Only guests see ads. Create a free account and/or log in for a complete ad-free experience.
Everything posted by SirMadsen
-
Harry Potter and the Order of the Phoenix (Win) [Support Topic]
Harry Potter and the Order of the Phoenix (Win) Based off the fifth book and movie of the series, players take control of Harry Potter in this 3D adventure as he faces the dangers of his fifth year of Hogwarts, avoiding the malicious Professor Dolores Umbridge, builds Dumbledore's Army, and faces off with Voldemort himself as the prophecy continues to unfold. Players will navigate through the castle of Hogwarts and beyond, learning fifth year spells, solving multiple puzzles, avoiding traps, and even get a chance to play as the Weasley brothers, Sirius Black and Dumbledore himself. All versions are the same with the exception of the Wii. Players can use the Wiimote as Harry's wand to cast spells, allowing a new level of control never before possible in a Harry Potter game. Survive the year, learn new spells, and survive one of the darkest battles in Harry's life as he faces his first real battle against Voldemort, "He-Who-Must-Not-Be-Named"! File Information Submitter [[Template core/front/global/userLink is throwing an error. This theme may be out of date. Run the support tool in the AdminCP to restore the default theme.]] Submitted 02/13/2023 Category Action View File
-
Harry Potter and the Order of the Phoenix (Win)
- 1 download
Based off the fifth book and movie of the series, players take control of Harry Potter in this 3D adventure as he faces the dangers of his fifth year of Hogwarts, avoiding the malicious Professor Dolores Umbridge, builds Dumbledore's Army, and faces off with Voldemort himself as the prophecy continues to unfold. Players will navigate through the castle of Hogwarts and beyond, learning fifth year spells, solving multiple puzzles, avoiding traps, and even get a chance to play as the Weasley brothers, Sirius Black and Dumbledore himself. All versions are the same with the exception of the Wii. Players can use the Wiimote as Harry's wand to cast spells, allowing a new level of control never before possible in a Harry Potter game. Survive the year, learn new spells, and survive one of the darkest battles in Harry's life as he faces his first real battle against Voldemort, "He-Who-Must-Not-Be-Named"!Free -
Harry Potter and the Goblet of Fire (Win) [Support Topic]
Harry Potter and the Goblet of Fire (Win) Harry Potter and the Goblet of Fire is an action-adventure game that follows the story of the fourth movie and book of the same name. In addition to the usual challenges and dangers that Harry, Ron, and Hermione need to face, the Triwizard Tournament will be held at Hogwarts and mysteriously Harry is in the tournament! One to three players control Harry, Ron, and Hermione (the computer controls the remaining characters for one and two-player games). Played with a third-person view, you will need to complete numerous game levels which feature a variety of action and puzzle-solving as well as completing the three tasks in the Triwizard Tournament and facing Lord Voldemort. Each character has magic spells that can be used to help out, and additional spells can be learned as you make your way through the game. Occasionally all three characters will need to work together to complete a task, such as moving a particularly large object or defeating a tough opponent. During the game you will come across Bertie Bott's Every-Flavor Beans; collecting these can help out by restoring stamina or magic powers. Additionally, at the end of each level, the Beans can be used to purchase collector cards; these are used to increase a character's abilities. File Information Submitter [[Template core/front/global/userLink is throwing an error. This theme may be out of date. Run the support tool in the AdminCP to restore the default theme.]] Submitted 02/13/2023 Category Action View File
-
Harry Potter and the Goblet of Fire (Win)
- 3 downloads
Harry Potter and the Goblet of Fire is an action-adventure game that follows the story of the fourth movie and book of the same name. In addition to the usual challenges and dangers that Harry, Ron, and Hermione need to face, the Triwizard Tournament will be held at Hogwarts and mysteriously Harry is in the tournament! One to three players control Harry, Ron, and Hermione (the computer controls the remaining characters for one and two-player games). Played with a third-person view, you will need to complete numerous game levels which feature a variety of action and puzzle-solving as well as completing the three tasks in the Triwizard Tournament and facing Lord Voldemort. Each character has magic spells that can be used to help out, and additional spells can be learned as you make your way through the game. Occasionally all three characters will need to work together to complete a task, such as moving a particularly large object or defeating a tough opponent. During the game you will come across Bertie Bott's Every-Flavor Beans; collecting these can help out by restoring stamina or magic powers. Additionally, at the end of each level, the Beans can be used to purchase collector cards; these are used to increase a character's abilities.Free -
Harry Potter and the Prisoner of Azkaban (Win) [Support Topic]
Harry Potter and the Prisoner of Azkaban (Win) The PC game based on the third Harry Potter story is, like its counterpart on consoles, a three-dimensional action adventure, but with entirely different challenges and levels. The player controls both Harry as well as his friends Ron and Hermione, while casting spells, solving puzzles and fighting enemies. Each of the three has one unique spell: Harry can freeze things, Hermione can transform statues into living creatures which can reach areas she can't, and Ron can pull himself over chasms or pull things toward him. When the three (or sometimes only two) of them are together, the one best suited for the task at hand is automatically selected. If the power of several spells is required for a certain task, the other characters (AI-controlled) join in the casting. Spellcasting is context-sensitive - the correct spell is selected according to the object targeted. When not engaged in a specific mission, the castle of Hogwarts can be freely explored. Many secrets and smaller tasks await. Scattered all around Hogwarts, usually in hidden areas, are Every Flavour Beans, Pumpkin Pasties and Cauldron Cakes, which function as a sort of currency. They can be traded for Collectors Cards, passwords for portraits that lead to more secret areas, and power-ups. To finish the game, not only must the main missions be completed, but several side tasks as well. All 80 Collectors Cards must be found, all portrait passwords acquired and several mini-games completed. These include battles against pixies and a magically animated book, and a hippogriff flying course. File Information Submitter [[Template core/front/global/userLink is throwing an error. This theme may be out of date. Run the support tool in the AdminCP to restore the default theme.]] Submitted 02/13/2023 Category Action View File
-
Harry Potter and the Prisoner of Azkaban (Win)
- 2 downloads
The PC game based on the third Harry Potter story is, like its counterpart on consoles, a three-dimensional action adventure, but with entirely different challenges and levels. The player controls both Harry as well as his friends Ron and Hermione, while casting spells, solving puzzles and fighting enemies. Each of the three has one unique spell: Harry can freeze things, Hermione can transform statues into living creatures which can reach areas she can't, and Ron can pull himself over chasms or pull things toward him. When the three (or sometimes only two) of them are together, the one best suited for the task at hand is automatically selected. If the power of several spells is required for a certain task, the other characters (AI-controlled) join in the casting. Spellcasting is context-sensitive - the correct spell is selected according to the object targeted. When not engaged in a specific mission, the castle of Hogwarts can be freely explored. Many secrets and smaller tasks await. Scattered all around Hogwarts, usually in hidden areas, are Every Flavour Beans, Pumpkin Pasties and Cauldron Cakes, which function as a sort of currency. They can be traded for Collectors Cards, passwords for portraits that lead to more secret areas, and power-ups. To finish the game, not only must the main missions be completed, but several side tasks as well. All 80 Collectors Cards must be found, all portrait passwords acquired and several mini-games completed. These include battles against pixies and a magically animated book, and a hippogriff flying course.Free -
Harry Potter: Quidditch World Cup (Win) [Support Topic]
Harry Potter: Quidditch World Cup (Win) Spread across books, films and videogames, there is no denying the power or popularity of the Harry Potter franchise. Young and old, and on both sides of the Atlantic, the fictional young wizard has fans galore. Other characters in Harry's world have garnered interest, of course, but the one thing that's nearly as popular as the boy wonder isn't a character at all, rather an event: Quidditch! After reading about it, seeing it played on the big screen and then getting a brief taste of it in the videogames, Potter fans clamoured for more and sports behemoth EA responded with Harry Potter: Quidditch World Cup. Although the game is being produced on the EA Games label (apparently EA Sports only does real world stuff), the developers have borrowed from the wealth of sports titles in EA's library in order to ensure solid play mechanics. One part hockey, one part soccer and one part pure fantasy, Quidditch World Cup may not have the draw or the depth of Madden, but it is still plenty of fun to play. The game of Quidditch is played on a standard rectangular field, much like a game of football, only no one ever touches the field itself - instead of running, all the players fly above the field on magical broomsticks. While this allows for some impressive maneuvers in the films and the game's cinema sequences, players will not be able to utilize 3D space; everything's instead kept on a 2D plane. This results in a little less depth of play, but it doesn't really hamper the game because the learning curve is much less severe. Seven players make up each team, with positions such as Chaser, Beater and Keeper. For the majority of play, the object is to score points by throwing a ball through one of three goals on your opponent's side of the field. You have the use of standard moves, such as passing, as well as special moves that can be earned by executing combo shots. Special moves are played by pressing a hotkey at the correct time. Throughout the match, a two-part meter at the top of the screen is closing in towards the center - once closed, the game switches from the main field of play to the final race for the Golden Snitch. The Golden Snitch is worth 150 points, so this segment can easily determine the outcome of the entire match. Catching the snitch plays much like a high speed racing game as players are forced to maneuver their broom on the snitch's narrow trail. Stay on the trail and get a speed boost, slide off and you will slow down drastically giving your opponent a chance to race ahead. A limited turbo meter can be used strategically to close ranks if you are behind. Because Quidditch has no basis in reality, the game offers an intelligently designed training mode to ease players into the game. You will start out at Hogwart's by learning a few lessons and then playing against another house. Master a few more lessons and a second house becomes available and so on. Special moves are limited at Hogwart's and the AI is automatically set to a very low level making it easy for the player. In many ways, playing at Hogwart's is the Quidditch equivalent of Little League play, master it and you can move on to the big leagues - the World Cup. World Cup play centers around country-based teams, so Harry and friends are relegated to the sidelines, however, the quality of play ratchets up quite a few notches. Whereas the competition at Hogwart's was something of a pushover, in the World Cup matches, the computer will play to win. Special moves are also fully available in this mode of play. Team names may not be very inventive (they are named after their respective countries after all) but they are balanced. For this version of the game, there are minor differences in how the teams play, but no distinct strong or weak points. Hopefully those differences will become a bit more pronounced in future releases. Also, there is no option for a custom team. We've become used to seeing that feature in sports games and its absence was notable. Adding a little bit of depth to the single-player experience are the unlockable card options. Each collectible card is given to the player when certain challenges are met. The cards then grant access to arenas, special moves and other items. When fully unlocked, the game allows players to experience "Queerditch." Poorly named (we pity the one at EA who has to answer customer complaints), but fun to play, Queerditch is the precursor to Quidditch according to Potter lore. Multiplayer is limited to two players on a single console, with no online or four-player options. Playing multiplayer is similar to the single-player mode, with the exception of a real live opponent. Because of Quidditch's low learning curve, it is very easy for a new player to jump into the game and start having fun quickly. While we were a bit skeptical when EA first mentioned the game, Quidditch World Cup is surprisingly fun with an appeal that reaches past the core Harry Potter fans. Even if you've never cracked open a Potter book or sat down in the cinema to watch one of the films, there is still plenty to like in the game. File Information Submitter [[Template core/front/global/userLink is throwing an error. This theme may be out of date. Run the support tool in the AdminCP to restore the default theme.]] Submitted 02/13/2023 Category Sports View File
-
Harry Potter: Quidditch World Cup (Win)
- 2 downloads
Spread across books, films and videogames, there is no denying the power or popularity of the Harry Potter franchise. Young and old, and on both sides of the Atlantic, the fictional young wizard has fans galore. Other characters in Harry's world have garnered interest, of course, but the one thing that's nearly as popular as the boy wonder isn't a character at all, rather an event: Quidditch! After reading about it, seeing it played on the big screen and then getting a brief taste of it in the videogames, Potter fans clamoured for more and sports behemoth EA responded with Harry Potter: Quidditch World Cup. Although the game is being produced on the EA Games label (apparently EA Sports only does real world stuff), the developers have borrowed from the wealth of sports titles in EA's library in order to ensure solid play mechanics. One part hockey, one part soccer and one part pure fantasy, Quidditch World Cup may not have the draw or the depth of Madden, but it is still plenty of fun to play. The game of Quidditch is played on a standard rectangular field, much like a game of football, only no one ever touches the field itself - instead of running, all the players fly above the field on magical broomsticks. While this allows for some impressive maneuvers in the films and the game's cinema sequences, players will not be able to utilize 3D space; everything's instead kept on a 2D plane. This results in a little less depth of play, but it doesn't really hamper the game because the learning curve is much less severe. Seven players make up each team, with positions such as Chaser, Beater and Keeper. For the majority of play, the object is to score points by throwing a ball through one of three goals on your opponent's side of the field. You have the use of standard moves, such as passing, as well as special moves that can be earned by executing combo shots. Special moves are played by pressing a hotkey at the correct time. Throughout the match, a two-part meter at the top of the screen is closing in towards the center - once closed, the game switches from the main field of play to the final race for the Golden Snitch. The Golden Snitch is worth 150 points, so this segment can easily determine the outcome of the entire match. Catching the snitch plays much like a high speed racing game as players are forced to maneuver their broom on the snitch's narrow trail. Stay on the trail and get a speed boost, slide off and you will slow down drastically giving your opponent a chance to race ahead. A limited turbo meter can be used strategically to close ranks if you are behind. Because Quidditch has no basis in reality, the game offers an intelligently designed training mode to ease players into the game. You will start out at Hogwart's by learning a few lessons and then playing against another house. Master a few more lessons and a second house becomes available and so on. Special moves are limited at Hogwart's and the AI is automatically set to a very low level making it easy for the player. In many ways, playing at Hogwart's is the Quidditch equivalent of Little League play, master it and you can move on to the big leagues - the World Cup. World Cup play centers around country-based teams, so Harry and friends are relegated to the sidelines, however, the quality of play ratchets up quite a few notches. Whereas the competition at Hogwart's was something of a pushover, in the World Cup matches, the computer will play to win. Special moves are also fully available in this mode of play. Team names may not be very inventive (they are named after their respective countries after all) but they are balanced. For this version of the game, there are minor differences in how the teams play, but no distinct strong or weak points. Hopefully those differences will become a bit more pronounced in future releases. Also, there is no option for a custom team. We've become used to seeing that feature in sports games and its absence was notable. Adding a little bit of depth to the single-player experience are the unlockable card options. Each collectible card is given to the player when certain challenges are met. The cards then grant access to arenas, special moves and other items. When fully unlocked, the game allows players to experience "Queerditch." Poorly named (we pity the one at EA who has to answer customer complaints), but fun to play, Queerditch is the precursor to Quidditch according to Potter lore. Multiplayer is limited to two players on a single console, with no online or four-player options. Playing multiplayer is similar to the single-player mode, with the exception of a real live opponent. Because of Quidditch's low learning curve, it is very easy for a new player to jump into the game and start having fun quickly. While we were a bit skeptical when EA first mentioned the game, Quidditch World Cup is surprisingly fun with an appeal that reaches past the core Harry Potter fans. Even if you've never cracked open a Potter book or sat down in the cinema to watch one of the films, there is still plenty to like in the game.Free -
Harry Potter and the Chamber of Secrets (Win) [Support Topic]
Harry Potter and the Chamber of Secrets (Win) In this Harry Potter game, join him during his second term at Hogwarts School of Witchcraft and Wizardry. A dark plot against his "Mudblood" classmates has Harry befuddled as more and more students are strangely petrified. Harry must learn new spells and cast them without mistake to uncover the secrets and solve the mysteries. In the PC version, the 3D environments are "free-roaming" as players actually become Harry Potter and learn more about his world and personality. Conversations with the various characters and keen observation as you explore are crucial to solving the game. Interact with familiar characters from the movie: Ron, Hermoine and, of course, Gilderoy Lockhart. Additionally, there are multiple mini-games and side quests. File Information Submitter [[Template core/front/global/userLink is throwing an error. This theme may be out of date. Run the support tool in the AdminCP to restore the default theme.]] Submitted 02/12/2023 Category Action View File
-
Harry Potter and the Chamber of Secrets (Win)
- 4 downloads
In this Harry Potter game, join him during his second term at Hogwarts School of Witchcraft and Wizardry. A dark plot against his "Mudblood" classmates has Harry befuddled as more and more students are strangely petrified. Harry must learn new spells and cast them without mistake to uncover the secrets and solve the mysteries. In the PC version, the 3D environments are "free-roaming" as players actually become Harry Potter and learn more about his world and personality. Conversations with the various characters and keen observation as you explore are crucial to solving the game. Interact with familiar characters from the movie: Ron, Hermoine and, of course, Gilderoy Lockhart. Additionally, there are multiple mini-games and side quests.Free -
Harry Potter and the Sorcerer's Stone (Win) [Support Topic]
Harry Potter and the Sorcerer's Stone (Win) For the first time since the 1970s, there has arisen a marketing force terrifying enough in its inertia to rock the house of LucasArts to its core. Yes indeed, Harry Potter has arrived, and backed by the omnipotent J.K.Rowling has burst on to the gaming market with the force of... well, a million eager children's piggy banks. And that's not even beginning to mention the countless hordes of adults who either pretend to read it to be with their kids, or just admit that they're damn good books. The game versions of the best-selling novels certainly have a lot to live up to, not least since they're game adaptations of film adaptations of books - not a genre that has the best pedigree. This hasn't stopped them rocketing into the number one slot in the all-format charts in the UK, and in fact, it's not even a matter of concern, because the PC version at least is really very good indeed. The title loosely follows the plot of the film; and when we say loosely, we really mean it, as the best you get is a brief plot reminder to keep you rolling along. Those who haven't either read the books or seen the film are going to be mightily confused. Our best advice is to settle down and read the lot - we promise you won't regret it. You start with your lessons at Hogwarts school for witches and wizards before rocketing straight to the end of the story with a quick stop-off for dragon rescuing in the middle. The roller-coaster nature of the game's plot development is a bit of a pity, since it's really excellent entertainment, but essentially leads to a rather short game. You begin with your first lessons during which you learn a number of useful spells by tracing your mouse over a shape onscreen - the more accurate you are, the more points go to your schoolhouse, Gryffindor. The house-points are totalled up on your options screen; nice teachers give them for success, and according to tradition, nasty professor Snape takes them away in a desultory fashion. Once the spell is learnt, you can use it in the game. Each class contains a challenge that you as Harry are sent on. You're only able to succeed if you use your spells correctly, which is simpler than it might sound. Taking up the spellcasting stance with the press of a button, you can direct your wand to the objects around you. If it's 'spellable', then the spell icon shows up and you can cast upon it. This will either open the pathway, gain you some Bertie Bott's Every Flavor Beans, a collectable Wizard Card, one of the challenge stars needed to complete the task or give you a chocolate frog to restore your health. If you manage to find 24 of the cards, and 250 of the beans through unlocking secret areas, you unlock a special secret wizard card. We'd give you more info but we missed the secret area in the Quidditch lesson - bah! This brings us neatly to the flying broomstick game. Starting with a quick lesson with Zoe Wannamaker (or rather, her digital equivalent), you're quickly spotted as a star Quidditch player, and promoted to the house team! Through this convenient plot device, you're propelled into an all-star match against the other houses. As the seeker, your task is to zoom around the pitch and pick up the snitch, a tiny golden ball with wings, to clinch the match. In fact, it's probably the trickiest part of the game, and certainly the most fun, which is why the title includes a separate Quidditch league where the enlightened player can zoom and swoop to their heart's content to build their way up the league. You can even have private tuition with the Quidditch teacher to improve your lacking broomstick skills. Control has been simplified to appeal to all ages, but this leaves you feeling a little bit clumsy. You can move back and forwards, turn left and right, jump, and use a spell, with the mouse being indicated as the sensible way to look around. However mouse control is incredibly awkward, so we ended up moving around with the arrow keys - the lack of a strafe only causing occasional annoyance. Much of the game is platform-style, not dissimilar to a certain Ms Croft's escapades. The way Harry grabs the edge of blocks and bookcases and hauls himself up with a grunt is a dead ringer for the anatomically impossible heroine. What's a bit silly is that the game includes the ability to enable an 'autojump' function. Yes, that's just what it sounds like - we heartily recommend people leave it off since it not only takes away any difficulty from the platform sections, but also reduces the fun quota to near zero. The game has its fair share of puzzles, although they're not overly taxing, being aimed at an age group with a large span of years. They're made with style, however, as is much of the game itself. Graphically, it's a feast for the eyes, with convincing representations of the film's heroes, heroines, villains and bit-parts all reproduced. Hogwarts itself looks wonderful, just the sort of place to make kids and adults alike wish that they'd been the ones who'd been picked for wizard school. Likewise, the voices are excellently done. Mimicking the film's cast to perfection, the game is truly immersive - sadly this just heightens the disappointment when you reach the game's ending so quickly. For a film conversion, Harry Potter and the Philosopher's Stone manages, thankfully, to live up to the hype. It's an excellent title for kids of all ages (yes, even the grown up ones), with a fantastic mixture of gaming genres contained within. Alas, a slightly ropy control system, and disappointing length let us down on what is otherwise a truly enjoyable experience. File Information Submitter [[Template core/front/global/userLink is throwing an error. This theme may be out of date. Run the support tool in the AdminCP to restore the default theme.]] Submitted 02/12/2023 Category Action View File
-
Harry Potter and the Sorcerer's Stone (Win)
- 4 downloads
For the first time since the 1970s, there has arisen a marketing force terrifying enough in its inertia to rock the house of LucasArts to its core. Yes indeed, Harry Potter has arrived, and backed by the omnipotent J.K.Rowling has burst on to the gaming market with the force of... well, a million eager children's piggy banks. And that's not even beginning to mention the countless hordes of adults who either pretend to read it to be with their kids, or just admit that they're damn good books. The game versions of the best-selling novels certainly have a lot to live up to, not least since they're game adaptations of film adaptations of books - not a genre that has the best pedigree. This hasn't stopped them rocketing into the number one slot in the all-format charts in the UK, and in fact, it's not even a matter of concern, because the PC version at least is really very good indeed. The title loosely follows the plot of the film; and when we say loosely, we really mean it, as the best you get is a brief plot reminder to keep you rolling along. Those who haven't either read the books or seen the film are going to be mightily confused. Our best advice is to settle down and read the lot - we promise you won't regret it. You start with your lessons at Hogwarts school for witches and wizards before rocketing straight to the end of the story with a quick stop-off for dragon rescuing in the middle. The roller-coaster nature of the game's plot development is a bit of a pity, since it's really excellent entertainment, but essentially leads to a rather short game. You begin with your first lessons during which you learn a number of useful spells by tracing your mouse over a shape onscreen - the more accurate you are, the more points go to your schoolhouse, Gryffindor. The house-points are totalled up on your options screen; nice teachers give them for success, and according to tradition, nasty professor Snape takes them away in a desultory fashion. Once the spell is learnt, you can use it in the game. Each class contains a challenge that you as Harry are sent on. You're only able to succeed if you use your spells correctly, which is simpler than it might sound. Taking up the spellcasting stance with the press of a button, you can direct your wand to the objects around you. If it's 'spellable', then the spell icon shows up and you can cast upon it. This will either open the pathway, gain you some Bertie Bott's Every Flavor Beans, a collectable Wizard Card, one of the challenge stars needed to complete the task or give you a chocolate frog to restore your health. If you manage to find 24 of the cards, and 250 of the beans through unlocking secret areas, you unlock a special secret wizard card. We'd give you more info but we missed the secret area in the Quidditch lesson - bah! This brings us neatly to the flying broomstick game. Starting with a quick lesson with Zoe Wannamaker (or rather, her digital equivalent), you're quickly spotted as a star Quidditch player, and promoted to the house team! Through this convenient plot device, you're propelled into an all-star match against the other houses. As the seeker, your task is to zoom around the pitch and pick up the snitch, a tiny golden ball with wings, to clinch the match. In fact, it's probably the trickiest part of the game, and certainly the most fun, which is why the title includes a separate Quidditch league where the enlightened player can zoom and swoop to their heart's content to build their way up the league. You can even have private tuition with the Quidditch teacher to improve your lacking broomstick skills. Control has been simplified to appeal to all ages, but this leaves you feeling a little bit clumsy. You can move back and forwards, turn left and right, jump, and use a spell, with the mouse being indicated as the sensible way to look around. However mouse control is incredibly awkward, so we ended up moving around with the arrow keys - the lack of a strafe only causing occasional annoyance. Much of the game is platform-style, not dissimilar to a certain Ms Croft's escapades. The way Harry grabs the edge of blocks and bookcases and hauls himself up with a grunt is a dead ringer for the anatomically impossible heroine. What's a bit silly is that the game includes the ability to enable an 'autojump' function. Yes, that's just what it sounds like - we heartily recommend people leave it off since it not only takes away any difficulty from the platform sections, but also reduces the fun quota to near zero. The game has its fair share of puzzles, although they're not overly taxing, being aimed at an age group with a large span of years. They're made with style, however, as is much of the game itself. Graphically, it's a feast for the eyes, with convincing representations of the film's heroes, heroines, villains and bit-parts all reproduced. Hogwarts itself looks wonderful, just the sort of place to make kids and adults alike wish that they'd been the ones who'd been picked for wizard school. Likewise, the voices are excellently done. Mimicking the film's cast to perfection, the game is truly immersive - sadly this just heightens the disappointment when you reach the game's ending so quickly. For a film conversion, Harry Potter and the Philosopher's Stone manages, thankfully, to live up to the hype. It's an excellent title for kids of all ages (yes, even the grown up ones), with a fantastic mixture of gaming genres contained within. Alas, a slightly ropy control system, and disappointing length let us down on what is otherwise a truly enjoyable experience.Free -
Cheat Happens - Aurora Game Trainer
Cheat Happens - Aurora Game Trainer View File We all game at some point. All of us who game have had an experience where we wanted the ability to bypass, work through, automate or circumvent certain monotonous aspects of gameplay. (Can I get a 'hell yeah' from any players that have had to 'fish' for days?) Aurora is built just for such a task. Aurora is designed to be a single interface to thousands of game trainers in the Cheats Happen library. Game trainers programs are designed to precisely modify the memory of a computer game on the fly, giving it the ability to alter the game behavior allowing the ability to manipulate the game itself. Because of this ability, trainers often throw off a false positive on your antivirus as a "generic," - so be prepared for that. Aurora is a portable app, meaning you download, unzip it where you want it and that it. No install needed; click the executable to go. It will run perfectly fine unzipped on a desktop or thumb drive. If you have the game listed, you can apply the Aurora set of trainers to that game to help you progress or have fun with that particular game in different ways. These changes vary from game to game but can include options like speed increases, god modes, stealth, teleporting, etc. Aurora supports, Epic, Steam, GamePass, and GOG. Aurora does not support any multiplayer games and never will. This is a moral choice by the company, which we wholeheartedly support. If you want to take some unintended shortcuts for your enjoyment, that's great, but in a multiplayer environment - that's evil. The free version of Aurora offers three games worth of free trainers each week. (Look in the bottom center for the titles) These three selections of top games will come with 100% of the functions available for those games. It is helpful to have a Steam, Epic Games Store, or Xbox Game Pass account for these to get playing quickly. The rest of the games listed will have some trainers available to test - but you will need to purchase the product to access all the features. The price ranges from $9.95 per month to a full lifetime license for a one-time payment of $84.95. Further, the free version does not require you to register an account. You can use it as a "guest," but registering is helpful if you wish to customize or eventually buy the program. Submitter SirMadsen Submitted 02/12/2023 Category Utilities
-
Cheat Happens - Aurora Game Trainer
- 8 downloads
- Version 1.6.2
We all game at some point. All of us who game have had an experience where we wanted the ability to bypass, work through, automate or circumvent certain monotonous aspects of gameplay. (Can I get a 'hell yeah' from any players that have had to 'fish' for days?) Aurora is built just for such a task. Aurora is designed to be a single interface to thousands of game trainers in the Cheats Happen library. Game trainers programs are designed to precisely modify the memory of a computer game on the fly, giving it the ability to alter the game behavior allowing the ability to manipulate the game itself. Because of this ability, trainers often throw off a false positive on your antivirus as a "generic," - so be prepared for that. Aurora is a portable app, meaning you download, unzip it where you want it and that it. No install needed; click the executable to go. It will run perfectly fine unzipped on a desktop or thumb drive. If you have the game listed, you can apply the Aurora set of trainers to that game to help you progress or have fun with that particular game in different ways. These changes vary from game to game but can include options like speed increases, god modes, stealth, teleporting, etc. Aurora supports, Epic, Steam, GamePass, and GOG. Aurora does not support any multiplayer games and never will. This is a moral choice by the company, which we wholeheartedly support. If you want to take some unintended shortcuts for your enjoyment, that's great, but in a multiplayer environment - that's evil. The free version of Aurora offers three games worth of free trainers each week. (Look in the bottom center for the titles) These three selections of top games will come with 100% of the functions available for those games. It is helpful to have a Steam, Epic Games Store, or Xbox Game Pass account for these to get playing quickly. The rest of the games listed will have some trainers available to test - but you will need to purchase the product to access all the features. The price ranges from $9.95 per month to a full lifetime license for a one-time payment of $84.95. Further, the free version does not require you to register an account. You can use it as a "guest," but registering is helpful if you wish to customize or eventually buy the program.Free -
Auto Fish
Auto Fish View File Autofish is simply a fishing bot for World of Warcraft servers. Many games, like, World of Warcraft, have developed extremely boring ways of keeping a player online and busy - like fishing. You can use AutoFish to do that for you while you go do something in IRL. Just kidding, who does stuff in IRL anymore? 🙂 The program is pretty straightforward and offers a number of settings to maximize your fishing time and try to avoid detection like; human mode, random sleep, increasing movements, etc. Using Auto Fish for World of WarCraft. If possible, you should use the default UI and scale with no add-ons. First, launch the game and switch to DirectX11. If you are using a whitelist, turn off AutoLoot and turn on the Open Loot Window at Mouse. Assign your fishing and lure keys, add them to the AutoFish app, equip your fishing pole and find a nice place to fish. Avoid the red areas. AutoFish will check for red areas before starting - if you need to, increase the threshold. Don't use your keyboard or mouse while AutoFish is in use, you simply hit the space bar to stop the bot. Submitter SirMadsen Submitted 02/12/2023 Category Addons
-
Auto Fish
- 3 downloads
- Version 1.14.6
Autofish is simply a fishing bot for World of Warcraft servers. Many games, like, World of Warcraft, have developed extremely boring ways of keeping a player online and busy - like fishing. You can use AutoFish to do that for you while you go do something in IRL. Just kidding, who does stuff in IRL anymore? 🙂 The program is pretty straightforward and offers a number of settings to maximize your fishing time and try to avoid detection like; human mode, random sleep, increasing movements, etc. Using Auto Fish for World of WarCraft. If possible, you should use the default UI and scale with no add-ons. First, launch the game and switch to DirectX11. If you are using a whitelist, turn off AutoLoot and turn on the Open Loot Window at Mouse. Assign your fishing and lure keys, add them to the AutoFish app, equip your fishing pole and find a nice place to fish. Avoid the red areas. AutoFish will check for red areas before starting - if you need to, increase the threshold. Don't use your keyboard or mouse while AutoFish is in use, you simply hit the space bar to stop the bot.Free -
Dying Light 2 All Safe Codes
The codes for all the Safes in Dying Light 2 are provided below: Safe #1 Nightrunner’s Hideout Safe Code = 1-0-1 Safe #2 Crocodile Flats Safe Code = 11-11-19 Safe #3 St. Joseph Medical Center Safe Code = 9-7-3 Safe #4 Side Quest Book Club X Safe Code = 21-12-55 Safe #5 Bazaar Tower Safe Code = 11-11-11 Safe #6 Horseshoe Water Tower Safe Code = 14-9-2: Safe #7 House Safe Code = 22-67-66 Safe #8 Bridge Camp Safe Code = 74-17-76 Safe #9 Thugs: Bandit Camp Safe Code = 3-1-3 Safe #10 Dam Hideout Safe Code = 9-6-6 Safe #11 VNC Tower Safe Code = 6-6-6 Safe #12 Garrison Electrical Station Safe Code = 3-1-4 Safe #13 Little Boy Safe Code = 10-28-64 Safe #14 Wharf Water Tower Safe Code = 3-21-57 Safe #15 The Wharf Park Safe Code = 10-10-10 Safe #16 Church of Saint Thomas The Apostle Safe Code = 4-4-4 Safe #17 Dark Hollow Safe Code = 9-8-7 Safe #18 Container Safe Code = 85-19-45 Safe #19 Restaurant Safe Code = 4-5-9 Here are all the Safes locations in Dying Light 2: Safe #1 Location: Nightrunner’s Hideout Safe is located east of Houndfield, Old Viledor. Safe #2 Location: The Crocodile Flats Safe is found in the middle of Houndfield, Old Viledor. Safe #3 Location: You will find the St. Joseph Medical Center Safe on the northeast side of Houndfield, Old Viledor. Safe #4 Location: To find the Book Club X Safe, do the Book Club X Side Quest. Safe #5 Location: Bazaar Tower Safe is exactly in the center of Trinity, Old Viledor. Safe #6 Location: The Horseshoe Water Tower Safe is located in the Safe #7 Location: You will locate the House Safe on the southern edge of Quarry End, Old Villedor. Safe #8 Location: Bridge Camp Safe is on the border of The Wharf and Downtown, Central Loop. Safe #9 Location: The Thugs: Bandit Camp Safe is at the Thugs on the northeast part of Downtown, Central Loop. Safe #10 Location: To find the Dam Hideout Safe, look on the western outskirts of Garrison, Central Loop. Safe #11 Location: You will find the VNC Tower Safe in the middle of Garrison, Central Loop. Safe #12 Location: Garrison Electrical Station Safe is on the southern part of Garrison, Central Loop. Safe #13 Location: The location of the Little Boy Safe is on the western side of New Dawn Park, Central Loop. Safe #14 Location: The Wharf Water Tower Safe is on the northeast part of Muddy Grounds, Central Loop. Safe #15 Location: To find The Wharf Park Safe, look on the border of The Wharf and Muddy Ground, Central Loop. Safe #16 Location: Church of Saint Thomas The Apostle Safe is east of Saint Paul Island, Central Loop. Safe #17 Location: The Dark Hollow Safe is at the southern edge of Saint Paul Island, Central Loop. Safe #18 Location: You find the location of the Container Safe in the southeast part of Saint Paul Island, Central Loop. Safe #19 Location: The Restaurant Safe is in the west center of New Found Lost Island, Central Loop.
- Dying Light 2 Trainer
-
Dead Island 2 shows off its impressive gore system
____________________ Dead Island 2 has been delayed time and time again, but the latest footage from the game has looked really good. In the latest video, two developers from Dambuster Studios talk about the FLESH system, which enables procedural damage to the zombies we attack in the game. In short, this means that the zombies have clothes, skin, fat, muscles, bones and internal organs that are exposed and torn apart in a realistic way depending on the weapon we attack with and how we actually hit. Not only does it result in a visually stunning system, but it also makes things easier for the developers, as they don't have to individually model what the damage looks like for all the different zombies and all the different weapons. Dead Island 2 is released (hopefully) April 28 for PC, Playstation 4/5, Xbox One and Xbox Series X/S.
-
DC universe to use same actors for games and movies - criticized by former Batman Arkham developers
James Gunn is the relatively new CEO (along with Peter Safran) of DC Studios. He has previously said that future DC games will be part of the same DC universe as upcoming movies and TV series. Now the plans are further fleshed out and in a presentation regarding the company's future (thanks, VGC) plans to use the same actors, regardless of the medium concerned, are confirmed. "DCU is connected in film, television, gaming, and animation. Characters are consistent, played by the same actors, and it works in one story. However, Gunn adds that "DC Elseworlds", where the movie Joker is included, for example, is not included in this. We don't yet know which game will be included in DC's rebooted universe, but Suicide Squad: Kill The Justice League likely won't. The Rocksteady title will be released in May and is part of the Arkham universe. It probably counts, if we're going to follow DC logic, as part of DC Elseworlds. Speaking of Rocksteady: Del Walker, formerly Rocksteady and now Naughty Dog, tweeted (his account is now protected by some reason, source instead: Gamesradar) criticizing the fact that voice actors who have worked on characters for years are potentially out of work. He cited the example of Tara Strong, who played Harley Quinn in a series of Arkham games and animated Batman series. His tweets can thus no longer be read, but they are preserved: "These writers and voice actors do 100 versions of everything. They are in the booth doing 600 lines of dialogue just to end up with 20 of the best in the game. You think you're going to get Robert Pattinson to outwork a VA actor? And for a budget that makes sense? Good luck. (It should be added that Robert Pattinson's The Batman counts as a DC Elseworlds movie.) Walker says he "never intends to work on a DC game again" if the plans go through. Worth mentioning is, again, that his tweets are no longer public so exact position is somewhat vague. James Gunn walks through some of the plans in the video below.
-
Dying Light 2 Update 1.9.0
It’s gonna be Legen-wait for it-dary! Gain new passive abilities and progress faster than ever before, even when you think you’ve reached the end. See what you’re capable of and take your game to the next level! *The Legend Levels feature may not work as expected with modded game content. Cross-gen for Xbox and PlayStation is here Ready to explore The City with your friends? With Cross-gen for Xbox & PlayStation, you can now team up with fellow Survivors on different generations of consoles! Team up and have fun! Ragdolls physics and AI Reaction improvements We’ve upgraded your experience to include the new, improved ragdoll animations, physics and AI reactions. Infected now behave more more realistically upon taking damage. Equip yourself with the best tools, and check out these enhancements yourself! New ragdoll code that more realistically applies the forces of the hits New ragdoll presets change the hit reactions of human-sized enemies Changed a number of animation-based hit reactions to ragdolls Changes to AI behavior around the ledges of buildings This feature will be developed further in the upcoming updates! Dynamic Competitions are back Looking for something new to spice up your online experience? Check out a classic feature from Dying Light — Dynamic Competitions! It will give you the thrill of tackling something unexpected! Highlights This update brings a number of major changes that will impact gameplay. Let’s take a look at some of the highlights in this update. Players can now experience more immersive and frightening audio during the night chases Cutscenes can be skipped by holding down the dedicated button. Hazmat Biters won’t explode instantly when hit with a weapon using fire or electric mods Players can now determine any amount of crafted items – not only one or all. Players can now instantly kill grabbing Biters with the Stab Skill upgrade Rare Trophies will now drop more often from Infected Newly added apparel — Pilgrim Outfit — granted at the beginning of the game. Ability to dodge when looking up Improved world textures — selected floors, walls, and surfaces Lowered Biter-grabbing frequency New 1-handed axe animations — and we’re not stopping with animations improvements there! Game Update On top of the changes in the first part of the update notes, we’ve implemented other fixes! Check them out in the full list below: Co-op Any player can now use the host’s Nightrunner Tools during a co-op session, regardless of personal progression in single player Added respawn ability — spawns 45 seconds after death near another player Markers of other players will display on the compass when at a distance greater than 50 meters Markers of other players will appear in the environment when at a distance of less than 50 meters Challenges should now end for all the players if one completes it Ropes will look natural and not warped when swinging Decreased neck sturdiness for lower-tier enemies — takedowns will work properly Changed UI placement of the information about the party Doors in X13 will open properly for the players in the co-op session Fixed issue with players respawn in X13 Fixed immunity exploit after repeatedly healing. No more god mode. Fixed jittering of the players’ model while in hiding/vents Improved UI regarding players in need of a revive The list of games found in the online menu will auto-refresh after a failed joining attempt Fixed rare issue with flashlight remaining turned on during Aiden’s flashbacks Fixed rare graphical issues with Military Containers opening and closing repeatedly Fixed TPP animations issue for players using baseball bats Bloody Ties —- fixed matchmaking issues despite owning said story DLC Bloody Ties — fixed issue of music not playing for all players in Rush and Carnage challenges Bloody Ties — players now don’t need to wait for other players in critical moments during timed sequences Bloody Ties — player looks more natural when unlocking the safes Bloody Ties — Rush challenges will end for everyone once the host finishes Bloody Ties — objectives for Spectacles now update properly in UI for all players in co-op Fixed TPP animation of attaching a power cable to the generator Improved co-op widgets of other players — including status icons (poisoned, burned, etc.) Player no longer loses the ability to attack from a turret after a triggered cutscene Let’s Waltz — rope replaced with monkey bar to prevent players from falling to death and blocking the quest’s progress Teleport to the host shortened from 10s to 3s Increased bleeding-out time from 20s to 40s — now you have extra time to help your fallen friends! The player healing his moving friend won’t get dragged down anymore — in other words, healing is stopped if the patient run away Veronika Quest — fixed issue of one invisible NPC for every player in the session Fixed rare occurrences of the host’s difficulty reverting to Normal when other players would leave the game When using the controller, reviving other players won’t unintentionally use up other consumables outside of the medkit selected in the item wheel Gameplay Addressed the issue of players being unable to craft lockpicks despite the free space Barb wires around Huntress camp will now inflict damage — beware! Crossbow now has finite ammo in Harper’s Elite Mission Kick attacks are now a little bit faster and more powerful Hurting friendly NPCs won’t count anymore toward “the King of the Hill” goal Technical The game will no longer use 3rd-party DRM protection PC only — Nvidia DLSS3 support. For the very best experience, you need a VRR monitor, and GPU scheduling turned on. There is a known issue where the in-game benchmark does not report the correct framerate when the DLSS Frame Generation is enabled. To see the correct framerate, please use industry-standard FPS reporting tools such as Frameview or CapframeX. We expect to resolve this issue in the next patch. PC only — addressed the issue of the darker picture on certain configurations after one of the last patches PC only — the Carnage Manica shield no longer displays twice when holding the scroll wheel on the mouse PS5 only — Bloody Ties will now load properly when launched from the Resume Activity tab “Heartbeat” sound won’t be audible anymore if the player muted all audio in the game’s settings Increased variation of ferns models in the city Background music for the “Cathedral” quest no longer audible everywhere upon tracking the quest Fixed graphical issue of fog or smoke appearing underwater Fixed graphical issues of buildings’ geometry showing dark gaps in the distance Fixed issue with menu background shaking due to in-game explosions Fixed rare instances of players falling through the elevator’s floor Improved quality of VFX/particle effects SFX are now audible for the weapon’s blast mod explosion Improved shooting animation for crossbows Fixed the issue of missing VO lines Fixed lack of combat music while fighting in GRE Anomalies Fixed rare instances of missing audio after previewing an outfit in the stash Fixed TPP animations for blocking with Cranage Manica while holding 2h weapon Fixes to distant NPCs occasionally stuck in their animation Improved lightning consistency in the game UV Flashlight — increased audio intensity when burning Biters Furniture and other assets moved in a few locations to mitigate clipping anomalies Increased rendering range for volumetric fog and lights Higher resolution for the sky Increased number of objects casting shadows Enhanced transition for LOD of trees General CPU, GPU, and DirectX 12 performance optimizations Improvements to memory usage and performance in longer play sessions PC only — the disappearance of the FSR 2.0 option on certain configurations has been addressed Fixes to True Nightrunner Achievement completion. Please note there may be a need to redo one of the Nightrunner Trials Improved LODs on the Highway leading to X13 UI Added a quest marker for “Portrait of a Hangover” Added an additional seventh health bar segment for healthy players with over 600 HP Added a tooltip to the map icon for the vendor at Carnage Hall Added a tooltip to the map icon for Severus at Carnage Hall The camouflage icon won’t be replaced anymore by other status icons Clarified quest objectives in “The Master” Fast Travel hint will now be properly added to the Hints Menu The order of icons for mod weapons is no longer different in different parts of UI The “Quest Update” text overlapping the health bar is fixed Improved loading times of Messages of the Day in the main menu Players can now easily swap accessories and Nightrunner tools in the Quick Slot
-
Dying Light 2 celebrates one year by scrapping Denuvo
Just in time for the one-year anniversary on Thursday, Dying Light 2 has been updated. Version 1.9.0 has a long list of changes, and here are some of the goodies: The unpopular Denuvo copy protection has been removed from the PC version. Crossgen support, so PS4 and PS5 and Xbox One and Xbox Series can play together. But still no crossplay support (so that different platforms can play together). Support for Nvidia's upscaling technology DLSS 3 (PC only). Read the full changelog for the latest patch. The one-year anniversary is celebrated with a week full of challenges and rewards. Here is more information about what to expect.
-
Job ad may point to The Witcher Sirius getting co-op
In October, we learned that CD Projekt Red has five different Witcher games in the works, one of which is codenamed Sirius. It is being developed by the acquired studio The Molasses Flood and will include both single player and multiplayer, but we have not received any information about what kind of game it is. The Molasses Flood is also getting help with the project from CDPR themselves, and now the latter is looking for a senior multiplayer designer to work with The Molasses Flood on "their own ambitious project", which would be Sirius. Most interestingly, though, they're looking for someone with experience designing multiplayer with co-op, since co-op isn't something that's been mentioned before. The job posting also mentions that passion for multiplayer systems is important, such as game modes, class design, player progression, and social activities. The game will be aimed at a wider audience than previous Witcher games, but CDPR has been clear that it is not a mobile game.
-
EA scraps both Battlefield Mobile and Apex Legends Mobile
Mobile BF didn't even have time to be released. Apex Legends was released to Ios and Android formats as recently as May. Battlefield Mobile has had a so-called "soft" launch, but it won't be a sharp one. In fact, EA confirms it is scrapping the duo. According to Venturebeat , the studio behind mobile BF, Industrial Toys, is also shutting down. The studio was founded by former Bungie CEO Alex Seropian and was purchased by EA in 2018. EA explains the Battlefield closure with "industry evolution" and that the decision was right for both the brand and to meet the expectations of players. "As the industry has evolved and our strategy to create a deeply connected Battlefield ecosystem has taken shape, we decided to pivot from the current direction to best deliver on our vision for the franchise and to meet the expectations of our players. The Apex Legends Mobile servers will be taken offline on May 1st and Respawn comments on it like this: "Following a strong start, the content pipeline for Apex Legends Mobile has begun to fall short of that bar for quality, quantity, and cadence. The game was made by Respawn in collaboration with mobile PUBG developer, Tencent's Lightspeed & Quantum Studios. You will not be able to request a refund for your purchases.
-
BATTLEFIELD 2042 UPDATE #3.2.0
CHANGELOG AI Soldiers Fixed an AI issue in TDM where AI remains standing still while the player is in a downed state or in the deploy screen. ixed an AI issue that should improve vehicle navigation around palm trees. Fixed an issue where AI doesn't avoid the fire from tank wreckage. Battlefield Portal Due to the scale of changes taking place with the Return to the Class system, some of your creations may need to be updated as part of this update. Fixed an issue where Caspian Border and Battle of the Bulge are displayed incorrectly on the world mini-map in the loading screen. Fixed an issue with 1942 era Conquest where the opposing team had less aircraft than the other. Fixed an issue where "Frag" text in bottom right HUD (Inventory) was flickering when using the Defibrillator with the Assault Class Bad Company 2 - Tracer Dart Gun - fixed an issue with Tracer Dart Gun, where the lock on icon would sometimes expand when aiming at vehicles Bad Company 2 - Gadgets - fixed an issue where Mortar Strike lock in area gets stuck on top of the buildings Bad Company 2 - fixed an issue with Tracer Lock on UI remaining present on screen after the player returns to the Deploy screen Bad Company 2 - improved player collision with the M1114. Battlefield 1942 - updated the Preview video of Binoculars in the collection screen menu to properly showcase its functionality Battlefield 3 - Gadgets - SOFLAM - fixed an issue where the the target does not get highlighted anymore, after the target is acquired once Bad Company 2 - fixed an issue where Mortar Strike Gadget was spotting enemies automatically when it should not Bad Company 2 - fixed an issue with the Tracer Dart Gun where the lock-on is no longer active after canceling it Modifiers Added 2 new modifiers for disabling 2042 era Gadget and Throwable restrictions. This makes it possible for 2042 era Classes to equip any non-Class Gadget if you enjoyed this playstyle. This change does allow access to Class Gadgets, which are moved to a separate slot. Added WeaponProficiencies to the Gadget Restrictions part of the Battlefield Portal website. Added the Proximity Sensor to the OpenGadget selection list and deprecated it in the Throwables selection list. Rules Editor Fixed an issue where Crawford was appearing with the wrong name in the Rules Editor Added a new InventoryClassGadgets selection list block that allows you to access Gadgets from the new Class Gadget slot. The Class Gadgets that were previously in the InventoryOpenGadget selection list have been removed. Gadgets Fixed an issue where two Grenade trails can be seen after throwing one Grenade Added multiple gadgets from portal into the hands of our 2042 Specialists: EOD Bot, Tracer Dart Gun, M18 Claymore, FGM-148 Javelin & T-UGS. Moved the Repair Tool, Insertion Beacon, Defibs and Medpen Gadgets to the new Class Gadget slot. Manually equipped defibrillator revive range (and damage) increased to match the range for interaction revives. Fixed an issue where SFX and VFX would appear incorrectly when a grenade is thrown through trees and bushes. Fixed issues with Throwing knife dealing no damage if the thrower is killed, significantly reducing the likelihood of it happening. Fixed a visual issue where the sparks when repairing the Nightbird with the repair tool, would appear at a distance from the vehicle . Fixed an issue with Throwing Knife disappears when throwing them at trees. Ammo Crate Insertion beacons now get resupplied by Ammo Crates. The Ammo Crate can now resupply the Tracer Dart & M18 Claymore. C5 Fixed an issue where C5 was not always displayed to other players. EOD Bot Adjusted the EOD Bot's collision to fix an issue where the gadget's arm would poke through walls. Updated the game hints on the EOD Bot for both when holding the gadget and controlling it. Updated the acceleration and turning angles of the EOD Bot to be more responsive. Lowered EOD Bot's health from 400 to 300. Added an impulse modification to the EOD Bot so that when it gets shot with bullets it doesn't push the EOD Bot around. Fixed an issue that caused the EOD Bot to blow up when gently ramming a tank. FGM-148 Javelin Updated the first person screen and crosshair of the FGM-148 Javelin, it also showcases more info about the gadget and its current mode. Reduced the reload duration of the FGM-148 Javelin by 10%. Reduced the damage of the FGM-148 Javelin to most tanks and aircraft when in Direct Attack mode (top-down attack remains unchanged). The FGM-148 Javelin now has longer lock forgiveness and has had its max range extended from 250m to 450m. Added a contextual game hint for when in hipfire and when zooming with the FGM-148 Javelin. Fixed an issue that allowed the FGM-148 Javelin to be fired in hipfire. Fixed an issue that prevent the FGM-148 Javelin from using its top-down attack. Fixed an issue that caused the FGM-148 Javelin Direct Attack to miss its target if it locked too close. Adjusted the trajectory of the top-down FGM-148 Javelin attack to be more akin to the real behavior. Added tooltip in the HUD to help you learn how to use the FGM-148 Javelin. The FGM-148 Javelin can now lock-on-to empty vehicles. FXM-33 AA Missile Increased acceleration and top speed of the projectile slightly. Added a contextual game hint for when in hipfire and when zooming. The FXM-33 AA Missile can now lock on-to empty vehicles Dev Comment: As with the Recoilless M5, these alterations are to aid Engineers in their role to combat vehicles. Insertion Beacon The Insertion Beacon can now only be spawned upon 4 times before self-destructing The Insertion Beacon no longer self-destructs if the owner spawns on it. Fixed issues with not being able to spawn on Insertion Beacon that are put in tight places. Dev Comment: Every Recon Specialist will now be carrying an Insertion Beacon. These changes are to ensure that usage of the Insertion Beacon does not disrupt the flow of a match as a result of that. M18 Claymore Updated the M18 Claymore in-world icon to use the same one as in menus. The M18 Claymore is now using the same deploy flow as the Insertion Beacon & Irish's construction kit. This allows us greater control over where you can place the gadget. M18 Claymore has been scaled up 33% to help players to spot them more easily within the environment. M18 Claymore Blast Radius lowered from 6m -> 5m. M18 Claymore Laser Length lowered from 3m -> 1.75m. Minimum activation speed to trigger the M18 Claymore reduced from 3.8 m/s -> 3ms. M18 Claymores can no longer be deployed too close to ladders, ziplines or hanging ropes. Adjusted the VFX of the lasers on the M18 Claymore to stand out more when close. M18 Claymore will now continue to stay in the world after the player who placed it has died, so long as they don't place new ones. Any placed M18 Claymores will be removed from the world if the player switches their loadout Lowered the health of the M18 Claymore so that it’ll explode in one shot. Dev Comment: We have scaled up the size of the M18 Claymore and adjusted the Laser VFX to ensure that they stand out more in the hope that it’ll alleviate concern that these gadgets are hard to spot. Watch where you’re walking though! Med Pen Reduced the amount of charges to 1 to balance it for the new Class Gadget slot. Reduced the time it takes to initiate healing with the Med Pen from 2s -> 1s. Reduced the health per second of the Med Pen from 50 -> 35. Fixed an issue that allowed the player to zoom in with the Med Pen. Fixed an issue that caused shockwaves from explosions to interrupt the Med Pen. Pressing the button to switch to the Med Pen when already at full health should now play a sound effect to tell you that you can't switch to it right now. Dev Comment: These alterations are to improve the responsiveness of the Med Pen whilst also taking balancing into consideration as Assault now receives this as their Class Gadget. Recoilless M5 Increased the acceleration and top speed of the projectile. Dev Comment: We anticipate there to be less launchers on the field at any one time after this update. We’ve increased the acceleration and top speed of the projectiles to aid Engineers as part of this system change. Prox Sensor Moved the Prox Sensor to the Open Gadget slot. Dev Comment: The Gadget was too powerful in the Grenade slot and had a very large pickrate in the Grenade slot, this move is to reduce Prox Sensor spam to drive toward a healthier meta. SOFLAM The "Designated" UI is now only visible if you have a gadget that can lock on or currently hold the SOFLAM in your hands. T-UGS Updated the animation to now fold out the legs of the T-UGS when you equip it, Substantially lowered the vertical scanning of the T-UGS to be more in line with All Out Warfare verticality. Adjusted the crosshair of the T-UGS. Changed the icon for the T-UGS in the world and menus to more accurately show off the gadget. Dev Comment: While the T-UGS has received some general polish as indicated above, lowering the verticality check significantly from 500m > 30m results in a healthier gameplay experience. Some of our Battlefield Portal maps do not contain a lot of verticality, whereas Battlefield 2042 locations do and we believe it's not healthy for gameplay to spot someone 500m above you and be rewarded score for that but should also help in a reduced amount of spotting taking place. Tracer Dart Gun Launchers can now lock onto the Tracer Dart when shot into environmental objects. The "Designated" UI is now only visible if you have a gadget that can lock on or currently hold the Tracer Dart Gun in your hands. Fixed an issue that prevented the Tracer Dart from smashing glass windows. Adjusted the Tracer Dart Gun’s crosshair. Fixed an issue where it would not be possible to switch to the Tracer Dart when out of ammo. Gameplay Flow & Social Elements As part of the Return to the Class System, we have revamped the Loadout UI on the Deploy Screen, resulting in a more compact approach while also including buttons to quickly switch between your last selected Soldier in each Class. The Soldier Selection UI on the Deploy Screen now includes relevant information about your specialist Trait, Class Gadget, Weapon Proficiency and more. Added Class Iconography to the Squad List, Scoreboard and Player Name Tags to help with identifying what Classes other players are playing. Players that are not alive are now slightly faded out on the Scoreboard and their Class Icon becomes an "x" to reflect that change too. Implemented a new “Classes” screen in the main menu, this is your go-to place to learn about the Classes, Specialists, their Traits and Gadgetry and also your new home for editing your Loadouts as they are now tied to each Class. The previous Loadout screen has been removed to reflect this overall change. Added a new slot to the Inventory HUD (bottom right whilst in a match) for your Class Gadget. Added a Weapon Proficiency Icon that is displayed in the Kill Card, Inventory HUD and Weapon Selection UI when the Class + Weapon archetype synergy is fulfilled. Changed the Squad Leader Icon to now resemble a star, because delivering instructions to your Squad Mates alongside successful coordination should give you a star, you MVP you. Changed the order of the tabs within the "Collection" menu so "Specialists" is no longer first. This is because the new Classes Screen is the new goto place for customizing Specialists and their Loadouts, so we wanted to make it quicker to customize Vehicles instead. Added a new biography submenu to the "Specialists" collection screen aimed at helping you get to know the Specialists, their backstories and what they stand for. Added a new charge-up crosshair for the manually equipped defibrillators to show when they are on cooldown after use and also convey that you revive with more health the longer you hold. The inventory HUD now greys out a gadget if it's not currently usable. For example the Med Pen when you are already at full health. Renamed the "Utility" weapon category to "Tactical". The button prompt to switch to your primary or secondary in the inventory HUD on controllers is now hidden for the one you currently have equipped, to better show you which one you will switch to when pressing the contextual button. General Improvements and Progression Controller default mappings have been updated to accommodate the addition of the new Class Gadget slot. This means that a few actions have also been moved around. We encourage taking a moment to update your controls and familiarize yourself with these changes before jumping into a game. The below changes are representative of one particular controller scheme, and may differ depending on your choice of peripheral. Class Gadget: Added to Dpad UP Grenade Throw: Moved to LB (Was previously Dpad UP By default) Plus Menu: Moved to Y and now requires you to hold the button for a short duration before opening (was previously LB by default). Default Navigation has changed to Dpad Up/Down/Left/Right (was previously Y/X/A/B by default). Fixed an issue where "Show HUD Prompts" setting in options did not work Optimized mouse input processing to ensure that the input is processed at a steadier rate and avoiding mouse input events processing spikes. Fixed an issue where the Origin in-game overlay caused a negative impact on processing of the mouse input even if the overlay was not actually active. Improved the quality of death animations from explosions Improved the soldier ragdoll experience after a melee takedown Fixed an issue where the correct animation wasn't playing in first person when traversal sprinting with a one handed gadget Improved transitions between sliding and prone states. Show distance (in meters) on long range kills in the kill feed Improved responsiveness of melee attack animations Improve melee takedown registration on fast moving targets. Fix for takedowns not working on fast moving elevators Resolved scenarios of Specialists being stuck in a downed state after being revived from a melee takedown. Made improvements to correctly portray the Blood Splatter when shooting enemy combatants. Moving whilst aiming down scopes should no longer interrupt the action of holding your breath. Fix for soldiers in vehicles preventing the vehicle from receiving damage from explosions Added an option called "Damage Numbers Visibility" under DISPLAY > CROSSHAIR > HIT INDICATOR. Dev Comment: This feature is experimental and turned OFF by default. When enabled, the damage dealt to enemies will be visible in the "Skull Train feed” (bottom center of the Screen) to let the player know how much damage was dealt. Fixed an issue where Aiming Down-Sights immediately after bashing through a door could cause problems with the weapon animations. Added brand new physical landing animations when jumping or falling, different animations should now play when hitting the ground from different fall heights - don’t go too high, you may splat. Fixed an issue where the soldier could sometimes slightly move through the ground when hitting the ground at high speed. Improved fall damage calculation consistency. Improved the jumping experience on Gen4 Consoles (XB1, PS4). Fixed an issue where you could freely rotate the camera during insertion and see inside of your own body. Fix for downed characters in Hazard Zone changing their positions and directions suddenly multiple times in a row. Fixed issue where soldiers sometimes got stuck when jumping onto the edge of objects. Updated the visual look of UI directional damage indicators. Dev Comment: The new visual look will make it easier to judge the amount of damage taken and when taking multiple hits from the same player, let us know your thoughts! Fixed an issue where it wouldn't be possible to perform a melee attack when jumping. Supporting teammates by resupplying, healing or repairing now gives you score. This is shown in a new column in the scoreboard. Fixed issue where repairing the Ranger would reward Healing XP instead of Repairing. XP. The Ranger might be a No-Pat's best friend, but it's not an actual puppy. Changed the default unlocked weapon and gadgets to ensure all classes have access to a gadget and weapon with their proficiency from the start. Hazard Zone Note: Class Gadgets and Weapons Proficiencies have been added to Hazard Zone. Players will retain the option to purchase any Weapon or Gadget as part of the pre-round, independent of which Class you are playing. Fixed an issue where a player could spawn under the map. Fixed an issue where several up-links were placed in positions they can't be interacted with. Maps Manifest Fixed a clipping issue while prone on the platform between the stairs and the cabin of the guard tower. Fixed an issue where fire remains after tire piles are destroyed. Fixed a collision issue at Sector A4 allowing some players to get out of bounds. Fixed an issue where ramps under static objects can still be activated. Fixed an issue in Breakthrough where MD540 Nightbird placed in out of bounds can be used by the players. Repositioned Light Post on the Road leading to Weather Station. Fixed an issue where parts of the destroyed CCTV’s remain floating after the wall is destroyed. Fixed an issue where signs will remain floating after the fences are destroyed. Fixed an issue at A1 where players can clip through roof support of A1 building. Fixed texturing issues near the cliffs at the A1 flag. Fixed an issue with floating assets near the dumpsters. Fixed an issue with floating assets behind some containers near E1 flag. Fixed culling issue on zipline hanging rope near road. Fixed an issue with floating containers near the water. Fixed an issue where the extended collision for sandbag walls in one of the destroyed states can lead to a broken prone stance. Fixed an issue where after destroying the emitting assets on the pillars, the light remains without a source. Fixed several floating assets next to the Caju building. Fixed an issue where a tarp is clipping with the asphalt inside a flag area. Fixed an issue where the rope gadget is half-buried. Fixed an issue where several bushes are floating before the zipline. Fixed an issue where there is a flickering gap in the corner of a room at the ground floor in the Caju building. Kaleidoscope Fixed an issue where players can get inside the elevator shaft and inside the building when standing close to the elevator door near F1. Fixed a spawn issue where contested spawns on A1 / A2 are inside of the Capture Point area. Fixed an issue where the bridge control panel is highlighted in green. Expanded the capture area for C2 flag during the last sector on Breakthrough Large Dev Comment: We were noticing that when coming up against a very strong attacking force, the only response for Defending Teams was to park vehicles within the lobby area in order to succeed against Attackers. This change should allow for more breathing space for both teams on this flag point. Spearhead Fixed an issue where players can get stuck after walking in craters made by explosions. Fixed an issue where players can get stuck when walking into the space between some covers in the A1 flag area. Fixed an issue where jets are not destroyed upon crashing into the rocks. Fixed an issue where deployed gadgets are not destroyed by moving platforms. Fixed a weather issue where cloud animation is inconsistent when the weather is changing. Fixed some level of detail issues for both factories. Fixed an issue where a line of light appears when players approach the walls inside the building. Fixed level of detail issues at C1 for the roof panel when in a destroyed state. Fixed an issue where the factory interior walkways are leading towards walls. Made improvements to initial spawns during the insertion phase of the match. Stranded Fixed an issue where the UI overlay menus on Stranded are darker than on other maps. Fixed an issue with incorrect spawning on Gun Master Game Mode on the FFA layout. Fixed an issue where dying inside the ship will result in the camera being overexposed for a brief period of time. Fixed an issue where in Tactical Conquest 8v8 each team has only 1 spawn point which can lead to one team being spawn camped. Soldier Fixed an issue where holding down Control to crouch and opening the Call-in Tablet at the same time forced the player to stand up. Fixed an issue where the running animations were not correctly displaying when sprinting and sliding with one handed weapons Adjusted the way the interaction revive works to be closer to the manual revive behavior. Adjusted the blood effect when hitting soldiers. The effect will now be more transparent and not as "bright" in dark spaces. Soldier health starts automatically regenerating 1 second after being revived at the regular passive health regeneration rate (5HP/s) Squad Revives for non-Support Specialists now gives 25 HP back on revive instead of 50. Fire-Mode can now be toggled when Aiming Down Sights. Underbarrel toggle can now also be toggled when Aiming Down Sights, but will require holding the button. Locking onto targets is no longer interrupted if the target vehicle becomes empty during the locking-on phase, countering some pesky behavior by some drivers/pilots. Made improvements to the locking-on target acquisition behavior, small objects in-front of intended targets should be less likely to obstruct locking on. Parachute: Lowered the cooldown between being able to deploy your parachute after recently cutting it from 1s to 0.6s Dev Comment: This is to help alleviate an issue in which players would cut their parachute and plummet to the floor without being able to redeploy the chute, hopefully this now results in less splat. Specialists Angel Changed Angel's Loadout Crate to allow you to customize each individual slot in your loadout. Reduced the number of magazines Angel's Supply Bag resupply down to 3 per pouch. Angel's Loadout Crate can now resupply the M18 Claymore, MAV (Battlefield Portal), and T-UGS Added two interact behaviors to the Loadout Crate so now if you only press the button you will resupply ammo for your weapons and gadgets. If you keep holding the button you will open up the full loadout customization menu. Dev Comment: We’ve heard some of your questions and feedback about Angel’s Loadout Crate and while we’ll continue to assess your reactions, we have in the meantime adjusted the Loadout Crate and applied some Balancing Adjustments to the Ammo. Boris The SG-36 Sentry Gun no longer overlays targets but instead highlights their name tags for Boris and his squad mates. The SG-36 Sentry Gun ammo caliber has changed and can now deal damage to heavy vehicles. Deals about 0.6-0.8% dmg per shot. Reworked the SG-36 Sentry Gun’s target prioritization. It will now focus target vehicles primarily, unless infantry is within 25m of the Sentry Gun. Dev Comment: These alterations push Boris further into an Engineer role of Anti-Vehicular combat. This should also change the behavior of his Sentry Gun and therefore alleviate some frustrations you have about it being Anti-Infantry. Casper Fixed an issue where Casper was unable to deploy the OV-P Recon Drone while prone in bushes Crawford Crawford has been moved from Support to the Engineer Class. Crawford has received a new Trait: Critical Repair, which provides faster repair for vehicles and gadgets that are at critical health. Crawford's Mounted Vulcan bullet caliber has changed and can now deal damage to all vehicle categories. Crawford’s Mounted Vulcan now deals 0.1% damage per bullet to tanks at a fire rate of 1200 RPM. Fixed an issue that prevented Crawford's Mounted Vulcan from being repaired. Dev Comment: As we’ve explained throughout the development of the Return to the Class System, we agree that Crawford is better suited as an Engineer given his stationary playstyle. Dozer Fixed an issue where you could not destroy Boris' SG-36 Sentry Gun using Dozer's SOB-8 Ballistic Shield. Falck Falck's Combat Surgeon Trait is now active with the manually equipped defibrillator. This allows Falck to charge the defibrillator faster to perform a full health revive compared to Irish or Angel. Irish Irish has been moved from Engineer to the Support Class. As a Support, Irish now has access to the Defibrillator Class Gadget, and is able to revive any teammate. As part of Irish’ repositioning to an Engineer role we have replaced his Trait with the Cache Point, which was previously attributed to Crawford. This Trait provides successfully revived players with additional Gadget Ammo. Irish' APS-36 Shootdown Sentinel can now be repaired by Engineers. The APS-36 Shootdown Sentinel will now be able to intercept Javelin Missiles. Dev Comment: Alongside the repositioning of Crawford, we also agree that Irish is better suited as a Support through his ability to put down cover whilst close to the frontline, and using that benefit to pick up fallen teammates. Lis Increased Lis' G-84 TGM maximum range from 450m -> 600m. Reduced the ground vehicle range of Lis' armor hunter trait from 175m -> 125m. Reduced the air vehicle range of Lis' armor hunter trait from 400m -> 300m. Increased the speed of Lis' G-84 TGM when boosted from 100m/s -> 150m/s. Increased the hitbox of Lis' G-84 TGM by 20% (will help in shooting it down as its incoming). Increased turning angles of Lis' G-84 TGM. Lowered the turning angle of Lis' G-84 TGM when boost has been activated. Fixed an issue where Lis G-84 TGM Projectiles dealt no damage to the enemy when shot at their legs. Fixed an issue that caused Lis' G-84 TGM to have a 1 second delay before initiating a reload after exiting the missile view. Fixed an issue that caused Lis' G-84 TGM boost mode to not use the correct acceleration modifier unless the boost key was held down. Fixed an issue that caused Lis' TGM to travel through soldiers legs. The Armor Hunter Trait will now only trigger when the G-84 TGM is equipped. Added a contextual game hint for when in hipfire and when zooming. Fixed an issue where Lis’ G-84 TGM missile moved considerably slower diagonally when using a controller. Dev Comment: Most of these changes reflect the overall Rocket Launcher balancing that we are committed to as part of the Return to the Class System. With Lis only being able to use her G-84 TGM we have made some balancing passes to ensure competence remains when compared to other Anti-Vehicle options available to you. Mackay Mackay's Grapple Hook Range changed from 30m to 24m Mackay’s Nimble Trait bonus movement speed has been reduced when zoomed in particular with heavy weapons (AMR, LMG, Sniper Rifle). Bonus movement speed with Assault Rifles, DMRs, and Lever Action Rifles has also been reduced but SMGs and Pistols will still have similar speeds. Rao Fixed an issue where Rao's Signal Hacker gadget had "lowering gun logic" which lead to him lowering his hand and gadget when close to walls and objects Hacked targets should now be targetable by teammates, similar to targets painted by the SOFLAM, to allow more synergies with the Engineer class. Launchers like the Recoilless will now be able to lock-on to hacked targets via this method. Increased cooldown after hacking a vehicle from 5s -> 8s. Increased the time it takes to hack a vehicle from 1.5s -> 2.25s. Dev Comment: The overall changes impacts the way some players may have been playing as with Rao, in that it had often been a hacking + lock on launcher combo. As Rao now no longer has the ability to use Shoulder-launched Missile Launchers, the changes listed above are to allow for that synergy to still exist as we feel it’s an important part of teamplay / squad play behavior. Sundance Fixed an issue that sometimes caused Sundance's Smart Explosives to display the wrong icon. Zain Fixed an issue where Zains' Perseverance trait VFX would override the "Return to Combat Screen" when stepping out of bounds. Fixed a minor collision issue with Zain’s Gadget when equipped on his back. Fixed an issue with the XM370A Airburst Launcher reload animation, where it was out of sync when reloading. As part of the rollout of Thermal Scopes, Zain will also be able to use thermals with his XM370A Airburst Launcher. Vehicles Increased the damage of Air to Ground Missiles to Light and Medium Transport Vehicles. Air-to-Ground Missile replenish rate decreased from 20 -> 16. Air-to-Ground Missile will no longer stop reloading when you hold fire. The LCAA Hovercraft will no longer visually lose its Light Machine Gun when viewed at a distance of 30+ meters. The EBLC-RAM's Insertion Beacon will now always spawn you on foot. VFX now plays on all mines deployed by the M5C Bolte. KA-520 Super Hokum now has a wreckage after being destroyed. You can no longer kill passengers in a LATV4 by shooting under the vehicle. Fixed an issue where aim sensitivity is too high when zooming in with a vehicle weapon. Fixed an issue that would incorrectly reset the camera view when freelooking whilst using Southpaw layout settings. Range meters in spotter seats no longer always show 200+ as distance when aiming at vegetation. Fixed the roll camera for Jets when conducting a 90° spin. Fixed an issue that prevented aircraft landing gear from automatically deploying when trying to land on certain objects, occasionally resulting in damage to the aircraft when colliding with the object. VFX will now trigger for grenades that are thrown towards a vehicle armed with Active Protection from close range. Occupied Helicopters will no longer start spinning around when destroyed on the ground. Fixed an issue that would cause vehicle engine sounds to play after it has been destroyed. Aircraft Flare Countermeasures will no longer continue to fire if the vehicle is destroyed while the ability is active. Vehicles can only lock-on when they have ammo available to do so. Dev Comment: This is to ensure that we reduce unnecessary lock-on warning spam, while also adding further readability to the game. Descriptions for all tank turrets have been updated. Helicopters will now stall at -200 meters from the set maximum height of the level, as indicated in our Height Limits comments. As indicated within our Dev Note’s from the Vehicle Team, Turret Speeds for the M1A5 and T28 have now improved. Locking against laser designated targets with vehicle weapons now uses correct locking settings. Dev Comment: This should result in vehicles receiving a boost in time to lock on, and lock range increases for laser-pointed targets. EMKV90-TOR Fixed an issue that would cause Threat Detection SFX to be played outside of the EMKV90-TOR. Fixed an issue that would cause vegetation to not be pushed down when driving the EMKV90-TOR. Further improvements to align EMKV90-TOR shots with its crosshair. Fixed an issue that would cause the EMKV90-TOR to not deal any damage to the very top of an enemy vehicle. KA-520 Super Hokum and MV38-Condor Replenish rate of ammo 50mm Cannon Pod for Transport Helicopters reduced from 6 -> 4.5 seconds. MD540 Nightbird Blast Damage reduced from 40 -> 25. Replenish Rate reduced from 2.5 -> 2. Ammo count lowered from 16 -> 10. RAH-68 Huron and YG-99 Hannibal The Stealth Bomb crosshair will no longer display for Helicopters over 400m above the ground. Stealth Helicopters will now have the repair and flare equipment under the same slot. It's dangerous to go alone, choose wisely. Air-to-Ground Missiles can no longer be manually reloaded. TOW Missiles time to gain control reduced to 0.1 Dev Comment: This should help make TOW launchers feel more consistent and responsive to use, let us know! Weapons Fixed an issue that would allow for continuous shooting while in burst mode of the M93R. Fixed an issue which would cause Specialist hands to clip through several M240B scopes while reloading. Realigned the beam of the flashlight on the NVK-S22 when viewed from 3rd person perspective. Realigned the beam of the flashlight on the Avancys when viewed from both 1st and 3rd person perspective. The correct crosshair now displays for Slug Shell ammunition. Removed tracers from appearing when using the Subsonic Magazine on the NVK-P125. Improved the NVK-P125's burst fire animation. Fixed an issue that would cause a weapon to appear to fire from 3rd person perspective when the player throws a grenade. Bipods will now remain open if switching to and from other weapons. Fixed the MP443's empty reload animation. Aim Assist snap is now functional when set to 100 on PS5. Highlights are now present on an enemy weapon after pick-up. The aborted reload on the 12G Automatic is now consistent with other weapons. Increased weapons idle sway across the board Fixed 2.5x Zoom Aim Sensitivity option not properly applying to 2.5x Scopes Fixed an issue where the in-game customization menu would move out of screen when the player's weapon is close to a wall. Updated ADS movespeed for gadgets, weapons (especially Battlefield Portal weapons that were often much slower than AOW weapons), also adjusted base speed.
Only guests see ads. Create a free account and/or log in for a complete ad-free experience.