Creative
What’s New?
Pandora Building Set
Recreate your favourite Pandora setting! Fortnite might be that includes a Pandora themed block within the close to future, so make sure that to submit and share your creations. Part of the Fortnite X Mayhem collab. 
Arid Island
A desert themed canyon with excessive peaks and jagged rocks, impressed by the Pandora desert space on the Battle Royale map.
Communication
New methods to let your gamers know what’s taking place with the addition of the Speaker machine and HUD Message Device.
Light it Up
Let your gamers discover these darkish corners of the map with the Torch and Flashlight Pistol.
Islands
- Added a desert-themed canyon with excessive peaks and jagged rocks, impressed by the desert space on the Battle Royale map.
Bug Fixes
- The floor on Ice Lake Islands not glints on cell units.
Gameplay
- Added a brand new worth to the Camera Filter choice within the Game Settings menu: Comic.
- Added Weapon Destruction choice to the Game Settings menu.
- Determines how a lot injury participant weapons will do to the atmosphere and buildings on the map.
- None, 10%, 25%, 50%, 75%, 100%, 125%, 150%, 175%, 200%, 300%, 400%, 500%, Instant (Default: 100%).
- Added Allowed to Edit choice to the Game Settings menu.
- Determines who’s permitted to edit participant constructed buildings through the game.
- Default, Anyone (Default: Default). Default – gamers can edit buildings constructed by themselves or their teammates. Anyone – all participant constructed buildings will be edited by any participant.
- Added a brand new worth to the Join in Progress choice within the Game menu: Spawn On Next Round.
Bug Fixes
- Players don’t lose motion performance when coming into a car that’s overlapping a rift.
- Fixed a problem the place Creatures wouldn’t spawn on the Kevin Floating Islands.
- Players will not have entry to the Creative stock on the Battle Royale map once they enter Tilted Towns or Retail Row.
Known Issue:
-
Unmanned automobiles are not inflicting traps to set off. This breaks many Creative islands that use this mechanism to set off occasions. We’re actively engaged on a repair.
Weapons + Items
- Added Flashlight Pistol.
- Allows gamers to defend themselves whereas navigating at the hours of darkness.
- Rare Item.
- Use Light Ammo.
- Damage: 26.
- Headshot: 52.
- 6.75 Rounds per second.
- 16 Rounds per journal.
- Added Torch.
- A flaming model to mild your method.
- Rare Item.
- Cannot be used as a melee weapon.
Bug Fixes
- Traps now activate for gamers after they’ve was a prop.
- Camera placement is extra steady when switching immediately between completely different props utilizing the Prop-O-Matic.
- Fixed a number of points associated to how the Prop-O-Matic interacts with DBNO state.
Prefabs & Galleries
- Added 6 New Prefabs:
- Pandora Container Complex.
- Pandora L-Stack.
- Pandora Transmission Stack.
- Pandora Barn Shelter.
- Pandora Hearth Shelter.
- Pandora Traveler Shelter.
- Added 6 New Galleries:
- Pandora Gallery.
- Pandora Prop Gallery.
- Pandora Prop Gallery Large.
- Pandora Container Gallery.
- Pandora Bone & Rock Gallery.
- Pandora Light Gallery.
Bug Fixes
- Cliff Gallery flooring gained’t routinely destroy after pasting them.
- The Butterfly Orb results will be seen on decrease graphical high quality settings.
- The Pueblo Gallery not has an invisible collision on the backside of sure partitions.
- The Great Pyramid prefab not has a black ground on cell.
- The Tomato Head Framed image from the Mega Mall Gallery and the Dusty Depot Framed image from the Dusty Prop Gallery now have collision.
- Players can not “Search” the mattress from the Stilted Cabin Prefab.
- Items from the Indoor Residential Prop Gallery give correct supplies when destroyed.
- The Factory Roofs from the Dusty Depot and Diner Gallery will be pasted.
Devices
- Added Random Number Generator machine.
- This picks a random quantity between two values and shows the outcome. Optionally, it will probably additionally award rating or apply this random worth to a quantity in entrance of it to set off units.
- Value Limit 1: 0-99 (Default: 1). Can be both the Max or Min Value.
- Value Limit 2: 0-99 (Default: 6). Can be both the Max or Min Value.
- Winning Value: If the output is greater than this, you ‘win’. This can be utilized with different customization choices and can be utilized to ship a set off sign.
- 0-99 (Default: 4).
- Result Multiplier: Multiplies the seen output (and the successful rating) of the machine. e.g. in case you roll a 5 with 10x multiplier, the machine will report a price of 50.
- 1-10 (Default: 1).
- Roll Time: Determines how lengthy the roll takes to finish.
- Instant, 1-30 seconds (Default: Three seconds)
- Reset Delay: Determines how lengthy the machine will wait after a roll earlier than it may be activated once more.
- None, 1 second, 2 seconds, Three seconds, 5 seconds, 10 seconds, 20 seconds, 30 seconds, 1 minute, 2 minutes, Three minutes, 5 minutes, 10 minutes, 15 minutes, 20 minutes (Default: None).
- Award Score: Determines the circumstances beneath which rating is awarded to the participant who activated the machine.
- Never, Always, On Win, On Loss (Default: Never).
- Score Type: Determines how any rating award is dealt with.
- Add, Remove, Set (Default: Add).
- Add and Remove – Adjust the participant’s present rating by the Score quantity.
- Set – Forces the participant’s present rating to the Score quantity, ignoring any present rating.
- Add, Remove, Set (Default: Add).
- Score Value: Determines how a lot Score is awarded to the participant.
- Roll Amount, 1, 2, 3, 4, 5, 10, 15, 20, 35, 50, 100, 200 (Default: Roll Amount).
- Zone: Determines whether or not this machine has a Zone, and if that’s the case, the route it extends from the plate. On rolling, a location throughout the Zone might be highlighted based mostly on the rolled outcome. This highlighted space will activate Triggers, Music Sequencers, Speakers and different Random Number Generators.
- None, Forward, Left, Right, Backwards (Default: None).
- Length: Length of the Zone.
- ½, Normal, 2-20, 24, 26, 28, 30, 40, 60, 80, 100 (Default: 4).
- Width: Width of the Zone.
- ½, Normal, 2-20, 24, 26, 28, 30, 40, 60, 80, 100 (Default: Normal).
- Height: Height of the Zone.
- ½, Normal, 2-20, 24, 26, 28, 30, 40, 60, 80, 100 (Default: Normal).
- Visible During Game: Off, On (Default: On). If Off, the machine can nonetheless be triggered through a obtained sign, however not by participant interplay.
- Play Audio: Determines whether or not the machine will play sounds for rolling, successful and dropping.
- Off, On (Default: On).
- Team: Any, 1-16 (Default: Any).
- Enabled: Determines when the machine is enabled.
- Disabled, Enabled, Warmup Only, Gameplay Only (Default: Enabled).
- Activate on Game Phase: Starts rolling when this game part begins.
- Never, Pre-Game, Warm-up, Game Start (Default: Never).
- Receivers:
- Enable when Receiving From: No Channel, 1-32 (Default: No Channel).
- Disable when Receiving From: No Channel, 1-32 (Default: No Channel).
- Activate when Receiving From: Starts rolling when a sign is obtained on the chosen channel.
- No Channel, 1-32 (Default: No Channel).
- Cancel When Receiving From: Cancels any roll at the moment in progress when a sign is obtained on the chosen channel.
- No Channel, 1-32 (Default: No Channel).
- Transmitters:
- On Win Transmit On: If the roll is taken into account a ‘win’, a sign is shipped on the chosen channel.
- No Channel, 1-32 (Default: No Channel).
- On Lose Transmit On: If the roll is taken into account a ‘loss’, a sign is shipped on the chosen channel.
- No Channel, 1-32 (Default: No Channel).
- When Rolled Max Transmit On: If the roll resulted within the highest attainable worth, transmit a sign on the chosen channel.
- No Channel, 1-32 (Default: No Channel).
- When Rolled Min. Transmit On: If the roll resulted within the lowest attainable worth, transmit a sign on the chosen channel.
- No Channel, 1-32 (Default: No Channel).
- On Win Transmit On: If the roll is taken into account a ‘win’, a sign is shipped on the chosen channel.
- Added Score Manager machine.
- This machine offers rating to the participant that prompts it. It can solely be activated through its receivers – it can’t be interacted with immediately by gamers.
- Score Value
- Determines the quantity of rating awarded the primary time the machine is activated throughout a game.
- -200, -100, -50 , -35, -20, -15, -10, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 10, 15, 20, 35, 50, 100, 200 (Default: 0).
- Determines the quantity of rating awarded the primary time the machine is activated throughout a game.
- Score Award Type: Determines what impact the machine has on the activating participant’s rating.
- Add, Subtract, Set, None (Default: Add).
- Add and Subtract – Adjust the participant’s present rating.
- Set – Forces the participant’s present rating to the required quantity, ignoring any present rating.
- None – doesn’t change the participant’s present rating, making the machine a counter.
- Add, Subtract, Set, None (Default: Add).
- Team
- Any, 1-16 (Default: Any).
- Times Can Trigger
- Determines what number of occasions the machine will be triggered earlier than it stops responding. This worth can nonetheless be reset through the Reset When Receiving From receiver even after the restrict has been reached.
- Infinite, 1-10 (Default: Infinite).
- Determines what number of occasions the machine will be triggered earlier than it stops responding. This worth can nonetheless be reset through the Reset When Receiving From receiver even after the restrict has been reached.
- Score Increment
- Each subsequent time the machine is triggered after the primary, the quantity of rating to be awarded might be adjusted by this quantity. This will be utilized to create rising or lowering reward buildings.
- -200, -100, -50 , -35, -20, -15, -10, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 10, 15, 20, 35, 50, 100, 200 (Default: 0).
- Each subsequent time the machine is triggered after the primary, the quantity of rating to be awarded might be adjusted by this quantity. This will be utilized to create rising or lowering reward buildings.
- Minimum Score
- This determines the minimal worth that the rating award will be lowered to by the Score Increment choice. The precise rating awarded won’t ever be lower than this worth, even when the preliminary Score Value begins decrease.
- -999, -500, -400, -300, -200, -100, -50 , -35, -20, -15, -10, -5, -3, -2, -1, 0, 1, 2, 3, 5, 10, 15, 20, 35, 50, 100, 200 (Default: -999).
- This determines the minimal worth that the rating award will be lowered to by the Score Increment choice. The precise rating awarded won’t ever be lower than this worth, even when the preliminary Score Value begins decrease.
- Maximum Score
- This determines the utmost worth that the rating award will be raised to by the Score Increment choice. The precise rating awarded won’t ever be larger than this worth, even when the preliminary Score Value begins greater.
- -200, -100, -50 , -35, -20, -15, -10, -5, -3, -2, -1, 0, 1, 2, 3, 5, 10, 15, 20, 35, 50, 100, 200, 300, 400, 500, 999 (Default: 999).
- This determines the utmost worth that the rating award will be raised to by the Score Increment choice. The precise rating awarded won’t ever be larger than this worth, even when the preliminary Score Value begins greater.
- Enabled: Determines when the machine is enabled. When Disabled, the machine can’t be activated by its receivers.
- Disabled, Enabled, Warmup Only, Gameplay Only (Default: Enabled).
- Visible In Game: Off, On (Default: Off).
- Transmit On Score
- When the machine awards this quantity of rating it is going to transmit.
- -200, -100, -50 , -35, -20, -15, -10, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 10, 15, 20, 35, 50, 100, 200 (Default: 0).
- When the machine awards this quantity of rating it is going to transmit.
- Receivers:
- Activate When Receiving From: Awards rating to the activating participant when receiving a sign on the chosen channel.
- No Channel, 1-32 (Default: No Channel).
- Enable When Receiving From
- No Channel, 1-32 (Default: No Channel).
- Disable When Receiving From
- No Channel, 1-32 (Default: No Channel).
- Reset When Receiving From
- On receiving a sign from the chosen channel, the machine might be Enabled, the rating award worth might be reset to the worth specified within the Score Value choice and the variety of occasions triggered might be reset to 0.
- No Channel, 1-32 (Default: No Channel).
- On receiving a sign from the chosen channel, the machine might be Enabled, the rating award worth might be reset to the worth specified within the Score Value choice and the variety of occasions triggered might be reset to 0.
- Increment When Receiving From
- Causes the present rating award worth to be adjusted by the Score Increment worth with out really awarding any rating to the activating participant.
- No Channel, 1-32 (Default: No Channel).
- Causes the present rating award worth to be adjusted by the Score Increment worth with out really awarding any rating to the activating participant.
- Activate When Receiving From: Awards rating to the activating participant when receiving a sign on the chosen channel.
- Transmitters:
- On Max Triggers Transmit To
- When the machine has been triggered the variety of occasions specified by the Times Can Trigger choice, ship a sign on the chosen channel.
- No Channel, 1-32 (Default: No Channel).
- When the machine has been triggered the variety of occasions specified by the Times Can Trigger choice, ship a sign on the chosen channel.
- On Score Output Transmit To
- When the rating laid out in Transmit on Score is awarded to a participant, ship a sign on the chosen channel.
- No Channel, 1-32 (Default: No Channel).
- When the rating laid out in Transmit on Score is awarded to a participant, ship a sign on the chosen channel.
- On Max Triggers Transmit To
- Added Speaker Device.
- Plays audio to everybody close by when triggered.
- Speaker Audio: Selects which audio pattern to play.
- Off, Accent A, Accent B, Accent C, Bump A, Bump B, End A, End B, Failure A, Failure B, Flashback, Game Over, Magic, Mystery A, Mystery B, Mystery C, Neutral, Positive, Reward A, Reward B, Scare A, Scare B, Success A, Success B, Success C, Surprise A, Surprise B, Threat, Transition A, Transition B, Unlock, Wash (Default: Accent A).
- Volume: Very Low, Low, Medium, Loud, Very Loud (Default: Medium).
- Attenuation: Determines how far the sound will journey.
- Close, Medium, Far, Very Far, Island (Default: Medium). Island – the sound will be heard anyplace on the map.
- Retrigger Behaviour: Determines what ought to occur if the machine is triggered once more whereas a sound is already enjoying.
- Ignore, Restart (Default: Ignore).
- Enabled: Determines when the machine is enabled. When Disabled, the machine can’t be activated by its receivers.
- Disabled, Enabled, Warmup Only, Gameplay Only (Default: Enabled).
- Activate on Hit: Selects whether or not the machine will be activated by making use of injury to it.
- Yes, No (Default: Yes).
- Visible In Game: Off, On (Default: Off).
- Receivers:
- Activate When Receiving From: No Channel, 1-32 (Default: No Channel).
- Enable When Receiving From: No Channel, 1-32 (Default: No Channel).
- Disable When Receiving From: No Channel, 1-32 (Default: No Channel).
- Added HUD Message Device.
- This machine lets you ship textual content messages to gamers by the HUD in quite a lot of kinds. Messages will be timed or activated through triggers and receivers. Only one message will be on-screen at a time, no matter placement.
- Message
- Text field with 80 character restrict.
- Team
- All, 1-16 (Default: All).
- Time From Round Start
- The message might be displayed after the required period of time has elapsed since game begin.
- Off, 1-10 seconds, 15 seconds, 20 seconds, 25 seconds, 30 seconds, 40 seconds, 50 Seconds; 1 minute, 2 minutes, Three minutes, Four minutes, 5 minutes (Default: 10 seconds).
- The message might be displayed after the required period of time has elapsed since game begin.
- Display Time
- Determines how lengthy the message will stay on-screen.
- 1-5 seconds, 10 seconds, 15 seconds, 20 seconds, 25 seconds, 30 seconds, 40 seconds, 50 seconds, 60 seconds, Permanent (Default: 5 seconds).
- Determines how lengthy the message will stay on-screen.
- Text Style
- Default, Small, Large, Bold, Extra Large, Blue, Bold Blue, Orange, Bold Orange, Red, Red Outline (Default: Default).
- Message Type
- Determines the significance stage of the message. Default messages will queue behind different messages. Critical messages might be displayed instantly.
- Default, Critical (Default: Default).
- Determines the significance stage of the message. Default messages will queue behind different messages. Critical messages might be displayed instantly.
- Play Sound
- On, Off (Default: On).
- Placement
- Selects the realm of the display wherein the message might be displayed.
- Bottom Center, Top Center, Center Right (Default: Bottom Center).
- Selects the realm of the display wherein the message might be displayed.
- Visibility During Game
- Visible, Hidden (Default: Hidden).
- Receivers
- Show When Receiving From: No Channel, 1-32 (Default: No Channel).
- Hide When Receiving From: No Channel, 1-32 (Default: No Channel).
- Made various adjustments to the Advanced Storm Controller machine.
- Overall we’ve got tried to simplify the usage of the Advanced Storm Controller and Advanced Storm Beacons to make it simpler to generate customized storms.
- Added Generate Storm on Game Start
- Should the Storm begin as quickly because the game begins?
- Yes, No (Default: Yes).
- Should the Storm begin as quickly because the game begins?
- Added Generate Storm When Receiving From
- Generates the Storm on receiving a sign from the chosen channel.
- No Channel, 1-32 (Default: No Channel).
- Generates the Storm on receiving a sign from the chosen channel.
- Added Destroy Storm When Receiving From
- Disables the Storm controller, eradicating the Storm instantly on receiving a sign from the chosen channel.
- No Channel, 1-32 (Default: No Channel).
- Disables the Storm controller, eradicating the Storm instantly on receiving a sign from the chosen channel.
- Added When Phase Ended Transmit On
- Sends a sign on the chosen channel on the finish of every Storm part.
- No Channel, 1-32 (Default: No Channel).
- Sends a sign on the chosen channel on the finish of every Storm part.
- Removed Starting Phase and Late Phases Move choices – These prompted confusion when getting used with the Storm Beacons. Intent is that Storm Beacons might be used to configure late Storm phases.
- Made various adjustments to the Advanced Storm Beacon machine.
- Removed “Don’t Override” worth from all choices – all values should now be particularly set and defaults have been added. This was achieved to cut back confusion on how Storm Beacons labored with the Storm Device.
- Removed “None” worth from the Movement Behavior choice.
- Choose if the Storm will transfer to this Beacon or randomly.
- Added further worth to End Radius choice: 0m.
- Added new choice to Item Spawner, Item Spawn Plate and Capture Item Spawner units.
- When Item Picked Up Transmit On
- No Channel, 1-32 (Default: No Channel).
- When Item Picked Up Transmit On
- Added further values to Duration choice for Timer machine
- 6 minutes, 7 minutes, Eight minutes, 9 minutes, 11 minutes, 12 minutes, 13 minutes, 14 minutes.
- Added various choices to the Radio machine.
- Play During Pregame: No, Yes (Default: No).
- Play During Warmup: No, Yes (Default: No).
- Play During Gameplay: No, Yes (Default: No).
- Play During Round End: No, Yes (Default: No).
- Play During Game End: No, Yes (Default: No).
- Play When Receiving From: No Channel, 1-32 (Default: No Channel).
- Stop When Receiving From: No Channel, 1-32 (Default: No Channel).
- Added various choices to the Explosive Device.
- Visible During Game: On, Off (Default: On).
- Collision During Game: On, Off (Default: On).
- Collide Against: All, Only Weapons (Default: All).
- When Exploded Transmit On: No Channel, 1-32 (Default: No Channel).
- Turn On Visibility When Receiving From: No Channel, 1-32 (Default: No Channel).
- Turn Off Visibility When Receiving From: No Channel, 1-32 (Default: No Channel).
- Added further values to Time to Detonation from Game Start choice: 11 minutes, 13 minutes, 14 minutes.
- Added choices to the Team Settings & Inventory machine.
- End Round When Received From: Ends the present spherical with this crew being the winner.
- When Team is Eliminated Transmit On: Transmits when the crew related to this crew settings machine is eradicated.
- Removed choice from the Objective Device.
- Collision During Game: When Visible
- This was inflicting networking efficiency points.
- Collision During Game: When Visible
Bug Fixes
- Settings on sure units on Xbox One now save appropriately (together with Player Spawn, Billboard and Explosive Device).
- Fixed a problem the place Billboard machine reminiscence value elevated to 200.
- The Speed Boost machine now impacts the B.R.U.T.E.
- Initial storm part will now spawn on the Advanced Storm Controller machine location.
- Fixed a problem the place the Storm Controllers’ Generate Storm When Receiving From choices would reset present storms.
- Ambient sound results from the Advanced Storm Beacon machine are not audible throughout games.
- Players won’t be able to make use of weapons after respawning inside an lively Weapon-Free Zone.
- Fixed a problem the place Collectibles would block interplay with different actors when close by.
- Barrier machine frames not present up whereas far-off from gamers.
- Barrier units will now block gamers within the pre-game foyer.
- Fixed a problem the place the Team Settings & Inventory machine would incorrectly ship a crew elimination sign when the crew wasn’t eradicated.
- The Retro digicam filter renders correctly on PlayStation Four or Xbox One, in addition to different rendering artifacts on cell units.
- The Creature Spawner will show descriptions when biking by customization choices.
UI + Social
- Building fast bar will now be hidden and constructing hotkeys disabled if Allow Building choice within the Game Settings menu is about to Off.
- Added “Duplicate” button to the Game Creation menu to permit gamers to create a fast duplicate of an present island.
Bug Fixes
- The display is not going to black out when utilizing the B.R.U.T.E. after having been eradicated.
- Fixed a problem with the rating widget within the HUD not monitoring participant/crew standings appropriately.
- Text fields can now be chosen on Playstation Four and Switch.
- Fixed the Creative-mode scoreboard menu in replays to indicate the buttons to shut it or depart the match.
Save The World
What’s New?
Long Road Home Questline
The previous and future collide in a time destroying journey! Help Ray, Dennis, and Lars struggle their method by these troublesome occasions.
Cosmetic Pickaxes
Get prepared to reap in type because the Pickaxes swing their method into the locker.
Sound Wall Trap
Get these Husks movin’, groovin’, and distracted from attackin’! Make the Husks dance to your coronary heart’s content material with the brand new Sound Wall entice.
Missions + Systems
- Discover the attainable future fates of Ray, Lars, Dennis, and even Ned in a sequence of quests the place the previous and future collide!
- Progress your method by 15 quests to earn Gold, Event Tickets, a selection of recent legendary ranged weapons, and a model new Constructor Hero!
- Hits the Road for half 2 of her Song of the Summer!
- This week, Quinn continues her journey to the Radio Station to broadcast her Song of the Summer.
- Catch up on half 1 of Quinn’s Song of the Summer as she prepares for her subsequent journey.
- Part 1 is on the market till August 28 at 8:00 PM Eastern Time.
- Part 2 accessible beginning August 28 at 8:00 PM Eastern Time.
- “Husk Extermination (SMG)” has been added as a attainable each day quest.
- Updated the “Rescue the Survivors” badge UI to appropriately show it’s requirement for Silver, Gold and Platinum. (Silver is Three or extra Gold is 7 or extra, Platinum is 9)
- The Radar Tower now solely accepts the required quantity of BluGlo for extra scans.
- The Husk energy stage scaling between sub-objectives in Hit the Road has been lowered.
- There is now a assured “Evacuate the Shelter” mission in Canny Valley’s energy stage 64 area.
- Increased the rewards obtained from the Shadow Orb Activity.
Bug Fixes
- The Hit the Road car will now despawn if the mission is failed.
- T.E.D.D.Y. and Shock Tower will now be destroyed by the Hover Truck in Hit the Road if positioned in its path.
- Locating the servers within the “Have You Tried Turning it On and Off once more?” mission now requires nearer proximity and can’t be found by partitions.
- The Canny Valley map will now point out which zones the hunt “The Big Picture” will be accomplished in.
- Players in non-public events will not be locked out of decrease stage zones in Hit the Road when paired with greater energy stage gamers.
- Husks now spawn appropriately on all Storm Shield Defense waves.
- Note: We found that this bug was blocking legitimate Husk spawn factors, now some amplifiers might be attacked from new instructions.
UI
Bug Fixes
- Emote keybindings are actually seen and assignable in Save the World.
- Llamas on sale for Zero V-Bucks/X-Ray Tickets will now show as Zero V-Bucks as an alternative of Zero X-Ray Tickets.
- Fixed additional house between foreign money icons and portions within the Item Shop.
- The “Select” button not turns into disabled whereas utilizing a mouse within the Collection Book Rewards move.
- Pinned quest will not turn out to be giant or stretch horizontally whereas on the zone map.
- Leader banner and stats now populate appropriately in crew bar after leaving a zone with a celebration.
- Players can not change occasion leaders whereas matchmaking.
- Weapons will not show “default data” in Hit the Road missions. It now reveals a loading spinner till the proper data is able to be displayed.
- Item playing cards will not flicker when opening a Llama within the retailer.
- Progression popups can not trigger the hunt tracker to overlap with the UI components above it.
- Disabled the PSA load screens that have been coated up by goal bullet factors when loading right into a mission.
- The Proximity Mine now has right blast radius descriptions on the gadget improve display.
Performance
- Slight discount in reminiscence utilization on the finish of the extent.
Heroes
- Carbide solutions the decision of motion, and returns to the occasion retailer!
- Standard Perk: Zip and Zap
- Lefty and Righty applies Affliction which offers 13 base vitality injury per second for Three seconds
- Commander Perk: Zip and Zap+
- Lefty and Righty applies Affliction which offers 26 base vitality injury per second for Three seconds. Lefty and Righty makes use of Space Pistols which fireplace piercing, bouncing lasers.
- Available within the Event Store beginning August 28 at 8:00 PM Eastern Time.
- Standard Perk: Zip and Zap
- Dennis Jr., the brand new mythic Constructor, enters the stage!
- Standard Perk: Shredder
- Axe eliminations have an 11% likelihood to grant Rockin’ Riff (Increases Damage by 50% and Melee Attack Speed by 32%, decaying over Eight seconds).
- Commander Perk: Shredder+
- Axe eliminations have a 37% likelihood to grant Rockin’ Riff.
- Team Perk: Totally Rockin’ Out
- REQUIRES: 2 Totally Rad Heroes.
- Rockin’ Riff additionally will increase your Crit Rating by 160 (decaying over Eight seconds) and Heals for 73 base well being.
- Available from “The Long Road Home” quest line.
- Standard Perk: Shredder
- Break down the competitors with Breakbeat Wildcat, the brand new Soldier!
- Standard Perk: Battle Beat
- Eliminating 10 enemies inside 9 seconds grants Rockin’ Riff.
- Commander Perk: Battle Beat+
- Eliminating 4 enemies inside 9 seconds grants Rockin’ Riff.
- Available from the Rad Llama.
- Standard Perk: Battle Beat
- Become the star with Power Pop Penny, the brand new Constructor!
- Standard Perk: Bringin’ Down the House
- Heavy assault eliminations have a 12.5% likelihood to grant Rockin’ Riff.
- Commander Perk: Bringin’ Down the House+
- Heavy assault eliminations have a 40% likelihood to grant Rockin’ Riff.
- Available from the Rad Llama.
- Standard Perk: Bringin’ Down the House
- Steal the present with Main Stage Quinn, the brand new Outlander!
- Standard Perk: Sub Wafers
- Harvesting Metal objects has a 32% likelihood to offer Sub Wafers. Consuming Sub Wafers grants Rockin’ Riff.
- Commander Perk: Sub Wafers+
- Harvesting Metal objects has a 100% likelihood to offer Sub Wafers. Consuming Sub Wafers grants Rockin’ Riff.
- Available from the Rad Llama.
- Standard Perk: Sub Wafers
- Varsity Hiro, the brand new Ninja, turns into your MVP!
- Standard Perk: Fumble
- Eliminated enemies have a 7% likelihood to fumble a Football. Footballs grant Rockin’ Riff when picked up.
- Commander Perk: Fumble+
- Standard Perk: Fumble
- Eliminated enemies have a 23% likelihood to fumble a Football. Footballs grant Rockin’ Riff when picked up.
- Available from the Rad Llama.
Bug Fixes
- Fixed Anti-Material Charge collision turning into inconsistent after charging off edges.
- The Supercharged Traps buff is now correctly faraway from traps when B.A.S.E is destroyed.
- Standing in T.E.D.D.Y not prevents the Husks from concentrating on gamers.
Weapons + Items
- The Rad Llama is now accessible!
- Contains Four new Totally Rad Heroes and 5 Boombox Weapons.
- Cost: 500 Hit the Road Tickets
- Added the Boombox weapons set, accessible in Rad Llamas
- Beat Blaster: A excessive affect assault rifle that fires two photographs of piercing projectiles.
- Crescendo: A piercing sniper rifle that may be charged up for additional injury.
- Earsplitter: A spear that offers heavy injury with lengthy vary thrusting assaults.
- Heavy Attack: Sonic Pulse – Slam the spear into the bottom, channeling injury and knocking again close by enemies whereas additionally offering a short lived injury buff to you and your allies. Stacks as much as Four occasions.
- Mic Drop: A chunky membership with wonderful knockback potential.
- Heavy Attack: Feedback Pulse – Swing the mic head into the bottom, blasting enemies in entrance of you with a sonic pulse.
- Woofer: Shotgun that shoots sonic blasts at enemies in a mid-ranged cone, damaging and knocking them again.
- New Sound Wall Trap is on the market through the brand new Hit the Road Quest, “Well-Traveled”
- This entice stuns Mist Monsters and causes different Husks to bop for a brief period.
- Updated the weapon icon proven subsequent to a Defender’s merchandise card to point if they’ll use SMGs.
- Crafting occasions are actually standardized and shortened for all crafted objects no matter rarity.
- Weapons craft in 5 seconds.
- Traps craft in Three seconds.
- Ammo crafts in 2 seconds.
- Crafted substances in 0.5 seconds.
- Schematic crafting prices for Healing Pad traps have been lowered.
- Common-Uncommon: 2 Herbs, 4 Flowers, and 1 Bacon.
- Rare: 3 Herbs, 5 Flowers, 1 Bacon.
- Epic: 4 Herbs, 5 Flowers, 1 Bacon.
- Legendary: 5 Herbs, 6 Flowers, 1 Bacon.
Bug Fixes
- SMG weapons can now be elevated in Rarity.
- Traps now rotate appropriately when inserting them with no ground.
- Mist blasters will not slide after being knocked again by gamers throughout their laser assault.
- Fixed problem with the vacuum tube sniper rifle beam pointing at inconsistent areas on refire.
- Deathray not causes vivid white flashes when shot close to different gamers.
- Banner not self destructs until a brand new banner is positioned by the identical participant.
Gameplay
- The pickaxe customization is now accessible within the locker!
- Choose any of the kinds you’ve unlocked by in-game development, or select any Pickaxe you have got from Battle Royale.
- You also can use your Save the World Pickaxes in Battle Royale. Log in to Save the World to unlock them.
- More data accessible in our blog post.
- Note: We’re eradicating the Heavy Attack from Pickaxes, as they don’t successfully slot in with harvesting. This change can even accommodate the addition of dual-wielding Pickaxes. Outlander’s Anti-Material Charge is not going to be impacted by this variation.
- Wargames – Double Trouble: Increased the knockback resistance on the golden smashers so that they can’t be held in place perpetually by freezing traps and launcher pads.
Bug Fixes
- Wargames: Quantum Countdown: Fixed a problem the place the second wave spawns at an incorrect location.
- The lively Encampment beacon now appropriately reveals up for a participant becoming a member of an in progress “Destroy the Encampments” mission.
- The Hover Truck not will get visually caught if a participant reconnects to Hit the Road.
- Fixed a uncommon crash that would happen when going into the down however not out state.
- Adjusted spawn areas within the Wargames Simulation: Quantum Countdown.
- Wall Spikes now present fight rating once they injury an enemy.
- Fixed registration of PS4 trophies when finishing achievements in StW
Art + Animation
Bug Fixes
- Snare VFX not applies to environmental objects.
- VFX for sleeping Smashers, Takers, and Blasters now show appropriately.
Audio
Bug Fixes
- The finish of day rating audio will get caught much less regularly in an audio loop.
- Note: The problem should randomly happen at a low price or get caught on the top of mission reward display. A everlasting repair might be carried out in v10.30.
- Fixed a rise in audio reminiscence on PS4 which will have resulted in out of reminiscence crashes.
- Storm sounds not persist when switching game modes.
General
- Players will now be granted every Pickaxe they’ve earned by enjoying Save the World to be used as a beauty in each game mode. Log in to Save the World to unlock them.
Social
- Matchmaking will not be canceled when a participant who’s Sitting Out leaves the occasion.
Performance
- iOS will now optimize content material throughout gamers’ first run of the game after patching. This will assist scale back hitching and cargo occasions when ready for the Battle Bus to go away.
- 60FPS help has been re-enabled for iPhone 8.
- Made load occasions for launching Fortnite on sure Mac units shorter.
- Fixed a regression in loading efficiency on Xbox One and Switch launched in v10.10. This repair is to enhance load occasions and scale back situations of gamers touchdown on buildings with a low stage of element.
- Improved stability and efficiency on iOS by lowering stage streaming distances. Reduced stage streaming distances on iOS.
- This might affect visuals of distant objects.
Miscellaneous
- Optimized time spent culling constructing actors.
- Optimized Sniper projectiles.
- Optimized cosmetics that have been doing costly collision checks.
Known Issues
Wanting to trace the highest neighborhood points? Head over to our Fortnite | Community Issues Trello board here.
Sauce


