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  • A return to a past Sierra wildfire to see the future of a recent one

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    The first two miles were pleasant enough. The grade was mild, the forest serene. It was what lay ahead that worried me:

    A 2,500-foot descent to Jordan Hot Springs, a spot in California’s High Sierra backcountry that has long had a hold on my imagination — an idyllic meadow with rock-dammed bathtub-hot pools.

    Given my age and lack of recent high-altitude exertion, I could easily need a helicopter to get out.

    But that was a secondary concern. I was most anxious about what I might see along the way. Would it be an affirmation of nature’s power of renewal or an omen of irreversible decline?

    I was retracing my steps of 20 years earlier to a scene of mass death I had never been able to erase from my mind. At a small plateau alongside Ninemile Creek in the Golden Trout Wilderness Area, I had stood in a forest of black sticks standing on both sides of a steep canyon like whiskers on a beast too large to comprehend.

    I had hiked to Jordan Hot Springs and the burn scar of the 2002 McNally fire to probe big questions of fire ecology: Are Sierra forests overgrown? Is fire management the unintended cause of destructive crown fires? Do forests reduced to blackened earth and charcoal trees recover?

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    The McNally fire wiped out whole forests in 2002. What does it tell us today about the future of vast areas devastated by recent fires?

    At that time, the questions proved too big. I never wrote a story.

    But the image stuck. Year after year I would wonder, “What does that canyon look like today?”

    It took another fire to turn that question into action.

    I did not grasp from the TV images of the 2020 Castle fire how deeply it would affect me personally when I saw its aftermath with my own eyes.

    It was two years ago that I took a nostalgic drive up Highway 190 into the mountains east of Porterville in the San Joaquin Valley. At the elevation where the oak and scrub give way to cedar, fir and pine, I had a horrific shock rounding a familiar bend anticipating a thrill I had felt so many times before.

    Instead of my favorite Sierra vista, I saw total disfigurement. The road ahead, once hidden in a sheath of forest, is now a scar carved into the side of a landscape of exposed soil and the standing carcasses of tens of thousands of blackened trees.

    Those last 10 miles up the Tule River Canyon had always been a spiritual climb for me, releasing the weight of urban life along with the Central Valley heat and enlivening my spirit with cascading streams, pine-scented air and anticipation of the road’s end.

    I had been enamored of this view since 1962, when I first drove to the end of Highway 190 in Quaking Aspen to begin my summer job packing mules into the Sierra backcountry.

    Now it was gone. So much beauty lost. Never to return?

    The 2020 Castle fire left huge sections of Sequoia National Forest like these standing dead trees.

    The 2020 Castle fire left huge sections of Sequoia National like these standing dead trees.

    (Daniel Flesher / LA Times Studios)

    In the recent years of unprecedented wildfires, the public discourse has been filled with speculation that such a total tree die-off, combined with a warming climate, could irreversibly change a forest, leaving it barren of the conifers that dominate an alpine ecosystem.

    I didn’t want to believe that. I wanted hope that in my lifetime I might see the Tule River Canyon once again as it was.

    Thus arose the fanciful idea that a return to Jordan Hot Springs would allow me to see into the future by looking at the past. My purpose was aesthetic and emotional, not scientific. But if I was going to personalize nature, I thought it would be prudent to backstop my feelings with expertise.

    I asked around and found a fire ecologist who has been studying the McNally fire almost since the embers went out. Chad Hanson, co-founder and principal ecologist of the John Muir Project and resident of nearby Kennedy Meadows, is the kind of scientist who returns to the field year after year and wades through waist-high underbrush to track the trajectory of recovery.

    Hanson jumped at the opportunity to take a reporter off-road to see nature as he sees. He offered some advice that I understood better once we were on the trail: “Don’t wear shorts.”

    On the first leg, a 650-foot drop to Casa Vieja Meadows, his commentary turned the hike into a walking lesson to reshape my view of the nature of fire and nature itself.

    “To really grasp what’s happening in nature, especially after wildfires, you really have to think like a forest,” he said. “And forests don’t operate on human timescales, and they don’t operate the way humans do, especially when it comes to life and death.”

    Hanson has a relationship with the forest that is at once clinical and lyrical.

    “A standing dead tree is vastly more important to wildlife and biodiversity in the forest than a standing live tree of the same size,” he said. “A tree in the forest ecosystem may have two or three hundred years of incredibly important vital life after it dies.”

    1

    A screen grab of an area of the 2020 Castle Fire that has undergone post-fire logging.

    2

    A screen grab of along the trail to Jordan Hot Springs a charred tree sits surrounded by White Thorn Bush.

    1. A screen grab of an area of the 2020 Castle Fire that has undergone post-fire logging. 2. A screen grab of along the trail to Jordan Hot Springs a charred tree sits surrounded by White Thorn Bush.

    These trees seen from Highway 190 in the Tule River Canyon section of Sequoia National Forest were killed in the Castle fire

    A screen grab of trees charred by the 2020 Castle fire in this once-dense portion of the forest.

    (Daniel Flesher / LA Times Studios)

    Woodpeckers carve nesting cavities in the softer dead trees and broken-off snags, then move on each year, leaving behind homes for other nesting creatures, such as nuthatches and chipmunks. As the trees break off or fall, the downed logs become food and cover for earthbound species and eventually decay into nutrients in the soil.

    Our maps showed we were walking through forest burned in the McNally fire, but what I saw around us made that hard to imagine. A canopy of Jeffrey pine, red fir and incense cedar shaded the trail. Except for the blackened bark on their lower trunks, there was no sign of catastrophic fire.

    “That’s because there wasn’t,” Hanson assured me. The fire had passed through where we were walking. But the common descriptors “scorched,” “blackened” and “destroyed” did not apply.

    “Most of the fire area is like this, where it would have killed a few of the seedlings and saplings but basically almost nothing else,” Hanson said. “It’s largely unchanged by the fire.”

    It took nearly five weeks for the McNally fire to cover 150,000 acres. Much of that time, at night or when the wind was down, it moved at a human walking pace.

    “The temperature drops and the relative humidity goes up, the winds die down, flames drop to the ground and it starts creeping along,” Hanson said.

    This area near Quaking Aspen had high intensity burn in the Castle fire and moderate burn in the background.

    A screen grab of a hillside heavily altered by the 2020 Castle fire.

    (Daniel Flesher / LA Times Studios)

    Several times as we walked, the canopy opened up nearby and Hanson stopped to point out a high-intensity burn where a burst of wind in the heat of the afternoon had lofted the flames into the living branches more than 100 feet above us. Some were an acre or two, some up to 50 acres.

    A quarter century after the fire, each was a mini-laboratory of regeneration. My first impression was sunlight, a brightness that contrasted with the shade we stood in. Then brush, predominantly whitethorn and manzanita, interspersed in waist-high thickets. Then snags, standing dead trees broken off halfway up. Finally, patches of young conifer, some mere saplings, some 15 to 20 feet tall

    The few trees that had survived the fire now looked like Christmas trees planted on top of telephone poles. For a year after the fire, Hanson said, they would have appeared dead with all their foliage scorched. But at the very top, surviving terminals had sent out new twigs in the next growing season.

    Those were the starter trees that spread the seed that had germinated and was now thriving in the open sunlight.

    At one burn, Hanson proposed that we make a side trip and wade through the brush up on a steep canyon wall where, he assured me, we would find even more saplings just breaking through. Knowing that we had completed less than half our descent, and that each step down would require a step back up, I decided to wait to see how I felt later in the day on the way back up.

    Casa Vieja Meadows was a perfect Sierra scene: a half-mile plain of yellow-green grass, a ring of forest all around it, a cattleman’s shed across the way and tranquil Ninemile Creek running its length.

    At the meadow’s end, the creek dived into a rocky canyon, the beginning of a 1,500-foot drop through patches of willow, cottonwood and fern.

    When we reached that spot that has stuck in my memory for 20 years, my immediate reaction was disappointment. I saw no beauty, only a scar that was neither a forest of dead trees nor living ones. Only a few snags remained. The fallen trees must have been there — there had been no logging to remove them — but were submerged in the brush, out of sight. At most, a dozen or two pre-fire trees survived on both sides of the canyon.

    From a belt of willow at the stream’s edge to the ridges above, both sides of the canyon were covered in gray-green hue of whitethorn extending as far as I could see toward Jordan Hot Springs, still a half mile beyond.

    Here, Hanson preached a beauty based on the timescale of natural succession. Because of its size and severity, this high-intensity burn area will remain what is called montane chaparral for decades, he said. In doing so, it will give the greater forest ecosystem what it cannot survive without.

    “That’s some of the best wildlife habitat,” he said, sweeping his hand over the horizon. “We’re not used to seeing it that way as humans where we see the flames go high and kill most of the trees. But it turns there are a lot of wildlife species in the forest that have evolved over millions of years to depend specifically on areas where most of the trees have been killed.

    A canyon that burned at high-intensity in the 2002 McNally fire is mostly brush today with some young pines

    A screen grab of a hillside above Jordan Hot Springs where the 2002 McNally fire burned. There are early signs of conifer regeneration emerging among lower vegetation.

    (Daniel Flesher / LA Times Studios)

    “This is actually really important habitat for shrub nesting birds, for small mammals, woodpeckers, bluebirds, nuthatches, any cavity-nesting species. They depend on these patches where you have a lot of dead trees.”

    Hanson assured me this vast landscape of brush was already making its return as a conifer forest. To see the evidence, we’d have to slog into the whitethorn to see the future. I shakily followed Hanson up a canyon as he worked his way through openings he said were likely blazed by foraging bears, then over a fallen tree trunk that crumbled under my steps.

    I was gasping for air and having difficulty maintaining balance when he stopped.

    Hanson began noting tufts of pine needles poking out of the waist-high brush around us. “One, two, three, four, five, six,” he said, counting as he went along. Farther up, he pointed out clumps of new conifers, some up to 18 feet tall.

    The saplings just now poking their needles into the sunlight, and hundreds more that we would only be able to be seen on our hands and knees, will grow and propagate, he said.

    “It’s going to keep regenerating every year, every decade after the fire,” he said. “There’s going to be more new ones coming in and the earlier ones are going to get taller and older. And that’s just classic natural progression.”

    In a hundred years, they’ll be so thick they’ll block out the sun, and the brush, starved of energy to drive photosynthesis, will wither, and the shrub nesting species will move to a different mountain cleared by a later fire.

    I had seen what I needed to see. All that was left was to fulfill a personal desire to return one more time to Jordan Hot Springs.

    Through all my youthful explorations of the Kern River Canyon — my Yosemite without crowds — that golden-green meadow with its pools had been only an illusion for me. Named for the man who came across it blazing a trail from the San Joaquin Valley to the Mojave Desert in 1861, it was a storied place just beyond my horizon.

    Several times I led mule strings to Soda Flat, a private outpost in Sequoia National Forest. The hot springs beckoned only 3½ miles away. But after 20 miles on the trail, duty to my livestock and to my client, Bakersfield realtor Ralph Smith, prevented me from indulging that fantasy.

    So much has changed since then. The pack station at Quaking Aspen was demolished and relocated four miles deeper into the backcountry on logging roads. A paved road was cut into the roadless area east of the Kern River giving automobile access to the five-mile John Jordan Hot Springs trail.

    My visual memory of Jordan Hot Springs from that 2005 hike has faded. The catharsis I felt then of finally seeing it after so many decades has not. At the stage in life when I know that my return to many places will be my last, I wanted to fix its image in my memory, to sit simply one more time and contemplate the beauty of this small spot in the universe.

    It wasn’t to be.

    An aerial view shows the scale of the 2020 Castle fire.

    A screen grab of an aerial view shows the scale of the 2020 Castle fire.

    (Daniel Flesher / LA Times Studios)

    Noting my fatigue, Hanson asked if I wanted to go on. With the sun on its downward arc and a 500-foot descent ahead to fulfill that wistful desire, he thought prudence dictated that it was time to turn home. I had to agree. It was a slow ascent. I couldn’t go more than a few hundred feet without stopping to sit and catch my breath. But I made it, just before dark — without a helicopter.

    I never intended to settle the big academic and political questions over what’s the right way to care for a forest: Indigenous stewardship vs. forest thinning; post-fire logging and bio-mass extraction vs. natural decay and regeneration; fire control vs. natural selection.

    Much has been written about that. Much more will likely be before I could report that a consensus is achieved.

    I do have a preview of the Tule River Canyon a quarter century from now, and it won’t be the place I have known for so much of my life. There will likely be no vistas of forest canopy, no shaded glens with water cascading through a tapestry of conifers, pine sap spicing the morning air.

    More likely, there will be mile after mile of whitethorn and manzanita, a few grandfather trees identifiable by their odd conical foliage high on spindly trunks, patches of vigorous young pine 15 to 20 feet tall, and saplings whose tops barely break through the brush.

    From my new perspective, I’m still not able to call that beauty, but I can call it hope. I’m betting on one who crawls through the brush to find answers that it’s only the beginning of something that will take longer than my lifetime to reveal itself.

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    Doug Smith

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  • New Mexico teen becomes first girl in her county to earn the rank of Eagle Scout

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    TO PROVIDE FEEDBACK TO ABC. CHANGES CAME TO THE BOY SCOUTS IN 2019, WHEN THE ORGANIZATION REBRANDED, OPENED ITS DOORS TO GIRLS AT THAT POINT, THEN THIS YEAR BECAME WHAT THEY CALL SCOUTING AMERICA. AND NOW THE FIRST YOUNG WOMAN IN VALENCIA COUNTY JUST ACHIEVED THE RANK OF EAGLE SCOUT. OUR OWN PEYTON SPELLACY JOINS US IN THE STUDIO THIS MORNING WITH MORE ABOUT HER STORY. HI, PEYTON. HEY, TODD AND ROYALE. SO TO BECOME AN EAGLE SCOUT, YOU MUST COMPLETE A MAJOR COMMUNITY SERVICE PROJECT FOR 17 YEAR OLD GABRIELLE MONTOYA. THAT MEANT TAKING SOMETHING LIKE A TIRE AND TRANSFORMING IT INTO A DOG BED FOR THE VALENCIA COUNTY ANIMAL SHELTER. IT’S TAKEN HER ABOUT FIVE YEARS TO BECOME AN EAGLE SCOUT, WHICH IS THE HIGHEST RANK IN SCOUTING, REQUIRING YEARS OF DEDICATION, LEADERSHIP AND COMMUNITY SERVICE. I ALSO WANT TO SHOW YOU HER UNIFORM HERE. THE SASH HOLDS MORE THAN 40 BADGES, EACH ONE REPRESENTING A SKILL THAT SHE’S MASTERED FROM FIRST AID TO SPACE EXPLORATION AND SHOTGUN SAFETY. EACH SKILL ALSO HELPED HER PREPARE FOR LIFE IN HER DREAM TO BECOME A VETERINARIAN. ONE OF THE THINGS THAT I WANT TO DO WITH MY LIFE IS HELP THOSE ANIMALS AND HELP OTHER PEOPLE WHO LOVE THEM IN THE SAME WAY THAT I DO. AND PART OF THE REASON THAT SCOUTING SORT OF HAS ASSISTED ME IN THIS WAY IS BECAUSE, YOU KNOW, YOU LEARN A THING OR TWO FROM MERIT BADGES LIKE THESE AND YOU LEARN HOW TO, YOU KNOW, BE THE BEST PERSON THAT YOU CAN BE THROUGHOUT THIS JOURNEY, MONTOYA SAYS SCOUTING HELPED HER GROW AS A LEADER AND AS A PERSON, AND HER MESSAGE TO YOUNG GIRLS WHO WANT TO BECOME AN EAGLE SCOUT IS TO JUST TAKE THE LEAP.

    Teen becomes first girl in her county to earn Eagle Scout rank

    17-year-old Gabrielle Montoya’s 5-year journey led to community service, leadership, and more than 40 merit badges

    Updated: 11:22 AM EDT Sep 20, 2025

    Editorial Standards

    Changes came to the Boy Scouts in 2019 when the organization rebranded and opened its doors to girls. This year, it became Scouting America.Now, Valencia County, New Mexico, can boast its first girl to achieve the rank of Eagle Scout.Seventeen-year-old Gabrielle Montoya earned the honor after five years of dedication, leadership, and community service. To reach the highest rank in scouting, she completed a major project that turned old tires into dog beds for the Valencia County Animal Shelter.Her uniform sash carries more than 40 merit badges, each marking a skill she has mastered, from first aid to space exploration and shotgun safety. Those skills, Montoya said, have prepared her not only for life but also for her dream career as a veterinarian.”One of the things that I want to do with my life is help those animals and help other people who love them in the same way that I do,” she said. “And part of the reason that scouting sort of has assisted me in this way is because, you know, you learn a thing or two from merit badges like these, and you learn how to, you know, be the best person that you can be throughout this journey.”Montoya also takes pride in the patches displayed on her uniform.”This is my patrol patch. We’re part of the Frosty Flippers. And the patrol is basically a leadership group within the troop. So kind of like a bureaucracy if you think, like, different levels of government, we’ve got the same thing in the troop,” she said. “This is a Journey to Excellence Award. And what this represents is a couple of things that our troop had to do in order to take the step up and be a step above, and maybe like an average Scout troop.”She pointed out one patch in particular.”This patch right here is particularly important. This is in memory of one of the scouts in our brother troop, who actually was an Eagle Scout named Evan Strickland, who passed away during an Osprey accident in service. So we wear this in memory for him and in memory for his family as well,” she said.Other patches on her uniform represent the High Desert Council, the troop she helped found, her role as a junior assistant scoutmaster, and her Eagle Scout rank. She also wears patches for completing polar bear plunge activities and for her membership in the Order of the Arrow, scouting’s honor society.Montoya said scouting helped her grow as a leader and as a person. Her advice to other girls hoping to follow in her footsteps is to take the leap.

    Changes came to the Boy Scouts in 2019 when the organization rebranded and opened its doors to girls. This year, it became Scouting America.

    Now, Valencia County, New Mexico, can boast its first girl to achieve the rank of Eagle Scout.

    Seventeen-year-old Gabrielle Montoya earned the honor after five years of dedication, leadership, and community service. To reach the highest rank in scouting, she completed a major project that turned old tires into dog beds for the Valencia County Animal Shelter.

    Her uniform sash carries more than 40 merit badges, each marking a skill she has mastered, from first aid to space exploration and shotgun safety. Those skills, Montoya said, have prepared her not only for life but also for her dream career as a veterinarian.

    “One of the things that I want to do with my life is help those animals and help other people who love them in the same way that I do,” she said. “And part of the reason that scouting sort of has assisted me in this way is because, you know, you learn a thing or two from merit badges like these, and you learn how to, you know, be the best person that you can be throughout this journey.”

    Montoya also takes pride in the patches displayed on her uniform.

    “This is my patrol patch. We’re part of the Frosty Flippers. And the patrol is basically a leadership group within the troop. So kind of like a bureaucracy if you think, like, different levels of government, we’ve got the same thing in the troop,” she said. “This is a Journey to Excellence Award. And what this represents is a couple of things that our troop had to do in order to take the step up and be a step above, and maybe like an average Scout troop.”

    She pointed out one patch in particular.

    “This patch right here is particularly important. This is in memory of one of the scouts in our brother troop, who actually was an Eagle Scout named Evan Strickland, who passed away during an Osprey accident in service. So we wear this in memory for him and in memory for his family as well,” she said.

    Other patches on her uniform represent the High Desert Council, the troop she helped found, her role as a junior assistant scoutmaster, and her Eagle Scout rank. She also wears patches for completing polar bear plunge activities and for her membership in the Order of the Arrow, scouting’s honor society.

    Montoya said scouting helped her grow as a leader and as a person. Her advice to other girls hoping to follow in her footsteps is to take the leap.

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  • Hades 2’s Biggest Early Access Patch Yet Just Made A Bunch Of Weapons Stronger

    Hades 2’s Biggest Early Access Patch Yet Just Made A Bunch Of Weapons Stronger

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    Just a month into Hades 2‘s Early Access launch, the acclaimed action-RPG is already getting its second update, and it’s a major one. Patch 2 is full of dozens of buffs and bug fixes, as well one change that reduces how often final boss Chronos is “patently unfair.”

    Developer Supergiant Games wrote in the Hades 2 patch notes that all of the changes were driven by community feedback. “Among the improvements in this patch, look for many new UI icons as well as weapon-related balance changes aimed at enhancing core combat and related choices,” the team wrote. “Your feedback and volunteered gameplay data help inspire our changes, so thank you for playing!”

    Top-level changes include players now encountering one additional Olympian each night as they did in Hades 1, which means more Boons for you. Ash and Psyche rewards have been improved in Oceanus and the Rift of Thessaly, and fishing points have become more predictable. Death Defiance invulnerability lasts longer now as well, and Selene’s Boon is cheaper to buy from Charon’s Shop.

    On the weapon-balancing front, lots of equipment just got stronger. That includes Melinoë’s Nocturnal Arms and their abilities: Witch’s Staff, Sister Blades, Umbral Flames, Moonstone Axe, and Argent Skull. Several of their Aspects, which upgrade and enhance each weapon in different ways, were reworked too. Argent Skull now earns Glory faster when using Omega Cast and has a much more responsive Omega Special. There’s also a long list of Daedalus Hammer upgrades that have been changed or completely replaced.

    Read More: Hades 2 Is An Unbelievable Sequel To One Of The Best Games Ever

    Perhaps most importantly for players still working on their first successful run of the Early Access version, Chronos should be slightly easier to beat now. One of his huge AOE attacks will no longer hit Melinoë when she’s seemingly in a safe zone, along with other “various fixes and adjustments.”

    Infernal Cerberus received minor adjustments, while Polyphemus’s Mutant Sheep attack was made weaker. Eris’ grenade attacks should be less chaotic and the Hippo self-destruct is less likely to randomly kill you. But my favorite patch note of all is the following: “While brooding over the family portrait in the Crossroads, you may now snap out of it sooner.”

    Here are all the latest Hades 2 patch notes:

    Hades 2 Early Access Patch 2 Notes

    General Gameplay

    • You now can encounter up to one additional Olympian each night (as in the previous game)
    • You now are likely to find one more Boon or other major reward while in ErebusIncreased invulnerability duration after your Death Defiance effects activate
    • Improved rewards of Ash and Psyche can now be found in Oceanus and the Rift of Thessaly
    • You now can press-and-hold to harvest repeatedly from Crescent Pick Outcroppings
    • Toula should now stay closer to you in Encounters, especially in the Fields of Mourning
    • Nemesis no longer offers Death Defiance items if you do not need to refill the effect
    • Reduced Gold cost of Selene’s Boon when available in Charon’s Shop
    • Minor adjustments to the order in which Olympians may first appear early on
    • Normalized chances of finding Fishing Points in various regions

    Nocturnal Arms & Abilities

    • Witch’s Staff: Special knocks foes away, but is slightly slower; Omega Special is faster
    • Sister Blades: Special staggers standard foes longer; Attack visual FX better match the hitbox
    • Umbral Flames: Attacks are stronger and faster; Omega Attack channels faster and uses less magick; Special gives a speed boost, but has reduced damage; Omega Special can be channeled while moving
    • Moonstone Axe: reworked Special provides a lingering barrier; Omega Attack channels slightly faster; Omega Special channels faster
    • Argent Skull: Omega Attack channels faster and hits a larger area

    Aspects of the Nocturnal Arms

    • Witch’s Staff (Circe): adjusted activation and duration of Serenity effect; Serenity now adds Omega bonus damage that scales with this Aspect’s rank
    • Witch’s Staff (Momus): reworked; each of your Omega Moves automatically fires several times in succession from where you use them
    • Sister Blades (Artemis): you will Block again if the effect recharges while you are channeling; Block now takes priority over Dodge and similar effects
    • Umbral Flames (Eos): reworked; Omega Attack now fires a slow shot that occasionally creates damage blasts and also copies your Specials
    • Moonstone Axe (Melinoë): reworked; now adds Power and Max Life
    • Moonstone Axe (Thanatos): reworked; faster Attack adds Critical chance to Omega moves
    • Argent Skull (Persephone): you now earn Glory much faster, but only by using your Omega Cast; improved control responsiveness during Omega Special

    Keepsakes

    • Moon Beam (Selene): increased bonus to Path of Stars upgrades

    Daedalus Hammer Upgrades

    • ·Marauder Wallop (Staff): cut from game; replaced with…
    • ·Rapid Thrasher (Staff): new! All your Attacks become faster
    • ·Double Wallop (Staff): cut from game; replaced with…
    • Wicked Thrasher (Staff): new! All your Attacks gain bonus Power
    • Double Cataclysm (Staff): cut from game; replaced with…
    • Mirrored Thrasher (Staff): new! All your Attacks hit twice, but you take more damage
    • Rapid Moonshot (Staff): also affects Omega Special
    • Dual Moonshot (Staff): also affects Omega Special; reduced range; renamed from Double Moonshot
    • Shimmering Moonshot (Staff): also affects Omega Special
    • Aetheric Moonburst (Staff): increased Magick restoration from Power Shots
    • Concentrated Flurry (Blades): cut from game; replaced with…
    • Melting Dart (Blades): new! Your Special destroys a large percentage of a foe’s Armor
    • Flick Knives (Blades): new! Your Dash-Strike also fires several Special knives in a fan pattern
    • Rapid Onslaught (Blades): reworked to also affect Omega Attack; renamed from Marauder Slice
    • Hook Knives (Blades): slightly reduced speed of knives returning to you
    • Furious Fire (Flames): cut from game; replaced with…
    • Mega Spark (Flames): new! All your Attacks travel farther and deal more damage
    • Inverted Spark (Flames): new! Dash to make shots from Attacks reverse direction and hit foes again
    • Leaden Spark (Flames): new! Your Attacks knock foes away and have bonus Power
    • Sustained Spark (Flames): also increases move speed, instead of reducing; formerly Sustained Fire
    • Melting Coil (Flames): no longer fires straight; also affects Omega Special; formerly Melting Comet
    • Origin Coil (Flames): also affects Omega Special
    • Rapid Slash (Axe): reworked to also affect Omega Attack; renamed from Marauder Slash
    • Giga Cleaver (Axe): removed two-stage channeling (it always double-fires but uses more Magick)
    • Dashing Heave (Axe): removed damage bonus; instead, it now hits twice
    • Sidelong Crash (Skull): cut from game; replaced with…
    • Mega Driver (Skull): new! Your Specials travel farther and you take less damage while using them
    • Colossus Driver (Skull): also affects Omega Special

    Hexes of Selene

    • Wolf Howl: reduced Magick-spend requirement
    • Twilight Curse: greatly reduced Magick-spend requirement; reduced foes afflicted; reduced cast time
    • Night Bloom: reduced Magick-spend requirement, effect duration, bonus damage, and cast time
    • Lunar Ray: greatly reduced Magick-spend requirement; reduced damage; reduced cast time
    • Moon Water: slightly increased Magick-spend requirement; slightly reduced healing
    • Dark Side: slightly increased Magick-spend requirement

    Foes & Encounters

    • Chronos: various fixes and adjustments; there should be fewer cases where he’s patently unfair
    • Infernal Cerberus: minor adjustments to some attack patterns in the first phase
    • Eris: grenade attacks no longer wildly bounce around
    • Polyphemus: reduced effectiveness of
    • Goldwrath: reduced accuracy and tracking of beam attack
    • Queen Lamia: slightly increased Armor; increased speed; other minor changes
    • Reed-Stalker: increased projectile speed and target distance; reduced rotation speed
    • Mourner: slightly increased rotation speed; slightly increased speed while attacking
    • Lamia: slightly increased life and Elite armor
    • Dire Shambler: reduced tracking speed between attacks
    • Hippo: self-destruct area should more closely match the visuals

    Level Design & Environments

    • Burning Oil Slicks in the will extinguish after Encounters, though may be reignited
    • Adjusted Oil Slicks in some locations in the
    • Minor fixes to several locations

    Fated List of Minor Prophecies

    • Clearing Original Sins no longer requires choosing the very rare Barren curse from

    Chaos Trials

    • Trial of Heartache: reduced difficulty and adjusted based on Aspect changes
    • Trial of Haste: reduced difficulty and adjusted based on Aspect changes

    Oath of the Unseen

    • Vow of Forsaking: no longer helps ensure you quickly get Duo and Legendary Boons

    Menus & UI

    • Added many new UI icons for Keepsakes, Weapons, Well of Charon offerings, and more
    • Insight Into Offerings (Cauldron) now also lets you check each Olympian’s list of offerings in the Book of Shadows while choosing their Boons (or the equivalent with other characters)
    • With the prior change, adjusted default key binding for Rarify; some custom bindings have been reset
    • Added a warning when you are down to your last use of Death Defiance
    • Opening the Book of Shadows should show entries for nearby characters more reliably
    • Removed the Unused Grasp notification when exiting the Altar of Ashes while at a high Grasp limit
    • Updated Pitch-Black Stone screen to use Aspect-specific icons
    • Adjusted input action bar layout at the bottom of the Boon Screen and similar
    • Added borders to icons for Selene Hexes on the Gifts of the Moon screen
    • Added informational pop-up when using F10 to report bugs
    • Other minor changes

    Art & Visual FX

    • Reduced some full-screen flashing or strobing, such as from time-slow effects

    Music & SFX

    • Added SFX for when certain active abilities such as Serenity are ready to use
    • Updated placeholder SFX for various Keepsakes
    • Updated SFX for projectile collisions with Umbral Flames (Moros)

    Voice & Narrative

    • Unique voice lines should play more reliably when certain incantations are revealed in the Cauldron
    • ·Added voice lines when using Phase Shift (Selene) vs. (or trying to…)
    • More voice lines should play when confiding in Frinos in certain contexts

    Miscellaneous

    • While brooding over the family portrait in the Crossroads, you may now snap out of it sooner
    • You now can fully control the game using keyboard only if you rebind Attack and Special
    • All timers now pause while in the presence of Charon
    • An Anvil of Fates will no longer be offered in if you have not found a Daedalus Hammer
    • In the Flashback, adjusted timing of hint for players who don’t realize they are in control
    • Reduced requirements for the incantation Power to Pause and Reflect to be revealed
    • Melinoë now respawns in the center of her magick circle near her tent (she was a bit off before…)
    • Improved compatibility with more types of controllers
    • Updated text for various upgrades and abilities

    Bug Fixes

    • Fixed Double Up (Poseidon) sometimes doubling Mystery Boons; clarified description
    • Fixed Nightmare resources dropping unexpectedly in Chaos Trials
    • Fixed Omega moves occasionally becoming unresponsive after being chomped on by
    • Fixed deadliest attack of occasionally hitting when Melinoë was in a supposedly safe point
    • Fixed Umbral Flames Attack preventing Magick regeneration before channeling Omega Attack
    • Fixed The Queen and Judgment (Arcana) appearing active while no others Arcana are active
    • Fixed Hearth Gain (Hestia) no longer restoring Magick if chosen as a Sacrifice Boon
    • Fixed certain later Oath Testaments for the Sister Blades sometimes not appearing as expected
    • Fixed cases where you could go out of bounds using the Argent Skull in the battle vs.
    • Fixed more cases of some visual effects vs. lingering between phases or after the fight
    • Fixed Toula unceremoniously vanishing after you vanquish Chronos
    • Fixed additional issues with Sun Worshiper (Apollo)
    • Fixed additional issues with Dark Side (Selene)
    • Fixed additional issues with Twilight Curse (Selene)
    • Fixed a visual issue where could appear to slide after snared by your Cast
    • Fixed Spark of Ixion (Charon) causing a to appear in
    • Fixed Golden Boughs sometimes not marking all available rewards in the
    • Fixed several narrative events that could play out of sequence
    • Fixed Odysseus rather rudely walking away while in conversation with Nemesis
    • Fixed sometimes leaping away forever
    • Fixed Melinoë’s voice reverting during her return sequence despite certain enchantments
    • Fixed incorrect portrait in the Book of Shadows
    • Fixed incorrect music playing in some Chaos Trials, or not playing as intended in some instances
    • Fixed rare cases of a looping sound playing indefinitely
    • Fixed a rare instance when objectives in the Training Grounds could overlap
    • Fixed several minor issues on the Victory Screen that shows when you prevail
    • Fixed additional miscellaneous issues when playing in ultrawide resolutions
    • Fixed a rare crash in which the effect of Winter Harvest (Demeter) could repeat forever
    • Fixed various other rare crashes
    • Fixed several text errors
    • Other minor fixes

    It’s clear Super Giant Games is meticulously monitoring every aspect of the game ahead of its full launch on PC and console in 2025. The studio said the next update will re-balance Boons. Until then, there’s plenty for players to dig into and begin testing with Patch 2. 

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    Ethan Gach

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  • The Last Stardew Valley 1.6 Patch Note Is Here

    The Last Stardew Valley 1.6 Patch Note Is Here

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    It is the eve before Stardew Valley’s 1.6 update drops and developer ConcernedApe has delivered us one last sneak peek by way of patch notes. In case you’ve missed the last week of chaos, Stardew Valley’s developer has been releasing spoiler-free teases of what’s to come in the forthcoming update and the community has been absolutely eating it up. The changes have ranged from the obscure to the subject of countless fan theories, and span the gamut of bugs and glitches, to long overdue corrections and fixing game mechanics. Over the weekend, they even teased that players will now be able to chug mayonnaise just for the hell of it. All hell’s broken loose in Pelican Town apparently.

    ConcernedApe’s final tease is now out ahead of the patch’s drop tomorrow, and it’s perhaps the most substantial new addition announced yet.

    Stardew’s 1.6 update will, among too many additions and fixes to count, introduce a new farm type to the game: the meadowlands farm. The new farmland will, according to ConcernedApe, consist of “chewy blue grass that animals love” making it ripe for grazing right off the bat. Stardew has seven other farm types as of update 1.5, and each lends itself to a particular playstyle, be it combat, harvesting, fishing, or just enjoying multiplayer lobbies with some of your friends.

    The patch note seems to indicate the latest farm type will be especially good for players who prioritize farming in Stardew Valley. Farm types have benefits beyond just layouts, and the new meadowlands farm is no different. Players who opt to start a new meadowlands farm will begin their game with a coop and two chickens, saving them the time and money that procuring all three often costs. It’s perhaps safe to say that the new farm type is a bit more beginner-friendly, as it will cut out some of the more tedious tasks from the early game.

    This last patch note follows in the footsteps of those behind it, painting the picture of an update meant to transition Stardew into a new phase of its life. The game, which has been supported more than I think anyone could have reasonably imagined when it first came out in 2016TK YEAR, has had a tremendous lifetime filled with new content and changes, and 1.6 appears like a tidy way to tie a bow on things. Most of the changes that have been announced are granular, but the kind of stuff that diehard Stardew aficionados have been clamoring for. Just look at the replies to each one of ConcernedApe’s announcements and you’ll see hundreds, if not thousands, of people losing it over changes that hardly feel impactful from the outside looking in. They’re the kind of crowd-pleasing fixes I can imagine addressing in order to make the community happy one last time for the foreseeable future.

    Coming years after the last significant content arrived in Stardew—and sandwiched between it and ConcernedApe’s next game, Haunted Chocolatier—the 1.6 update was supposed to have been a more straightforward update for modders before it transformed into a tiny expansion. In the time since its initial announcement, ConcernedApe has spent more time talking about the fresh content made for 1.6, such as an entirely new festival and accompanying dialogue, than discussing its original intent. Even the teases over the last week have had nothing to do with mods. Instead, they’ve felt like a fun repartee between the developer and the huge community his game has accrued over the years, as well as an assurance that he’s coming through on some long standing promises before moving on to the next big thing for a good while.

    To be clear, I don’t believe Stardew is going anywhere, and the console and mobile versions still need the 1.6 update to be ported over in the near future, but this update feels like the last big one fans are going to get for a while as ConcernedApe refocuses on getting Haunted Chocolatier out the door. If these zany patches are anything to go by, it’s definitely going out with a bang.

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    Moises Taveras

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  • Stardew Valley’s Huge 1.6 Update Finally Gets Release Date

    Stardew Valley’s Huge 1.6 Update Finally Gets Release Date

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    Image: Eric “ConcernedApe” Barone

    The lowkey farming simulator Stardew Valley is getting some new stuff in a couple of weeks. Developer Eric “ConcernedApe” Barone announced on X/Twitter on February 26 that the PC version of the chill game will get the 1.6 update on March 19, with the patch coming to to consoles and mobile “as soon as possible.”

    In follow-up posts, ConcernedApe celebrated the game selling over 30 million copies and thanked everyone for their support. He also said a worldwide concert tour and an official cookbook are in the works, which sounds cool, but the meat and potatoes here is its 1.6 patch, and Stardew Valley fans are gonna be eating real good.

    What’s In Stardew Valley’s 1.6 Update?

    We don’t know exactly what the patch will entail. However, ConcernedApe has teased various details about what to expect when the update drops on March 19. In April 2023, he said 1.6 will mostly benefit modders and also includes new game content. Three months later, in July, he expanded on that “new game content” a bit, tweeting that 1.6 will feature a new festival, dialogue, items, and “secrets”—whatever that means. As unspecific as this all is, it sounds enticing.

    But wait, there’s more (but not much). In responding to a Twitter user on February 23, who said the mobile version of the game is pretty buggy (night doesn’t transition to day, for example), ConcernedApe said that he’ll address those issues on mobile as part of update 1.6. A similar problem affected some Stardew Valley PC players back in 2019, but regular updates seem to have resolved the issue. Hopefully, the PC and console ports of version 1.6 will stamp out any lingering hiccups.

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    Levi Winslow

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  • What time does FFXIV patch 6.55 release?

    What time does FFXIV patch 6.55 release?

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    Final Fantasy 14’s Endwalker patch cycle is coming to a close, but there’s still a bit more in an upcoming patch. Patch 6.55 will be the last update for Endwalker that includes story or any substantial content and it launches soon.

    Below, we explain the launch time for FFXIV’s patch 6.55 update and talk a little bit about what the update will have.


    When does FFXIV patch 6.55 release and come back online?

    FFXIV’s patch 6.55 will be playable starting at these times on Tuesday, Jan. 16:

    • 2 a.m. PST for the West Coast of North America
    • 5 a.m. EST for the East Coast of North America
    • 10 a.m. GMT for the U.K.
    • 11 a.m. CET for west mainland Europe
    • 7 p.m. JST in Japan

    Maintenance for the game will start 24 hours before this — so at the same times above on Monday, Jan. 15.

    That said, since the game is going to go down on Monday morning before the patch is live, you should make sure you have all your weeklies done ahead of time. If you’ve been putting your Thaleia clear off to the last second, then go run it now before you miss out on that sweet coin.


    What content is going to be in FFXIV patch 6.55?

    Patch 6.55 will contain the last bits of content for the Endwalker patch cycle. It’ll have a short bit of main scenario quest that’ll show some set-up for the upcoming Dawntrail expansion.

    There’ll also be new additions to the Tataru’s Grand Endeavor side quest line, a new trial, and new Hildebrand quests. Since there’ll be more Hildebrand, that naturally also means that there will be a new step to complete for your Manderville weapon. There will also be allied tribe quests, a special quest line you can only complete if you maxed out reputation on the Endwalker tribes (Arkasodara, Omicron, and Loporrits).

    There will be some tiny updates to come between 6.55 and Dawntrail, including the crossover event for Final Fantasy 16. Based on previous expansion patch cycles, we’ll also get drop restrictions for Thaleia and the last tier of Pandaemonium removed in future small patches as well. These small patches will likely also have quality-of-life changes and bug fixes, but no big content additions beyond that.

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    Julia Lee

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  • The new Rogue Trader patch fixes a few nasty dead ends

    The new Rogue Trader patch fixes a few nasty dead ends

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    Owlcat Games continues its work on Warhammer 40,000: Rogue Trader, this time with a patch aimed at rectifying some nagging problems. Patch 1.0.88 contains a multitude of changes, including making skill checks easier across the board. The next major patch will release sometime in January 2024.

    Patch 1.0.88 also fixes “a vast majority of broken quests and cutscenes that blocked progression or worked only for specific choices,” made sweeping changes to items and abilities, improved optimization, and tweaked companion quests and responses. This includes fixes to system stability, co-op desync, broken narrative quests, weapon damage, and a particularly tricky ladder that served as a one way trip for the Space Wolf companion Ulfar.

    Skill checks are also easier across the board, which is useful for players who lean on lore, persuasion, or medicae checks in their playthroughs. The massive RPG campaign still has some bugs and technical issues that make it difficult to progress: I found myself dismayed when I romanced Heinrix van Calox and found that our dalliance locked him in a “sex mode,” where I couldn’t equip any of his gear or use him in combat. I had to break up with the Inquisition agent to restore his combat potency.

    That lingering problem notwithstanding, it’s good to see Owlcat Games continue to polish things up.

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    Cass Marshall

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  • Payday 3 Devs Apologize Again For Missing Major Update

    Payday 3 Devs Apologize Again For Missing Major Update

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    Image: Starbreeze Studios

    Payday 3 devs have extended their apology tour that began back in September, when Starbreeze Studios CEO had to apologize for the state in which the co-op heist game launched. The always-online bank robbery simulator suffered from major server and matchmaking issues that were fixed a little over a week after launch, but the game still needed another major patch to fix some of its remaining major issues (particularly quality-of-life stuff). The team is now apologizing for going radio silent in the absence of said update.

    An October 25 post on the official Payday website attempts to “lift the curtains a little” and let players know why the major patch, which was initially promised to arrive in early October and bring with it over 200 improvements, isn’t yet here. “We’ve been quiet over the last few days, and for that we apologize,” it reads. “It’s not easy to communicate when we have not been able to offer any updates on the one big topic that’s on everyone’s mind right now: When are the patches coming to Payday 3?”

    Read More: Payday 3 Devs Explain Terrible Matchmaking Issues

    The post promises that the team is still working on the upcoming patch, before getting into the true cause of the delay: Starbreeze Studios’ update pipeline.

    The reason it has taken so long to get this first patch is very long and complicated, but the short version is that we discovered critical errors with our update pipeline shortly after the game releases. There was a significant risk to player progression being wiped if we didn’t address this and ensure a solid test environment.

    The issue is so prominent that the team can’t “consistently deliver patches” in the game’s current state, which means new content has to wait, as well—though the blog does promise that there will be “free content updates for the game before the end of the year.”

    Though Payday 3 boasted an impressive 90,000 concurrent players on Steam shortly after its September 18 launch, those players were quickly inundated with the now-infamous double “matchmaking error” screen. Since the game requires players to have an internet connection even if they’re playing solo, the server issues rendered it unplayable for many.

    As Kotaku reported on September 25, the cause of the matchmaking issues were twofold: “a technical issue made things bad right out of the gate” but “a faulty update on September 24 by a third-party online services partner broke things all over again.” It’s unclear what is the cause of the current flaw in Payday 3’s update pipeline.

    Kotaku reached out to Starbreeze for comment.

     

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    Alyssa Mercante

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  • Diablo IV Update 1.22: Patch Notes, Bug Fixes, and Improvements Revealed

    Diablo IV Update 1.22: Patch Notes, Bug Fixes, and Improvements Revealed

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    Diablo IV Update 1.22: Patch Notes, Bug Fixes, and Improvements Revealed – Top Buzz Trends


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    Johnny kelly

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  • Here’s The Big Overhaul Diablo IV’s Getting After That Hated Patch

    Here’s The Big Overhaul Diablo IV’s Getting After That Hated Patch

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    As promised, Blizzard held a livestream today, July 28, going over what Diablo IV players ought to expect from the game’s upcoming 1.1.1 patch. During the stream, the developers laid out their overall philosophy behind the expected changes, and got into some specifics about what to expect when it lands on August 8, 2023.

    The Diablo IV community hasn’t been particularly happy with recent changes to the wildly popular action RPG. Shortly before the game’s first season, Blizzard pushed a patch that made sweeping changes to classes and quality of life features that’s been largely seen as a net negative. Players felt that the unwelcome adjustments made the game grindier, among other things. Last week, Blizzard acknowledged that the changes weren’t great and promised to never release a patch of that nature ever again. While full notes for the upcoming patch are expected to arrive next week, August 2, today’s stream gave a good sense of what to expect, with some changes to player power and a few reversals of controversial changes. You can watch the whole stream here:

    Blizzard

    Sorcerer’s and Barbarians, patch 1.1.1 is for you

    Early on in the stream, lead class designer Adam Z. Jackson said that the Sorcerer and Barbarian will see the most changes.

    “We know that Sorcerers typically have a tough time when they start getting pushed into later Nightmare Dungeon tiers, so we’re going to be looking at ways to increase [late game survivability] specifically.”

    Jackson also said that the team is pinpointing what they call “kiss curse mechanics,” which is when the player gains “a really cool power or effect and then we kind of take something or nerf some other part of you, usually for balance reasons to make sure that it’s not out of control.” One example of this is an expected change to the Serpentine Aspect:

    “[The Serpentine Aspect] is the one where you can spawn an additional Hydra, but it reduces the duration of your Hydras. That’s no longer going to reduce the duration. It’s actually going to increase it.”

    Jackson said that the Barbarian’s early game experience will also get a boost. One concrete example of this is an improvement to Fury generation. In a slide shown during the stream, Bash, Flay, Frenzy, and Lunging Strike all see their Fury increased.

    Screenshot: Blizzard / Kotaku

    Jackson said the Barbarian ought to expect other improvements to the late game experience with alterations to Unique items that’ll swap existing effects for more useful ones.

    A slide details changes to an item in an upcoming Diablo IV patch.

    Screenshot: Blizzard / Kotaku

    While the other classes can expect some updates, they won’t be as comprehensive as Sorcerer and Barbarian. Still, increases to Spirit gains for the Druid ought to be welcome.

    A slide details increased Spirit gains for the Druid in a future Diablo patch.

    Screenshot: Blizzard / Kotaku

    Blizzard aims to start expanding build options for Diablo IV in future updates

    During today’s stream, Blizzard expanded a bit on how it wants to see build options change for Diabo IV. Jackson spoke to this directly:

    “Vulnerable and Crit are really, really strong right now. A lot of the meta is about [making] an enemy vulnerable, and then you do bonus damage to them, and then you stack as much Crit Strike damage chance and Crit damage as you can, and then you blow them up. [Diablo IV] actually was foundationally made with other types of builds that aren’t only those in mind. We have “Damage Over Time” […] we also have “Overpower” as a mechanic in our game. [We want those damage types] to have parity with Vulnerable and Crit Damage.”

    Jackson said that the long term goals with Diablo IV are to ensure that “if you’re an Overpower build, or a Crit build, or a Damage Over Time build, you’ll be relatively equal in power to all the different types of ways to play. This will be in addition to improving how skills and effects scale as players increase in level, potentially opening the door to late game builds that make use of typically discarded abilities. What might that look like? Jackson gave a couple of examples:

    “We have a lot of legendary powers and effects that spawn ‘a new thing.’ An example of this is the [Barbarian’s legendary power that] spawns earthquakes or dust devils. Another one is the Necromancer [can] leave shadow trails on the ground that deal damage. These [effects] deal what we call ‘flat damage’ which is [where] we give it a damage number and then that’s how much it does. And that damage number scales with player level. But we find is that a lot of these [effects] are really good in the early and mid game […] but then when you get to the really late game, they kind of fall of really hard. And what we want to do is find ways to add scaling so that the player can opt into making a build out of these things. So if I want to be an ‘Earthquake Barbarian’ or a ‘Dust Devil Barbarian’ I can actually do that.”

    Another key way the team is looking to expand build options is to mitigate how many skills require specific scenarios to function. One such is the Sorcerer’s chain lightning, which currently sees bonus damage when the lightning bounces off of you. 1.1.1 will change things so that you gain bonus damage when Enhanced Chain Lightning bounces off of anything.

    Teleporting out of dungeons will take 3 seconds again and treasure goblins are getting better

    In a complete reversal, the controversial change from dungeon teleportation from three to five seconds is getting reversed. Game Designer Joe Shelly said that the original intention of the change was to mitigate players teleporting themselves out of tough encounters and boss fights. Given the community’s reaction over this change, however, teleports are back to three seconds.

    And while associate game director Joe Pieopiora discussed how the Treasure Goblin’s Legendary drop rate was actually 50 percent, player frustration over infrequent encounters with them led to a perception that it was far lower. Starting at level 15, Treasure Goblins are now guaranteed to drop a Legendary.

    Other quality of life updates

    As discussed during last week’s stream, monster density for Nightmare Dungeons and Helltides are going up. During the stream, the devs showed off a slide of what the increased monster presence will look like.

    And while bosses will see their health boosted, at level 35 and up you’ll be guaranteed a Legendary item drop. Legion events will also see a guaranteed Legendary drop.

    On the technical side, patch 1.1.1 is also expected to address a specific VRAM issue for PC players, so the game should be more stable.


    Patch 1.1.1 is expected to arrive on August 8, with final patch notes coming on August 2.

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    Claire Jackson

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  • Blizz On Diablo IV Uproar: Won’t Do A Patch Like That ‘Ever Again’

    Blizz On Diablo IV Uproar: Won’t Do A Patch Like That ‘Ever Again’

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    The last 48 hours of Diablo IV has been a little chaotic following wildly controversial changes to player power level in the game’s first pre-season patch. Now, developer Blizzard is doing a bit of damage control, taking to a livestream on July 21 to try and explain its decision-making process, as well as what changes it’s making in response to the overwhelmingly negative feedback.

    Diablo IV’s latest patch, 1.1.0, dramatically reduced player power across the board. Changes include reductions to XP earned for various activities, as well as a diminished role to status effects like Vulnerability that have played a central role in class builds. It was a tumultuous set of changes to say the least, all documented in an exhaustive list of alterations via the official patch notes. As promised, Blizzard held a livestream today to address these changes, as well as provide some updates on future changes to the game—particularly in response to the negative feedback on the previous patch. You can watch the whole stream here:

    Blizzard / Diablo

    Reducing player power: ’We know it is bad. We know it is not fun.’

    On the stream, Blizzard’s associate director of community management, Adam Fletcher, immediately responded to the overwhelmingly negative feedback in response to the patch, acknowledging that missteps were made and that the reduction to player power has wrecked the fun of the game for some players.

    While Fletcher stated that Blizzard had specific goals in mind with the most recent patch and that it wanted an opportunity to explain why it made these changes, some good news is that the team doesn’t “plan on doing a patch like this ever again.”

    Blizzard plans on ‘always providing patch notes well beforehand’

    While the most recent patch did dramatically reduce player power and strike at the heart of the developing meta, one of the most chaotic elements of it all was how suddenly the patch notes arrived, how lengthy they were, and how it felt like there was absolutely no heads up as to what was going to happen going into the game’s first season, which started on July 20.

    As a way to get ahead of future issues like that, Blizzard has promised to provide patch notes “well beforehand,” estimating that notes will hit about a week before a new update. The game’s next patch, version 1.1.1, is expected to arrive sometime soon, and Blizzard will discuss the specific details of that patch in another livestream chat next Friday, July 28.

    Changes to player power explained

    Though some may find Blizzard’s explanations for the dramatic, across-the-board nerfs lacking, associate game director Joe Piepiora explained that the reductions to player attributes like cooldown rates and status effects like Vulnerability were done to try and amplify player choice. On the cooldown rates specifically, Piepiora said:

    [Cooldown reduction (CDR) is the most powerful stat] in Diablo IV, and the reason for it is obvious: When you’re able to get CDR to a certain point when using certain class mechanisms, you’re able to get effectively instantaneous active skills. That can give you unlimited resources, can give you unlimited movement speed, can give you unlimited damage resistance, and it begins to dwarf the effectiveness of other options when you start trying to take these things into account.

    During the stream both Piepiora and game director Joe Shely recognized that overpowered builds and mowing down tons of enemies is core to the action-RPG power fantasy. However, the team is presently concerned that player choice in builds is dying in favor of go-to metas, meaning that if you don’t emphasize cooldown reduction, or optimize builds to send foes into Vulnerable status, you’re operating at a disadvantage.

    Vulnerability, which saw its damage modifier reduced significantly in patch 1.1.0, according to Piepiora, became the only way to really start dealing damage to enemies at certain levels of play. This, the team said, is not in line with their vision of the game, and in many ways they believe it’s the result of the outsized influence of high-level Nightmare Dungeons, which Piepiora said is one of the areas of endgame content that tends to demand very specific builds without much room for customization and choice.

    The reality is that Nightmare Dungeons are dramatically overtuned from where they actually need to be based upon the role they fill in the game itself. So Tier 100 Nightmare Dungeons are excruciatingly difficult for most classes to be able to actually get through and as a result it begins to winnow the opportunities and options that players have when they begin to engage with content at that Tier. You need to lean on very, very specific builds, very specific setups with access to things like near-instantaneous cooldowns for some skills in an effort to actually make it through those spaces. And that was never really the intent of that content.

    Apparently Nightmare Dungeons will see changes on at least two fronts: The density of hordes will be increased to play into the power fantasy of destroying vast amounts of enemies and, in respect to Piepiora’s statement that the crushing level of difficulty they pose is having too much of an effect on build choice, difficulty will be reduced, bringing Tier 100 Nightmare Dungeons down to about the current difficulty level of Tier 70 Nightmare Dungeons.

    Patch 1.1.1 is expected to address some of the concerns

    During the stream the team stressed that the goal was not, in fact, to reduce the speed of the game and slow progress, though many have felt that changes to game systems like an increase in the amount of time it takes to teleport out of dungeons seems to suggest otherwise. Commenting on that very change, Shely said the team will continue to evaluate changes like this, but stopped shy of saying why, exactly, that specific change was instituted in the first place.

    The next patch, 1.1.1, is expected to address a wide variety of the issues present in the current build of the game. Blizzard revealed some such changes, like an extra tab in stash size to mitigate concerns over inventory management, and a 40 percent reduction in respec costs so players can more adequately respond to changes in the game’s meta while also having more choice over build variety as the game progresses. Other specific details, such as changes that have wildly reduced the power level and strength of certain classes more so than others, will be explored more in depth in next week’s livestream.

    The team stressed that it doesn’t want to take powerful skills and items away as abruptly as it did with the most recent patch, and pledges to offer more alternatives when potentially sweeping changes come about in the future. A hotfix is scheduled to arrive later today (July 21), with patch notes expected to hit Diablo IV’s website shortly before it goes live.

    It’s not uncommon for live-service games to make sudden changes like Diablo IV did here, but community frustration over poorly communicated and executed changes can easily build up over time to create burnout and resentment. Time will tell how quickly Diablo IV recovers from this latest kerfuffle.

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    Claire Jackson

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  • Nintendo Patches Tears Of The Kingdom’s Duplication Glitches

    Nintendo Patches Tears Of The Kingdom’s Duplication Glitches

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    Image: Nintendo | Kotaku

    Nintendo just updated The Legend Of Zelda: Tears of the Kingdom to version 1.1.2, and while the company’s official patch notes don’t mention it, users are reporting that many of the game’s notorious (and handy!) duplication glitches have been removed.

    As we’ve reported, there have been a few ways found for players to get easy access to loads of resources and items in the game and even stack power-ups, but it appears that at least some of those are now gone as part of the patch.

    Nintendo’s official notes only mention:

    Ver. 1.1.2 (Released May 25, 2023)

    Audio Bug Fixes

    – Fixed an issue where the sound would play at an extremely high volume in certain conditions.

    Additional Fixes

    – Fixed an issue in the main quest, “Camera Work in the Depths”, where players could not progress beyond a certain point. Downloading the update will allow players to proceed past that point.

    – Several issues have been addressed to improve the gameplay experience.

    Anyone used to Nintendo’s vague patch notes won’t be surprised by this, but that “Several issues have been addressed to improve the gameplay experience” line can sure cover a lot of ground.

    Users are reporting in this Reddit thread that various duplication glitches are no longer working, while our own internal testing has found that the paragliding one in particular has also been affected.

    Because more of these glitches were being discovered seemingly every day, we don’t yet know if all of them have been patched out, or if there are still some lying undiscovered in the game waiting to be exploited. But if using these workarounds has made life easier for you, and you want to keep doing it, you might want to disable auto-updates for your console/game if you still have time to do it (if you hadn’t already by the time you’re reading this you might be too late, sorry!)

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    Luke Plunkett

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  • Tears Of The Kingdom Is Smaller Than A Call Of Duty Patch, And That’s Great

    Tears Of The Kingdom Is Smaller Than A Call Of Duty Patch, And That’s Great

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    Like many others, I just bought the digital version of The Legend of Zelda: Tears of the Kingdom on my Switch. I paid for the game, exited the eShop, and then it just…started downloading. No prompt to delete something else to make room. No minor crisis over deciding which of the half-dozen unfinished games on my console would get the boot. The download finished quickly, and then I started playing. Simple, right? And yet I can’t remember the last time installing one of the biggest games of the year went so smoothly.

    Most modern blockbusters have filesizes of at least 50GB. The biggest are over 100GB, even well over it. With standard PS5 and Xbox Series X storage drives being only 500GB, with even less space available purely for storing games, it doesn’t’ take long before downloading the next hit, or even a small indie game, leads to headaches. Do I really have time to be replaying The Witcher 3 right now? Should I put God of War Ragnarök on hold while I finish Horizon Forbidden West’s Burning Shores DLC? What if I just play one more hour of the latest random 2D Soulslike I downloaded before deleting it?

    Star Wars Jedi: Survivor threw this whole gauntlet into overdrive. The game was huge. The patches were huge. The patches kept coming. I love what I’ve played so far but man, that whole part sucks. God help you if you also have an online multiplayer game you jump into regularly like Destiny 2, Apex Legends, or Fortnite. And if it’s Call of Duty: Modern Warfare II, well, all I can say is I’m sorry.

    Image: Nintendo

    Hence the surge of relief when I installed Tears of the Kingdom and didn’t have to deal with any of that. I have a 128GB microSD in my Switch and have never pressed up against the invisible barrier of its storage limits. Nintendo is renowned for optimizing its Switch games, with filesizes routinely half of what ports like Doom 2016 require. Tears of the Kingdom is only one gigabyte bigger than Breath of the Wild, despite an entire new crafting system, a much bigger map, and a ton more voice acting. It’s a small marvel, and one I appreciate now more than ever. And the version 1.1 day-one patch? Barely 300MB.

    I get it. With 4K textures, mountains of cutscenes, and full voice acting, cutting-edge blockbusters on the PS5, Xbox Series X, and PC are never going to be that small. External storage add-ons are also getting cheaper, alleviating concerns for those who can afford them. And maybe one day all our games will be streamed from the cloud anyway, making local storage obsolete. In the meantime, I’m not taking conveniently small game footprints for granted.

    Something feels a little old-school about Tears of the Kingdom, and it’s not just that it’s the newest adventure for some of Nintendo’s oldest characters. The midnight launch. The lines wrapped around the block. The fact a gaming culture that’s increasingly fractured, fragmented, and heated is momentarily concentrated on Link gluing rockets to a raft. It’s nice. Also, the game just works. Incredible.

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    Ethan Gach

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  • New peanut-allergy skin patch shows promise: ‘This would fill a huge unmet need’

    New peanut-allergy skin patch shows promise: ‘This would fill a huge unmet need’

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    An experimental skin patch may soon allow increased protection for toddlers who are allergic to peanuts, according to a new study published in the New England Journal of Medicine.

    The patch, named Viaskin, is coated with a small amount of peanut protein that is absorbed into the skin and would offer some protection against an accidental peanut ingestion that so many parents fear at birthday parties, in school cafeterias or on play dates.

    If additional testing pans out, “this would fill a huge unmet need,” Dr. Matthew Greenhawt, an allergist at Children’s Hospital Colorado who contributed to the study, told the Associated Press.

    There is no cure for food allergies. The number of Americans who are allergic to peanuts is estimated at 6.1 million, according to FARE, one of the largest private funding sources for food-allergy research.

    About 2% of U.S. children are allergic to peanuts, some so severely than even a tiny exposure can cause a life-threatening reaction. Their immune systems overreact to peanut-containing foods, triggering an inflammatory cascade that causes hives, wheezing or worse. Some youngsters outgrow the allergy, but most must avoid peanuts for life and carry rescue medicine to stave off a severe reaction if they accidentally ingest an allergen.

    In 2020, the Food and Drug Administration approved the first treatment to induce tolerance to peanuts — an “oral immunotherapy” named Palforzia that children ages 4 to 17 consume daily to keep up the protection.

    The new study, which featured work from dozens of medical professionals in the U.S. and abroad, took samples from 362 toddlers with a peanut allergy. The toddlers were initially tested to see how high a dose of peanut protein they could tolerate. Then they were randomly assigned to use the Viaskin patch or a lookalike placebo patch every day.

    After a year of treatment, they were tested again, and about two-thirds of the toddlers who used the Viaskin patch could safely ingest more peanut protein safely. One in three of the toddlers who were given the dummy patch also could safely ingest more peanuts, but Greenhawt said it’s likely those children had outgrown the allergy.

    Deaths from allergic reactions to any food numbed a few hundred per year, according to the CDC. But each year there are about 200,000 emergency-room visits caused by allergic reactions to food.

    The Associated Press contributed to this report.

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  • Bungie Quietly Patches Destiny 2’s Vagina Armband

    Bungie Quietly Patches Destiny 2’s Vagina Armband

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    Image: Bungie

    Destiny 2 has gotten a bunch of hotfixes since the Lightfall expansion launched several weeks ago, but none like yesterday’s update. A fix not mentioned in the patch notes secretly changed the game’s newest Warlock armband armor to make it look less like a vagina.

    Bond of Detestation is a class item that drops from Destiny 2‘s new Root of Nightmares raid that went live on March 10 and focuses on Nezarec, an old disciple of the game’s arch antagonist, The Witness. Up until Thursday it could have been mistaken for an alien fleshlight, mostly because of a small horizontal slit across the front of it.

    It sort of looks like an eyeball, maybe, not really. Its resemblance to a vulva was especially noticeable when certain shaders were applied. Players suggested all sorts of names for it–Witnussy, Nezussy, Nezzylight–but “Bondussy” was the one that stuck.

    As first reported by Forbes’ Paul Tassi, Bungie has now stepped in to take the horny down a notch. This week’s hotfix addressed a number of bugs. The biggest change from the patch notes was a fix for the infamous Thresher gunships that had been murdering players throughout the solar system. Completely unmentioned was the fact that the hotfix also removed the Bondussy’s slit to make it look much less suggestive. It’s sort of now just a giant space pearl.

    Stealth content changes and visual adjustments like this are rare, in part because the Destiny 2 community is hyper sensitive to every little shift in its sci-fi universe. Bungie removed a piece of armor back in 2017 because it had an alt-right symbol on it with Nazi origins. Bondussy wasn’t hate speech, though it clearly must have run afoul of Bungie’s broader artistic intentions for the raid armor. Or maybe the studio just didn’t like the nickname “Bondussy.”

                

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    Ethan Gach

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