Update: Here’s the full list of patch notes:
Featured Content and What’s New
- Double XP Tokens available in the Quartermaster (use a 2XP token to double the XP of your previous match)
General Fixes
- The KBS-Longbow and TF-141 inflict different amounts of damage, which is inconsistent when comparing the weapon damage stats for both weapons. This has been fixed
- Fix for kills made with an energy weapon and fusion mag were not tracking for the Extended Mags prestige challenge
- Fixed an issue with tacking kills for the Blood Anvil “Ace” Mission
- Fix for the ‘Time Played’ column in the Combat Record barracks not displaying the unit of time
- Carpet Bomb challenge previously only tracked kills done by Scorchers. Progress may now also be obtained by using: Trinity Rockets, Bombardment, Warden, T.H.O.R, and AP-3X
- Fix for the countdown timer not appearing while in control of the RC-8 in Cranked
- Various map fixes
- Adjustments to Active Camo visibility: Active Camo will now be slightly more visible, mainly while in motion
- Fix for an issue where players entering an Infected match as a Synaptic so they don’t look like regular infected
- Fix for yellow loading icon appearing in Search and Destroy while CODCasting
- When firing from the hip with the VPR, the reticle would not appear red when close to an enemy. This has been fixed
Adjustments
- Slide adjustments: Slightly reduced maximum initial slide velocity
- Adjusted Search and Destroys spawns on Retaliation when defending. Defender spawns were moved forward to facilitate faster times to the bomb sites
Shockwave Updates:
- Increased non-lethal damage
- Slightly increased non-lethal radius of Shockwaves performed from low and moderate heights
- Slightly increased lethal radius of Shockwaves performed from moderate heights
- Greatly increased lethal radius of Shockwaves performed from great heights
Original Story: Call of Duty: Infinite Warfare update 1.13 is now live on PlayStation 4, Xbox One, and PC, players have revealed. In terms of download size, it looks to be 1.17GB on Xbox One and 4.9GB on PC.
Official patch notes haven’t been posted by Activision or Infinity Ward yet, but early reports from players show that there’s a new layout for the Quartermaster and support was added for a new voice over pack, Ozzy Man Reviews. The new VO pack isn’t live on the PlayStation Store yet.
@charlieINTEL NEW VOICE PACK!!! pic.twitter.com/tfDPs8IqeM
— aT x Conflict (@harryalmond10) April 11, 2017
Today’s new #InfiniteWarfare update brought a new layout for the Quartermaster. (via Reddit) pic.twitter.com/CCgaF1N0Hn
— charlieINTEL.com (@charlieINTEL) April 11, 2017
When full patch notes are given, we’ll update this post.
The next DLC pack for Infinite Warfare, Continuum, releases on April 18 for PS4.
[Source: Charlie Intel (1), (2), Reddit (1), (2), (3), Infinity Ward]
10 Game Mechanics That Need to Evolve (or Die)
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10 Game Mechanics That Need to Evolve (or Die)
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Tutorials
Recommendation: Banish them entirely. Use contextual in-game scenarios to showcase more complex tasks. Let players play! They'll figure it out or teach one another.
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Item Pickups
Recommendation: Small, manageable inventories are great. Don't design quests and games that require the player to have 37 pinecones on hand just in case.
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Fetch Quests
Recommendation: Provide a main quest that is so expansive and diverse it allows for organic tangents that feel important. Fetch quests are artificial bulk. Get rid of them. Invest the time in a main quest that satisfies for 40+ hours instead and my time will feel valued.
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Inventory Systems
Recommendation: It doesn’t take a lot of effort to find creative ways for game worlds to make sense. In The Witcher 3's case, why not add an option for the banks in Novigrad to not only exchange currency, but allow you store items in safety deposit boxes?
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Minimaps
Recommendation: Allow for maps in towns. Outside of that, no map, no icons, until you explore the area. Create a world that can help players find their way intuitively without a map using landmarks, signposts, and NPCs that can offer more than grunts and stock expressions.
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Quicksave/Quickload
Recommendation: If games insist on traditional save/load mechanics, integrate it into the control scheme. Here’s a freebie, double-tap the touchpad to save, hold it to load. I’m positive that will lead to absolutely zero accidental saves...
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Character Momentum
Recommendation: Just pay Naughty Dog for their player momentum algorithms and be done with it.
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Fast Travel
Recommendation: All killer, no filler. Don’t make me backtrack unnecessarily. Use fast travel any time it keeps a player’s progress moving forward and avoid ever making a player move backward.
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Weapon Types
Recommendation: Have fun with weapon types. If you must have an axe and a sword, make them play differently. Not just heavy swing vs light swing, let it impact the way a character is responded to, let it affect the way a character develops, etc. If your game can’t include explosive teddy bears, then do some research to find the medieval equivalent to one (there totally is one).
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Dialog Options
Recommendation: Player choice will grow and become more complex as technology (and budgets) advance. But if a game cannot (or does not) provide the foundation for meaningful dialog options, don’t include it. It weakens your story and insults the player.