The first official promo begins on Sept. 26 with the launch of Cornerstones, a new promo making its debut this year. In simpler terms, early access players won’t have any promo cards to get from the pack (barring TOTW).

It’s time to dive into #FC26.

Here’s everything you can expect in our Launch Update:

Updates to Evolutions, addressing the Power Curve and Chemistry Style changes, a new era for Clubs, new game modes and more! Plus, a range of rewards across Pre-Order, Returning Users, EA… pic.twitter.com/hL2YmgGlGY

— EA SPORTS FC Direct Communication (@EASFCDirect) September 12, 2025

Power Curve changes

There will be changes to the general power curve regarding rewards and sustainability of lower-rated items.

  • Rare Golds, Icons, and Heroes will mark the benchmark for top squads. The overall upgrades provided to certain cards, like Showdown, will be nerfed from +2 to +1.
  • Promos will remain weekly, but the boosts will be more lateral on average. There will be exceptions to this rule, like Black Friday, TOTY, and TOTS. Boosts to promo cards between periods will be much more measured than last year.
  • The same tuning and power curve will apply to all rewards from different modes.
  • Boosts provided by Chemistry modifiers have been nerfed to a 3/6/9-point boost system compared to the older 4/8/12 system.
  • Pace-heavy modifiers will be more of a choice as boosting your speed will have heavy trade-offs.

Seasons

Seasons will continue like in FC 25, but with some changes. Every season will center around historic International tournaments, and we will journey across different eras. Season 1 will focus on the English side of 1966, when they went on to win the FIFA World Cup.

Players will be able to earn special cards from divisions in the UK. Some cards will be available via the Season Pass (both Standard and Premium), along with World Tour: Silver Superstars.

Silver Superstars

We will be able to get Silver-level Icons and Heroes who are remembered for their performances in specific tournaments. You can obtain them from season-long objectives, Live Events, and more. These cards will have adjusted stats, but they should still be fun.

Game modes and reward changes

To manage the power curve and accommodate the environment of Live Events, rewards across all modes will be changed. For example, the rewards for getting Rank 1 in Champions have been significantly nerfed. You can expect this trend across rewards from every mode.

  • 85,000 Coins
  • 2x current Campaign Guarantee (Untradeable)
  • 3x 83+ TOTW Player Pack
  • 3x 88+ Rare Gold Player Pack
  • 10x 84+ Rare Gold Players Pack
  • 10x 83+ Rare Gold Players Pack
  • 10x 84+ Rare Gold Players Pack (Untradeable)

Similarly, Advanced SBCs will be easier to complete and will drop gradually across the cycle. They will now be separate from the Foundation SBCs and available in Challenges.

Evolutions

Evolutions will be focused more on boosting the stats of bottom and middle-tier items to keep the power curve in check. You’ll be able to take cards through many evolutions to take them to the next level, but the process will be slow.

Evolutions will aim to help increase your club depth, which will be helpful in modes like Gauntlet. Certain Evolutions can also be repeated, and a cooldown will be applied once you complete the previous run. As announced, you’ll be able to retain the core designs of cards after you evolve them if the upgrades are minor.

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September 13, 2025 0 comments
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Fresh Cyberpunk 2077 patch updates AutoDrive and adds further tweaks
Game Updates

Fresh Cyberpunk 2077 patch updates AutoDrive and adds further tweaks

by admin September 11, 2025



CD Projekt Red is still updating its sci-fi RPG Cyberpunk 2077, now releasing Patch 2.31 across PC, PS5, Xbox Series X/S, Mac, and Switch 2.


The patch updates AutoDrive so vehicles drive smoothly, overtake blocking vehicles, and won’t stop at traffic lights. There’s also an adjustment to Photo Mode so that poses work with any gender and NPC collision has been disabled.


Elsewhere there are a number of fixes and tweaks, including some specific to PC and Mac. You can see the full patch notes below.

Vehicles

  • Updated AutoDrive. When driving to a selected point, the vehicle now drives smoothly, overtakes blocking vehicles, and no longer stops at traffic lights. Free Roam mode has also been upgraded to follow traffic rules and navigate the city more reliably.
  • Fixed an issue where Johnny always spawned in the passenger seat when using the Delamain Cab service.
  • Fixed an issue where applying CrystalCoat to the Yaiba ARV-Q340 Semimaru caused its wheels to flash in different colors.

Photo Mode

  • Most of the new poses introduced in Update 2.3 now work with any gender.
  • Disabled NPC collision, which will make it easier to position NPCs on top of other objects with collision (e.g. on car hoods).
  • Fixed an issue where some of the poses didn’t work for Royce.

Quests & Open World

  • Freedom – Fixed the journal entry that appears when the player chooses not to steal the Rayfield Caliburn “Mordred.”
  • Motorbreath – Fixed an issue where, after V fails to pursue and stop Semimaru and receives a text from River saying he’ll contact V soon, the follow-up message never arrives.
  • Motorbreath – Fixed an issue where the Yaiba Semimaru could flip over during the chase, preventing the player from entering it.
  • Motorbreath – It’s no longer possible to trigger the quest if River died during The Hunt.
  • Motorbreath – Players can now acquire the Yaiba ARV-Q340 Semimaru through AUTOFIXER even if they failed The Hunt, which normally unlocks the side quest where the vehicle is obtained.
  • Nitro (Youth Energy) – Fixed a game crash that could occur in certain circumstances after leaving the Yaiba showroom event.
  • Nitro (Youth Energy) – Fixed an issue where the proxy interface UI in the Yaiba showroom is cut off when the “Larger HUD Elements” setting is enabled.

Miscellaneous

  • Fixed several localization and lipsync issues in various languages.
  • Added a toggle to disable vignette. It can be found in Settings → Graphics → Basic.
  • Fixed an issue on PC and Mac where Ray-Traced Reflections might not display correctly when enabled under certain conditions.
  • Fixed several issues with displaying text messages from Delamain.
  • Various fixes for fluff vendors.

PC-specific

  • Fixed an issue where NVIDIA Reflex could be disabled while DLSS Frame Generation was enabled, causing the screen to turn pink.
  • Fixed an issue where Path Tracing didn’t activate properly in certain scenarios.

Mac-specific

  • Fixed an issue where changing graphics presets on Mac set Screen Space Reflections to a higher setting compared to the equivalent presets on PC.
  • Fixed an issue causing a permanent white screen when Frame Generation is enabled while entering the braindance in The Information.
  • Selecting “Defaults” in Video Settings no longer turns HDR Mode off.
  • Fixed the inverted behavior of the “Mute Game in Background” toggle in Settings.
  • Removed the outdated “(Requires Game Restart)” disclaimer from the mouseover description of the “Disable Spatial Audio” setting.
  • Fixed an issue on the App Store version that caused the game to become stuck on the “Press Space to continue” breaching screen.
  • Various stability and performance optimizations.


Really it’s remarkable CDPR is still so committed to updating the game years after release – it’s better now than it’s ever been.

This is a news-in-brief story. This is part of our vision to bring you all the big news as part of a daily live report.

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September 11, 2025 0 comments
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Cyberpunk 2077's latest patch disengages autodrive's sticky handbrake and gives it a pass to run every red light
Game Updates

Cyberpunk 2077’s latest patch disengages autodrive’s sticky handbrake and gives it a pass to run every red light

by admin September 11, 2025


CD Projekt have rolled out a fresh Cyberpunk 2077 patch with fixes and tweaks for some of update 2.3’s additions. The most noteworthy is what sounds like a pretty hefty revamp of how the autodrive function goes about conveying your ride from A to B.

If you missed it arriving back in July, update 2.3 was the final set of new stuff CD Projekt plan to add to the first Cyberpunk, a game they’ve been physically unable to stop themselves from delving back into over the past couple of years, despite Cyberpunk 2 having been in the works for a little while now. To be fair, most of its contents were vehicle and photo mode-related, with the autodrive function and similar Delamain taxi system heaflining alongside some new rides.

As you might guess from this patch 2.31’s notes, autodrive’s a feature that’s come with a few kinks for anyone who’s tried it. I’ve been able to rely pretty well on it to get me where I want to go in the on-and-off Cyberpunk playthrough I’ve had going for about a month now, but it has suffered from constantly jamming the brakes on in a very jarring fashion, as well as occasionally getting stuck or rear ending some poor fellow in a tiny Makigai MaiMai.

The devs have clearly been at work on those hangups, writing that as of this patch: “When driving to a selected point, the vehicle now drives smoothly, overtakes blocking vehicles, and no longer stops at traffic lights. Free Roam mode has also been upgraded to follow traffic rules and navigate the city more reliably.” Sounds great, assuming other traffic have been se to automatically give way at junctions, otherwise there’ll be a rise in Kiroshi dashcam footage of Thortons being t-boned in the near future.

Patch 2.31 for Cyberpunk 2077 is being rolled out on PC, PlayStation 5, Xbox Series X|S, Mac and Nintendo Switch 2!

This update includes an AutoDrive upgrade and Photo Mode adjustments. It also addresses common issues encountered by players. For details, check the full list of… pic.twitter.com/Jdpx1DI4V5

— Cyberpunk 2077 (@CyberpunkGame) September 11, 2025

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Aside from that, there are some fixes for the quests surrounding update 2.3 vehicles like the Semimaru and Muramasa, as well as on that saw Johnny Silverhand always spawn in the passenger seat when using the Delamain Cabs. He’s always been in back for me, so I must have gotten lucky.

Moving to photo mode, CD Projekt have made “most” of the character poses added update 2.3 work with folks of any gender and disabled NPC collision in the mode. That collision removal’s in an effort to “make it easier to position NPCs on top of other objects with collision”, such as perching Rogue or Kerry on the bonnet of your car.

The last couple of bits I’ll highlight are PC-specific fixes. One’s for “an issue where NVIDIA Reflex could be disabled while DLSS Frame Generation was enabled, causing the screen to turn pink”, which is an equally hilarious and horrifying hardware happening. The second’s for path tracing not activating properly in “certain scenarios”.

Obviously, patches are the enemy of load orders, so it’s worth checking or waiting for mod updates if you don’t fancy disabling the likes of this story-driven rent system if you’ve got them installed. Don’t want the landlord selfies being borked next time you chip in, you know?





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September 11, 2025 0 comments
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Elden Ring Nightreign Gets New Patch Ahead Of Deep Of Night
Game Updates

Elden Ring Nightreign Gets New Patch Ahead Of Deep Of Night

by admin September 10, 2025



From Software’s games tend to be challenging for most players, and the developer is making things even harder with Elden Ring Nightreign’s new Deep of Night mode. Before that launches later this week, Elden Ring Nightreign has received patch 1.02.2 with new bug fixes and gameplay tweaks. From Software has also shared a video that breaks down some of the changes coming in Deep of Night.

One of the ways Deep of Night will keep players on edge is that they won’t know which Night Lord they’re actually facing until the battle begins. Flexibility is going to be the key to overcoming those battles, and the video suggests preparing relic presets before going into those fights.

More powerful enemies will appear throughout Deep of Night, and players will have the opportunity to pick up weapons that can dispatch them. However, those weapons will have a detrimental effect on player characters that may make battles even more grueling. As players go deeper into Deep of Night, their enemies will become increasingly difficult.

In the patch notes, From Software indicated that Everdark Sovereign Libra may be a little easier going forward because his Condemned warriors will now have less damage negation and they will drop items that can help players in-battle.

Guardian class heroes will be receiving increased strength and dexterity when leveling up, as well as a larger range for their ultimate art’s attack. The patch also appears to penalize players who drop out of matches, even if their connection was disrupted. But players can remove the penalty if they rejoin the session.

Deep of Night will go live on September 11. The full notes for Elden Ring Nightreign version 1.02.2 are included below.

Balance Changes and Feature Updates

Nightfarers Adjustments

Wylder

  • Increased Poise while casting Claw Shot.
  • Increased Stamina damage dealt by Claw Shot to blocking enemies.

Guardian

  • Increased Strength and Dexterity gain when leveling up.
  • Increased the Steel Guard passive ability angle range.
  • Increased the range of the Wings of Salvation Ultimate Art’s weapon portion.
  • Increased the attack power of Halberd guard counters.

Duchess

  • Increased Dexterity gain when leveling up.
  • Increased the attack power of some Dagger attacks.
  • Decreased the two-handed Dagger’s second heavy attack damage.
  • This change does not affect charged attacks.
  • Increased the duration of the Finale Ultimate Art.

Raider

  • Increased the Greataxe’s and Great Hammer’s ability to stagger enemies with attacks.
  • Increased the attack range of the Retaliation skill.

Revenant

  • Adjusted the transparency of Revenant’s summoned spirits.
  • Players can now pass through Revenant’s spirits Helen and Frederick.

Recluse

  • Increased the offensive spells attack power of Magic Cocktail.
  • Decreased the time required to cast spells using Magic Cocktail.

Executor

  • Increased attack power while Cursed Sword is in use.
  • Increased the attack power of the Cursed Sword weapon skill when the skill is in use and the blade is in its unleashed state.
  • Increased the attack power of some attacks while Aspects of the Crucible: Beast is active.

Weapons, Passive Effects, and Special Effects Adjustments

  • Increased the stagger damage with dual-wielded jump attacks for some small and medium weapons..
  • Decreased the stagger damage with dual-wielded jump attacks for some large weapons.
  • Increased the potency of the death status ailment applied by the weapon skill Death Flare of Eclipse Shotel.
  • Set a cap on the cumulative effects of the Power of Vengeance and Power of House Marais passive effects and adjusted their potency accordingly.
  • Adjusted the stagger effect of the “Guard counters trigger holy bursts” passive’s explosion to ensure that it doesn’t reset the enemy’s posture break state.

Relic Effects Adjustments

  • Adjusted the effect “[Wylder] Standard attacks enhanced with fiery follow-ups when using Character Skill (greatsword only)” to consume stamina when performing follow-up attacks.
  • Increased the attack power of the “[Wylder] Art activation spreads fire in area” burn effect.
  • Adjusted the effect “[Wylder] Art activation spreads fire in area” so that the burn effect’s attack power does not vary between one-handed and two-handed weapon wielding.
  • Increased the duration extension of the “[Ironeye] Extends duration of weak point” effect.
  • Increased the potency of the “Continuous HP Recovery” effect.
  • Increased the potency of the “HP restored when using medicinal boluses, etc” effect.
  • Increased the potency of the “[Recluse] Activating Ultimate Art raises Max HP” effect.
  • Changed the “[Recluse] Activating Ultimate Art raises Max HP” effect so that the HP increase persists until an attack is received, even after the art’s duration ends.
  • Increased the amount of Runes obtained through the “Critical Hits Earn Runes” effect.
  • Increased the potency of the “HP Restoration upon (specific weapon type) attacks” effect.
  • Increased the potency of the effect “FP Restoration upon (specific weapon type) attacks” effect.
  • Reduced the duration of the “Improved Poise & Damage Negation When Knocked Back by Damage” effect.

Other Nightfarers Adjustments

  • Adjusted the visibility of the “Rykard’s Rancor” sorcery.

Everdark Sovereign adjustments

Everdark Sovereign Sentient Pest

  • Increased attack and stamina attack power against guarding Nightfarers while possessed by Animus, Ascendant Light.
  • Adjusted and modified the attack actions of Animus, Ascendant Light, Gnoster, Wisdom of Night, and Faurtis Stoneshield.
  • Reduced the stagger duration when Nightfarers is hit by some attacks of Animus, Ascendant Light.

Everdark Sovereign Equilibrious Beast

  • Adjusted the effect granted to summoned condemned Nightfarers so that it can be dispelled by Law of Regression.
  • Increased the enhancement granted by the light dropped by defeated condemned Nightfarers.
  • Reduced the attack power of the condemned Guardian.
  • Removed the effect that increased damage negation upon re-summoning condemned.
  • Reduced the death status effect resistance of condemned Nightfarers.
  • Adjusted the reaction of condemned Nightfarers to player character’s ranged attacks.
  • Adjusted the targeting priority of condemned Nightfarers under specific combat rules.

Note: We have confirmed an issue where condemned Nightfarers summoned during this fight may not be rendered under specific conditions. This will be addressed in a future update.

Everdark Sovereign Darkdrift Knight

  • Increased the HP and stamina attack power against guarding Nightfarers for Fulghor, Champion of Nightglow.
  • Increased the attack power of some attacks from Fulghor, Champion of Nightglow.

Other Enemies

  • Adjusted the reaction to player character’s ranged attacks of condemned Nightfarers that appear during events.
  • Added a stagger reaction when strong attacks, such as Ultimate Arts, hit the Red Wolf of the King Consort boss.
  • Fixed a bug where some attacks of the Marionette Soldiers were less likely to hit player characters.

Limveld Adjustments

  • Increased the Night’s Tide damage after defeating the second night boss.
  • Adjusted the spawn locations of Sentient Pest incursions so they are less likely to occur far from player characters.

Menu Adjustments

  • Adjusted the design of the Holy attribute icon.

Regarding Penalties for Disconnecting from Online Sessions

  • Adjusted the penalties rate for session disconnection.
  • Disconnecting from a session due to network issues or quitting the game during a session in progress will result in penalties, which may limit multiplayer capabilities. Rejoining the session you left will remove the penalty imposed upon disconnection.

Bug fixes

  • Fixed a bug where the post-attack delay for right-handed Greatswords when handled by Wylder was shorter than expected when using Sorceries or Incantations with a left-hand weapon right after attacking.
  • Fixed a bug where Guardian’s Wings of Salvation Ultimate Art could be interrupted by enemy attacks or other factors during its activation.
  • Fixed a bug where Guardian’s Wings of Salvation Ultimate Art could be deflected and interrupted.
  • Fixed a bug where backstepping as Duchess did not accept pre-inputs for skill commands.
  • Fixed a bug where spells cast through using the Magic Cocktail skill could be casted again under certain conditions.
  • Fixed a bug where allied player characters could clip through tombstones when Totem Stella was used.
  • Fixed a bug where spirits summoned by Revenant did not revive if their HPs were depleted.
  • Fixed a bug where special effects applied to spirits summoned by Revenant would appear above Revenant.
  • Fixed a bug where Executor could not perform critical hits using the Cursed Sword while holding a weapon in the right hand that cannot land critical hits.
  • Fixed a bug where the Relic Effect “HP Restoration upon Thrusting Counterattack” did not apply to the attacks of Executor’s Cursed Sword.
  • Fixed a bug where Executor could not use pre-inputs for actions after deflecting an enemy attack with the Cursed Sword under certain circumstances.
  • Fixed a bug where accumulated effects of Power of Vengeance and Power of House Marais Passive Effects would disappear when opening the large door and moving to the final battle area by using the “Open the door” action prompt in the Spirit Shelter.
  • Fixed a bug where the rarity of weapons placed directly on the field from Dormant Power might not be displayed correctly.
  • Fixed an issue where Passive Effects triggered by walking did not activate during horizontal movement with precision-aimed shots using “Bow” and “Crossbow”.
  • Fixed an issue where the player character could become unresponsive for several seconds after performing an attack from a stance with certain Skills.
  • Fixed an issue where the passive effect “Improved Charged Sorceries” was not applied to the sorcery “Shattering Crystal”.
  • Fixed an issue where the status ailment “Frostbite” could be inflicted on the player character due to the accumulation of the frostbite status ailment from some enemy attacks while using an Ultimate Art.
  • Fixed an issue in the battle with the Everdark Sovereign “Equilibrious Beast” where “Libra, Creature of Night” could move below the ground under certain conditions.
  • Fixed a bug where levels would decrease without healing from flasks when False Blessing occured during the battle against Everdark Sovereign Equilibrious Beast.
  • Fixed a bug where the player would level down if the False Blessing effect was activated during the battle against Everdark Sovereign: Equilibrious Beast, even if the action was interrupted by an enemy attack before the HP recovery effect occurred.
  • Fixed a bug where blessings would become usable again after defeating the second night boss.
  • Fixed a bug where the player character could perform unintentional moves when using the Spectral Hawk.

This addresses issues that were not fully resolved in App Ver. 1.02.

  • Fixed a bug where the player might not be correctly transported to the battle area if they died from falling during the cutscene while moving to the final battle area in the Spirit Shelter.
  • Fixed a bug where Dormant Power might not appear upon defeating an enemy under unstable network conditions.
  • Fixed a bug where the effect of an used Wending Grace could activate when rejoining a session after a disconnection.
  • Reduced rendering load for some attacks of the Everdark Sovereign Tricephalos on PS4 and Xbox One.

PC-Only Adjustments

  • Fixed a bug where it was difficult to switch targets with a diagonal input.
  • Improved game stability in some environments.

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Elden Ring Nightreign's pre-Deep of Night patch rebalances all characters, tweaks some Everdark Sovereign bosses
Game Reviews

Elden Ring Nightreign’s pre-Deep of Night patch rebalances all characters, tweaks some Everdark Sovereign bosses

by admin September 10, 2025


Elden Ring Nightreign will, very soon, get its higher difficulty mode – The Deep of Night. The game is clearly about to have a moment again. FromSoftware knows this, of course, so the developer decided to roll out a big update to tweak several things ahead of the new mode’s release.

This latest patch, version 1.02.2, arrived moments ago across all platforms, bringing with it a number of unexpected balance changes and gameplay tweaks that were no doubt made with Deep of Night in mind.


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Patch 1.02.2 released following an hour of server maintenance. While it does contain Deep of Night content, that higher difficulty mode won’t be available until tomorrow, September 11, as previously announced.

What you are going to see today, however, is a list of wide-ranging balance changes to all of (except Ironeye) the game’s Nightfarer character classes. Here are some of the highlights: Wylder now has increased poise while casting Claw Shot, and the ability now deals increased Stamina damage to blocking enemies. Guardian now gains more Strength and Dex with each level, and their Steel Guard passive has a wider range.

Duchess has a lot of changes of her own. She gets more Dexterity with each level up, and some of her dagger attacks deal more damage. Her ever-popular Finale Ultimate now lasts longer, too. Executor gets a flat attack power increase while Cursed Sword is in use, and a boost to the skill itself. While Aspects of the Crucible: Beast is active, the class now deals more damage. Revenant is the recipient of another interesting change, as other players can now pass through her summoned spirits. Their transparency has also been adjusted, perhaps to better signal to players that they can be passed through.

Image credit: Bandai Namco/VG247

Beyond the individual changes for each Nightfarer, 1.02.2 makes changes that affect everyone using certain weapons. For example, dual-wielded jump attacks performed with small and medium weapons now deal more stagger damage, but doing the same with larger weapons will deal less.

Death Flare of Eclipse Shotel, a weapon skill that applies Death, should now be more effective at doing so. Interestingly, there’s now a cap on the cumulative effects of the Power of Vengeance and Power of House Marais passives, which is something that might mess with some builds out there.

The other big component of the patch affects a couple of the Everdark Sovereign bosses. Everdark Sovereigns are more challenging versions of the game’s Nightlord bosses, and though some have seen balance tweaks in the past, today’s changes have a wider reach. Everdark Sovereign Sentient Pest, Equilibrious Beast, and Darkdrift Knight have received a mix of buffs and nerfs to their attacks, as well as how they respond to attacks/status effects from players.

Image credit: Bandai Namco/VG247

Read on below for the full change log.

Nightfarers adjustments

Wylder

  • Increased Poise while casting Claw Shot.
  • Increased Stamina damage dealt by Claw Shot to blocking enemies.

Guardian

  • Increased Strength and Dexterity gain when leveling up.
  • Increased the Steel Guard passive ability angle range.
  • Increased the range of the Wings of Salvation Ultimate Art’s weapon portion.
  • Increased the attack power of Halberd guard counters.

Duchess

  • Increased Dexterity gain when leveling up.
  • Increased the attack power of some Dagger attacks.
  • Decreased the two-handed Dagger’s second heavy attack damage.
  • This change does not affect charged attacks.
  • Increased the duration of the Finale Ultimate Art.

Raider

  • Increased the Greataxe’s and Great Hammer’s ability to stagger enemies with attacks.
  • Increased the attack range of the Retaliation skill.

Revenant

  • Adjusted the transparency of Revenant’s summoned spirits.
  • Players can now pass through Revenant’s spirits Helen and Frederick.

Recluse

  • Increased the offensive spells attack power of Magic Cocktail.
  • Decreased the time required to cast spells using Magic Cocktail.

Executor

  • Increased attack power while Cursed Sword is in use.
  • Increased the attack power of the Cursed Sword weapon skill when the skill is in use and the blade is in its unleashed state.
  • Increased the attack power of some attacks while Aspects of the Crucible: Beast is active.

Weapons, Passive Effects, and Special Effects adjustments

  • Increased the stagger damage with dual-wielded jump attacks for some small and medium weapons..
  • Decreased the stagger damage with dual-wielded jump attacks for some large weapons.
  • Increased the potency of the death status ailment applied by the weapon skill Death Flare of Eclipse Shotel.
  • Set a cap on the cumulative effects of the Power of Vengeance and Power of House Marais passive effects and adjusted their potency accordingly.
  • Adjusted the stagger effect of the “Guard counters trigger holy bursts” passive’s explosion to ensure that it doesn’t reset the enemy’s posture break state.

Relic Effects adjustments

  • Adjusted the effect “[Wylder] Standard attacks enhanced with fiery follow-ups when using Character Skill (greatsword only)” to consume stamina when performing follow-up attacks.
  • Increased the attack power of the “[Wylder] Art activation spreads fire in area” burn effect.
  • Adjusted the effect “[Wylder] Art activation spreads fire in area” so that the burn effect’s attack power does not vary between one-handed and two-handed weapon wielding.  Increased the duration extension of the “[Ironeye] Extends duration of weak point” effect.
  • Increased the potency of the “Continuous HP Recovery” effect.
  • Increased the potency of the “HP restored when using medicinal boluses, etc” effect.
  • Increased the potency of the “[Recluse] Activating Ultimate Art raises Max HP” effect.
  • Changed the “[Recluse] Activating Ultimate Art raises Max HP” effect so that the HP increase persists until an attack is received, even after the art’s duration ends.
  • Increased the amount of Runes obtained through the “Critical Hits Earn Runes” effect.
  • Increased the potency of the “HP Restoration upon (specific weapon type) attacks” effect.
  • Increased the potency of the effect “FP Restoration upon (specific weapon type) attacks” effect.
  • Reduced the duration of the “Improved Poise & Damage Negation When Knocked Back by Damage” effect.

Other Nightfarers adjustments

  • Adjusted the visibility of the “Rykard’s Rancor” sorcery.

Everdark Sovereign adjustments

Everdark Sovereign Sentient Pest

  • Increased attack and stamina attack power against guarding Nightfarers while possessed by Animus, Ascendant Light.
  • Adjusted and modified the attack actions of Animus, Ascendant Light, Gnoster, Wisdom of Night, and Faurtis Stoneshield.
  • Reduced the stagger duration when Nightfarers is hit by some attacks of Animus, Ascendant Light.

Everdark Sovereign Equilibrious Beast

  • Adjusted the effect granted to summoned condemned Nightfarers so that it can be dispelled by Law of Regression.
  • Increased the enhancement granted by the light dropped by defeated condemned Nightfarers.
  • Reduced the attack power of the condemned Guardian.
  • Removed the effect that increased damage negation upon re-summoning condemned.
  • Reduced the death status effect resistance of condemned Nightfarers.
  • Adjusted the reaction of condemned Nightfarers to player character’s ranged attacks.
  • Adjusted the targeting priority of condemned Nightfarers under specific combat rules.

Everdark Sovereign Darkdrift Knight

  • Increased the HP and stamina attack power against guarding Nightfarers for Fulghor, Champion of Nightglow.
  • Increased the attack power of some attacks from Fulghor, Champion of Nightglow.

Other enemies

  • Adjusted the reaction to player character’s ranged attacks of condemned Nightfarers that appear during events.
  • Added a stagger reaction when strong attacks, such as Ultimate Arts, hit the Red Wolf of the King Consort boss.
  • Fixed a bug where some attacks of the Marionette Soldiers were less likely to hit player characters.

Limveld adjustments

  • Increased the Night’s Tide damage after defeating the second night boss.
  • Adjusted the spawn locations of Sentient Pest incursions so they are less likely to occur far from player characters.

Menu adjustments

  • Adjusted the design of the Holy attribute icon.

Penalties for disconnecting from online sessions

  • Adjusted the penalties rate for session disconnection.
  • Disconnecting from a session due to network issues or quitting the game during a session in progress will result in penalties, which may limit multiplayer capabilities. Rejoining the session you left will remove the penalty imposed upon disconnection.

Bug fixes

  • Fixed a bug where the post-attack delay for right-handed Greatswords when handled by Wylder was shorter than expected when using Sorceries or Incantations with a left-hand weapon right after attacking.
  • Fixed a bug where Guardian’s Wings of Salvation Ultimate Art could be interrupted by enemy attacks or other factors during its activation.
  • Fixed a bug where Guardian’s Wings of Salvation Ultimate Art could be deflected and interrupted.
  • Fixed a bug where backstepping as Duchess did not accept pre-inputs for skill commands.
  • Fixed a bug where spells cast through using the Magic Cocktail skill could be casted again under certain conditions.
  • Fixed a bug where allied player characters could clip through tombstones when Totem Stella was used.
  • Fixed a bug where spirits summoned by Revenant did not revive if their HPs were depleted.
  • Fixed a bug where special effects applied to spirits summoned by Revenant would appear above Revenant.
  • Fixed a bug where Executor could not perform critical hits using the Cursed Sword while holding a weapon in the right hand that cannot land critical hits.
  • Fixed a bug where the Relic Effect “HP Restoration upon Thrusting Counterattack” did not apply to the attacks of Executor’s Cursed Sword.
  • Fixed a bug where Executor could not use pre-inputs for actions after deflecting an enemy attack with the Cursed Sword under certain circumstances.
  • Fixed a bug where accumulated effects of Power of Vengeance and Power of House Marais Passive Effects would disappear when opening the large door and moving to the final battle area by using the “Open the door” action prompt in the Spirit Shelter.
  • Fixed a bug where the rarity of weapons placed directly on the field from Dormant Power might not be displayed correctly.
  • Fixed an issue where Passive Effects triggered by walking did not activate during horizontal movement with precision-aimed shots using “Bow” and “Crossbow”.
  • Fixed an issue where the player character could become unresponsive for several seconds after performing an attack from a stance with certain Skills.
  • Fixed an issue where the passive effect “Improved Charged Sorceries” was not applied to the sorcery “Shattering Crystal”.
  • Fixed an issue where the status ailment “Frostbite” could be inflicted on the player character due to the accumulation of the frostbite status ailment from some enemy attacks while using an Ultimate Art.
  • Fixed an issue in the battle with the Everdark Sovereign “Equilibrious Beast” where “Libra, Creature of Night” could move below the ground under certain conditions.
  • Fixed a bug where levels would decrease without healing from flasks when False Blessing occured during the battle against Everdark Sovereign Equilibrious Beast.
  • Fixed a bug where the player would level down if the False Blessing effect was activated during the battle against Everdark Sovereign: Equilibrious Beast, even if the action was interrupted by an enemy attack before the HP recovery effect occurred.
  • Fixed a bug where blessings would become usable again after defeating the second night boss.
  • Fixed a bug where the player character could perform unintentional moves when using the Spectral Hawk.
  • This addresses issues that were not fully resolved in App Ver. 1.02.
  • Fixed a bug where the player might not be correctly transported to the battle area if they died from falling during the cutscene while moving to the final battle area in the Spirit Shelter.
  • Fixed a bug where Dormant Power might not appear upon defeating an enemy under unstable network conditions.
  • Fixed a bug where the effect of an used Wending Grace could activate when rejoining a session after a disconnection.
  • Reduced rendering load for some attacks of the Everdark Sovereign Tricephalos on PS4 and Xbox One.
  • Fixed a bug where it was difficult to switch targets with a diagonal input (PC only).
  • Improved game stability in some environments (PC only).



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Hollow Knight: Silksong's first patch will make the early game easier
Game Updates

Hollow Knight: Silksong’s first patch will make the early game easier

by admin September 10, 2025



Team Cherry has revealed details of Hollow Knight: Silksong’s first patch, which will make the early game a little easier.


That will be welcome news to those playing the game, as it’s proven to be extremely challenging. And not just for its trick bench.


In particular, a couple of early bosses will have “slight difficulty reduction”, on top of other enemies receiving damage reduction, and some increases in rosary rewards.

Hollow Knight: Silksong – Release TrailerWatch on YouTube

The patch is available now for Steam players via the public-beta branch on Steam or GOG, and will be available for all players across all platforms “mid next week”.


The full patch notes, as shared on Steam, are below:

  • Fixed situation where players could remain cloakless after Slab escape sequence.
  • Fixed wish Infestation Operation often not being completable during the late game.
  • Fixed wish Beast in the Bells not being completable when Bell Beast is summoned at the Bilewater Bellway during the late game.
  • Fixed getting stuck floating after down-bouncing on certain projectiles.
  • Fixed courier deliveries sometimes being inaccessible in Act 3.
  • Fixed craft bind behaving incorrectly when in memories.
  • Fixed Lace tool deflect soft-lock at start of battle in Deep Docks.
  • Fixed Silk Snippers in Chapel of the Reaper sometimes getting stuck out of bounds.
  • Fixed Claw Mirrors leaving Hornet inverted if taking damage during a specific moment while binding.
  • Fixed Snitch Pick not giving rosaries and shell shards as intended.
  • Removed float override input (down + jump, after player has Faydown Cloak).
  • Slight difficulty reduction in early game bosses Moorwing and Sister Splinter.
  • Reduction in damage from Sandcarvers.
  • Slight increase in pea pod collider scale.
  • Slight reduction in mid-game Bellway and Bell Bench prices.
  • Slight increase in rosary rewards from relics and psalm cylinders.
  • Increase in rosary rewards for courier deliveries.
  • Various additional fixes and tweaks.


If you’re struggling with the game, check out our Hollow Knight: Silksong walkthrough.


Are you finding Silksong too difficult? Let us know in the comments!

This is a news-in-brief story. This is part of our vision to bring you all the big news as part of a daily live report.



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Metal Gear Solid Delta: Snake Eater stability improvements promised, as new patch addresses crashes and textures
Game Updates

Metal Gear Solid Delta: Snake Eater stability improvements promised, as new patch addresses crashes and textures

by admin September 9, 2025


Konami has released a patch for Metal Gear Solid Delta: Snake Eater on Xbox Series X/S and PS5, which among other things will update some of those wonky textures during certain scenes.

This update will also be coming to Steam, though for now we don’t have a date, with Konami merely saying it will be “soon”.

In addition, Konami has promised stability improvements are being investigated, along with an option to select a preferred rendering mode on PS5 Pro. However Konami still needs “some time to review and address” these issues.


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You can check out the full patch notes for Metal Gear Solid Delta: Snake Eater below.

Ver. 1.1.3 Fixes

This update includes the following improvements and fixes

  • Additional Features: Added Inverted Camera Look (Horizontal) option. This setting can be found in the Options menu under Controls.

Image credit: Konami

  • Fixed an issue where players might not receive the reward for collecting all GA-KO.
  • Updated textures and models in certain scenes.
  • Resolved most issues that could cause the game to crash after investigating received reports.
  • Minor bug fixes and adjustments.

Feedback Overview

We sincerely appreciate the many players who are enjoying the game and sharing valuable feedback and issue reports.

We are actively investigating and working on the below items:

  • (Steam) Support for 21:9 aspect ratio displays (excluding demo scenes).
  • (Steam) In-game feature to check system specifications.
  • (PlayStation 5) Option to select a preferred rendering mode when playing on PlayStation 5 Pro.
  • (All Platforms) Improvements to overall performance stability.

Please note that we may need some time to review and address the above points.

We will share details on future updates as soon as they are finalised.

Thank you for your patience and continued support.

Image credit: Konami

Despite some niggles, Metal Gear Solid Delta: Snake Eater has done well, surpassing a million sales across all platforms by its first day on sale.

“A legend is brought back to life with Metal Gear Solid Delta: Snake Eater, in a surprisingly sensitive remake from Konami featuring developers from the original,” reads Eurogamer’s Metal Gear Solid Delta: Snake Eater review.

This is a news-in-brief story. This is part of our vision to bring you all the big news as part of a daily live report.



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September 9, 2025 0 comments
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