The Fortnite 2.32 update patch notes (10.20) have now been revealed by developer Epic Games. Following the 10.10 Content Update, which brought in the new Junk Rift item, Glitched Consumables, and more, players are now awaiting a patch that requires a download and install. While Content Updates are great and all, it’s these downloadable patches that usually contain more substantial changes, along with files that dataminers can dig into for upcoming items, skins, and more. The 2.32 (10.20) update his now rolling out across PC, PS4, Xbox One, iOS, Android, and Nintendo Switch. It features a number of highlights, including the Fortnite x Mayhem event, and new Shield Bubble. Read on for the full details.
Fortnite 2.32 Update Patch Notes (10.20) | Highlights
Fortnite x Mayhem Borderlands crossover
Borderlands meets Fortnite in the new Fortnite x Mayhem crossover event. Up until September 10, Fortnite players will be able to explore the Pandora Rift Zone, which is styled around the upcoming Borderlands 3 game. What’s more, the Psycho Bundle set will allow players to dress up as their favorite maniac.
ALSO: The ‘Secret’ Death Stranding Briefing trailer has leaked, has 7 minutes of footage
Shield Bubble
The new Fortnite Shield Bubble is a rare item that lasts for 30 seconds. It creates a large bubble that blocks projectiles and explosives. All players (both friendly and enemy) are able to pass through it undamaged. To destroy the Shield Bubble, 400 damage needs to be done to the bubble emitter.
Tilted Town
New traversable paths have been added, which connect the town to the surrounding hills. This should help improve player experience during the late-game circles.
Fortnite 2.32 Update Patch Notes (10.20) | Full list
BATTLE ROYALE
WEAPONS + ITEMS
- Shield Bubble
- Rare item.
- Found from Floor Loot, Chests, Supply Drops, and Vending Machines.
- Lasts for 30 seconds.
- Creates a large bubble that blocks projectiles and explosives. However, players can still run through it.
- Projectiles and explosives can be fired from inside the bubble but cannot go outside of it.
- The bubble’s emitter has 400 HP. Destroying it deactivates the bubble.
- B.R.U.T.E.
- The B.R.U.T.E.’s map icon will remain visible to all players after players board one. The icon will follow the vehicle as it moves.
- This is to increase awareness of a B.R.U.T.E.’s presence and location to all players in the match.
- The B.R.U.T.E. changes below were implemented between August 22-23.
- Decreased the maximum amount of rockets fired by the B.R.U.T.E. in a single charge from 10 to 6.
- Decreased the rate at which the rockets are fired from the B.R.U.T.E. by 56%.
- The B.R.U.T.E. no longer grants materials to the driver and passenger when stomping or dashing through the environment.
- Returned the explosion radius of B.R.U.T.E. missiles back to their original range.
- We had decreased the explosion radius by 42% in the August 22 hotfix. This change in particular felt like an overswing, making it too difficult for the B.R.U.T.E to hit targets with less rockets and mobility. So on August 23 we brought the damage radius back (in core modes) to where it was before August 22. We’re continuing to closely evaluate the B.R.U.T.E. changes to make sure they align with our goals.
- As of v10.20, these changes are now also in Arena & Tournament playlists.
- We had decreased the explosion radius by 42% in the August 22 hotfix. This change in particular felt like an overswing, making it too difficult for the B.R.U.T.E to hit targets with less rockets and mobility. So on August 23 we brought the damage radius back (in core modes) to where it was before August 22. We’re continuing to closely evaluate the B.R.U.T.E. changes to make sure they align with our goals.
- Increased the dash cooldown from 3 seconds to 5 seconds.
- Decreased the velocity gained from boosting while in air by 33%.
- Adjusted the variability of spawn rates for storm phases 1, 2, and 3 in core modes.
- Note: These adjustments do not affect the spawn rates in Arena and Tournament playlists. You can find those spawn rates in the v10.10 Patch Notes.
- Storm phase 1
- Increased the maximum number of B.R.U.T.E. spawns from 5 to 6.
- Reduced the chance for 0 B.R.U.T.E.s to spawn from 29% to 14.3%.
- New spawn rates
- 14.3% chance to spawn 0.
- 14.3% chance to spawn 1.
- 14.3% chance to spawn 2.
- 14.3% chance to spawn 3.
- 14.3% chance to spawn 4.
- 14.3% chance to spawn 5.
- 14.3% chance to spawn 6.
- Old spawn rates
- 29% chance to spawn 0.
- 14.3% chance to spawn 1.
- 14.3% chance to spawn 2.
- 14.3% chance to spawn 3.
- 14.3% chance to spawn 4.
- 14.3% chance to spawn 5.
- Storm phase 2
- Increased the maximum number of B.R.U.T.E. spawns from 3 to 5.
- New spawn rates
- 16.7% chance to spawn 0.
- 16.7% chance to spawn 1.
- 16.7% chance to spawn 2.
- 16.7% chance to spawn 3.
- 16.7% chance to spawn 4.
- 16.7% chance to spawn 5.
- Old spawn rates
- 25% chance to spawn 0.
- 25% chance to spawn 1.
- 25% chance to spawn 2.
- 25% chance to spawn 3.
- Storm phase 3
- New spawn rates
- 25% chance to spawn 0
- 25% chance to spawn 1
- 25% chance to spawn 2
- 25% chance to spawn 3
- Old spawn rates
- 33% chance to spawn 1
- 33% chance to spawn 2
- 33% chance to spawn 3
- New spawn rates
- Decreased the material cost of using the gunner’s overshield from 200 to 75.
- Increased the Health of the B.R.U.T.E from 1000 to 1250.
- The B.R.U.T.E.’s map icon will remain visible to all players after players board one. The icon will follow the vehicle as it moves.
- Junk Rift
- The Junk Rift has been re-enabled in all modes.
- Vaulted
- Storm Flip
- Drum Gun
- Storm Scout Sniper Rifle
Bug Fixes
- Fixed an issue in which the Junk Rift was not destroying B.R.U.T.E.s on impact.
- Weapons and items received from Vending Machines no longer differ from the weapons and items displayed upon receiving them.
- Fixed an issue in which Chug Splashes were able to be deployed quicker than intended.
- The Combat Shotgun no longer becomes more inaccurate for a short period of time after players swap to it from a weapon best used while aiming down sights (such as Sniper Rifles).
- Shockwaves now properly affect members of the Horde.
- Fixed an issue in which Small Shield Potions would not fill players’ Shield to 50 if it was at 49.
- Fixed an issue in which Stink Bombs would do less damage to players using a B.R.U.T.E.
- Gunners in a B.R.U.T.E. who aren’t accompanied by a driver will no longer have an obstructed view while in the volcano vortex.
- Hoverboards can no longer be ridden by a B.R.U.T.E.
- The damage state of a B.R.U.T.E. now appears when players with a vehicle Wrap equipped enter a B.R.U.T.E. that was previously unoccupied.
- Reloading a B.R.U.T.E.’s shotgun no longer makes it unable to fire missiles.
- Fixed an issue involving the B.R.U.T.E.’s air slam dealing more damage to Horde spawners than intended.
- The self-destruct timer of a B.R.U.T.E. can no longer be paused.
- Switching seats in or exiting a B.R.U.T.E. while it is loading missiles no longer makes it unable to emote.
- Entering a B.R.U.T.E. no longer causes players to lose the ability to use weapons or items on exit.
GAMEPLAY
- Pandora
- At the oasis near Paradise Palms, a Rift Beacon has created the Pandora Rift Zone.
- Part of the Fortnite X Mayhem collab.
- This Rift Zone highly resembles the planet Pandora. However, it’s more than just a model; even the rules of the planet apply!
- While at the Rift Zone, players will begin to generate Shield after 4 seconds of not taking damage.
- Pandora will be available until September 10.
- At the oasis near Paradise Palms, a Rift Beacon has created the Pandora Rift Zone.
- Tilted Town
- Added traversable paths that connect the town to the surrounding hills.
- This is to improve the experience in late-game circles that take place at Tilted Town.
- Added traversable paths that connect the town to the surrounding hills.
- Increased the time between subsequent Turbo Build placements from 0.05 seconds to 0.15.
- The first placement of a structure using Turbo Build remains the same.
- Moving Storm
- Safezones will no longer move while shrinking in the later phases of a match.
- Note: This change does not affect Arena and Tournament playlists.
- This change was implemented on August 23.
Bug Fixes
- Going inside the Tilted Town Rift Zone while using a B.R.U.T.E. no longer causes the screen filter and no-building effect to remain after leaving the Rift Zone.
- Getting knocked out of a B.R.U.T.E. no longer causes players to enter an unintended Down But Not Out state in which they’re able to walk/run and unable to be revived.
- Fixed an issue in which members of the Horde would not attack players in a B.R.U.T.E.
- Damaging a B.R.U.T.E. no longer counts towards the Storm Surge damage threshold.
-
Players inside indestructible buildings can no longer be damaged by a Junk Rift.
- Destroying a Chest or ammo container by destroying the object it is placed on will now open it.
ART + ANIMATION
Bug Fixes
- Fixed an issue in which Catalyst’s left arm would clip through multiple backpacks in the lobby while idle.
- The Y0ND3R Outfit and EQ Wrap now animate correctly on PlayStation 4.
- Boarding a B.R.U.T.E. inside the Tilted Town Rift Zone and then exiting the Rift Zone while in the B.R.U.T.E. no longer causes the player’s Outfit to be unable to return to the equipped Outfit.
AUDIO
- Adjusted the shape of the Junk Rift’s audio attenuation from a sphere to a capsule.
- This is to make Junk Rift objects more audible when spawned up high.
- Reduced the volume of the Minigun’s overheat audio.
Bug Fixes
- The Frag Grenade’s fuse sound no longer occurs as it is thrown.
- The Battle Bus’ audio no longer plays from the wrong location on Starter Island.
- Fixed an issue in which the spawn sound effects of Junk Rift objects would not play if the thrown projectile hit a player.
UI
Bug Fixes
- Fixed an issue involving players being unable to see Challenges upon logging in for the first time during Season X.
- The input UI for the B.R.U.T.E.’s gunner mode no longer displays the wrong inputs for players using a controller.
- Fixed an issue in which the player icon wouldn’t update properly while players have their Locker Outfit set to Random.
- A rounding error no longer occurs in the Health and Shield meters after applying Bandages or Small Shields.
- Fixed an issue that caused the Social Panel to show an incorrect set of Team Members.
REPLAY
- Local replays now have the same HUD as that of server/broadcast replays.
- After a player is eliminated in a replay, the camera will now follow their teammates or the player who eliminated them.
- Reordered and slightly modified the replay HUD controls.
- As part of this, the button used to access the player list has been removed. However, players can still access the player list using the map screen.
- On August 20, we disabled server streaming replays on PlayStation 4 and Xbox One to improve stability and address performance issues.
Bug Fixes
- Fixed an issue in which some of the smaller Junk Rift objects would not be hidden in replay rewinds after hitting the ground.
- Thrown Junk Rift projectiles no longer duplicate in replays.
- Junk Rift objects hitting the ground in replays no longer causes assets to appear.
- Fixed an issue involving the Junk Rift’s audio effects not occurring in replays.
MOBILE
- iOS will now optimize content during players’ first run of the game after patching. This will help reduce hitching and load times when waiting for the Battle Bus to leave.
- 60FPS support has been re-enabled for iPhone 8.
- Updated the images that appear on-screen during the patching process.
Bug Fixes
- Playlist tiles, “New” tiles, and Event page tiles will now display the correct images.
- Fixed collision issues between characters and some cosmetics.
- Fixed an audio issue when using the B.R.U.T.E on Android.
- Backing out of cinematics no longer causes a black screen.
- The font alignment has been corrected in the Challenges menu.
- Fixed an issue in which ammo belts would float while players were in a B.R.U.T.E.
- Fixed an issue in which Autofire was active against some vehicles.
CREATIVE
ISLANDS
- Added a desert-themed canyon with high peaks and jagged rocks, inspired by the desert area on the Battle Royale map.
Bug Fixes
- The ground on Ice Lake Islands no longer flickers on mobile devices.
GAMEPLAY
- Added a new value to the Camera Filter option in the Game Settings menu: Comic.
- Added Weapon Destruction option to the Game Settings menu.
- Determines how much damage player weapons will do to the environment and buildings on the map.
- None, 10%, 25%, 50%, 75%, 100%, 125%, 150%, 175%, 200%, 300%, 400%, 500%, Instant (Default: 100%).
- Added Allowed to Edit option to the Game Settings menu.
- Determines who is permitted to edit player built structures during the game.
- Default, Anyone (Default: Default). Default – players can edit structures built by themselves or their teammates. Anyone – all player built structures can be edited by any player.
- Added a new value to the Join in Progress option in the Game menu: Spawn On Next Round.
Bug Fixes
- Players do not lose movement functionality when entering a vehicle that is overlapping a rift.
- Fixed an issue where Creatures wouldn’t spawn on the Kevin Floating Islands.
- Players will no longer have access to the Creative inventory on the Battle Royale map when they enter Tilted Towns or Retail Row.
Known Issue:
-
Unmanned vehicles are no longer causing traps to trigger. This breaks many Creative islands that use this mechanism to trigger events. We’re actively working on a fix.
WEAPONS + ITEMS
- Added Flashlight Pistol.
- Allows players to defend themselves while navigating in the dark.
- Rare Item.
- Use Light Ammo.
- Damage: 26.
- Headshot: 52.
- 6.75 Rounds per second.
- 16 Rounds per magazine.
- Added Torch.
- A flaming brand to light your way.
- Rare Item.
- Cannot be used as a melee weapon.
Bug Fixes
- Traps now activate for players after they have turned into a prop.
- Camera placement is more stable when switching directly between different props using the Prop-O-Matic.
- Fixed several issues related to how the Prop-O-Matic interacts with DBNO state.
PREFABS & GALLERIES
- Added 6 New Prefabs:
- Pandora Container Complex.
- Pandora L-Stack.
- Pandora Transmission Stack.
- Pandora Barn Shelter.
- Pandora Hearth Shelter.
- Pandora Traveler Shelter.
- Added 6 New Galleries:
- Pandora Gallery.
- Pandora Prop Gallery.
- Pandora Prop Gallery Large.
- Pandora Container Gallery.
- Pandora Bone & Rock Gallery.
- Pandora Light Gallery.
Bug Fixes
- Cliff Gallery floors won’t automatically destroy after pasting them.
- The Butterfly Orb effects can be seen on lower graphical quality settings.
- The Pueblo Gallery no longer has an invisible collision at the bottom of certain walls.
- The Great Pyramid prefab no longer has a black floor on mobile.
- The Tomato Head Framed picture from the Mega Mall Gallery and the Dusty Depot Framed picture from the Dusty Prop Gallery now have collision.
- Players can no longer “Search” the bed from the Stilted Cabin Prefab.
- Items from the Indoor Residential Prop Gallery give proper materials when destroyed.
- The Factory Roofs from the Dusty Depot and Diner Gallery can be pasted.
DEVICES
- Added Random Number Generator device.
- This picks a random number between two values and displays the result. Optionally, it can also award score or apply this random value to a volume in front of it to trigger devices.
- Value Limit 1: 0-99 (Default: 1). Can be either the Max or Min Value.
- Value Limit 2: 0-99 (Default: 6). Can be either the Max or Min Value.
- Winning Value: If the output is higher than this, you ‘win’. This can be used with other customization options and can be used to send a trigger signal.
- 0-99 (Default: 4).
- Result Multiplier: Multiplies the visible output (and the winning score) of the device. e.g. if you roll a 5 with 10x multiplier, the device will report a value of 50.
- 1-10 (Default: 1).
- Roll Time: Determines how long the roll takes to complete.
- Instant, 1-30 seconds (Default: 3 seconds)
- Reset Delay: Determines how long the device will wait after a roll before it can be activated again.
- None, 1 second, 2 seconds, 3 seconds, 5 seconds, 10 seconds, 20 seconds, 30 seconds, 1 minute, 2 minutes, 3 minutes, 5 minutes, 10 minutes, 15 minutes, 20 minutes (Default: None).
- Award Score: Determines the circumstances under which score is awarded to the player who activated the device.
- Never, Always, On Win, On Loss (Default: Never).
- Score Type: Determines how any score award is handled.
- Add, Remove, Set (Default: Add).
- Add and Remove – Adjust the player’s current score by the Score amount.
- Set – Forces the player’s current score to the Score amount, ignoring any existing score.
- Add, Remove, Set (Default: Add).
- Score Value: Determines how much Score is awarded to the player.
- Roll Amount, 1, 2, 3, 4, 5, 10, 15, 20, 35, 50, 100, 200 (Default: Roll Amount).
- Zone: Determines whether this device has a Zone, and if so, the direction it extends from the plate. On rolling, a location within the Zone will be highlighted based on the rolled result. This highlighted area will activate Triggers, Music Sequencers, Speakers and other Random Number Generators.
- None, Forward, Left, Right, Backwards (Default: None).
- Length: Length of the Zone.
- ½, Normal, 2-20, 24, 26, 28, 30, 40, 60, 80, 100 (Default: 4).
- Width: Width of the Zone.
- ½, Normal, 2-20, 24, 26, 28, 30, 40, 60, 80, 100 (Default: Normal).
- Height: Height of the Zone.
- ½, Normal, 2-20, 24, 26, 28, 30, 40, 60, 80, 100 (Default: Normal).
- Visible During Game: Off, On (Default: On). If Off, the device can still be triggered via a received signal, but not by player interaction.
- Play Audio: Determines whether the device will play sounds for rolling, winning and losing.
- Off, On (Default: On).
- Team: Any, 1-16 (Default: Any).
- Enabled: Determines when the device is enabled.
- Disabled, Enabled, Warmup Only, Gameplay Only (Default: Enabled).
- Activate on Game Phase: Starts rolling when this game phase starts.
- Never, Pre-Game, Warm-up, Game Start (Default: Never).
- Receivers:
- Enable when Receiving From: No Channel, 1-32 (Default: No Channel).
- Disable when Receiving From: No Channel, 1-32 (Default: No Channel).
- Activate when Receiving From: Starts rolling when a signal is received on the selected channel.
- No Channel, 1-32 (Default: No Channel).
- Cancel When Receiving From: Cancels any roll currently in progress when a signal is received on the selected channel.
- No Channel, 1-32 (Default: No Channel).
- Transmitters:
- On Win Transmit On: If the roll is considered a ‘win’, a signal is sent on the selected channel.
- No Channel, 1-32 (Default: No Channel).
- On Lose Transmit On: If the roll is considered a ‘loss’, a signal is sent on the selected channel.
- No Channel, 1-32 (Default: No Channel).
- When Rolled Max Transmit On: If the roll resulted in the highest possible value, transmit a signal on the selected channel.
- No Channel, 1-32 (Default: No Channel).
- When Rolled Min. Transmit On: If the roll resulted in the lowest possible value, transmit a signal on the selected channel.
- No Channel, 1-32 (Default: No Channel).
- On Win Transmit On: If the roll is considered a ‘win’, a signal is sent on the selected channel.
- Added Score Manager device.
- This device provides score to the player that activates it. It can only be activated via its receivers – it cannot be interacted with directly by players.
- Score Value
- Determines the amount of score awarded the first time the device is activated during a game.
- -200, -100, -50 , -35, -20, -15, -10, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 10, 15, 20, 35, 50, 100, 200 (Default: 0).
- Determines the amount of score awarded the first time the device is activated during a game.
- Score Award Type: Determines what effect the device has on the activating player’s score.
- Add, Subtract, Set, None (Default: Add).
- Add and Subtract – Adjust the player’s current score.
- Set – Forces the player’s current score to the required amount, ignoring any existing score.
- None – does not change the player’s current score, making the device a counter.
- Add, Subtract, Set, None (Default: Add).
- Team
- Any, 1-16 (Default: Any).
- Times Can Trigger
- Determines how many times the device can be triggered before it stops responding. This value can still be reset via the Reset When Receiving From receiver even after the limit has been reached.
- Infinite, 1-10 (Default: Infinite).
- Determines how many times the device can be triggered before it stops responding. This value can still be reset via the Reset When Receiving From receiver even after the limit has been reached.
- Score Increment
- Each subsequent time the device is triggered after the first, the amount of score to be awarded will be adjusted by this amount. This can be utilized to create increasing or decreasing reward structures.
- -200, -100, -50 , -35, -20, -15, -10, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 10, 15, 20, 35, 50, 100, 200 (Default: 0).
- Each subsequent time the device is triggered after the first, the amount of score to be awarded will be adjusted by this amount. This can be utilized to create increasing or decreasing reward structures.
- Minimum Score
- This determines the minimum value that the score award can be reduced to by the Score Increment option. The actual score awarded will never be less than this value, even if the initial Score Value begins lower.
- -999, -500, -400, -300, -200, -100, -50 , -35, -20, -15, -10, -5, -3, -2, -1, 0, 1, 2, 3, 5, 10, 15, 20, 35, 50, 100, 200 (Default: -999).
- This determines the minimum value that the score award can be reduced to by the Score Increment option. The actual score awarded will never be less than this value, even if the initial Score Value begins lower.
- Maximum Score
- This determines the maximum value that the score award can be raised to by the Score Increment option. The actual score awarded will never be greater than this value, even if the initial Score Value begins higher.
- -200, -100, -50 , -35, -20, -15, -10, -5, -3, -2, -1, 0, 1, 2, 3, 5, 10, 15, 20, 35, 50, 100, 200, 300, 400, 500, 999 (Default: 999).
- This determines the maximum value that the score award can be raised to by the Score Increment option. The actual score awarded will never be greater than this value, even if the initial Score Value begins higher.
- Enabled: Determines when the device is enabled. When Disabled, the device cannot be activated by its receivers.
- Disabled, Enabled, Warmup Only, Gameplay Only (Default: Enabled).
- Visible In Game: Off, On (Default: Off).
- Transmit On Score
- When the device awards this amount of score it will transmit.
- -200, -100, -50 , -35, -20, -15, -10, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 10, 15, 20, 35, 50, 100, 200 (Default: 0).
- When the device awards this amount of score it will transmit.
- Receivers:
- Activate When Receiving From: Awards score to the activating player when receiving a signal on the selected channel.
- No Channel, 1-32 (Default: No Channel).
- Enable When Receiving From
- No Channel, 1-32 (Default: No Channel).
- Disable When Receiving From
- No Channel, 1-32 (Default: No Channel).
- Reset When Receiving From
- On receiving a signal from the selected channel, the device will be Enabled, the score award value will be reset to the value specified in the Score Value option and the number of times triggered will be reset to 0.
- No Channel, 1-32 (Default: No Channel).
- On receiving a signal from the selected channel, the device will be Enabled, the score award value will be reset to the value specified in the Score Value option and the number of times triggered will be reset to 0.
- Increment When Receiving From
- Causes the current score award value to be adjusted by the Score Increment value without actually awarding any score to the activating player.
- No Channel, 1-32 (Default: No Channel).
- Causes the current score award value to be adjusted by the Score Increment value without actually awarding any score to the activating player.
- Activate When Receiving From: Awards score to the activating player when receiving a signal on the selected channel.
- Transmitters:
- On Max Triggers Transmit To
- When the device has been triggered the number of times specified by the Times Can Trigger option, send a signal on the selected channel.
- No Channel, 1-32 (Default: No Channel).
- When the device has been triggered the number of times specified by the Times Can Trigger option, send a signal on the selected channel.
- On Score Output Transmit To
- When the score specified in Transmit on Score is awarded to a player, send a signal on the selected channel.
- No Channel, 1-32 (Default: No Channel).
- When the score specified in Transmit on Score is awarded to a player, send a signal on the selected channel.
- On Max Triggers Transmit To
- Added Speaker Device.
- Plays audio to everyone nearby when triggered.
- Speaker Audio: Selects which audio sample to play.
- Off, Accent A, Accent B, Accent C, Bump A, Bump B, End A, End B, Failure A, Failure B, Flashback, Game Over, Magic, Mystery A, Mystery B, Mystery C, Neutral, Positive, Reward A, Reward B, Scare A, Scare B, Success A, Success B, Success C, Surprise A, Surprise B, Threat, Transition A, Transition B, Unlock, Wash (Default: Accent A).
- Volume: Very Low, Low, Medium, Loud, Very Loud (Default: Medium).
- Attenuation: Determines how far the sound will travel.
- Close, Medium, Far, Very Far, Island (Default: Medium). Island – the sound can be heard anywhere on the map.
- Retrigger Behaviour: Determines what should happen if the device is triggered again while a sound is already playing.
- Ignore, Restart (Default: Ignore).
- Enabled: Determines when the device is enabled. When Disabled, the device cannot be activated by its receivers.
- Disabled, Enabled, Warmup Only, Gameplay Only (Default: Enabled).
- Activate on Hit: Selects whether the device can be activated by applying damage to it.
- Yes, No (Default: Yes).
- Visible In Game: Off, On (Default: Off).
- Receivers:
- Activate When Receiving From: No Channel, 1-32 (Default: No Channel).
- Enable When Receiving From: No Channel, 1-32 (Default: No Channel).
- Disable When Receiving From: No Channel, 1-32 (Default: No Channel).
- Added HUD Message Device.
- This device allows you to send text messages to players through the HUD in a variety of styles. Messages can be timed or activated via triggers and receivers. Only one message can be on-screen at a time, regardless of placement.
- Message
- Text box with 80 character limit.
- Team
- All, 1-16 (Default: All).
- Time From Round Start
- The message will be displayed after the specified amount of time has elapsed since game start.
- Off, 1-10 seconds, 15 seconds, 20 seconds, 25 seconds, 30 seconds, 40 seconds, 50 Seconds; 1 minute, 2 minutes, 3 minutes, 4 minutes, 5 minutes (Default: 10 seconds).
- The message will be displayed after the specified amount of time has elapsed since game start.
- Display Time
- Determines how long the message will remain on-screen.
- 1-5 seconds, 10 seconds, 15 seconds, 20 seconds, 25 seconds, 30 seconds, 40 seconds, 50 seconds, 60 seconds, Permanent (Default: 5 seconds).
- Determines how long the message will remain on-screen.
- Text Style
- Default, Small, Large, Bold, Extra Large, Blue, Bold Blue, Orange, Bold Orange, Red, Red Outline (Default: Default).
- Message Type
- Determines the importance level of the message. Default messages will queue behind other messages. Critical messages will be displayed immediately.
- Default, Critical (Default: Default).
- Determines the importance level of the message. Default messages will queue behind other messages. Critical messages will be displayed immediately.
- Play Sound
- On, Off (Default: On).
- Placement
- Selects the area of the screen in which the message will be displayed.
- Bottom Center, Top Center, Center Right (Default: Bottom Center).
- Selects the area of the screen in which the message will be displayed.
- Visibility During Game
- Visible, Hidden (Default: Hidden).
- Receivers
- Show When Receiving From: No Channel, 1-32 (Default: No Channel).
- Hide When Receiving From: No Channel, 1-32 (Default: No Channel).
- Made a number of changes to the Advanced Storm Controller device.
- Overall we have tried to simplify the use of the Advanced Storm Controller and Advanced Storm Beacons to make it easier to generate custom storms.
- Added Generate Storm on Game Start
- Should the Storm start as soon as the game begins?
- Yes, No (Default: Yes).
- Should the Storm start as soon as the game begins?
- Added Generate Storm When Receiving From
- Generates the Storm on receiving a signal from the selected channel.
- No Channel, 1-32 (Default: No Channel).
- Generates the Storm on receiving a signal from the selected channel.
- Added Destroy Storm When Receiving From
- Disables the Storm controller, removing the Storm immediately on receiving a signal from the selected channel.
- No Channel, 1-32 (Default: No Channel).
- Disables the Storm controller, removing the Storm immediately on receiving a signal from the selected channel.
- Added When Phase Ended Transmit On
- Sends a signal on the selected channel at the end of each Storm phase.
- No Channel, 1-32 (Default: No Channel).
- Sends a signal on the selected channel at the end of each Storm phase.
- Removed Starting Phase and Late Phases Move options – These caused confusion when being used with the Storm Beacons. Intent is that Storm Beacons will be used to configure late Storm phases.
- Made a number of changes to the Advanced Storm Beacon device.
- Removed “Don’t Override” value from all options – all values must now be specifically set and defaults have been added. This was done to reduce confusion on how Storm Beacons worked with the Storm Device.
- Removed “None” value from the Movement Behavior option.
- Choose if the Storm will move to this Beacon or randomly.
- Added additional value to End Radius option: 0m.
- Added new option to Item Spawner, Item Spawn Plate and Capture Item Spawner devices.
- When Item Picked Up Transmit On
- No Channel, 1-32 (Default: No Channel).
- When Item Picked Up Transmit On
- Added additional values to Duration option for Timer device
- 6 minutes, 7 minutes, 8 minutes, 9 minutes, 11 minutes, 12 minutes, 13 minutes, 14 minutes.
- Added a number of options to the Radio device.
- Play During Pregame: No, Yes (Default: No).
- Play During Warmup: No, Yes (Default: No).
- Play During Gameplay: No, Yes (Default: No).
- Play During Round End: No, Yes (Default: No).
- Play During Game End: No, Yes (Default: No).
- Play When Receiving From: No Channel, 1-32 (Default: No Channel).
- Stop When Receiving From: No Channel, 1-32 (Default: No Channel).
- Added a number of options to the Explosive Device.
- Visible During Game: On, Off (Default: On).
- Collision During Game: On, Off (Default: On).
- Collide Against: All, Only Weapons (Default: All).
- When Exploded Transmit On: No Channel, 1-32 (Default: No Channel).
- Turn On Visibility When Receiving From: No Channel, 1-32 (Default: No Channel).
- Turn Off Visibility When Receiving From: No Channel, 1-32 (Default: No Channel).
- Added additional values to Time to Detonation from Game Start option: 11 minutes, 13 minutes, 14 minutes.
- Added options to the Team Settings & Inventory device.
- End Round When Received From: Ends the current round with this team being the winner.
- When Team is Eliminated Transmit On: Transmits when the team associated with this team settings device is eliminated.
- Removed option from the Objective Device.
- Collision During Game: When Visible
- This was causing networking performance issues.
- Collision During Game: When Visible
Bug Fixes
- Settings on certain devices on Xbox One now save correctly (including Player Spawn, Billboard and Explosive Device).
- Fixed an issue where Billboard device memory cost increased to 200.
- The Speed Boost device now affects the B.R.U.T.E.
- Initial storm phase will now spawn at the Advanced Storm Controller device location.
- Fixed an issue where the Storm Controllers’ Generate Storm When Receiving From options would reset existing storms.
- Ambient sound effects from the Advanced Storm Beacon device are no longer audible during games.
- Players will not be able to use weapons after respawning inside an active Weapon-Free Zone.
- Fixed an issue where Collectibles would block interaction with other actors when nearby.
- Barrier device frames no longer show up while far away from players.
- Barrier devices will now block players in the pre-game lobby.
- Fixed an issue where the Team Settings & Inventory device would incorrectly send a team elimination signal when the team wasn’t eliminated.
- The Retro camera filter renders properly on PlayStation 4 or Xbox One, as well as other rendering artifacts on mobile devices.
- The Creature Spawner will display descriptions when cycling through customization options.
UI + SOCIAL
- Building quick bar will now be hidden and building hotkeys disabled if Allow Building option in the Game Settings menu is set to Off.
- Added “Duplicate” button to the Game Creation menu to allow players to create a quick duplicate of an existing island.
Bug Fixes
- The screen will not black out when using the B.R.U.T.E. after having been eliminated.
- Fixed an issue with the score widget in the HUD not tracking player/team standings correctly.
- Text fields can now be selected on Playstation 4 and Switch.
- Fixed the Creative-mode scoreboard menu in replays to show the buttons to close it or leave the match.
SAVE THE WORLD
MISSIONS + SYSTEMS
- Discover the possible future fates of Ray, Lars, Dennis, and even Ned in a series of quests where the past and future collide!
- Progress your way through 15 quests to earn Gold, Event Tickets, a choice of new legendary ranged weapons, and a brand new Constructor Hero!
- Hits the Road for part 2 of her Song of the Summer!
- This week, Quinn continues her journey to the Radio Station to broadcast her Song of the Summer.
- Catch up on part 1 of Quinn’s Song of the Summer as she prepares for her next adventure.
- Part 1 is available until August 28 at 8:00 PM Eastern Time.
- Part 2 available starting August 28 at 8:00 PM Eastern Time.
- “Husk Extermination (SMG)” has been added as a possible daily quest.
- Updated the “Rescue the Survivors” badge UI to correctly display it’s requirement for Silver, Gold and Platinum. (Silver is 3 or more Gold is 7 or more, Platinum is 9)
- The Radar Tower now only accepts the required amount of BluGlo for additional scans.
- The Husk power level scaling between sub-objectives in Hit the Road has been reduced.
- There is now a guaranteed “Evacuate the Shelter” mission in Canny Valley’s power level 64 region.
- Increased the rewards obtained from the Shadow Orb Activity.
Bug Fixes
- The Hit the Road vehicle will now despawn if the mission is failed.
- T.E.D.D.Y. and Shock Tower will now be destroyed by the Hover Truck in Hit the Road if placed in its path.
- Locating the servers in the “Have You Tried Turning it On and Off again?” mission now requires closer proximity and cannot be discovered through walls.
- The Canny Valley map will now indicate which zones the quest “The Big Picture” can be completed in.
- Players in private parties will no longer be locked out of lower level zones in Hit the Road when paired with higher power level players.
- Husks now spawn correctly on all Storm Shield Defense waves.
- Note: We discovered that this bug was blocking valid Husk spawn points, now some amplifiers will be attacked from new directions.
UI
Bug Fixes
- Emote keybindings are now visible and assignable in Save the World.
- Llamas on sale for 0 V-Bucks/X-Ray Tickets will now display as 0 V-Bucks instead of 0 X-Ray Tickets.
- Fixed extra space between currency icons and quantities in the Item Shop.
- The “Select” button no longer becomes disabled while using a mouse in the Collection Book Rewards flow.
- Pinned quest will no longer become large or stretch horizontally while on the zone map.
- Leader banner and stats now populate correctly in team bar after leaving a zone with a party.
- Players can no longer change party leaders while matchmaking.
- Weapons will no longer display “default data” in Hit the Road missions. It now shows a loading spinner until the correct information is ready to be displayed.
- Item cards will no longer flicker when opening a Llama in the store.
- Progression popups can no longer cause the quest tracker to overlap with the UI elements above it.
- Disabled the PSA load screens that were covered up by objective bullet points when loading into a mission.
- The Proximity Mine now has correct blast radius descriptions on the gadget upgrade screen.
PERFORMANCE
- Slight reduction in memory usage at the end of the level.
HEROES
- Carbide answers the call of action, and returns to the event store!
- Standard Perk: Zip and Zap
- Lefty and Righty applies Affliction which deals 13 base energy damage per second for 3 seconds
- Commander Perk: Zip and Zap+
- Lefty and Righty applies Affliction which deals 26 base energy damage per second for 3 seconds. Lefty and Righty uses Space Pistols which fire piercing, bouncing lasers.
- Available in the Event Store starting August 28 at 8:00 PM Eastern Time.
- Standard Perk: Zip and Zap
- Dennis Jr., the new mythic Constructor, enters the stage!
- Standard Perk: Shredder
- Axe eliminations have an 11% chance to grant Rockin’ Riff (Increases Damage by 50% and Melee Attack Speed by 32%, decaying over 8 seconds).
- Commander Perk: Shredder+
- Axe eliminations have a 37% chance to grant Rockin’ Riff.
- Team Perk: Totally Rockin’ Out
- REQUIRES: 2 Totally Rad Heroes.
- Rockin’ Riff also increases your Crit Rating by 160 (decaying over 8 seconds) and Heals for 73 base health.
- Available from “The Long Road Home” quest line.
- Standard Perk: Shredder
- Break down the competition with Breakbeat Wildcat, the new Soldier!
- Standard Perk: Battle Beat
- Eliminating 10 enemies within 9 seconds grants Rockin’ Riff.
- Commander Perk: Battle Beat+
- Eliminating 4 enemies within 9 seconds grants Rockin’ Riff.
- Available from the Rad Llama.
- Standard Perk: Battle Beat
- Become the star with Power Pop Penny, the new Constructor!
- Standard Perk: Bringin’ Down the House
- Heavy attack eliminations have a 12.5% chance to grant Rockin’ Riff.
- Commander Perk: Bringin’ Down the House+
- Heavy attack eliminations have a 40% chance to grant Rockin’ Riff.
- Available from the Rad Llama.
- Standard Perk: Bringin’ Down the House
- Steal the show with Main Stage Quinn, the new Outlander!
- Standard Perk: Sub Wafers
- Harvesting Metal objects has a 32% chance to give Sub Wafers. Consuming Sub Wafers grants Rockin’ Riff.
- Commander Perk: Sub Wafers+
- Harvesting Metal objects has a 100% chance to give Sub Wafers. Consuming Sub Wafers grants Rockin’ Riff.
- Available from the Rad Llama.
- Standard Perk: Sub Wafers
- Varsity Hiro, the new Ninja, becomes your MVP!
- Standard Perk: Fumble
- Eliminated enemies have a 7% chance to fumble a Football. Footballs grant Rockin’ Riff when picked up.
- Commander Perk: Fumble+
- Standard Perk: Fumble
- Eliminated enemies have a 23% chance to fumble a Football. Footballs grant Rockin’ Riff when picked up.
- Available from the Rad Llama.
Bug Fixes
- Fixed Anti-Material Charge collision becoming inconsistent after charging off edges.
- The Supercharged Traps buff is now properly removed from traps when B.A.S.E is destroyed.
- Standing in T.E.D.D.Y no longer prevents the Husks from targeting players.
WEAPONS + ITEMS
- The Rad Llama is now available!
- Contains 4 new Totally Rad Heroes and 5 Boombox Weapons.
- Cost: 500 Hit the Road Tickets
- Added the Boombox weapons set, available in Rad Llamas
- Beat Blaster: A high impact assault rifle that fires two shots of piercing projectiles.
- Crescendo: A piercing sniper rifle that can be charged up for extra damage.
- Earsplitter: A spear that deals heavy damage with long range thrusting attacks.
- Heavy Attack: Sonic Pulse – Slam the spear into the ground, channeling damage and knocking back nearby enemies while also providing a temporary damage buff to you and your allies. Stacks up to 4 times.
- Mic Drop: A chunky club with excellent knockback potential.
- Heavy Attack: Feedback Pulse – Swing the mic head into the ground, blasting enemies in front of you with a sonic pulse.
- Woofer: Shotgun that shoots sonic blasts at enemies in a mid-ranged cone, damaging and knocking them back.
- New Sound Wall Trap is available via the new Hit the Road Quest, “Well-Traveled”
- This trap stuns Mist Monsters and causes other Husks to dance for a short duration.
- Updated the weapon icon shown next to a Defender’s item card to indicate if they can use SMGs.
- Crafting times are now standardized and shortened for all crafted items regardless of rarity.
- Weapons craft in 5 seconds.
- Traps craft in 3 seconds.
- Ammo crafts in 2 seconds.
- Crafted ingredients in 0.5 seconds.
- Schematic crafting costs for Healing Pad traps have been reduced.
- Common-Uncommon: 2 Herbs, 4 Flowers, and 1 Bacon.
- Rare: 3 Herbs, 5 Flowers, 1 Bacon.
- Epic: 4 Herbs, 5 Flowers, 1 Bacon.
- Legendary: 5 Herbs, 6 Flowers, 1 Bacon.
Bug Fixes
- SMG weapons can now be increased in Rarity.
- Traps now rotate correctly when placing them without a floor.
- Mist blasters will no longer slide after being knocked back by players during their laser attack.
- Fixed issue with the vacuum tube sniper rifle beam pointing at inconsistent locations on refire.
- Deathray no longer causes bright white flashes when shot near other players.
- Banner no longer self destructs unless a new banner is placed by the same player.
GAMEPLAY
- The pickaxe customization is now available in the locker!
- Choose any of the styles you’ve unlocked through in-game progression, or choose any Pickaxe you have from Battle Royale.
- You can also use your Save the World Pickaxes in Battle Royale. Log in to Save the World to unlock them.
- More information available in our blog post.
- Note: We’re removing the Heavy Attack from Pickaxes, as they do not effectively fit in with harvesting. This change will also accommodate the addition of dual-wielding Pickaxes. Outlander’s Anti-Material Charge will not be impacted by this change.
- Wargames – Double Trouble: Increased the knockback resistance on the golden smashers so they cannot be held in place forever by freezing traps and launcher pads.
Bug Fixes
- Wargames: Quantum Countdown: Fixed an issue where the second wave spawns at an incorrect location.
- The active Encampment beacon now correctly shows up for a player joining an in progress “Destroy the Encampments” mission.
- The Hover Truck no longer gets visually stuck if a player reconnects to Hit the Road.
- Fixed a rare crash that could occur when going into the down but not out state.
- Adjusted spawn locations in the Wargames Simulation: Quantum Countdown.
- Wall Spikes now provide combat score when they damage an enemy.
- Fixed registration of PS4 trophies when completing achievements in StW
ART + ANIMATION
Bug Fixes
- Snare VFX no longer applies to environmental objects.
- VFX for sleeping Smashers, Takers, and Blasters now display correctly.
AUDIO
Bug Fixes
- The end of day score audio will get stuck less frequently in an audio loop.
- Note: The issue may still randomly occur at a low rate or get stuck on the end of mission reward screen. A permanent fix will be implemented in v10.30.
- Fixed an increase in audio memory on PS4 that may have resulted in out of memory crashes.
- Storm sounds no longer persist when switching game modes.
GENERAL
- Players will now be granted each Pickaxe they’ve earned through playing Save the World for use as a cosmetic in every game mode. Log in to Save the World to unlock them.
SOCIAL
- Matchmaking will no longer be canceled when a player who is Sitting Out leaves the party.
PERFORMANCE
- iOS will now optimize content during players’ first run of the game after patching. This will help reduce hitching and load times when waiting for the Battle Bus to leave.
- 60FPS support has been re-enabled for iPhone 8.
- Made load times for launching Fortnite on certain Mac devices shorter.
- Fixed a regression in loading performance on Xbox One and Switch introduced in v10.10. This fix is to improve load times and reduce instances of players landing on buildings with a low level of detail.
- Improved stability and performance on iOS by reducing level streaming distances. Reduced level streaming distances on iOS.
- This may impact visuals of distant objects.
Miscellaneous
- Optimized time spent culling building actors.
- Optimized Sniper projectiles.
- Optimized cosmetics that were doing expensive collision checks.