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Call of Duty: Blacks Ops 7 shares new multiplayer gameplay and details in lengthy new showcase
Game Reviews

Call of Duty: Black Ops 7 trials new “more varied” matchmaking and tweaks TTK on popular weapons

by admin October 5, 2025


As it gears up for what it calls an “exciting day of the Black Ops 7 Early Access Beta coming later today”, Treyarch has some “important multiplayer playlist changes” to share with us as the beta continues.

As the developer explains, beta tests are run ahead of full launch to “gather critical in-game data and feedback” to ensure games – especially those with heavy multiplayer aspects – provide “the best experience possible”.

That’s why the team is working with the community to address early issues and making “some updates” to its playlist plans.

Black Ops 7 – Launch Multiplayer Maps Flythrough..Watch on YouTube

That’s why this weekend, in the Open Moshpit playlist, you’ll find “skill consideration is drastically reduced when matchmaking, with the goal of providing more varied match experiences and outcomes”. As Treyarch explains, this playlist will “match players with and against players of more varied skill differences than in the current Multiplayer matchmaking system”. This’ll apply to all maps and modes across that playlist.

While not explicitly confirmed, this suggests that the other playlist, Moshpit, will feature more traditional skill-based matchmaking. You can also expect additional Perk changes – “including slot assignment” – when the game releases next month.

“While these updates will not be in the Beta, we’ve heard your feedback and will be sharing more about them on the road to launch,” the developer said. “We can also confirm that we will be making reloading while Wall Jumping default behaviour for launch.”

Last but certainly not least, the team has been “closely following feedback” from Black Ops 7 players on time-to-kill (TTK), which is why you’ll see changes to the Dravec 45 and M8A1.

“We currently see these weapons well ahead of the pack in our TTK data, and they also have very high usage, which means they are contributing heavily to combat pacing right now in the Beta,” the update continued. “The goal of the changes outlined below is to bring their average performance closer to the other weapons currently available.

“Time-to-Kill (TTK) and overall weapon balance has been a conversation we’ve been keeping an eye on, along with evaluating in-game data from day one of the Beta. While we’re starting the Beta with a TTK in the range of Black Ops 6, we’re aware that some players feel it may be slightly faster than desired. As a result, we’ll be releasing a weapon balance pass in the coming days to adjust TTK and ensure all weapons available in the Beta are competitive within both their class and their intended role within Black Ops 7.”

Here’s the rest of the patch notes:

Maps

  • Permanently opened several doors throughout The Forge and Cortex. (See the mini-maps below for specific callouts.)
  • Increased the time that automatic doors remain open before closing from 2 seconds to 4 seconds.
  • Increased the range at which doors will open automatically when approaching.

UI

  • Increased visible range of the minimap by 15%.

Movement

  • Increased allowable angle for side Wall Jump to reduce accidental forward Wall Jumps.

Spawns

  • Adjusted spawn logic for enemy player influence on nearby spawns.

Progression

  • Increased Weapon XP earn rates for both Multiplayer and Zombies.
  • Increased Overclock earn rate for the Skewer Scorestreak.
  • Increased Overclock earn rate for the Drone Pod Field Upgrade.

Stability

  • Addressed server stability issues with Training Course.
  • Addressed a stability issue related to turrets.
  • Addressed potential server stability issues when playing Overload.
  • Addressed server stability issues with the Gravemaker.
  • Addressed server stability issues with the Skewer.
  • Addressed server stability issues with the Vigilance Perk.

Zombies

  • Resolved an issue that prevented the Rampage Inducer from affecting gameplay after Round 55.
  • Addressed an issue in Training Course that could prevent players from reattempting Training Station 2.
  • Addressed a stability issue related to Toxic Growth.
  • Addressed some stability issues related to Exfil.
  • Addressed some stability issues when leaving a match.

Known Issues

  • Players are temporarily unable to complete an Exfil in Zombies Survival and Training Course playlists. Solo players are still able to Save and Quit to selectively end their match.

You can read more about the adjustments to individual weapons and maps on the website.

This week, the Call of Duty: Black Ops 7 beta began in earnest, giving eager players the chance to try the game out before its launch on 14th November. But despite the beta requiring both TPM 2.0 and Secure Boot enabled on your PC to play, which Treyarch stated was needed to “create a more secure environment that catches more cheating”, within hours clips started appearing on social media showing off wall hacks and aim bots working in the beta.



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October 5, 2025 0 comments
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Hollow Knight Silksong finally gets release date, out next month
Game Reviews

Hollow Knight: Silksong’s second patch detailed, but don’t expect any balance tweaks

by admin September 16, 2025



Team Cherry has detailed what’s planned for Hollow Knight: Silksong’s second patch, but don’t expect any balance changes as with the first.


“Where the first patch dealt mainly with critical issues,” the studio said in the patch notes, “this next one focuses on a few still remaining, while also cleaning up some bugs around specific tools”.


This second patch is now live in Steam’s public-beta branch, with further tweaks expected before full release on all platforms – it’s currently unknown when that will be.

Hollow Knight: Silksong Review – Beautiful, Thrilling And CruelWatch on YouTube


Silksong’s first patch made the early game a little easier, with a couple of bosses having “slight difficulty reduction”. The second patch has no such changes – instead it’s almost entirely bug fixes around certain enemies, bosses, and tools.


Check out the full patch notes below.

  • Added Dithering effect option in Advanced video settings. Reduces colour banding but can slightly soften the appearance of foreground assets. Defaults to ‘Off’. Updated Herald’s Wish achievement description to clarify that players must both complete the wish and finish the game.
  • Fixed Savage Beastfly in Far Fields sometimes remaining below the lava.
  • Fixed rare cases of Shrine Guardian Seth getting out of bounds during battle.
  • Added catch to prevent Lugoli sometimes flying off screen and not returning during battle.
  • Further reduced chance of Silk Snippers to get stuck out of bounds in Chapel of the Reaper battle.
  • Fixed various instances of dying to bosses while killing them causing death sequences to play messily or out of sync.
  • Fixed Shaman Binding into a bottom transition causing a softlock.
  • Cocoon positions in some locations updated to prevent it spawning in inaccessible areas.
  • Fixed Liquid Lacquer courier delivery not being accessible in Steel Soul mode.
  • Fixed some NPCs not correctly playing cursed hint dialogues in certain instances.
  • Fixed Pondcatcher Reed not being able to fly away after singing.
  • Fixed Verdania memory orbs sometimes replaying layered screen-edge burst effects.
  • Fixed the break counter not working for certain multihitter tools eg Conchcutter.
  • Fixed Volt Filament damage multiplier not applying for certain Silk Skills.
  • Fixed Cogflies and Wisps inappropriately targeting Skullwings.
  • Fixed Cogflies incorrectly resetting their HP to full on scene change.
  • Fixed Curveclaw always breaking on the first hit after being deflected.
  • Fixed Plasmium Phial and Flea Brew sometimes not restoring as intended at benches.
  • Various other smaller tweaks and fixes.


What do you make of Silksong’s difficulty? And what’s your opinion on runbacks to bosses more generally in games? Have your say in our discussion: have boss runbacks had their day?

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September 16, 2025 0 comments
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Borderlanmmdss
Game Reviews

The 11 Best Changes In Borderlands 4 (And 3 Meh Tweaks)

by admin September 12, 2025


Borderlands 4 launches on September 12 for PlayStation 5, Xbox Series X/S, and PC. Gearbox’s open-world looter-shooter sequel is a big game with a lot of quests to complete and plenty of endgame content to check out. As such, my review isn’t ready yet. But I’ve played nearly 40 hours so far, and I’ve enjoyed my time. A big reason why is that Gearbox has made some smart changes in Borderlands 4 that make it easier than ever to manage, sell, and collect loot and get around the world.

As a big Borderlands fan who has played all of the games multiple times, I have cataloged a list of changes and improvements in Borderlands 4 that I think both longtime fans and newcomers alike are going to be excited about.

Finally, A Weapon Wheel

©Gearbox / Kotaku

For many, many years now, Borderlands fans, myself included, have longed for the franchise to add a real weapon wheel option. Past games have sometimes allowed you to use the d-pad on a controller to hot-swap between four guns, which is fine, I guess. But a true weapon wheel hasn’t been an option until now. Borderlands 4 finally adds a real, honest-to-goodness weapon wheel, and it’s so nice. It makes quickly swapping to a gun easier and faster than ever!

Mark Loot As Junk When Picking Up

In Borderlands 4, like in past games, you’ll spend a lot of time collecting guns that are bad, or just not what you want. In the past, you’d have to manually sell each of these. And yes, you could mark them as loot in the inventory screen and then sell them all at once. But now, in Borderlands 4, you can junk loot as you pick it up. This ties into another great change…

Instantly Sell Junk At Vending Machines

All that loot you mark as junk can now be sold at any vending machine just by walking up and hitting a single button. You don’t even have to go into the store screen. It’s so nice, and this change, as well as the last one, has helped keep my inventory mostly empty and ready for more loot.

The Lost Loot Menu Is So Much Better

Speaking of loot, in some past Borderlands games, players were able to return to a hub area and activate a “Lost Loot” machine that would spit out some of the guns that dropped out in the world that the player didn’t pick up. This wasn’t a very efficient way to handle the process and made using the Lost Loot option annoying. In Borderlands 4, this is now handled through a menu screen that lets you easily trash stuff you don’t want and take stuff you do want.  And you can hit a button to take it all without having to grab each item off the floor.

A Warning When Selling Equipped Gear And Guns

Sometimes, when dealing with lots of loot and similar guns, it’s easy to mark an equipped piece of loot as junk and sell it. This has happened to me in past games. Sure, you could favorite stuff you didn’t want to sell, which is still an option in Borderlands 4, but it was always weird how the games just let you sell equipped gear so easily. Not so in Borderlands 4! Now you get a pop-up warning when trying to sell equipped items marked as junk. Nifty!

Legendary Weapons Are Much Rarer To Find, And That’s Good

©Gearbox / Kotaku

One of the biggest problems I had with Borderlands 3 was how easily and quickly you found legendary weapons and gear. On a recent playthrough, I was collecting and selling them within a few hours of starting a new character. By the end of the game, I had found well over 100. I lost count, really. This made them feel less special and made non-legendary purple gear less exciting to collect because better stuff was dropping all the time.

Thankfully, this isn’t the case in Borderlands 4. After nearly 40 hours with the game, I’ve only collected 7 legendary weapons and items. And one of those I bought from a vending machine, something I’ve only seen once in my time with the game.  Unlike in Borderlands 3, when legendaries drop in Borderlands 4, I get genuinely excited! It’s a rare event, and many of the items have been powerful and memorable.

Customize Your Character Anywhere And Anytime

In the past, if you wanted to put a new skin or hat on your Borderlands character, you’d have to find a specific machine in-game and use it. This was annoying. Now, you can just open up the customization menu whenever you want and freely change your character’s looks.

Upgrading Your Inventory And Ammo Capacity Isn’t A Boring Money Grind

Borderlands 4‘s big open world has a lot of places to explore, things to do, items to collect, and activities to complete. And this time around, Gearbox has decided to tie the open world to upgrading your character. Instead of grinding for money and then going to an in-game store to buy SDU upgrades, which let you carry more stuff and ammo, you now earn SDU credits by exploring and completing activities. And this is all done via a menu that is available at all times. Need more loot space to collect more guns? Well, check to see if you have enough SDU credits to upgrade your inventory space, and if so, do it right then and there. So convenient!

An Optional Hologram Path That Helps You Go The Right Way

©Gearbox / Kotaku

I spent far too much time in past Borderlands games running around trying to figure out how to get to a specific place or a quest marker. The in-game maps have been helpful, but sometimes you just want someone to draw a line from where you are now to where you need to go. And good news: Borderlands 4 does that now! At any point, you can hit a button to get an in-game holographic path showing how to reach your destination, which can be a quest or just a random point you marked on the map.

Repkits Offer Healing When You Need It Most

A new piece of loot introduced in Borderlands 4 are repkits. These are small medical devices that players can activate every so often for some instant healing. No more hunting down health drops during tricky boss fights or big skirmishes. Those tiny bits of healing still drop and are still useful, but having a health gun at your side is great. And as with all loot in Borderlands, repkits come in various flavors with all sorts of weird, wacky, and useful bonuses and passive traits. Honestly, going back to any past Borderlands game is going to be hard after getting used to repkits.

Spawn Your Vehicle Whenever You Need It

A big theme when it comes to the changes and improvements made in Borderlands 4 is convenience. And perhaps the best example of this is the removal of Catch-A-Ride stations, which previously were the only way to spawn in a vehicle. Now, every player has their own personal Digirunner (which are basically Sparrows from Destiny), and they are awesome. They move quickly, feel great to drive, and being able to call one in whenever you want is so handy. Plus, combining Digirunners with the new movement controls, like double jumping and gliding, lets you speed across the world in style.

And now, some changes that aren’t so good…

Menus Feel Dark, Finicky, And Removed From The Game World

©Gearbox / Kotaku

Something I really loved about the menus in past Borderlands games was how vibrant they all were and how they existed in the world. When you opened your inventory or skills menu in Borderlands 3, you’d see your character standing in the world, and the menu would be hovering next to and behind them. That’s gone in Borderlands 4. Instead, all the menus and inventory screens exist in dark voids that feel disconnected from the world. And some of these menus are tricky to use or feel overly cluttered. The inventory, in particular, isn’t great to navigate when using a controller. This change doesn’t ruin Borderlands 4, but it does make me sad.

Loading Screens Are Dull

This is a silly complaint, I’ll admit, but the loading screens in Borderlands 4 are so boring. In past games, which were filled with loading screens, you’d get these wonderful, colorful posters of the location you were loading into at that moment. In Borderlands 4, which has far fewer loading screens thanks to its (mostly) seamless open world, the screens just look like someone took concept art and tossed the location’s name on it. They seem stale, cold, and drab. Thankfully, stuff loads so quickly that you won’t have to look at them long.

Rewards For Challenges And Quests Are Hidden In Digital Boxes

When you complete a quest in Borderlands 4 or when you finish an in-game challenge, you are rewarded with various goodies. But these goodies aren’t delivered directly to your inventory. Instead, you have to go into the character menu and open them up. Thankfully, you can open them all at once, but it’s so odd that this system is even in the game.

Sure, it’s nice that guns or loot you earn from a quest aren’t dropped right in your limited inventory. But it’s annoying that cosmetic items are also locked in these chests. The game also does a terrible job of reminding you to check on your rewards. Sometimes I’d open my character screen and see, like, 10 of these chests waiting for me. I’d love an option to get notified every so often when I have more than two or three of these things waiting around to be opened.



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September 12, 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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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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September 10, 2025 0 comments
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The first Hollow Knight: Silksong patch is going to come with some balance tweaks so you don't quit early
Game Reviews

The first Hollow Knight: Silksong patch is going to come with some balance tweaks so you don’t quit early

by admin September 9, 2025


It’s been a few days now since the launch of Hollow Knight: Silksong and a few issues are starting to bubble up. One of the most significant complaints has been about the game’s level of difficulty.

The original Hollow Knight is/has always been a challenging game, so it’s not exactly a surprise that its DLC-turned-sequel is giving many players trouble. This time, however, it does appear that developer Team Cherry may have overtuned things in the new game.


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Silksong is certainly not an easy game overall, but the early parts have been particularly frustrating for some players. It doesn’t help that the Metroidvania doesn’t offer much in the way of accessibility options, which resulted in the creation of a number of mods that tweak various aspects of the game’s level of difficulty.

While Team Cherry hasn’t quite commented on the discourse surrounding Silksong’s challenging combat, the developer has announced that it’s going to be making some balance changes.

In a post on Steam, the team revealed the patch notes for update 1.0.28470, which is currently planned for release by the middle of next week on all platforms. The patch is primarily intended to fix bugs, but it’s also going to introduce “slight” balance changes to the early game.

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As revealed in the patch notes, you can expect early game bosses Moorwing and Sister Splinter to be a little easier. The damage Sandcarvers do has been reduced, too. You’ll also notice some tweaks to the economy, with a small reduction to the prices of mid-game Bellway and Bell Bench, a small boost to rosary rewards from relics and psalm cylinders, as well as another boost to rosary rewards for courier deliveries.

Here’s the full change log:

  • 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 can’t wait until next week to see what the patch has changed, you can actually access that version of the game right now by opting into the public beta branch on Steam or GOG. If you’re currently deep in the Silksong mines, we highly recommend checking out our guides for all the Mask Shard locations, all the Lost Flea locations – and, of course, how to upgrade your Needle.



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September 9, 2025 0 comments
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