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Wolfenstein: Youngblood's Version 1.05 update fully detailed

Another big round of changes

The Version 1.05 patch for Wolfenstein: Youngblood isn't on Switch yet, but it's coming soon. We got a tease of what the patch will include the other week, but now we have the full patch notes. Check out the complete rundown below.

PATCH HIGHLIGHTS

Adjusted difficulty of all boss fights.
Enemies can now have their health bars toggled on or off in the Options menu. (This does not turn off armor types.)
Took a variety of actions to reduce the feeling of enemy “bullet sponginess”.
An amount of ammo for basic weapons is now replenished after a player respawns.
Added more special weapon ammo throughout more difficult areas.
Added duplicate tutorial laptops to the game to make 100% completion more attainable.
Fixed an issue that could cause some enemies in certain areas to spawn prematurely.
Increased the speed of switching between certain weapons to make it easier to adapt to enemy armor types.

BUG FIXES

Client players can now explode Host player DKW charges by shooting them.
A data tape required to complete the Silent Outpost mission could go missing, preventing completion of the mission. This tape will now appear correctly for all players.
Equalized damage modifiers for all weapon classes and upgrades for Host and Client players. Previously a bug could cause one player to do a lot more damage with certain weapon types and upgrades.
The “available unlocks” and message could play despite there being active enemies. This will no longer occur.
Fixed a variety of timing bugs with completion events that could cause progression not to be saved in certain circumstances.
Co-op levers will now work much more reliably when playing solo.
Improved sister AI so that she gets out of the way of large enemies more often and improved ability to successfully heal the player when they are downed.

BALANCE CHANGES

Tutorials not collected by players in Paris Streets sections 1 or 2 will now be present in Paris Streets section 3. This will allow players to backtrack from later sections of the game in order to get tutorials that count towards game completion percentage.
Added checkpoints to all Tower mission and Tower Guardian fights. Note that returning to the towers after completing the main missions will not have checkpoints.
Players who expend all lives and reset to the latest checkpoint will now find their base weapons refilled to at least 50% of ammo capacity. This will function with all ammo modifier skills and upgrades but does not affect special or heavy weapons.
Additional special weapon ammo has been added to all boss and guardian fights.
We have doubled the amount of damage done to armored enemies by the incorrect weapon type. This will result in enemies feeling much less absorptive of damage when the player has the wrong weapon equipped. We still highly encourage players to spend their silver to upgrade a variety of weapon types so as to maximize damage to tough enemies.
General Winkler has had his health lowered to be more in line with the difficulty of the Zeppelin level.
The Bombdog damage has been slightly lowered.
The base Shotgun, Autopistol, and SMG damage output has been increased to bring them in line with other basic weapons.
Tower Gate Guardians have had their level lowered in all Districts to better reflect the level of enemies inside the Towers. The Towers are still intended to be played by players level 20 or higher.
Added the ability to toggle “iron sights” on/off. This option can be found in the Controls menu.
Lowered controller rumble on Xbox One.
Added the option to turn off enemy health bars to the Gameplay options. Note that this will not turn off armor barriers or enemy level, so we recommend players have a high degree of familiarity with enemies before turning health bars off.
Added more than 20 additional duplicate tutorials to the Districts to allow for easier game completion as well as better coverage for new players.
Added a unique icon for Tutorial Computers when player has the correct Secrets Collector upgrade.
Lowered Lothar’s healthpoints during the “Penthouse” stage of the boss.
Made a variety of changes to Lothar’s accuracy and damage during his final stage.
Added an alarm and audio cue for the 4th Reich jet planes during the Lothar fight to give players more of a chance to dodge or shoot down the planes.
Reduced the number of missiles during the Lothar flight stage.

MachineGames says its been 'incredibly weird and disappointing' to see Wolfenstein's theme of fighting Nazis become 'problematic'

Wolfenstein has always been about taking on Nazis and stopping their attacks. It's something you'll find in the first game, all the way up to Wolfenstein: Younblood. In a PCGamesInsider interview with MachineGames senior game director Andreas Öjerfors, we hear that how the theme of fighting Nazis started to drum up different conversation from the public when Wolfenstein II: The New Colossus was announced.

"It's incredibly weird and disappointing. We never meant for our stories to be relevant, we wanted to tell great, interesting stories to the best of our abilities. But then, when we started to talk about Wolfenstein II: The New Colossus, we started to get comment online about the theme of the game, fighting the Nazis. Somehow some people felt that was problematic, which is just incredibly disappointing. We've seen an increase of right-wing extremism in the Western world. We see that online to a great degree. Right-wing extremists are great at affecting the debate online. And of course, maybe they abused us to whip up some anger when we were making Wolfenstein II."

Bethesda says The Elder Scrolls Online is 'not going to happen' on Switch without a streaming service, the system isn't 'powerful enough'

Not gonna happen

Bethesda has worked some magic in bringing over a number of their titles to Switch, but today we're hearing about one that's pretty much impossible. If you were holding out hope for the Elder Scrolls Online to hit Switch, you might want to let the idea go. According to a Twinfinite interview with Bethesda Game Director Matt Firor, it's just not possible.

“Not going to happen. The only way it’d work is if there was some kind of streaming service on Switch. It’s just not powerful enough.”

DOOM Eternal will take 18-to-22 hours to complete

Enjoy your stay

DOOM Eternal is going to give you a lot of bang for your buck. The 2016 version of DOOM took around 12 hours to complete, but DOOM Eternal is looking to give players a lot more content. According to id Software’s executive producer Marty Stratton, DOOM Eternal is going to pack in 18 to 22 hours of gameplay. I'm sure plenty of people will try to rush through it to beat that mark, but I'd rather take my time and enjoy the ride!

DOOM Eternal - Gamescom 2019 trailer

Developed by id Software, DOOM® Eternal™ is the direct sequel to DOOM®, winner of The Game Awards’ Best Action Game of 2016. Experience the ultimate combination of speed and power as you rip-and-tear your way across dimensions with the next leap in push-forward, first-person combat. Powered by idTech 7 and set to an all-new pulse-pounding soundtrack composed by Mick Gordon, DOOM Eternal puts you in control of the unstoppable DOOM Slayer as you blow apart new and classic demons with powerful weapons in unbelievable and never-before-seen worlds.

DOOM: Annihilation gets a new "We call it Hell" trailer

This truly is Hell on Earth

For better or worse, another Doom movie is on the way. Doom: Annihilation is set for launch sometime in Fall 2019, and Universal has put out a new teaser trailer for the straight-to-video film. Check out the 30-second spot above.

6-minute promo shared for DOOM Eternal's BATTLEMODE

2-v-1 fun

BATTLEMODE is DOOM Eternal’s all-new 2-v-1 multiplayer mode. Developed in-house at id Software, BATTLEMODE features all the fast, frenetic and ferocious combat that defines DOOM’s single player. Fight across six unique arenas with 5 playable demons -- ALL future maps and playable demons will be free for all players.

Play as either a fully loaded DOOM Slayer, or on a team of two player-controlled demons. The Slayer and the demons’ objective may be the same – destroy the other side – but their playstyles are entirely different. Which side will reign victorious? Find out in BATTLEMODE when DOOM Eternal launches on November 22, 2019.

Wolfenstein: Youngblood's executive producer talks about the political nature of the game

Playing politics

The entire Wolfenstein series is about taking down Nazis, and the same goes for Wolfenstein: Youngblood. Some would view that element of Wolfenstein: Youngblood's story through a political lens, but that's now how executive producer Jerk Gustafsson feels. In an interview with GamesIndustry, Gustafsson was asked whether or not there's a political message to the game.

"No, but of course it's in some way political since we have Nazis in the game, right? In a way, it also has a political message because for us and how we portray the Nazis, Hitler and the Nazi regime is the evil of the world. They've taken over the world, and they have been pushed back to some extent in this game, but they still symbolize what is evil and you are the protagonist who fights that evil. So in that sense, it's political because it's a message about freeing the world from that evil.

There are many things you can say are political nowadays. But when we write the stories of our games, we don't really think about it as a political message. We just write the story we want to tell. But we don't shy away from it if we notice that there are elements of [politics] in there. And hopefully that goes for other games as well."

Denjin Getcha shares gameplay segments from Wolfenstein: Youngblood, Omega Labyrinth Life, and Sword Art Online: Fatal Bullet Complete Edition



The Denjin Getcha gang has been hard at work on live-streams for various Switch games that just released. Check out their segments for Wolfenstein: Youngblood, Omega Labyrinth Life, and Sword Art Online: Fatal Bullet Complete Edition above.

IGN Video - Wolfenstein and Dishonored Developers Play Each Other's Games

We got Bethesda developers Dinga Bakaba (Arkane Studios) and Andreas Öjerfors (Machinegames) to see what they could get up to (and insight they could offer) when playing each others games.

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