banner



When Does The Apex Update Come Out

Noon Legends is a live service game, which naturally ways it'southward always getting updated. Whether it's a new season, a new character, a new map, or just some subtle changes to weapon damage and fixing bugs, the developers at Respawn unremarkably keep united states of america in the loop with what'due south changed in the Apex Legends patch notes.

If you lot're new to the boxing royale game – or just desire to check what'south changed afterward an update – and so yous're in the correct place. We've rounded up all the latest Apex Legends patch notes so you lot can check out what's changed and what's new in the competitive FPS game.

Noon Legends usually pushes out a big update at the beginning of a new season – that's when they'll reveal all the abilities of a new character or add an entirely new map – but each season is punctuated by more, smaller updates that we'll also continue you up to speed with. Changes large or small will keep things feeling fresh, and futurity patch notes might give us a glimpse into the hereafter of Apex Legends.

Hither are the latest Apex Legends patch notes.

Apex Legends Season 12 Defiance patch notes

The Apex Legends Season 12 Disobedience release time is upon u.s., and Respawn has at present dropped the full patch notes ahead of the new flavour's arrival on February viii.

Without further ado, here are the fullApex Legends Season 12 Disobedience patch notes.

Apex Legends Maggie Legend Development: Maggie standing arms raised before Olympus

New Legend: Mad Maggie

Mad Maggie, cutthroat warlord and the Outlands' meanest mad-lass, is back and she'due south coming into the Apex Games like a wrecking ball with an offensive playstyle. With enhanced shotgun proficiency, the power to dislodge enemies behind comprehend, and a crushing Ultimate, aggressive players are going to dearest playing as Mad Maggie.

Here are Mad Maggie's abilities:

Warlord's Ire (passive) –Temporarily highlight enemies you've damaged. No movement speed penalty when wielding Shotguns.

Riot Drill (tactical) –Burn down a drill that attaches to an obstruction and burns enemies on the other side.

Wrecking Ball (ultimate) –Throw a brawl that releases speed-boosting pads and detonates about enemies.

YouTube Thumbnail

Brand new Express-Time Fashion: Control

Defiance kicks off with Control, a make-new limited-time mode that delivers an adrenaline-fueled 9v9 feel where ii teams fight to capture and command points on the map.

Featuring the largest team sizes in Noon Legends to engagement, players will pre-select their loadouts, drop in, and for the first time ever have the opportunity to feel the rush of having the same Legends fighting side by side, creating thrilling moments that tin only happen in Control.

In this mode, death is not the end, as throughout the match players will exist able to respawn and carry on the fight until one team earns enough points to exist declared the winner. So become ready to experience the spectacle of 9v9 Legend gainsay when Control kicks off on February eighth.

For a full rundown on Control, Apex designer Marker Yampolsky has only the web log postal service for you.

Get rewards to kicking off the season

To celebrate the 3rd Ceremony and the amazing customs of Noon Legends, nosotros're giving away rewards to all players who log in during the first iii weeks of Disobedience.*

From Feb 8 to February 15, all players will unlock three Octane thematic packs just for logging in; if players don't already have him, he'll automatically exist unlocked. From February fifteen through February 22, players that login will unlock three Wattson thematic packs, as well every bit the Legend herself if she'south not on the player's roster.

Then nosotros round out the celebration with Valkyrie, where betwixt February 22 and March 1st players that login unlock three Valkyrie thematic packs plus 1 Legendary pack, with those that have yet to unlock this high-flying Fable getting her just for logging in.

So exist sure to login between February 8th and March 1st to unlock your rewards!

*Weather & restrictions apply. Meet here for details.

Apex Legends patch notes: the Season 12 Thematic Packs

Olympus Map Update

Someone or something has hacked into Olympus' Phase Runner, sending the floating city crashing downward and creating destabilizations across the city that modify the face up of the map: maybe forever. Players will experience a malfunctioning Olympus, with new terrain exposed and more than POIs than e'er. And that's not all!

  • Expanded map; spreading squads out more then the map'due south center area (Labs/Estates) isn't the simply go-to combat zone each game and reducing the frequency of spontaneous 3rd-parties.
  • Better rotational options to assist players get around and out of dangerous chokepoints
  • New interactive map toy and play spaces to help attract players into the new areas, creating fresh new experiences for Olympus

Bank check out the full web log from map designer, Alex Graner that goes into item about what to expect from the Olympus Map Update.

Players in the regular Play Apex queue volition driblet exclusively into Olympus for the starting time week of the season, after which nosotros'll add Storm Point and Kings Canyon into the rotation.

Storm Point updates

Wild animals update

It's now been a full season since we introduced PvE into Battle Royal and while we were happy with how wildlife launched, we've seen that Prowlers were a scrap too punishing and not quite rewarding enough.

Additionally, nosotros have seen some bad edge cases that create frustration for players that we're hoping to accost this flavour. Nosotros'll get more in depth on the exact details and our reasoning backside them in another blog, merely in curt:

  • Prowler damage reduced from 30 to twenty and reduced knockback force.
  • Increased Prowler Nest completion reward from 90 to 150 crafting materials (250 total for the large Prowler Nest in the center of the map).
  • Note: Crafting rewards are divided eveningly to all squadmates nearby at time of immigration the nest. All players (regardless of squad) in the surface area become a share of the 250 crafting material advantage when the large Prowler Nest is cleared.
  • Overhauled wildlife targeting rules to employ harm as the main factor which should assist wild fauna targeting feel more fair and less random.
  • Introduced a targeting cap for Prowlers, and then just iii Prowlers will be able to target a role player at any fourth dimension.
  • Prowler Den spawns are now disabled when at that place are two teams within of the same Nest (except for the massive Prowler Nest at the heart of the map).
  • Prowlers are now neutral when outside the band unless engaged in combat.
  • Prowler Dens are at present disabled outside the band if the Prowler Army camp is passive.
  • Wandering Prowlers in the minor Wild animals Nests take been reduced from iii down to 2 and their wander radius is reduced past one-half until they are engaged in combat.
  • Made some tweaks that should assistance squads articulate Prowler Nests quicker.
  • Gave a slight increase to loftier tier consumable drops on all wildlife.

Drop Send pathing

While Storm Signal has a relatively salubrious spread of landing locations, we realized the typical drop ship logic ofttimes fabricated the high northeast corner of the map particularly tough to country in. Rotating the distribution and moving the centerpoint slightly northeast should brand Highpoint and Lightning Rod more accessible while nevertheless allowing players to state in the lower southwest portion if they want.

Each image beneath shows 400 driblet ship simulations, before and afterward the change:

Apex Legends patch notes: Season 12 Storm Point drop ship changes

Finally, a few miscellaneous changes:

  • Improved wild animals gainsay versus vehicles. Targeting and harm now focuses on an occupied vehicle opposed to individual players in the vehicle
  • Improved wild fauna interactions versus electrical abilities making stunning wildlife with Wattson's fences and Ash's tactical more reliable

Ranked update

In Apex Legends the principal goal is to be the last Fable standing, and racking up kills is the vehicle to get you lot in that location. Final flavor, we fabricated changes that opened up flexibility by compensating players with high kill counts that didn't necessarily identify kickoff.

We similar this flexibility, simply after observing the pacing of loftier-level ranked games, we saw players were focused on seeking out kills a piddling too much. Players that focus on fighting for higher placements and teamplay should be more faithfully awarded.

Change summary:

  • Max Kill KP: 175 >>> 125
  • Placement Points & Per Kill Bonus:
Points Awarded
Place RP Bonus RP per kill/assist
1 125 15
2 95 eleven
3 70 viii
4 55 five
5 45 5
half dozen 30 one
7 xx ane
8 xx 1
9 10 1
ten 10 i
11 v 0
12 5 0
13 v 0
14+ 0 0
Tier Delta -3 -2 -one 0 1 ii 3
Kill/Assist RP 3 5 eight 10 12 fifteen xx

This tuning is more than punishing to teams that undervalue placements. Nosotros're bumping up placement points for teams in the superlative five; easing back on the 'Kill KP Cap' and adjusting 'Per Kill Bonuses' to crave ~2-3 less Kills to hit the maximum.

Dissever ane volition be played on Olympus, and we'll movement over to Kings Canyon for Dissever 2 in April.

Advice FILTER

During this flavour nosotros'll be releasing a new feature where players volition exist able to determine which players they desire to receive voice and text chat from called Communication Filter. Players can observe the feature in the Options Menu nether Gameplay and will have 3 options to cull from.

  • Everyone = You see and hear all Text / vocalization conversation from all players.
  • Friends Only = Y'all only see and hear friends text / voice chat.
  • Off = Y'all practice non see or hear any voice or text chat.

Players tin can as well unmute anyone they choose, friend of friend or a good random squadmate.

Rest changes – Crypto

Drone View HUD and other Quality of Life updates:

  • Added gamestate (e.g. Band information, round timers), minimap, killfeed, team status, , and ping information to the Drone's HUD.
  • Repurposed the Drone HUD's old Crypto health/shield presentation into displaying the health of the Drone itself.
  • Survey Beacon markers are now displayed in-world while piloting the Drone (aforementioned as when controlling Crypto himself).

Apex Legends patch notes: new Crypto HUD for Season 12

Neurolink changes:

  • Increased the Neurolink detection FOV from 160 -> 240 degrees.
  • Neurolink detection is at present disabled while the Drone is being recalled.

Surveillance Drone changes:

  • The deployment of the Drone has received a rework:
  • Pressing the Tactical button causes Crypto to transport the Drone flying in a directly line in the direction of Crypto's view for a few seconds.
  • If thrown to a wall (or other geo), the Drone will hit the wall and re-orient itself so that it'south facing abroad from the wall.
  • Crypto no longer immediately accesses Drone View after deploying his Drone in this style.
  • Pressing and property the [Tactical] button will launch the Drone forward in the same way, but and so Crypto will immediately access Drone View.
  • Reduced Drone health from 60 -> 50.
  • The HUD marker for the Drone has been tweaked to increase visibility.
  • The HUD marker for the Drone is now ever displayed on-screen while the Drone is deployed (instead of only when the Drone was off-screen.
  • Dev Notation:
  • Crypto has been off the grid in terms of selection rate. The goal of these changes was to make his kit more than accessible and engaging. With a new deployment option, we lowered drone health to foreclose reckless drone deploy.
  • Crypto is still a methodical, computing legend, and manually piloting Hack should withal be the primary mode to admission macro-level recon. The drone view HUD updates should help hither likewise. Crypto's never been weak per se; we're cognizant of his strengths at high-level play and volition be keeping an eye on his usage and performance.

Remainder changes – Caustic

Nox Gas Traps are at present destroyable after detonation

  • 150hp
  • Detonated traps will expire at 11s (instead of 12.5s)
  • Gas furnishings linger for two seconds afterward barrel destruction or expiration (gas particles yet linger a bit longer as they misemploy)

Rest changes – Supply driblet rotation

  • The Alternator SMG returns to the ground boodle this season and taking its place is the powerful mid-range free energy Volt SMG.

Alternator SMG

  • Removed disruptor rounds hop-upwards

Volt SMG

  • Impairment increased from xv to 17
  • Max magazine size increased from 28 to 30

BALANCE CHANGES – Hop Ups

Kinetic Feeder – Triple Take & Peacekeeper

  • Sliding with the Triple Have or Peacekeeper significantly speeds upward choke time and automatically reloads rounds.

Hammerpoint Rounds – P2020, Mozambique & RE-45

  • P2020
  • +fifty% unshielded damage
  • Mozambique
  • +35% unshielded damage
  • RE-45
  • +35% unshielded damage

Shatter Caps – 30-30 Repeater & Bocek Bow

  • Passively affects hip-fire for both weapons
  • ADS remains precision shot
  • No longer able to toggle on/off
  • thirty-thirty pellet impairment reduced from 8 to 7
  • Bow pellet damage reduced 12 to 11

Residue CHANGES – Triple Take

  • Removing projectile growth from bullets
  • Harm reduced from 23 to 21 per bullet
  • Dev Note:
  • The Triple Have'due south return to flooring loot has been actually positive, but it's proving to be a scrap alee of the pack with its ranged functioning. We're eliminating the bullet growth it retained from its days as a sniper to pull it in line with other Marksman rifles.

Balance changes – VK-47 Flatline

  • Damage reduced from nineteen to eighteen per bullet

Hotfix – Rampage LMG

  • Rampage damage reduced from 28 to 26
  • Reduced number of shots during the Revved state from ~40 to ~34
  • Dev Note:
  • On January xiii, 2022 we implemented a hotfix to the Rampage and Sentry infinite charge bug. We took that opportunity to get out a Rampage nerf early. Noting these changes here for anyone who missed our earlier messaging.

Fully Kitted Rotation

  • Added: RE-45, Triple Take, Peacekeeper, Prowler, Havoc
  • Removed: Mastiff, 30-30 Repeater, R-301, Motorcar, Longbow

Weapons in Crafting

  • VK-47 Flatline and Longbow DMR are now craftable for 30 mats at any crafting station.
  • Weapons in crafting tin can non be found on the ground.
  • Crafted weapons come with no attachments and two boxes of ammo
  • Dev Note:
  • As we continue to introduce new weapons and loot into the game we must consider the impact it has on loot saturation and the ability to observe specific pieces for loadouts. With this modify we are able to keep weapons available but give our floor loot some animate room.

Crafting

  • Medkit price lowered from 20 to 15
  • Kinetic Feeder added to crafting rotation

Problems fixes and quality of life

  • Stock-still issue where multiple Legends were missing voice lines when pinging a caged flyer.
  • Fix for Booster Loader where ammo counter would remain highlighted when switching from a low ammo Hemlok or Wingman to some other weapon.
  • Replicator fix for cases where an item could become stuck within later on crafting with a total inventory.
  • Stock-still an error that would tell players to come dorsum in a decade when matchmaking.
  • Fix for cases of lighting issues in some areas on Olympus.
  • Fix for cases where Mirage Ultimate Decoys could become stuck on surfaces raised slightly off the ground.
  • Arenas: Fix for cases where Crypto'southward Drone charges could be used multiple times with single Drone.
  • Arenas: Set for cases where trying to charge a Binge or Sentinel Rifle every bit the circular starts results in the accuse beingness cancelled when the round starts.
  • Crypto'due south Drone gear up for cases where information technology wouldn't show friendly nameplates.
  • Set up for cases where players were able to use melee on incline surfaces to become speed boost while sliding.
  • Gear up for cases where revving upward a Rampage LMG while removing extended mag causes the revved up bar to appear forever.
  • Set for cases where the timer for charging the Sentinel and Rampage was not showing the correct time left for animation.
  • Stock-still cases when specific Legendary Horizon skins would cake part of screen when ADSing with a Prowler + 1x holo scope.
  • Fixed issue where weapon challenges would non show progress in the after lucifer summary.
  • Fixed a bug where Charging up the Sentinel required two cells instead of ane when wearing a golden armor.
  • Reduced L-STAR touch on vfx.
  • Fixed a bug for cases where players could get a jump heave from deathboxes that are in the vicinity of Horizon's Gravity Elevator later it'south been used.
  • Reticle Colour Customization – Limiting values to 0-255 to avoid exploits.
  • Reticle Color Customization – improved inconsistency in UI color when ADSing with different sniper scopes.
  • Reticle Customization fix for cases where chop-chop adjusting the lighting bar tin can upshot in a performance drop on other platforms and a crash on Switch.
  • Based on feedback, we've adjusted the in-world icon for Ash'due south passive to exist smaller and closer to the ground.
  • When Ash'southward tactical hits an object it cannot stick to, it should now bounciness off instead of destroying itself (tactical cooldown will not be refunded anymore)
  • Improved the targeting feel for Ash's ultimate by preferring locations that are farther away
  • Audio Fix for cases where R-99 gun fire SFX persists when spectator changes to another player while R-99 is fired.
  • Storm Point: Fixed cases where players were unable to shoot through the concatenation-link fences at Antenna.
  • Tempest Bespeak: Fix for cases where players could get stuck inside the map by using Valk's Ultimate on Command Heart.
  • Storm Point: Based feedback we've adjusted Final Round Rings so they don't end in areas with no cover or populated by Prowler Dens.
  • Tempest Point: Fix for cases where a player could be launched past a Gravity Cannon while below it.
  • World'due south Edge: Changed Fragment from loftier-tier to mid-tier loot. This happened in the 11.1 update, but was inadvertently omitted from those patch notes.
  • Globe's Border: Fixed an consequence with Loba's ultimate where it would not tell you items within the panels at Trials were locked (though the warning got triggered every bit normal).
  • Set up for cases where Gibby'south arm would be missing during Pathfinder'due south "Iron Haymaker" finisher.
  • Fix for cases where the Entire map hears audio if a actor cancels beacon scan.
  • Fixed outcome where Valk'southward "Cloud Marauder" Legend skin had darker hands in 1P versus what's shown in the Lobby and in other 1P skins.
  • Fix for cases where Players hit past Seer tactical but equally they enter crafting could lose sure functionality.
  • Fixed upshot where Caustic barrels that are still being deployed (mid-throw) were not being deleted later Caustic dies.
  • Stock-still issue where sometimes Wattson's Interceptor Pylon would heal for less than intended.
  • Set for cases where a crash could occur when players accept join guild requests by clicking the blessing push twice.
  • Fixed a bug where moving through Wraith's portal could experience choppy when placed in the air via Gravity Cannons.
  • Fixed a bug where stocks didn't drop from wild animals on Storm Point
  • Improved wild fauna combat versus vehicles.
  • Improved wildlife interactions versus electric abilities making stunning wild fauna with Wattson's fences and Ash's tactical more reliable
  • Gave a slight increase to high tier consumable drops on all wild animals.
  • Added the ability to see your teammate survival item while the inventory is open.
  • Fixing some weird rules in how assists and kills are determined and properly rewarded.
  • Quitting players can no longer deny kills & assists
  • Reviving no longer resets damage history

Private match updates

  • Observer: Added a toggle to disable kill feed while in free cam.
  • Observer: Fixed ring visibility on mini map.
  • Observer: Stock-still kill calculations for the Status & Stats screen.
  • Fixed Stats Summary generation for team slots with default names.
  • Disabled Gild features in Private Match.
  • Added unique player ID's to Post-Game API (same ID's seen in the Real-Time API).
  • Real-Time API changes:
  • Added "weaponSwitched" result. Shows the current item equipped by the player.
  • Added player names for events squadEliminated and matchStateEnd.
  • Added teammate names for observerSwitched upshot.
  • Fix for items appearing as "Unrecognized".
  • Fix for characterSelected upshot non populating with all players.

Apex Legends update January 13

Bugs = fixed… Hopefully. A small Apex Legends update went out on January xiii which fixes bugs with Bangalore'south Mil-Spec peel, the Rampage, and the Sentinel. The Rampage also received a nerf for its troubles. Details of changes tin can be seen in the tweet below.

Apex Legends update January 5

A small update went out on Jan 6, 2022, disabling the Binge and Sentinel from the weapon puddle. This is due to an space accuse exploit.

Bangalore'south Mil-Spec skin has too been removed due to reports of games crashing when information technology was equipped.

Noon Legends Update ane.84 Patch Notes

A pretty sizeable update hither which will roll out on December 7.  Highlights include plenty of issues fixes for Wattson and new legend Ash, balance changes for Seer and Arc Stars, and customisable reticle colours are beingness added. Nice.

LEGENDS

  • Wattson: Stock-still the issue with fences "sticking" when trying to place a node near a fence.
  • Wattson: Fixed bug for cases where Wattson'due south Contend nodes ignored histrion collision.
  • Wattson: Fixed problems with the blueprint line not showing up to signify where the fence will be created.
  • Wattson: Fixed outcome where Caustic'due south Ultimate isn't zapped by the Interception Pylon.
  • Wattson: Fixed bug where Arc Stars could stick to and damage the Interception Pylon
  • Ash: Based on feedback we've increased the audio presence of Ash'southward Ultimate.
  • Ash will no longer "drain" when shot and now displays sparks [like Pathfinder and Revenant].
  • Ash: fixed cases where a grid design would show on some rare and mutual skins.
  • Valkyrie / Revenant: Stock-still a bug where using a Skydive with Death Totem at a specific time caused Valkyrie's skydive to enter a bugged state.
  • Valkyrie: Gear up for Birthright Skin where Valk's jetpack control clips into her hands in outset person.

ARENAS

  • Arenas: Fixed problems where Seer could continuously charge his tactical afterwards information technology'south reached zero uses.
  • Arenas: Reduced reconnect times since the matches are shorter than a Battle Royale match.
  • Arenas: Fix for missing ammo UI on the mutual, rare, or epic, CAR.
  • Arenas: Ready for missing horizontal black bars while spectating.
  • Arenas: Ready for cases where the Decease Tab is missing from the shop window.

ADDITIONAL Problems FIXES

  • Fixed result with a spot on Storm Point where players could camp in unintended areas near Command Heart.
  • We too addressed multiple minor bugs effectually the map ranging from misplaced kill triggers and holes in geo.
  • Bocek Compound Fracture Legendary skin bug: Fixed an issue where players would still run across iron sights when aiming even if some other sight is equipped.
  • R-301 Dynastic Cycle Legendary peel bug: Fixed an issue with the gun using a mix of two dissimilar skins.
  • Fixed bug for cases where the Loba Edition displays "No Toll Found" when viewed in the store tab.
  • Based on feedback we've reduced the SFX on reactive skins for the Volt.
  • Fixed bug where players were unable to scroll downwardly when looting a death box or blackness market.
  • Fixed problems that was preventing players from getting Rampart's Heirloom even after buying all 24 event packs.
  • Stock-still bug where players could skydive faster subsequently spamming Ping.
  • Stock-still effect with players seeing the 888 Elite Style Badge constantly unlocking.

BALANCE CHANGES

Seer

  • Decreased Focus of Attention detonation delay from one.6s to 1.4s
  • Dev Note: Seer was dialed back to a healthier spot with the balance hotfix shortly after his release. Nonetheless, later on iv months of evaluating his use in the live game, the detonation filibuster seems a piddling as well sluggish. Nosotros want to meliorate its feel while continuing to evaluate the reveal meta equally a whole.

Arc Star

  • Base stick damage lowered from 30 -> 10
  • Shield Harm Multiplier increased from x3 -> x4 (stick on shielded enemy volition at present max out at 40 instead of 90)
  • Sticking an enemy at present applies a irksome debuff (reverting Legacy update change)
  • Slow duration is now driven by distance to the center of Arc Star detonation
  • Dev Notation: Arc stars excel in a lot of areas. They have high impairment potential coupled with a punishing tedious, and can be thrown more accurately than other ordnance types. Removing the stick slow created some degenerate play patterns and oftentimes made it hard to tell when you got stuck in the heat of battle. Nosotros're bringing that back with a tradeoff of lower damage potential and a proximity based slow falloff in not-stick cases. These changes make stick scenarios more consistent across shield types and brand arc stars less effective at surface area denial.

Splatter Rounds

  • Removed increased magazine chapters
  • Dev Notation: Large Maude has been an awesome drop location and a reliable source of early ability for teams that win the hotdrop. However, the paintball weapons are proving to exist a fiddling too stiff and so we're going to remove the increased mag size but continue the handling improvements.

Crafting

  • Shotgun ammo, sniper ammo, and arrow crafting output reduced to a unmarried stack

Individual MATCH

  • Observer Style – UI and Scoring Improvements for in-game stats carte du jour.
  • Observer Manner – Reduced opacity on Loba's Back Market for map & mini-map.
  • Observer Manner – Added toggle option to show side by side ring location.
  • Added [Team] Eliminated text in kill feed for Private Match Bearding style.
  • Admins now have the ability to finish matches in either Observer or Player positions.
  • Fixed issue for existent time API delay after running consecutive games.
  • New real fourth dimension API events including: Shots fired/ Impale awarded/ Line by line formatting/ Unique histrion IDs

QUALITY OF LIFE

New Custom Reticle Color System

Custom Reticles are here! The new UI can exist opened under Gameplay Settings by selecting the Customize selection under Reticle. In one case in the new Custom Reticle UI y'all'll exist able to:

  • Select a color from some of our recommended favorites
  • Use the color and brightness sliders to find that perfect colour
    Manually enter an RGB color
  • Toggle betwixt four different manus picked environments to preview your reticle

Apex Legends Flavour xi Escape patch notes

Here they are, the full patch notes for Apex Legends' Season 11: Escape update, which goes live on November two. We've got a new legend, a new map, ranked changes, weapon and legend balancing, and problems fixes all crammed into 1 update.

Here are the full Apex Legends Flavour eleven patch notes.

New Legend: Ash

A new Fable with a familiar face, Ash has overseen the Arenas from the shadows and held a tight grip on Pathfinder's heart. A simulacrum made from the woman who in one case was Dr. Ashleigh Reid, Ash is determined to eliminate every trace of weakness that held her back as a man.. Detecting death wherever she goes, spearing enemies with electrical snares that lock them in place, vehement through space to take more lives– information technology would exist easy to think that there was nothing homo left within that cold steel.

Only a trace of the human doctor remains, and she poses a greater threat to Ash than any Fable in the ring.

Here are Ash'southward abilities:

Marked For Decease (Passive)
Ash's map shows the location of contempo deathboxes. She gets a special prompt on a deathbox, use it to mark surviving attackers (once per box).

Arc Snare (Tactical)
Throw a spinning snare that damages and tethers the first enemy that gets too close.

Phase Alienation (Ultimate)
Tear open up a one-way portal to a targeted location. This portal stays open for a short time, during which anyone can apply it.

New map: Storm Point

This beautiful haven was once an energy colony for the IMC, and the ruins remain. Many take tried to make a home hither: all have failed. A survey of the surface area revealed the remains of three unique settlements congenital beyond the centuries, but no survivors.The colony lay abandoned, only visited by the occasional pirate or castaway. At present the Mercenary Syndicate has plans of their own for Storm Point.

Information technology looks so enticing, merely the pristine beaches and crystal waters are only the heart of the hurricane. All around, dangers swirl: wild prowlers, venomous spiders, and the gathering storms only add to the tension in the air. Now the Legends are hither to brand this identify their own.

So it looks like Storm Betoken is just going to get more than unsafe. Bank check out our web log with all the details hither.

Battle Royale map rotation

For the Escape update the map rotation will exist dorsum downward to 2 maps; Tempest Bespeak and Earth's Border. With Storm Point beingness a whole new map, nosotros want to make sure players take plenty of fourth dimension to master the new arena.

Arenas map rotation

With the introduction of Encore, the Arenas map rotation will now include only the custom made Arenas maps. Nosotros will not be using BR locations for Arenas in the Escape update.

Apex Legends C.A.R SMG stats: new legend Ash carrying the C.A.R SMG

New Weapon: C.A.R. SMG

When you lot're in a precarious place, you lot need a dangerous, flexible weapon: meet the C.A.R. SMG. The Gainsay Avant-garde Circular submachine gun is a fully automated weapon that takes adjustability to the next level by accepting either Lite or Heavy mags. The C.A.R. hits hard but handles light, this hybrid weapon's the best of both words for when you're ready to take a stand up and become the most dangerous thing on the island.

Ranked Updates

Hello, Legends! Permit'southward take a quick wait at how Ranked in Emergence shaped upwardly and review the changes coming in Escape. Ranked continues to attract a big portion of players (around 40% of all playtime!), but this doesn't mean nosotros can't look to make improvements.

Annotation: We fixed an issue where expired skydrive trails remained accessible for longer than they should have. These trails volition now expire on the intended seasonal cadence, as mentioned originally in the Ranked Series iii post (trails from Series 1 & two are yet grandfathered in).

Ranked Battle Royale

"Skill" in Noon can exist evaluated in all sorts of ways. Information technology's the amalgamation of gun skill, movement, positioning, sensation, legend mastery, and prevailing over everyone else as Champion that separates the lowly Statuary from Noon Predators.

With that in mind, we want to provide more than flexibility and dash to how players tin express skill when RP gains are at stake. Before Escape, measurements have been elementary and straightforward. Nosotros grant RP based on kill points and a placement multiplier. Now, we're easing back on some RP restrictions to offer other routes to max out kill-related RP in a match.

  • Kill RP values now take differences betwixt killer/victim Ranked tiers into account.
  • The impale RP cap (every bit we have traditionally thought virtually it upwards to this point) is effectively being raised from six to vii. Still, this impale-related RP cap tin can exist reached in different ways, depending on tier differences and placement. Placement is nevertheless paramount, and yous still must place first to have a chance at max total RP.

To aggrandize on the starting time point, tier differences between the killer and victim will be taken into business relationship when calculating baseline impale betoken value. For example, if a Plat player kills a Diamond player, that kill counts as 12 instead of ten RP.

Tier Departure Kill Points Awarded
-3 3
-2 5
-1 8
0 10
1 12
2 fifteen
iii xx

Some points of clarification:

  • Victims exercise not lose more or less points when killed (in terms of entry cost). Only the killer receives the modifier.
  • Apex Predator and Master are treated as the same tier.
  • An encounter rate with someone of a 3+ tier deviation is ultra-rare (less than 0.i%). Ranked matchmaking is staying the same, then in general, you'll run across identical tiers. In cases where you squad upwardly with a different rank friend or merge into a different tier lobby, your KP will be adjusted appropriately.

Subsequently tier differences are taken into account for impale points, a flat per kill bonus is added based on placement.

Final Placement Per Kill Bonus
i 15
two 10
3 x
4 5
5 five
half-dozen two
vii 2
8 2
9 2
10 2
11+ 0

The maximum impale signal RP is 175. Whatever impale-related RP that exceeds that after placement and tier modifiers are added doesn't affect total RP. The final step is to add a flat placement bonus. Enough with the math, let's explain these changes with an instance:

As a Platinum actor, you party upwardly with your Diamond friend and matchmake into a antechamber with similarly skilled players. You snag 2nd identify, with half-dozen kills (and/or assists) against Diamond players, and 3 on Plat players.

Each kill on those Diamond players is worth 12 points instead of the typical x, because they are one rank tier higher than y'all. That leaves the states with (12 × half dozen) + (x × 3) = 102 RP.

At present let's accept placement into business relationship. In second, the per kill bonus is 10, so our 9 kills (including assists) × 10 = 90 RP.

102 RP + ninety RP is greater than the 175 impale-based RP cap. We overachieved our way past the cap, and therefore rounded downward to 175 before applying the flat 60 RP placement bonus for second place. The total nosotros would receive for this match is 235 RP!

We're curious to see how these changes affect the ranked grind. Spring into Tempest Point this first split and let us know how they feel. Stay tuned; this is only the start of what nosotros take in store for Ranked improvements.

Ranked Arenas – Escape

Nosotros learned a lot from the offset flavor of Ranked arenas and are eager to bring you some improvements:

Arenas Ranked at present has 2 splits, similar to Ranked Boxing Royale
Along with each new flavor and split, there is a soft MMR reset and new placement matches. New seasons require the usual 10 placement matches while a new split up only requires 5 placement matches.
Improvements have been made to matchmaking for finding similarly skilled teammates.
Reduced the AP amount gained or lost from MMR differences between teams.

Dev note: The terminal calculated AP amount for a friction match is a gene of your current AP and MMR. It's also influenced past the MMR differences between teams. In practice, this difference was factoring in more than we wanted. I.e. Losing a lucifer you were slightly favored to win was giving a bigger AP loss than desired.

Wattson, wearing an orange and blue flight suit, shoots a rifle

Residue CHANGES: Wattson

Move aside Ash, this is Wattson'southward season. We're ecstatic to finally share some long-anticipated Wattson improvements! Her win charge per unit and run into win rate have ever been above average. This could exist for a multitude of reasons; her defensive playstyle correlates to higher average placements, Wattson mains are diehard loyalists, and her hitbox has been the smallest in the game always since Lifeline's adjustment.

Regardless, much of the loftier-level data that nosotros've shared doesn't match perception. Play a few games as Wattson and y'all'll often find yourself wanting more than out of her kit. The goal of these changes is to redistribute her invisible power into the parts of her kit that shape the battlefield in a unique fashion. We wanted to see what changes could spark more consistency and efficacy in her kit, and ideally ground some of the difficulties surrounding the fashion her abilities piece of work.

We want to enable more agile gameplay from Wattson players by smoothing out the rough edges in placing fences. Responsiveness tweaks, longer range, and faster cooldowns means that Wattson can much more apace and reliably set up a defensive position, or even use her fences and pylon in the midst of open combat in a pinch.

General

  • Improved the reliability and responsiveness of placing Wattson's Tactical and Ultimate in-globe objects.
  • Wattson can place her Tactical and Ultimate objects on valid surfaces above Wattson's centre level (to a reasonable extent).
  • General hitbox size increase, to compensate for the removal of low profile in the Legacy update.

Tactical – Perimeter Defence

  • Increased impairment on crossing a Debate by 33%. (fifteen to 20)
  • Increased debuff duration on crossing a Fence by 100%. (1.5 to 3 seconds)
  • Increased the time allowance to be hitting again by a subsequent Debate result by 100%. (0.five to 1 second).
  • Decreased recharge fourth dimension by 50% (30 to fifteen seconds).
  • Increased placement range past fifty%.
  • Decreased the filibuster betwixt Fences shutting off and reactivating afterward an marry passes through them by 60%. (1.0 -> 0.4 seconds)
  • Wattson now moves at Unarmed-speed while readying/placing Fence nodes.
  • Fence nodes tin can at present exist placed every bit soon every bit the weapon is readied, instead of waiting for the animation to finish.

Ultimate – Interception Pylon

  • The Pylon output has been significantly reworked.
  • Reduced the number of active Pylons Wattson can place from three to one.
  • The Pylon now lasts forever (instead of timing out later 90 seconds).
  • The Pylon now has a pool of 250 Shields that can exist distributed to nearby players, instead of effectively infinite Shields.
  • Increased the Pylon shield recharge rate past 150%, and smoothed regen rate. (ii/second -> v/second, or more accurately: 1/0.v seconds -> 1/0.2 seconds)
  • When a Pylon is out of Shields, information technology no longer recharges players' Shields, only can still zap incoming ordnance.
  • Taking damage while regenerating Shields via the Pylon delays continued regeneration by 1 second.
  • The UI on the footing and HUD elements now displays the amount of Shields that remain in the Pylon.
  • Pinging a friendly Pylon will now display the pct of Shields remaining in the Pylon.
  • Pylon ordnance-zapping has been moderately reworked.
  • Ordnance is at present zapped when the Pylon detects that it would hit whatever surface within range and line of sight of the Pylon, instead of being zapped every bit soon every bit information technology comes inside range.
  • Equally a office of the changes, current issues where the Pylon doesn't reliably zap ordnance (specially apropos airstrike abilities, and ordnance that bounced off surfaces near the Pylon) should at present exist addressed.

BALANCE CHANGES: WEAPONS / GEAR

Supply Drop rotation

  • This flavour the Triple-Accept returns to floor loot and taking its identify is the G7 Sentry. The Scout enters the Supply Drop with its old friend the Double-Tap Trigger equipped.

Hop Ups

  • Dual Beat – Each round loaded into the Mastiff or the xxx-30 Repeater is doubled.

Fully kitted rotation

  • Added: Mastiff 30-30 Repeater, R-301, Automobile, Longbow
  • Removed: Peacekeeper, Binge, RE-45, Flatline, and Charge Burglarize

EVA-8

  • Fire rate reduced from 2.i to 2.0
  • Dev Note: With the reduced bolt scaling nosotros've washed in previous passes the EVA-8 is still performing ahead of the shotgun pack. Hit the base fire charge per unit should aid residuum out our shotgun roster.

Peacekeeper

  • Slightly increased pellet size
  • Choke up time reduced from 1.5s to 1.25s
  • Choked up shots remain tight for slightly longer when exiting ADS
  • Dev Note: When the PK came out of the crate we gave it a large sweep of nerfs to make certain the floor PK wasn't the crate monster we had all grown to know. In this pass, we swung a little hard and then nosotros're giving it a QOL and usability pass this season.

Longbow

  • Damage reduced from 60 to 55
  • Dev Note: We're walking back a recent buff to the Longbow that proved unnecessary. We wanted to give it some love due to all the recent Marksman updates merely it seems the Longbow was just fine.

L-STAR

  • Reduced butt effectiveness at all rarity tiers
  • Significantly reduced projectile collision size
  • Impairment reduced from 18 to 17
  • Dev Notation: The L-STAR has been a force to be reckoned with this flavour so nosotros're taking a big swing and hit its projectile size and damage in an effort to bring information technology downwards a notch.

G7 Sentinel

  • Damage increased from 34 to 36
  • Double Tap added to Supply Drop G7 Sentry
  • Dev Annotation: With the G7 Lookout entering the supply drop we're giving it a crash-land to damage and adding dorsum on the retired Double Tap to give information technology some extra spice.

Supply Driblet weapon rates

  • Early game crate weapon rate increased from 25% to 50%
  • Mid game crate weapon rate increased from fifty% to 75%
  • Tardily game crate weapon rate increased from 75% to 100%
  • Dev Note: Pushing a supply drop in the end game and whiffing on a weapon feels pretty rough. We desire to improve the reliability of getting crate weapons out of supply drops throughout all phases of the game. Don't worry, we're adjusting Kraber spawn rates accordingly to keep them in line.

Hot Zone gold loot rates

  • Increased amount of gold loot that spawns in hot zones
  • Dev Notation: Hot Zones tin sometimes feel a bit lackluster and then nosotros're injecting more than high-tier loot into these dynamic zones to make them more than enticing drop spots.

Crafting

  • Increased ammo from crafting
  • Light Ammo 20 → 60
  • Heavy Ammo xx → lx
  • Energy Ammo xx → 60
  • Shotgun Ammo 8 → 24
  • Arrows sixteen → 48
  • Sniper 12 → 36
  • Crafting Ammo price increased from v to 10 per weapon
  • Evo Armor Points from crafting increased from 100 to 150
  • Evo Armor Points toll increased from 45 to 50
  • Replaced a sniper bundle with a shotgun bundle featuring the Dual Trounce

Enemy NPC updates

  • Prowler health across the game has gone upward from 90 to 114 (Storm Indicate and World'south Border)
  • Prowlers on World'due south Border and Flyers on Kings Coulee now reward EVO points (25%) … all damage done to AI now rewards progress to your EVO armor

Arenas

Supply Drop

  • Supply drop will now country outside the first ring, if possible, and state 10 seconds earlier.
  • Purple weapons now spawn more in earlier rounds
  • Round i – 3x blue -> 1x purple + 2x blue
  • Circular 2 – 1x imperial + 2x blue -> 2x royal 1x blue
  • Round 3 – 2x purple 1x blue -> 3x imperial
  • Supply driblet no longer spawns blue Havoc or Devotion or gold RE-45

Weapon Price Updates

  • Moz
    ⦁ Blueish 125 → 150
    ⦁ Purple 200 → 250
  • P2020
    ⦁ Blue 75 → 50
    ⦁ Purple 150 → 125
  • RE45
    ⦁ Base 200 → 150
    ⦁ White 150 → 100
    ⦁ Blue 250 → 200
  • Prowler
    ⦁ Base 500 → 400
    ⦁ Blue 300 → 350
    ⦁ Royal 400 → 350
  • R99
    ⦁ Base 500 → 450
    ⦁ Blueish 250 → 300
    ⦁ Purple 300 → 350
  • Hemlok
    ⦁ Base 500 → 450

Quality of life

  • UI – teammates volition now prove that they are cocky-reviving on their in-globe game tags.
  • Added VO for players to communicate they are out of ammo.
  • Updated the Loonshit Map Rotation Images to show up to five maps.
  • Updated Social Awareness Badges to unlock as default for all accounts.

Issues fixes

  • UI/UX / Steam But: Fixed event where your online friends playing Apex didn't count towards total online friends while in matches.
  • Fixed bug for Placing a Caustic trap over a Seer Ultimate, that could event in the Ultimate being protected from taking damage.
  • Updated Volt skin'southward charm placement to exist moved up then that charms become more visible.
  • Fixed problems with players losing extra Boosted Loader extra ammo if the player reloads before getting to base ammo amount.
  • Steam: Fixed upshot where if a player has a forward slash in their proper noun, a backslash volition be added right before information technology automatically.
  • R5DEV-280424 – Legends- Retail – Hit an enemy with Valk tactical missiles, can issue in wellness damage even with shields equipped
  • Fixed issue where players practise not see Legend Select when starting a game in Trios and immediately advance to drib ship stage.
  • Audio set for cases where music starts playing in the middle of a BR lucifer.
  • Fixed UI mistake that showed that the Legendary Prowler had the "Shotgun" tag in the in-game info screen.
  • Audio fix for cases where VO for map changes doubles up (plays both variants at the same time).
  • Audio ready for Rampart Town Takeover where vending machines had no soundFX.
  • Fixed problems where Non-Crossplay Steam friends playing Apex would show up with debug text.
  • Removed the random stone floating in midair in World'due south Border.
  • Issues fix for cases where a player could stand upwards and jump in a knocked-downward state after an enemy starts finisher and cancels information technology.
  • Fixed bug where role player names would be missing from Legend select.
  • Reduced hitbox size for Crafting Fabric Canisters to amend fit its shape.

Legends

  • Ready for cases where Rampart'southward "No Mercy" finisher causes her to clip through geometry.
  • Fixed effect where her Wattson's Ultimate doesn't always destroy frag grenades when thrown within the Pylon radius.
  • Fixed issue with players being able to create Pathfinder ziplines much further than intended.
  • Fixed bug with Fuse's Ultimate cooldown being the aforementioned with or without a golden helmet.
  • Removed ability for players to be able to bunny hop at full speed while using Seer's Passive.

Three female Apex Legends characters wearing colourful armour stand in a semi circle aiming their guns

Noon LEGENDS PATCH NOTES ane.84

Another week has passed and we're getting nevertheless more issues fixes. Hither's what'due south changed ahead of Flavor 11:

  • Resolved an issue that caused players to be randomly unreadied while matchmaking in Ranked
  • Fixed a couple of issues that were causing animated banner poses to cause hangs or crashes
  • Improved protection confronting DDoS attacks
  • Stock-still audio and rendering issues with respawn ships
  • Fixed an issue with using Crypto's drone in the Map Room
  • Fixed an issue with Pathfinder having a constant 30s grapple
  • cooldown regardless of distance in Arenas
  • Pathfinder Beacons Scanned tracker at present updates correctly
  • Fixed melee and spin-up exploits related to mobile Sheila
  • The raven in Bloodhound's Niflheim Hundr skin volition at present correctly evidence every bit white in the entrance hall
  • Stability fixes and memory optimizations

APEX LEGENDS PATCH NOTES one.83

A very small patch has just come through for Apex Legends. This fixes ii things:

  • Sheila cooldown is back at 120 seconds subsequently being inadvertently inverse to 10.i
  • Leaver alarm error prompt removed from games with no leaver penalisation

APEX LEGENDS PATCH NOTES i.82

As promised, Respawn has shipped a number of bug fixes to tackle the "higher-than-normal" crashes situation. Hither'south what's changed:

  • Animated imprint pose crash fixed
  • Fixed an fault with using a Crafting replicator ("PopLockFOV called more oftentimes than PushLockFOV")
  • Fixed a bug that prevented a bandy between equipped Crimson Evo armour to Gilded armour, if Blood-red armour had more health
  • Fixed an exploit that allowed Pathfinder to travel faster than intended
  • Fixed Pathfinder'southward One-time Bot, New Fob emote which was using the wrong icon
  • Removed a gameplay tip from obscuring ADS on Switch
  • Fixed Bangalore's Solar Soldier skin from obscuring ADS while using her tactic ability
  • Multiple disconnect problems fixed
  • Multiple Rampart bugs fixed, including ammo regeneration, bullet spread, and heirloom problems

Apex LEGENDS PATCH NOTES i.81

A small patch addressing teleporting, packet loss, and lag has been shipped. Respawn has likewise discovered an issue with blithe banner poses causing crashes.

Players should disable these poses if they're experiencing crashes.

Source: https://www.theloadout.com/apex-legends/patch-notes

Posted by: greenehincture.blogspot.com

0 Response to "When Does The Apex Update Come Out"

Post a Comment

Iklan Atas Artikel

Iklan Tengah Artikel 1

Iklan Tengah Artikel 2

Iklan Bawah Artikel