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Lockheed Martin, Northrop Grumman, York Space selected to build DoD’s internet-in-space constellation

The Space Development Agency announced Feb. 28 it awarded Lockheed Martin, Northrop Grumman and York Space Systems contracts worth nearly $1.8 billion to produce 126 satellites for a global communications network in low Earth orbit.

The post Lockheed Martin, Northrop Grumman, York Space selected to build DoD’s internet-in-space constellation appeared first on SpaceNews.

Steam Deck Review – Redefinition

Ever since the launch of the Nintendo Switch in 2017, the perception of what a handheld gaming device can be has changed. No longer are handhelds relegated to good hardware trapped by inherently technologically limited games. Instead, they're now capable of letting you take console-quality experiences on the go. There's been an explosion of similarly compact PC devices attempting to mimic the success of the Nintendo Switch by letting you take your PC games library with you anywhere, with some mixed results. While there are great devices out there now, such as the Aya Neo Pro, they're still limited by the capabilities of mobile hardware while also costing a lot more than its performance suggests. However, Valve's Steam Deck addresses both pitfalls entirely.

With cutting-edge hardware, thoughtfully designed ergonomics, a satisfying controller layout, and a software layer that simplifies PC gaming, the Steam Deck makes it a breeze to link to your Steam account and get started with your library on the go. Better yet, it comes in at a reasonable price, starting at $400 and reaching only $650 for its highest-tier model--essentially half the price of its closest competitors. While that alone is impressive, it's in how well the Steam Deck performs that it becomes clear that it doesn't have much competition at all. With its AMD Zen 2 and RDNA 2 APU, it's head-and-shoulders above the Intel XE and Radeon Vega-powered portable gaming devices that made it to market first, creating a situation where you shouldn't really be looking at an alternative if you can get your hands on a Steam Deck.

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Physical attention to detail

It starts with the Steam Deck's design, which will catch you by surprise if you're transitioning from a Nintendo Switch. The Steam Deck is massive by comparison, with the entire device coming in wider, taller, and thicker than Nintendo's counterpart. It's also noticeably heavier, weighing in at 669g as opposed to 440g for the original Switch. This allows the Steam Deck to pack in a larger display, with the 1200x800 7-inch display most likely to be one of the first things you notice. It's big and bright, offering some vivid color reproduction while also giving you ample brightness control for gaming in numerous environments. The bezels are on the thick side, with the two on the left and right of the screen specifically wasteful of space, but it's a small price to pay for a display of this quality.

Flanking the display are two thumbsticks and two touchpads, with the former being one of the Steam Deck's strongest pieces of hardware. These thumbsticks feel remarkable, with a satisfying amount of resistance and a great size (both in width and stem length) for comfort and accuracy. The tops of the thumbsticks are also tiny touchpads, too, allowing for some fancy software controller configurations that can activate certain layers of control when your thumbs are resting on the thumbsticks as opposed to being off them. The ability to activate gyro-assisted aiming while your thumb is on the right stick, for example, is a small but immensely useful detail that I now miss on the Xbox Series and DualSense controllers.

The two touchpads beneath the sticks are less impressive but no less useful, letting you play games that require mouse input relatively easily (or play them without the thumbsticks entirely if you like). Their tactile vibration as you move your finger across them adds accuracy to your input, with software configuration letting you alter this response to help you better feel the ends of each pad with the force of the haptics rather than just feeling your finger slide off entirely.

Both the D-pad and the four face buttons are pushed out to the edges of the Steam Deck, which can look odd on first inspection. Both clusters of buttons are delightfully responsive in practice, with a good feel to each press. The overall sculpt of the Steam Deck also naturally places your hands close to each of them, meaning you likely won't be adjusting your grip or reaching out in uncomfortable ways to these buttons when holding the auspiciously large device. The additional thickness of the Steam Deck and its curved back mitigates a lot of its size and weight when you're holding it, avoiding the vice grip you need to comfortably hold other, thinner devices of this ilk. It's still a heavy device, and one that will quickly test your grip strength if you're not resting your arms on a surface to help support it, but its comfort is still one of the most surprising aspects of its design and a testament to how much thought was put into the overall shape of the Steam Deck.

Further driving that home is the intelligent routing of the Steam Deck's cooling, which never makes areas near your hands heat up during sessions. There's a single exhaust on the back of the Steam Deck and another on the top, both of which push out enough air to keep the Steam Deck cool under stressful loads. The heat pips inside have been structured in a way that avoids the left and right sides of the Steam Deck, preventing any sort of sweaty palms while you play. The fans are not too loud, but their pitch is quite high, which prevents them from disappearing into the background. You're going to hear the Steam Deck when using it, or at least bug someone nearby with your intense gaming, but it's still quiet enough to not be overly obnoxious.

Rounding out the inputs are the digital shoulder buttons and analog triggers, each of which features a satisfying little rumble at the end of each press. Four programmable grip buttons also sit inside an area where your index, middle, and ring fingers will naturally rest, making them easily accessible (more or less, depending on your hand size) and a nice feature for use in all your games. You can make use of the Steam Deck's Bluetooth capabilities to connect other wireless controllers, which will be required if you're playing while connected to an external monitor. It could also give you a break from holding the device if you simply want to prop it up and continue enjoying the Deck's great screen and surprisingly powerful front-facing speakers, both of which can get incredibly loud without losing much of their detail.

The only big miss in terms of hardware on the Steam Deck is the device's rumble, which lacks the fidelity required to really accentuate actions within your games. The vibration isn't refined enough to make distinguishing between left and right sides of the device well, is rather weak overall, and is certainly one facet that could be improved on if any future revisions of the Steam Deck are planned.

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Slick SteamOS

The attention to detail doesn't stop in the Steam Deck's software, although that's most ly reserved for the stock SteamOS platform that you'll be introduced to first when booting up the device. SteamOS is a layer that sits on top of an install of Arch Linux, leveraging Proton to form a compatibility layer between it and native Windows applications. SteamOS is very similar to Steam's Big Picture mode on desktops, giving you a console-like experience when navigating through your Steam Library but offering certain customization options that remind you that you're ultimately still on a highly pliable PC.

Your entire existing Steam Library can be viewed on the Steam Deck, but not every game will be playable. SteamOS features a filter that lets you view games that have been "Deck Verified" by Valve to be compatible with the Steam Deck while also achieving various quality checks, including input support, the native resolution of the Steam Deck, Proton support, and seamless launching. Having this filter lets you quickly get going with a game that will show off the device in its best light, but it doesn't mean the rest of your library won't work. Some games miss out on some of the four quality checks, which puts them in a "Playable" but not necessarily fully supported category. Some games, such as The Witcher 3: Wild Hunt, are categorized like this purely because of in-game text that might be too small on the native display, but otherwise runs just fine on the hardware.

In addition to these two categories, Valve also labels games it hasn't tested yet as "Unknown," which may or may not work, as well as "Unsupported" for games that do not run on the Steam Deck. Every VR game falls under this category, but numerous multiplayer titles do too, especially those with Easy Anti-Cheat support that is still being regularly updated to support Proton. Games such as Apex Legends, Rust, and PUBG are all unplayable because of this (even though some, like Rust, don't have an Unsupported tag yet), so your mileage for multiplayer gaming on the Steam Deck will vary at launch, and perhaps for the foreseeable future.

SteamOS features a handful of system-level tools to help you optimize your balance of performance and battery life depending on the games you're playing. There are options that let you lock the frame rate to 30fps, reduce the total TDP that the Steam Deck can operate at, and set a maximum GPU clock speed, giving you granular control over how hard the hardware is allowed to push. A lot of this is done dynamically without your input (less demanding games will naturally let you get more battery life), but the settings are a nice touch if you enjoy tinkering at this level. A performance overlay is also available to let you monitor CPU and GPU usage, power draw, frame rates and frame times, and more, giving you a bit of insight into how your games are running in real time.

AMD's FidelityFX Super Resolution (FSR) is also available at a system-level, letting you apply resolution scaling to games that might not support it. This feature becomes important when running games on an external monitor and at a higher resolution to help claw back some performance, as the image degradation at the Steam Deck's native resolution and the associated negligible performance increase negates a lot of its usefulness.

Building on work done with Steam on desktops, the Steam Deck does integrate the robust controller configurator on a per-game basis to let you fine-tune your control scheme according to how you like to play. Most games feature default controller schemes that are automatically applied at launch, with user-created schemes also available for download. Any alterations you make can be saved as a default and uploaded for other players to use, too. This can be as surface-level as simple button remapping but as in-depth as programming macro actions or applying system functionality to button presses (mapping the screenshot button to one of the four additional grip buttons, for example), giving you ample room to customize how you play each of your games.

If you're making use of the Steam Deck's MicroSD slot to expand your storage (which felt required even with the 512GB model that Valve made available to us), you can set either the Steam Deck's internal memory or the MicroSD card as a default install location, as well as easily move games between the two. I ended up repurposing a MicroSD card previously used in a Nintendo Switch and found there to be a noticeable difference in loading times between the two for some games, and near negligible differences for others, suggesting that Valve isn't making use of the fastest NVMe SSDs. Granted, the UHS-I SanDisk Ultra Plus MicroSD card I was using is certainly not the fastest you can get, but the price of faster and larger MicroSD cards can quickly increase between each tier. Moving games between the internal SSD and MicroSD card was also a slow process, lasting anywhere between 20-45 minutes depending on the size of the game. And given how large most modern PC titles are, you're likely to be shuffling installations around and redownloading titles entirely even with the Steam Deck's largest 512GB option.

 

Load From SSD

Load from MicroSD

SSD to MicroSD Transfer

Horizon Zero Dawn

1:22.42

1:36.11

41:31

Shadow of the Tomb Raider

0:30.84

0:55.96

19:18

Batman: Arkham Knight

0:16.12

0:17.15

34:09

Perhaps one of the biggest incentives for regular PC gamers to invest in a Steam Deck is the ability to seamlessly take your game from one platform to another. With Steam having supported cloud saves for years now, it's no surprise that this feature works pretty well when moving between another PC and the Steam Deck. There were just a handful of instances where I was prompted to confirm which save, be it local or cloud, to use, with the rest just automatically launching into a save that had just migrated over from my desktop.

This comes in handy if you're wanting to take your game over to another display without moving your entire PC, but the performance of the Steam Deck is less impressive when moving away from its native resolution. Even at 1080p, and making liberal use of AMD's FSR, the Steam Deck struggles to cope with the increased demand on most modern titles, which should be evident based on how they perform natively. The one benefit is that connecting to an external display is easy, even without Valve's first-party dock (which is coming this spring). Using a USB-C hub, I was able to connect the Steam Deck to both my monitor and TV without issue, while also enabling extended desktop views when working outside of SteamOS.

One improvement to Deck Verified titles, or those that might be updated to perform better on the portable device, would be the ability to install assets specific to its use case. Many games, such as Doom Eternal and Fallout 4, feature massive installation sizes in part due to their high resolution assets, taking up precious space on even the largest Steam Deck on offer (Doom Eternal takes up nearly 100GB alone, for example). A focus on giving players the ability to choose when to install high-resolution textures will benefit Deck Verified games greatly, perhaps handled automatically by SteamOS on supported games.

Another omission is the ability to continue downloading games while the Steam Deck is suspended. Once put to sleep, the Steam Deck terminates its internet connection, pausing any downloads you might have had going. After confirming wit h Valve, this is expected behavior, meaning you'll need to have the Steam Deck's screen on and the device's fans going even if you're just downloading new games to play. Considering the Nintendo Switch, Xbox Series X, and PS5 all handle downloads while in a low-power standby mode, it was puzzling to encounter this limitation and not have it identified as something that will be addressed soon.

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Performance that will surprise

Given how many different games you can play on the Steam Deck at launch, there are many avenues with which to test the performance of the RDNA 2 GPU. With 6GB of VRAM and 16GB of system RAM there's plenty of room for top-tier experiences to work, as is made evident by Deck Verified statuses for modern titles such as God of War, Horizon Zero Dawn, the recent Hitman Trilogy, and Dark Souls III, to name just a few.

An early indicator of just how well the Steam Deck can perform came with God of War, a recent PC port of the former PlayStation exclusive that, not so long ago, really pushed the limits of both the PS4 and PS4 Pro. Running the game at its original settings preset, the Steam Deck was able to deliver a consistently smooth 30fps across some taxing sections, including the physics-heavy duel with Baldr in the game's opening. The 1200x800 resolution is lower than that of either PS4 console, but it also looks incredibly crisp on the Deck's screen, making it a moot point. This is, essentially, the same game that required a much larger, immobile console to play at a similar quality level just a handful of years ago, so it feels a bit like magic to have it in the palm of your hands today.

The Witcher 3: Wild Hunt showed that this level of performance can't always be expected to scale in a linear manner, however. While holding a solid 30fps seemed fine, the game's frame times were all over the place, creating a lot of judder that rendered it nearly unplayable. It certainly looked a lot richer than the port of the same game on the Nintendo Switch, but it's unevenness while traversing the game's open world was difficult to avoid no matter what settings I used.

To demonstrate the non-linear fashion of performance again, this unevenness wasn't present in CD Projekt Red's latest title, Cyberpunk 2077. Using the game's new, built-in benchmark, I was able to achieve an average frame rate above 30fps with a mixture of medium and low settings, while traversing Night City felt remarkably smooth once I had capped the frame rate (although a recent Proton update has prevented the game from launching at all). Resident Evil Village, the latest installment in the franchise running on Capcom's versatile RE Engine, was even more impressive. The game's default settings (which featured a mix of high and medium options) consistently ran between 50-60fps, only wavering from a locked 60fps when I was outdoors exploring the semi-open world. This is a game that is barely a year old, running better than it did on most older consoles, which certainly shows the potential for what a game making good use of Proton can do.

Running these graphically intensive games comes at a cost, however. Firstly, the already audible fans ramp up even more--still not reaching the ridiculous sound levels that you might expect from most gaming laptops, but certainly loud enough to still be heard over the Steam Deck's remarkable front-facing speakers. Battery life also takes a substantial hit, with many of the games listed above driving down the Steam Deck's estimated playtime to just under two hours in most cases. You can claw some of this back by limiting the system frame rate to 30fps or spend some time tinkering with the manual GPU clock setting to find an optimized value that maintains an acceptable level of performance, but you're only getting a few extra minutes at best for the effort.

Where Valve gets its 2-8-hour battery estimate is down to which games you choose to play, with less demanding titles obviously letting the battery stretch out far longer. Spelunky 2, for example, ran at a buttery smooth 60fps and bumped up battery life estimations into six-hour territory. Celeste, which benefits from the Steam Deck's much more refined D-Pad if you're coming to the platformer from Nintendo Switch, pushed this up even further, getting closer to Valve's eight-hour maximum estimation. In many ways, this is where the Steam Deck shines just as brightly. While it's enlightening to see a portable device manage modern games to a level that consoles have not so long ago, it's the ability to bring a large library of smaller titles on the go with you that might be more appealing. Especially when you factor in seamless cloud saves with your desktop versions of the games, which made transitioning from my desk to a play session in bed effortless.

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Outside the not-so-walled garden

Less effortless is getting most other popular game launchers to work outside of the confines of SteamOS, an issue that is less about Valve's particular support and more to do with most other publisher's ignoring Linux gaming for so many years. While Valve has been supporting Linux for some time now, other launchers depend on third-party programs and additional layers of emulation (such as Wine for Windows applications) to even install, making the process far more complicated than the simplicity of SteamOS.

It's easy to switch between SteamOS and the underlying Arch Linux operating system (which makes use of a KDE Plasma desktop environment and package manager), but from there things only get more complex. Lutris, a popular program that allows the Epic Games Store to be installed on Linux, for example, doesn't work as seamlessly with this version of Linux that is loaded on the Steam Deck. I spent about as much time testing games on the Steam Deck as I did attempting just to get the installation of the Epic Games Store to work, bouncing between issues with read-only permissions on the operating system and others where the installer failed to recognize the version of Wine on the system.

It took a lot of documentation research and messing with the environment through the terminal (as well as three factory resets when commands I used inadvertently killed some drivers, such as my network driver) to get the Epic Games Store installed, after which it just failed to launch anyway. While I somewhat relish the challenge of figuring out technical hurdles like this, it's still a far cry from the rather basic troubleshooting that you might be accustomed to on Windows where, at the very least, applications install without fuss. I have no doubt that as more people get their hands on the Steam Deck many of these issues will be ironed out, but it's certainly far more work than just purchasing your games on Steam and having them work without issue there.

Speaking of Windows, while Valve has stated in the past that there is no restriction on wiping the current installation of Linux and replacing it with Microsoft's operating system, this isn't a scenario we were able to test during the review period. AMD drivers for Windows for this APU were not available, with Valve warning that performance wouldn't be ideal without them. It would also mean replacing the current Linux image entirely, since there is no native dual-boot support, and without a reliable way to reinstall SteamOS, it was not advisable to test at this time. Moving to Windows will certainly alleviate all the launcher issues above, but Windows is also far more taxing on mobile hardware than leaner Linux distributions, meaning the performance and battery life you see on SteamOS might not translate over exactly.

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Conclusion

There's a very clear market for the Steam Deck. It's a device purpose-built for a selection of people that already have established Steam libraries and simply want the most convenient and performant way to continue those games away from a desktop. It's also an affordable way to start building a new Steam library too, with an easy-to-navigate interface and enough system-level information provided by Valve to discern which games will work and which won't--a setup that those unfamiliar with the ins-and-outs of PC gaming might find comforting.

The Steam Deck is not a replacement for desktop gaming, however. Its hardware is impressive but is specifically built to support the native screen on the device, struggling with anything much higher in terms of resolution. It's also not going to replicate your exact gaming experiences on the go, with some titles requiring numerous visual concessions to get running at acceptable frame rates, albeit with more striking results given the small screen's forgiveness of less than stellar finer details.

The Steam Deck is a wonderfully constructed and powerful portable PC that can, in the right hands, be a lot more than what Valve envisions with SteamOS, given your patience to work with Linux or replace it entirely. That isn't a requirement, however, and in some cases antithetical to the device Valve is pitching here. What the Steam Deck excels at is being a mobile hub for your Steam games, giving you enough to work with to get the best out of a selection of games you can't go without while away from your desktop. In that regard, there simply is nothing better on the market right now.

9 Pros And Cons Of Weed Subscription Boxes

9 Pros And Cons Of Weed Subscription Boxes

As the industry is still growing, obtaining cannabis paraphernalia can be a hassle, which is why smoking subscription boxes exist.

The post 9 Pros And Cons Of Weed Subscription Boxes appeared first on The Fresh Toast.

Ethereum ($ETH) Whales Bet on Shiba Inu ($SHIB) Ahead of Shiberse Launch

The largest whales on the Ethereum ($ETH) network have been betting on the meme-inspired cryptocurrency Shiba Inu ($SHIB) ahead of the project’s upcoming Metaverse Shiberse, which is set to be released with 99,000 plots of land in it. According to data from whale monitoring resource Whale Stats, the meme-inspired cryptocurrency has recently reclaimed its spot […]

Chill Out, Boomer! – Just Being Old is Now a Qualifying Condition for Medical Marijuana in Hawaii

Therefore, if you are within an age category that is plagued with side effects that cannabis can treat – then not making cannabis legal for this age group is illogical to say the least. Of course, this doesn’t mean that anyone within this age group would benefit from cannabis. Some people may have conflict with their current regimen of medicine – which is why it’s important that if you are within this age group, to consult your primary care physician about your plans to incorporate cannabis into your life.

Fears Rise of Potential Russian Cyberattacks on US, Allies Over Sanctions

If past is precedent, the cyber impact of the war in Ukraine could be broad and bruising, experts say.

The best budget computer speakers: Surprisingly sound choices for $100 or less

How to shop for PC speakers

2.0 speakers vs. 2.1 speakers

Sure, a 5.1 (five speakers, one subwoofer) multi-channel speaker system sounds pretty sexy. But even if you were to unearth one for $50 or $60, the quality would almost certainly be just as cheap. That money can buy a much better quality two-speaker system. These basic 2.0 stereo setups, which are comprised of just a left and right speaker with a single driver (the actual loudspeaker) in each, abound in this price range. Occasionally you can also find a decent 2.1 system for—a pair of speakers to handle the higher frequencies and separate subwoofer for the bass—for not much more. These take up more space but often produce more balanced sound. More on that next.

Sound quality: Ask your ears, not the spec sheet

Try not to be seduced by manufacturer's specs on sound quality. Even if you can parse frequency response numbers, they are frequently exaggerated. Let your ears be your guide instead. Listen for a good balance between the high (treble), mid, and low (bass) frequencies. Often, speakers will exaggerate one—usually the treble or the bass—at the expense of the others. Good speakers will produce full, detailed audio that sounds as the creator intended it.

Be aware, though, that finding strong bass response in this price range can be challenging. Without a subwoofer, 2.0 systems have trouble reproducing low frequencies. The manufacturers often use technological tweaks to beef up the bass notes, but these can sound boomy, and muddy the overall mix. If a deep, controlled bottom end is a priority, a 2.1 system might be a better investment.

AC power vs. USB: The tradeoffs

Both these options are prevalent in the sub-$100 price range. USB-powered speakers reduce cord clutter, as they don't need a separate power cable. However, they can't supply as much juice as the AC variety, so they tend to produce lower volume and less bass.

The Rising Costs of the Metaverse

With the cost of living rising steadily, is the metaverse pricing out possible consumers?

Stardog Demo: Unlock the Power of Your Data Lake with an Enterprise Knowledge Graph

Download slides here>> Companies have struggled to gain value from data lakes. They require extensive preparation and coding to make data accessible and queryable, making them prohibitively expensive and slow for analytics. As a result, data and analytics teams spend the bulk of their time wrestling data problems vs. delivering analytic insights, costing organizations billions […]

The post Stardog Demo: Unlock the Power of Your Data Lake with an Enterprise Knowledge Graph appeared first on DATAVERSITY.

How to Dye Armor in Horizon Forbidden West

Want to dye armor in Horizon Forbidden West? Here's everything you need to know.

Destiny 2 4.0.0.1 Patch Notes: Weapon Buffs And Nerfs, Finisher Changes, Catalysts, And More

Bungie has released the patch notes for Destiny 2 update 4.0.0.1, and despite that number possibly sounding like a minor hotfix, it's in fact a massive one--with an extensive list of changes to match. This update is out now and, once server maintenance ends, will coincide with the launch of both The Witch Queen expansion and Season of the Risen. Update 4.0.0.1's tweaks are wide-ranging and include both things we know about, such as changes to Gambit and the introduction of Void 3.0, and more granular changes that may or may not have been hinted at by Bungie over the last few months.

Among the many changes include how finishers work. You would previously be prevented from using them if you had a mod equipped that provided some additional benefit to finishers but required Super energy. Now, even if you don't have enough Super energy, you can still use a finisher--you just won't get that additional effect. Bungie explains this is due to the fact that finishers are required to deal with Lucent Hive Ghosts, so preventing access to finishers would be a major impediment.

Protective Light has seen its damage reduction reduced to 10 percent, while Wall of Tenacity's has been increased to 50%. This will be a big deal for Raids given that Protective Light was essentially a must-use mod. Bungie says the goal of these two changes is to make players decide between "a smaller, but longer-lasting, amount of damage reduction on-demand when wounded (Protective Light) vs. a shorter-duration but stronger amount of damage reduction when picking up Void wells (Well of Tenacity)."

Among the weapon changes are those impacting entire archetypes, while some are focused on a single weapon. For instance, high-impact fusion rifles will deal more damage, all pulse rifles will deal more damage to minor enemies in PvE, and Exotic primary ammo weapons and trace rifles will deal significantly more damage to minor PvE enemies. Lorentz Driver and Arbalest both see their flinch doubled, while Ager's Scepter's perk has been reworked so that it freezes Super recharge and reduces Super energy, rather than just impacting Super charge rates. These are just some of the many changes to weapons, which are far too numerous to list here.

Many weapon perks have also been changed significantly, while certain catalysts can now be obtained by completing Vanguard, Crucible, and Gambit activities. Those are Hawkmoon, Dead Man's Tale, Ager's Scepter, Outbreak Perfected, Whisper of the Worm, and The Fourth Horseman. You can also directly buy two of those Exotics--Hawkmoon and Dead Man's Tale--which would otherwise no longer be obtainable, due to their corresponding missions being placed in the Destiny Content Vault.

Likewise, with The Tangled Shore leaving the game, the material exchange options offered by Spider have been moved to Master Rahool at the Tower. While you're there, you can also pay a visit to Ada-1 and Banshee-44 to see an expanded selection of mods each day, and the latter's reputation system has been overhauled to function like that of Zavala or Shaxx.

In addition to all of this are numerous other changes: an overhaul to Gambit, tweaks to Trails reputation gains, and the addition of kill trackers to all weapons released since Forsaken. There are also adjustments to make boss stomps less annoying, the complete rework to Void subclasses known as Void 3.0, a shuffling of season pass rewards, and much more. The full patch notes can be seen below.

ACTIVITIES

STRIKES

  • The Glassway:
    • Fixed a rare issue preventing some players from launching the strike directly from the Europa map.
  • The Disgraced:
    • Fixed an issue where some players would be stuck behind a gate after they joined an in-progress run of the strike.
  • The Scarlet Keep:
    • Fixed an issue where the dialog at the end of the campaign version of Scarlet Keep could be cut off by the end-of-activity timer.
    • Fixed an issue where players could sometimes be teleported to higher floors of the tower before the elevator reached them.
  • Warden of Nothing:
    • The launch node for this strike now appears on the Dreaming City map on the Director.
    • There are new copies of the Warden of Nothing Triumphs in the Legends Triumphs category. Players who previously earned these Triumphs will have that reflected in their Legacy Triumphs and Triumph score, but they may be earned again in this new spot for additional Triumph points.
  • Fallen S.A.B.E.R.:
    • Fixed a spot where players could hide from danger.
  • Wanted enemies will no longer spawn in Vanguard playlist or direct launch strikes.
  • Season of the Lost Seasonal modifiers have been removed from the Vanguard playlist Advantage and Disadvantage slots.

NIGHTFALLS

  • All difficulties of Nightfall EXCEPT Grandmaster now feature the Acute Burn modifier. This burn increases player outgoing damage of the matching element by +25 percent and increases incoming damage from enemies by +50 percent. The burn element is set per strike.
  • All strike-specific modifiers like Sedia's Durance or Grashk's Bile have been removed.
  • Seasonal Modifiers are now used for Hero, Legend, and Master difficulty Nightfalls, instead of the Vanguard playlist. These modifiers rotate each week.
  • Three Seasonal Modifiers for Season of the Risen have been added to the game.
  • The Scorn modifier Festering Rupture has been replaced with Empath for Scorn activities that have rotating modifiers.
  • Nightfalls now display a modifier with a list of shield types you will encounter, when playing on a difficulty with Match Game.

DUNGEONS

  • Fixed an issue where Shadow Thrall in The Shattered Throne were unintentionally granting investment rewards.
  • Updated Wish-Ender quest to not require Tangled Shore steps.

RAIDS

  • Vault of Glass:
    • Fixed invisible geometry that hinders player traversal to the first secret chest.
    • Pinnacle reward sources moved to The Witch Queen raid. Vault of Glass rewards set to Powerful.

GAMBIT

General

  • Added Freelance: Gambit activity node.
  • Updated Gambit combatant encounter variants.
  • The Shriekers rest... for now.
  • Combatant energy shield resistance increased.
  • Increased medium Blocker (Phalanx) vitality from 500 to 1000.
  • Added Stasis attack to the large Blocker (Knight).
  • Bank locked waypoint now displays from afar and offscreen.
  • The rules of Gambit are now displayed in an activity modifier on Gambit and Gambit Freelance.
  • Gambit now has Gambit-specific loading screen hints.

Ammo

  • Combatants no longer drop ammo bricks by chance.
    • Ammo finder mods will still function.
  • Ammo crates now spawn after clearing each front of combatants.
    • Crates give both Heavy and Special ammo.
  • High-value targets now drop Heavy ammo bricks on death.

Death and Resurrection

  • Players now drop half of their held Motes when defeated.
  • Players can be revived by other players two seconds earlier, and auto-respawn is delayed two seconds.
  • Added player respawn points to all fronts.

Invasions

  • One of the Mote phase invasions has been removed.
    • Invasions now trigger at 40 and 80 Mote thresholds.
  • Opponent nameplates are hidden when aiming down sights as invader.
  • Invaders can no longer see opponents' Mote count on their nameplate.

Primeval

  • Primeval gains an invulnerability shield which is removed upon defeating the Primeval Envoys.
  • Adjusted Primeval health, healing, and Primeval Slayer stack scaling.
  • Primeval Slayer stacks no longer affect Primeval Envoys, but Primeval Envoys vitality reduced from 2000 to 1000.
  • Primeval Envoy and Taken now spawn in the Fronts.
  • Primeval Servitor variant has been removed from Gambit.
  • Malfeasance quest will now be granted on any Primeval kill.
  • Bank drain will continue to increment your team's Mote count even when the opponent team has summoned a Primeval.

Fixes

  • Fixed an issue where the visual effect for being invaded did not apply to players returning from invasions.
  • Fixed an issue where invaders would drop Motes when the opponent is already on the Primeval phase.
  • Deep Six: Fixed an issue with AI combatants' movement and placement behavior.
  • Fixed an issue that caused miniboss combatants to converge upon the same firing areas.

CRUCIBLE

  • Fixed an issue where the Crucible Submachinist medal was not being awarded.
  • Fixed an issue with the Unfaltering Glory Triumph win streak not properly resetting.
  • Added Vostok and Eternity back into Crucible playlists.

IRON BANNER

  • Saladin now displays the Iron Engram in his rank description tooltip, so that players better understand their rewards for ranking up.

TRIALS

  • Added small amount of Trials reputation at match-end for every round won that match.
    • The amount that gets added increases the more ticket wins you have. At the top end, each round won generates 21 Trials reputation. This should speed up Trials reputation gains by around 50 percent on average.
  • Bonus win from Passage of Ferocity now grants progress towards Saint's 7-win challenge.

Ritual Ranks

  • Vanguard, Crucible, Gambit, and Trials double ranks weeks, as well as double Nightfall loot, are now advertised on the launch screens of the various activities.
  • Rank reward engrams from all ritual vendors should now decrypt into equipment closer to your current Power level.

LOST SECTORS

  • Lost in the Strand bounty no longer auto completes after launching Aphelion's Rest Legend Lost Sector after completing it once without the bounty.
  • Fixed an issue where the description of the Master Difficulty Concealed Void Lost Sector on Europa claimed that all three shield types were present, when there were no Arc shields.
  • Previously the Legend difficulty version of the Concealed Void Lost Sector on Europa had enemies with all three shield types. The Arc-shielded Captain has been replaced with an elite Vandal on Legend. On Master it was already replaced with an Overload Champion.
  • Legend and Master Lost Sectors are now the same Lost Sector each day.
  • When launching Legend and Master Lost Sectors, you now see the normal Director launch screen when you interact with the totem, and you can switch difficulties from that screen.
  • Master and Legend difficulty now display the information about which shields are present when you pull out your Ghost, with the rest of the activity modifiers.
  • The bosses of the Excavation Site XII and The Quarry Lost Sectors are now properly set to the Boss type on Legend and Master difficulty. They can no longer be killed with finishers as a result.
  • Most Lost Sectors now have more intense music when playing on Legend or Master difficulty.
  • Excavation Site XII: Fixed an issue where the barrier at the entrance in Legend and Master difficulty had a gap and allowed players outside of the Lost Sector.
  • Veles Labyrinth encounters have been improved to bring this Lost Sector more in line with others.
  • Fixed an issue in the Scavenger's Den, Excavation Site XII, and The Quarry Lost Sectors on EDZ where bosses names were not showing up.

GENERAL ACTIVITIES

  • On most activities that feature multiple Champion types, we now display a single combined activity modifier (e.g., Barrier and Unstoppable as a single icon) instead of a separate modifier for each one.
  • Tooltips for the Champion activity modifiers now include more information on how to acquire and equip anti-Champion armor mods.
  • Tooltips for the Champion activity modifiers now include Champion icons.
  • On most activities with Match Game, we now display an activity modifier icon to showcase which enemy shields you will face.

SEASONAL CHALLENGES

  • Fixed Seasonal Challenges so that the current week opens by default during weeks 1-10.

UI/UX

  • F8 and F12 can no longer be bound to keyboard inputs. Existing bindings to these keys have been removed.
  • Seasonal Challenges can now be tracked and are visible in Nav Mode.
  • Subtitles no longer overlap with notifications that appear at the bottom of the player's HUD.
  • Subtitles have been defaulted to on for all players. Subtitles may be turned off in the settings menu.

TEXT CHAT

  • Additional platforms now support text chat input via a hardware keyboard.
    • Stadia
    • PlayStation 4
    • PlayStation 5
    • Xbox One
    • Xbox Series X|S
  • Added an option to change the font size of text in text chat.

Known Issues:

  • IME support is not yet available. The team is working on providing a solution in the near future.

ROSTER

  • Updated social preferences settings to include clan-invite preferences.
  • Enabled player search on Stadia via hardware keyboard.

DIRECTOR

  • Prophecy dungeon has been moved to the Legends screen.

GAMEPLAY AND INVESTMENT

ARMOR

  • Six new permanent armor mods have been added to the game: Kinetic Siphon, Harmonic Siphon, and an equivalent mod for each of the four damage types.
    • These mods can be socketed into your helmet mod sockets and allow your weapons to generate Orbs of Power (functionality that has been deprecated from weapons).
    • These mods are automatically unlocked for all players, and work with all weapons of the appropriate damage type.
  • A suite of permanent armor mods has been added that work with the new Glaive weapon archetype: Glaive Ammo Finder, Glaive Targeting, Glaive Loader, Glaive Dexterity, Glaive Capacity, Unflinching Glaive, Glaive Ammo Scavenger, and Glaive Holster. These mods can be obtained when opening Legendary engrams.
  • Reduced the cost of changing the energy type of a fully Masterworked piece of armor.
    • Once Masterworked, Legendary armor can swap between energy types for a cost of 10,000 Glimmer and an Upgrade Module.
    • Fully Masterworked Exotic armor can swap between energy types for a cost of 20,000 Glimmer and an Upgrade Module.
  • Fixed an issue where Titans could accidentally trigger the Energy Converter mod while in their Super, consuming all stacks of Charged with Light for no gain.
  • Fixed an issue where higher-tier damage reduction could be extended when gaining lower-tier damage reduction.
  • Protective Light's damage reduction reduced to 10 percent.
  • Well of Tenacity damage reduction increased to 50 percent.
    • Dev Note: Protective Light was previously too dominant and felt too much like a must-take mod. By swapping the damage reduction values of Protective Light and Well of Tenacity, Protective Light should no longer feel like a mandatory part of every loadout, and players will need to choose between a smaller, but longer-lasting, amount of damage reduction on-demand when wounded (Protective Light) vs. a shorter-duration but stronger amount of damage reduction when picking up Void wells (Well of Tenacity).
  • Reworked Heart of Inmost Light to be more consistent and readable.
  • Fixed an issue where Titans who threw Sentinel Shield would lose Charged with Light stacks to recharge abilities that could not recharge mid-Super.
  • Synthoceps no longer increase the damage of Stasis Crystals while in Super.

FINISHER MOD REWORK

  • Finishers can now always be performed even when using mods that require Super energy.
    • If the required Super energy is not available, the benefit will not trigger.
    • Dev Note: With the introduction of Lucent Hive Ghosts and finishers being mechanically necessary to defeat them, the finisher mods have all been updated to behave differently. Now, regardless of which mods you have equipped or how much Super energy you have, you will always be able to perform finishers. If you don’t have the requisite energy, or you don’t need what the mod would grant, the benefit will not trigger, and you will not have Super energy deducted. For example, if you have the One-Two finisher equipped and you have a full melee and/or less than one-sixth of your Super energy, you will be able to perform the finisher, but you will neither gain melee energy nor be charged Super energy.

WEAPONS

  • Fixed an issue where the Zealot's Reward Fusion Rifle could be fired without costing the correct amount of ammo.
  • Bows with Explosive Head and the Anti-Barrier mod will now detonate on impact with enemies.
  • Fixed an issue where the Whisper of the Worm ornament, Roar of the Wyrm, had slightly visible holes near the scope.

GLOBAL

Kill Trackers

  • Now visible by default on all weapons that shipped in Forsaken and later.
    • Exotic weapons from earlier than that will be updated in a later release.

Special Ammo

  • Players now only drop one Special ammo on death (or equivalent), no matter how much they were carrying (as long they weren't empty).
    • The maximum you can pick up off a Special brick is one for a Shotgun, Fusion Rifle or Sniper Rifle, or equivalent for other weapons.
      • Scavenger adds to this as normal.

Quickswap Glitch

  • Fixed an animation cancel allowing players to use a specific button combination to swap almost instantly.
  • Inserting mods on Legendary weapons is now free and instantaneous.

WEAPON ARCHETYPES

Fusion Rifles

  • Increased high-impact Fusion Rifle damage per bullet from 62 to 64.
  • Increased high-impact Fusion Rifle PvE damage bonus from 15 percent to 20 percent.

Breech Grenade Launchers

  • Reduced blinding and concussion grenade damage by 25 percent.

Rocket Launchers

  • Scaled damage by subfamily:
    • Precision: 0.95x
    • High Impact: 1.0x
    • Adaptive: 1.05x
    • Aggressive: 1.05x

Sniper Rifles

  • Reduced variance in aim assist scaling between low zoom (35 zoom) and high zoom (60 zoom) Sniper Rifles.
  • Cone scalar increased by ~25 percent on low zoom, reduced by ~9 percent on high zoom.

Pulse Rifles

  • Increased damage vs minors in PvE by 10 percent.

EXOTIC WEAPONS

Exotic Primary Ammo Weapons

  • Increased damage vs minors in PvE by 40 percent.

Trace Rifles

  • Increased damage vs minors in PvE by 40 percent.

Chaperone

  • Reduced passive range buff from 2m to 0.5m.

Duality

  • Reduced passive range buff in slug mode (i.e. when aiming down sights) from 1.25m to 0.5m (pellet mode is unaffected).
  • The On Black Wings damage buff no longer clears on reload.

Tarrabah

  • Now reduces perk progress by half instead of clearing it on weapon stow.
  • Increased duration increases for damaging a player slightly.

Ruinous Effigy

  • Increased the damage dealt by guarding with a transmutation sphere by 66 percent (30 percent against players).

Lumina

  • Increased range stat from 44 to 59.
  • Increased base stability stat from 46 to 56.

Ager's Scepter

  • Fixed being able to activate or continue using empowered mode while suppressed or Stasis encased.
  • Rebuilt the perk. Previously, the perk modified Super charge rate; now it freezes Super recharge and deducts Super directly, fixing several issues with activities that change charge rate and outliers for recharge based on Intellect stat.

Dead Man's Tale

  • Reduced the catalyst's hip-fire rate of fire from 150 RPM to 130 RPM.

Lorentz Driver and Arbalest

  • Doubled the amount of flinch received.

Forerunner

  • Increased ammo picked up from a Special ammo brick from 2 to 3 (or 4 to 5 with a Scavenger mod).

LEGENDARY WEAPONS

  • Adjusted weapon stats on some older weapons

Hand Cannons

  • Updated out of band stats for old 150 RPM Hand Cannons.
    • Dire Promise: +4 range, +3 stability, -4 aim assist.
    • Waking Vigil: +6 range, +5 stability, -3 aim assist.
    • Jack Queen King 3: +3 range, +3 stability, -8 aim assist.
    • Spare Rations: +4 range, +4 stability, -9 aim assist.

Felwinter's Lie

  • +15 percent spread angle.

Ikelos SMG

  • +1 zoom, -5 range, -7 stability, -8 handling, -5 aim assist.
    • Dev Note: Typically we don't adjust stats on weapons at all post-ship, so we don't intend to do this regularly.

PERKS

Hip-fire Grip

  • Now increases damage falloff start and end distances by 20 percent (except on Shotgun, Sniper Rifle and Fusion Rifle).

Adagio

  • Increased duration from 5s to 7s.
  • Increased damage bonus (except for on Bow and Fusion Rifle) from 25 percent to 30 percent.
  • Now adds +10 range.
  • Added a timer to the buff text to make it easier to tell when it's going to expire.

Dual Loader

  • Reduced reload stat penalty from -50 to -35.

Danger Zone

  • Reduced self-damage scalar for Grenade Launchers. Combined with the other scalars, this ends up reducing self-damage from 1.25x to 0.75x.

Tap the Trigger

  • On Fusion Rifles only:
    • Reduced stability bonus from +40 to +10.
    • Changed max recoil angle scale from 0.5 to 0.875.
    • Changed error angle scale from 0.9 to 0.975.
  • Unchanged on all other weapons

Eager Edge

  • Reduced lunge distance benefit while airborne by 25 percent.
  • Now caps maximum player airborne velocity (to a fairly high value) while active.

Headseeker

  • Extended buff duration from 0.17s to 0.3s (will now last for the full burst of an Aggressive Burst Pulse Rifle).

ABILITIES

Void Subclasses

  • Reworked to fit Subclass 3.0 system. There are too many individual systemic changes to list here, but the Void subclasses now use the Aspect and Fragment system used by Stasis.
  • Standardized a set of buffs and debuffs aligned to the Void damage type:
    • Void Overshield -- You are armored with a protective barrier of Void Light. Reduces damage taken from combatants.
    • Void Invisibility -- You vanish from sight, and do not appear on enemy radar. Performing offensive actions will end Invisibility.
    • Devour -- Feast on the energy of your defeated foes. Kills restore you to full health, grant grenade energy, and extend Devour.
    • Void Weaken -- The target takes increased damage, and has their movement speed slowed. Afflicted combatants have difficulty firing accurately.
    • Suppression -- The target is taken out of any act ive abilities, and cannot activate any abilities or movement modes while Suppression persists. Afflicted combatants cannot fire their weapons.
    • Void Volatile -- The target is afflicted with unstable Void energy, andenergy and will explode upon taking additional damage.
  • Hovering over Aspects, Fragments, or abilities on the subclass screen now displays a tooltip flyout detailing any relevant status effects.
  • Some old subclass perks have been deprecated, while others have been rolled into base ability behavior, Fragments or Aspects with some changes to behavior as a result.
  • All classes now have access to all Void grenades.

GRENADES

Vortex Grenade

  • Now pulls enemies into the lingering damage field on impact.
  • Linger damage per tick reduced by 20 percent.
  • Detonation damage vs. players reduced by ~50 percent.
  • Base cooldown increased from 105s to 121s.

Void Spike Grenade

  • Base cooldown reduced from 105s to 91s.

Voidwall Grenade

  • Now more consistently expands to its full length over uneven terrain.

Scatter Grenade

  • Charged Scatter Grenade seeker lifetime before detonating and seeker tracking strength increased.
  • Nothing Manacles now inherits the charged grenade projectile directly and benefits from this change.
  • Base cooldown increased from 105s to 121s.

Suppressor Grenade

  • Suppression effect now lasts 5s against player targets, down from 10s.

HUNTER

NIGHTSTALKER

  • Shadowshot
    • Split Shadowshot into two separate variants -- Deadfall and Moebius Quiver.
    • Shadowshot: Deadfall
      • On impact, Deadfall Shadowshot now pulls nearby enemies into tether range before arming.
      • Duration of tether mark against players (the red X that is applied to tethered targets) reduced from 30s to 10s. Unchanged vs. PVE combatants.
      • Base direct impact damage decreased from 250 to 150.
        • Damage vs. combatants increased to compensate.
          • This increase varies by type and tier of combatant, but generally is significantly more damage than before.
      • Moved Deadfall Shadowshot to the tier 4 Super recharger tier (recharges more quickly than previous).
    • Shadowshot: Moebius Quiver
      • Each shot now fires a volley of three Void Arrows in a fan that seek to nearby enemies, Suppressing and Weakening them, and making them Volatile.
        • Two shots per Super; three with Orpheus Rig equipped.
      • Reduced base direct impact damage per arrow from 250 to 125 and reduced bonus damage vs. tethered targets from 5x to 1.2x.
      • Increased base damage scalars vs. PVE combatants to compensate, moving much of the tethered target bonus damage back into base impact damage in PVE.
        • This increase varies by type and tier of combatant, butcombatant but is generally within the same damage profile as the previous Moebius Quiver in terms of total damage.
    • All Shadowshot variants
      • Now suppresses the target more quickly and reliably on direct impact.
      • Slightly lowered the collision size of the Shadowshot projectile to reduce instances where it would get caught on doorframes in close quarters activation.
      • Player maximum momentum while casting Shadowshot reduced:
        • In-air speed reduced from 5.5m/s to 3m/s.
        • Ground speed reduced from 8.5m/s to 5.5m/s.
          • This should reduce the number of instances of players flying off ofoff cliffs, into boss stomp range, or beyond the edge of the known universe while firing their Shadowshot arrows.
      • Fixed an issue where Shadowshot arrows would immediately delete when impacting a Barrier Champion's shield.
  • Deprecated the Corrosive Smoke ability and Heart of the Pack buff behavior.
  • Snare Bomb
    • Now the default Nightstalker melee ability.
    • Now Weakens enemies on detonation.
    • Radar ping duration reduced to 5s after impact.
  • Vanish Smoke Bomb
    • Deprecated as a standalone melee ability.
    • When the Trapper's Ambush Aspect is equipped, your Snare Bomb will make nearby allies Invisible when it impacts a surface or enemy.

REVENANT

  • Silence and & Squall
    • Now follows boss or Champion targets if they move out of the Squall area. If the boss or Champion dies, the Squall will attempt to find a new target and move toward them.

ARCSTRIDER

  • Arc Staff cooldown time increased from tier 3 to tier 2.

TITAN

SENTINEL

  • Ward of Dawn
    • Now a standalone Super in recharge tier 5 (fastest recharge tier).
    • Weapons of Light outgoing damage bonus reduced from 35 percent to 25 percent.
    • Ward of Dawn can now take damage from Kinetic weapons.
    • Now casts much more quickly as a result of being decoupled from the Sentinel Shield activator.
  • Sentinel Shield
    • Deprecated small shield block behavior.
      • Banner Shield is now the new base behavior for Sentinel Shield -- large guard size, generates Orbs of Power on blocking damage, can be shot through by allies, and provides a weapon damage boost for allied players behind the caster while guarding.
  • Shield Bash
    • Now grants a Void Overshield on kill.
  • Deprecated the Tactical Strike and Defensive Strike melee abilities, and the Turn the Tide subclass passive perk.
  • Added a new ranged melee ability:
    • Shield Toss – Throw your Sentinel Shield, which ricochets between nearby enemies. Each hit with Shield Toss grants a small amount of Void Overshield.

SUNBREAKER

  • Sunspots
    • Damage vs. players reduced from 250hp/s to 75 hp/s.
  • Throwing Hammer
    • Fixed an issue causing this projectile melee to behave as a physical melee.

STRIKER

  • Fists of Havoc cooldown time decreased from tier 1 to tier 2.

BEHEMOTH

  • Glacial Quake cooldown time decreased from tier 1 to tier 2.
  • Glacial Quake ground follows (that create the three lines of crystals) now terminate early if they hit an allied Ward of Dawn.

WARLOCK

VOIDWALKER

  • Nova Bomb
    • Split Nova Bomb into two separate variants: Vortex and Cataclysm.
      • Nova Bomb: Vortex
        • On impact, now pulls nearby enemies into the lingering damage field.
      • Nova Bomb: Cataclysm
        • Increased travel speed by ~30 percent.
        • Added a short delay before Nova Bomb seekers spawn to reduce instances of them being caught in the detonation area and destroyed prematurely.
        • Decreased damage from the caster when shooting your own Nova Bomb.
          • Previously a scalar increased damage you dealt to your own Nova Bomb by 1000x; this has been reduced to 4x.
          • This is intended to reduce instances of accidentally destroying your Nova Bomb while in flight after firing it at a boss.
  • Deprecated the Entropic Pull, Devour, and Atomic Breach melee abilities, and the Dark Matter subclass passive perk.
  • Added a new ranged melee ability:
    • Pocket Singularity
      • Launch an unstable ball of Void energy that detonates when it nears an enemy, pushing targets away from the blast and making them Volatile.
  • Handheld Supernova
    • Now makes the target Volatile on hit.
    • Now accessed via the Chaos Accelerant Aspect when Magnetic Grenade is equipped.

SHADEBINDER

  • Winter's Wrath cooldown time decreased from tier 1 to tier 2.

DAWNBLADE

  • Daybreak coold own time increased from tier 2 to tier 1.

VOID ASPECTS

  • Added:
    • Hunter:
      • Trapper’s Ambush
      • Vanishing Step
      • Stylish Executioner
    • Titan:
      • Controlled Demolition
      • Bastion
      • Offensive Bulwark
    • Warlock:
      • Chaos Accelerant
      • Feed the Void
      • Child of the Old Gods

VOID FRAGMENTS

  • Added:
    • Echo of Expulsion
    • Echo of Provision
    • Echo of Exchange
    • Echo of Remnants
    • Echo of Reprisal
    • Echo of Undermining
    • Echo of Persistence
    • Echo of Leeching
    • Echo of Domineering
    • Echo of Dilation
    • [redacted]
    • [redacted]
    • [redacted]
    • [redacted]

MISCELLANEOUS

  • Rat King and Assassin's Cowl
    • Updated to use the new Void Invisibility buff.
  • Helm of Saint-14
    • Updated to use the new Void Overshield buff.
  • Stasis Crystals
    • Now take 90 percent less damage from PVE combatants.

POWER AND PROGRESSION

  • The Seasonal Artifact is no longer capped at 12 unlocks. Over the course of the Season, players will be able to continue earning artifact mod unlocks, potentially up to unlocking all 25 artifact mods.
  • Powerful and Pinnacle gear rewards have moved from Europa to the new destination in The Witch Queen.
  • Power bands have been updated/increased:
    • Floor: 1350 (up from 1100)
    • Soft Cap: 1500 (up from 1270)
    • Powerful Cap: 1550 (up from 1320)
    • Hard Cap: 1560 (up from 1330)
    • (The purchasable character boost has been updated accordingly and will increase your character's Power to the new Soft Cap of 1500.)

UMBRAL FOCUSING

  • After many months of dutiful service, the Prismatic Recaster is removed from the H.E.L.M.
    • Rahool in the Tower has risen to the challenge and can now decode Umbral engrams.
  • Gear focusing options for Season Ppass owners will reside on that Season’s vendor.
    • At Season start, players can focus Umbral engrams into Seasonal gear.
    • Focusing individual weapons and armor pieces will require two things: Having collected that gear piece before and owning the vendor upgrade for weapons or armor.

BOUNTIES AND PURSUITS

  • Fixed a rare issue with the Lost Lament Exotic quest, causing which caused players to be stuck with the Broken Blade item from Banshee.
  • Added daily and repeatable calibration bounties for Glaives.
  • Added new bounties for Void status effects.
  • Added Stasis calibration bounty.
  • Dreaming City bounties have been updated to provide the same XP rewards as other bounties of the same kind (repeatable, daily, or weekly).

EMBLEMS

  • The Spoils of Ishtar emblem now can now track raid statistics.

SHADERS

  • Fixed an issue allowing duplicate shaders to continue to drop from patrol chests. Looking at you, Powder Blue.

CATALYSTS

  • The following catalysts now have a chance to drop when completing Vanguard, Crucible, or Gambit activities:
    • Hawkmoon
    • Dead Man's Tale
    • Ager's Scepter
    • Outbreak Perfected
    • Whisper of the Worm
    • The Fourth Horseman

SEASON PASS REWARDS

  • High-stat Seasonal armor has been reintroduced.
    • Individual pieces are awarded between ranks 57 and 87.
  • Legendary engrams have been replaced with focused Umbral engrams.
    • Five in total. Each focused to a different armor piece (arms, legs, chest, class, and head).
    • All Umbral engrams are tier 2.
  • The Season Pass emblem has been removed, but we have introduced a Season Pass Sparrow.
    • The Season Pass scrounger bonuses (bonuses which increased Seasonal weapon/armor drop chances in ritual activities) have been overhauled.
  • The weapon scrounger bonuses are no longer separated by weapon type or ritual activity. They now apply to both Season Pass Legendary weapons and all activities at once.
    • Two weapon scrounger bonuses instead of six.
    • The first bonus grants the player a small chance to receive earn the weapons from ritual activities. The second bonus gives an improved chance.
    • Total drop chance is unchanged from previous Seasons.
  • The armor scrounger bonuses are no longer separated by ritual activity. It now applies to all activities at once.
    • One armor scrounger bonus instead of three.
    • Like the weapon, the total drop chance for each armor piece is unchanged.
  • Aside from the emblem, no items have been removed from the Season Pass, only added.
    • A number of rewards such as Glimmer and Legendary Shards have been consolidated to make room for high-stat armor.
    • A small amount of Upgrade Modules have been added.
    • The order some rewards are acquired has been tuned to accommodate the above changes.

PLATFORMS AND SYSTEMS

  • Windows 10 (and up): Windowed HDR is now supported
    • To use windowed HDR, players must have the in-game HDR option enabled, and Windows 10 configured to have 'Use HDR' enabled for the specific display:
    • When playing Destiny in windowed HDR, the game will automatically swap between HDR and SDR if the window moves to a display without HDR support.
    • All players (SDR or HDR) that use the software OBS on Windows 10 (and up) with Window Capture: Ensure the 'Capture Method' is set to 'Windows Graphics Capture' or capturing will display a black screen. The BitBlt setting will continue to work for previous versions of Windows.
  • Windows 10 (and up): windowed fullscreen should provide the same (or better) performance compared to exclusive fullscreen.
  • Screenshots are now supported when playing in HDR on PC.
    • Screenshots must be taken using the in-game screenshot feature.
    • HDR screenshots will be tone-mapped to SDR and saved as lossless PNG files.
  • Display calibration improvements (all platforms).
    • Players in HDR will see an updated calibration UI screen to adjust their settings.
    • HDR calibration settings have been updated with friendlier functionality to accommodate the wide range of HDR display capabilities and viewing environments.
    • SDR and HDR calibration settings are no longer stored account-wide and old settings have been reset.
      • Display calibration settings are now stored per-platform: PC, Xbox One, Xbox Series S and X, PS4, PS5, and Stadia.
    • SDR brightness settings no longer affect the game when playing in HDR.

GENERAL

  • Adjusted the physics knockback for boss stomps. This will should result in fewer deaths from being knocked into an object.
  • Tangled Shore and the Forsaken campaign have entered the Destiny Content Vault.
  • Removed all Wanted enemies and Silent Fang missions from Nessus and the EDZ.
  • Petra Venj bounties can now be purchased from the Destiny Companion App without requiring a character to be on the Dreaming City destination.
  • Some items that were previously sold by the Drifter or dropped from the Primeval Servitor boss in Gambit now have a small chance of dropping upon completion of a Gambit match.
  • Players above the Soft Cap (1500 Power) will no longer receive Rare (blue) drops from playlist activity completions (Crucible, Gambit, Vanguard).
  • P layers above the Soft Cap will have an increased chance at Legendary weapons and armor drops, or a small amount of Legendary Shards.
  • Returning players who have no Power weapon equipped will now have a Rocket Launcher granted to them on login. Thank the Light!
  • In Season 16, Amanda Holliday will now reward a new emblem to players that complete the Twitch Subscription bounties through the Destiny 2 Twitch Extension.

VENDORS

  • Xûr now sells Hawkmoon and Dead Man's Tale.
    • He will offer a unique roll of both weapons each week.
  • Master Rahool now offers a Material Exchange and will be the source for purchasing Enhancement Prisms and Ascendant Shards.
  • Banshee-44 and Ada-1 now offer four mods at a time (Increased from two).
  • Banshee-44 has been updated utilize the new reputation system used by other vendors in the tower such as Shaxx, Zavala, the Drifter, and Saint-14.
    • Dismantle armor and weapons to earn Gunsmith reputation.
    • Banshee-44's Daily Bounties now offer a small amount of Gunsmith reputation upon completion.
    • Gunsmith Materials, Mod Components, Weapon Telemetry, and Pure Matterglass Lens have been depreciated.
    • Ghost mods that generated Weapon Telemetries have been removed:
      • Arc Analyzer
      • Solar Analyzer
      • Void Analyzer
      • Omni-Telemetry
      • Banshee Special
  • The Drifter now offers weapon and armor focusing.
    • New Gambit engrams can be spent on focused equipment from the Drifter, or be decrypted by Master Rahool.
  • Shaw Han
    • Shaw will no longer offer repeatable bounties to new characters before they have finished A Guardian Rises, saving New Lights valuable Glimmer.
    • A new Exotic quest, The Queen Beckons, is available from Shaw Han for players who purchase The Witch Queen expansion.
      • Upon completion, the quest awards the Exotic Auto Rifle, Sweet Business.
    • The Blast from the Past Exotic quest has been moved to the Variks vendor on Europa.
  • Ikora Rey
    • From her overlook in the Tower Bazaar, Ikora will now teach all classes the Void abilities, Aspects, and Fragments they have yet to unlock on their character.
      • However, easily learning new Void abilities comes with a cost: each new ability learned requires large quantities of reprogrammable matter (Glimmer) and a nearby meditation device to expedite the process.
    • Returning characters with a Void subclass will have the majority of their abilities unlocked upon character login.
      • Grenades that were not accessible to a class prior to The Witch Queen launch will still need to be learned from Ikora.
    • For new characters, Ikora will offer quests to earn their Solar and Arc subclasses once they have reached her step in the A Spark of Hope questline.

NEW LIGHT

  • Changes alongside Void 3.0:
    • All new characters will start with the reworked Void 3.0 subclass regardless of class.
    • Solar and Arc subclasses may still be unlocked for all classes via quests. These quests are available after finishing the A Guardian Rises questline and talking to Ikora Rey during the A Spark of Hope quest.
    • New characters will start with Void subclass abilities intended to be more friendly and appealing to new players. Additional abilities may be unlocked by talking to Ikora in the Tower.
      • Hunter:
        • Super Ability: Moebius Quiver
        • Class Ability: Marksman's Dodge
        • Movement Ability: Triple Jump
        • Charged Melee: Snare Bomb
        • Void Grenade: Scatter Grenade
      • Titan:
        • Super Ability: Sentinel Shield
        • Class Ability: Towering Barricade
        • Movement Ability: Catapult Lift
        • Charged Melee: Shield Throw
        • Void Grenade: Magnetic Grenade
      • Warlock:
        • Super Ability: Nova Bomb: Vortex
        • Class Ability: Healing Rift
        • Movement Ability: Burst Glide
        • Charged Melee: Pocket Singularity
        • Void Grenade: Vortex Grenade
    • New Quest: Learning Light
      • During the Schism mission, players will acquire a new quest called Learning Light that teaches them more about their subclass abilities.
      • This quest is only available to new characters and existing characters that have not yet finished the Schism mission in the A Guardian Rises questline.
      • This quest is not required to complete the A Guardian Rises questline.
  • A Guardian Rises questline
    • The second Sacrifice questline step requiring players to purchase a bounty from Shaw Han has been removed.
    • The Seek and Destroy questline step no longer requires completing a bounty to progress.
    • The Welcoming Committee questline step, where players meet Ikora for the first time, now has a new VO introduction performance for her character.
  • A Spark of Hope questline
    • After completing the first step in the questline, Zavala will now ask players to play the first mission of The Witch Queen campaign instead of Beyond Light.
  • Cosmodrome destination
    • A precarious but usable path has been welded together to help New Lights climb from The Divide into the Exodus Garden 2A Lost Sector.
    • An issue has been resolved where players on the Guardian Rises mission would not see the Ketch fly-by performance in The Divide if another player on that same mission was already present.
  • Europa destination
    • Europa has been added to the destination XP-based unlock flow for New Light players.

LOCALIZATION

  • Eris for Brazilian Portuguese has been re-recorded to replace soundalike.
  • Ghost for Mexican Spanish has been re-recorded to replace soundalike.
  • Ghost and Drifter for Castilian Spanish have been partially re-recorded to replace soundalike.
    • Will be fully re-recorded in the next update.
  • Zavala for Mexican Spanish has been re-casted and re-recorded.

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