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What’s Next for the Mobile Gaming Industry?

Although it may be a bold statement, the mobile gaming industry is currently dominating the gaming arena, and it is set to become the future of how we spend our leisure time. Fast, easy and convenient, mobile gaming offers an instant escape from reality (and boredom) with just a click of a button, and you can carry it around in your pocket!

When talking about mobile gaming it is impossible not to talk about mobile gambling too. The mobile casino industry (ライブ ルーレット) seeks to replicate the mobile gaming model, so as well as offering similar styles of game play, particularly with their slots and puzzle-based games, the two industries are also harnessing similar technologies to enhance their offering and continue to attract new customers. So, what technological advancements can we expect to see? And what is next for the mobile gaming and mobile gambling industries?

Market Domination

When we look at the wider video game market, it is clear that it is dominated by the mobile gaming sector. There are currently an incredible 1.36 billion active mobile gaming users, which dwarves the number of users who choose to buy and play video games on a regular basis. Mobile gaming has grown at a considerable rate over the past 18 months and it presents a massive opportunity for both investors and developers who are ready to take the plunge and create something innovative that will attract the imagination of both the existing mobile gaming user base, and those new players that are coming on board every day.

Some of conventional gaming’s biggest names are moving into the mobile arena, and their mobile offering is just the same as their offering on any other platform. The Call of Duty franchise is one example of this, whilst World of Warcraft, LifeAfter and League of Legends are also offering high-quality versions of their games on a mobile platform that are just as playable as they are on your PC or Playstation. We can expect to see more of this in the future, with big players in the industry offering mobile versions of their games as standard.

Increased Growth

The main thing we can expect to see from the mobile gaming industry is bigger investment, in order to ensure they get their piece of the gaming pie. The gaming industry was valued at 162 billion dollars last year and forecasters suggest this figure will reach $300 billion by 2026. This is great news for gamers, as it means they will benefit from better games and accelerated development and enhancement; in brief, gaming is only going to get better and in a relatively short period of time.

Mobile gaming has come a very long way since the days of playing snake on a Nokia 3310! Now mobile gaming offers multi-level, multi-player universes and the game play can be just as innovative and engaging as any other kind of gaming platform. It’s clear that, if you’re passionate about gaming but not engaged with the mobile gaming concept, now is the time to get on board.

CSGO May 27, 2021 Update: Map Changes, Deathmatch Bug Fixed, and More

A new gameplay update has been shipped to Counter-Strike: Global Offensive by Valve, and it brings with it a bunch of new changes to the competitive shooter alongside some much-needed bug fixes.

These changes include minor updates to several maps in the title like Cache, Mocha, Grind, and the new Active Duty map Ancient.

Other than the map changes, the annoying deathmatch bug where players would spam the buy key to gain invulnerability has also been fixed.

Here are the patch notes of today’s update, as found in the official CSGO blog here:

[ MISC ]

– Added option ‘2’ to sv_damage_print_enable, which, when set, will only print damage output after round has ended.

– Coach positions are now saved in round backup files.

– In Deathmatch, fixed the ability to extend invulnerability by repeatedly issuing the “open_buymenu” command.

– In Retakes, armor value now remains fixed during card selection.

[ VSCRIPT ]

– Fixed bounding box issue for rotated entities.

[ MAPS ]

– Ancient

— Art-revision on bombsite B and surrounding area

— Higher contrast base textures at B for better player reads

— Fixed random missing micro-polygons in bomb B totem/sculpture

— Recolored plywood throughout the map for better contrast

— Straightened out broken-wall passage to bombsite B

— Tweaked spawnpoint placement for both teams

– Grind

— Reduced lurk positions in mid for more fluid rotations.

— Lowered cover on A Short to allow boosting over smokes.

— Removed unintended boost locations.

— Fixed multiple bomb stuck spots.

— Minor quality of life and art updates.

– Mocha

— Clipping improvements.

— Navigation mesh improvements.

— Added additional bombsite markers.

— Bug fixes: deathmatch gamemode spawns, CT spawn soundscape, minor lighting errors.

– Cache

— Performance optimizations. (Thanks leplubodeslapin!)

— Reduced bird sounds volume.

— Reduced contrast on some textures.

— Brightened sky slightly.

— Fixed minor issues. (Thanks imik!)

— Restored vivid color to select textures and models.

— Restored select details even on lowest graphical settings.

PMPL Arabia 2021 Super Weekend Week 2 Day 1: Match Recap, Overall Standings, Results

The first day of the PMPL Arabia week 2 supper weekend ended with GUNZ Esport sitting on the top of the leader with 269 points.

GUNZ Esport completely owned the first day of the super weekend 2 and took three consecutive chicken dinners in matches 3, 4, and 5. At present, GUNZ Esport holds a massive lead of 43 points from the second team on the leaderboard. Zombies Esports holds the number two spot in the overall ranking with 226 points.

Galaxy Racer also got a good start to the day and secured the first chicken dinner of the regular season. The team has climbed to the 16th spot at the end of the day with 69 points.

PMPL Arabia 2021: Super Weekend Week 2 Day 1 Match Wise Summary

MATCH 1

Galaxy Racer, the fan-favorite team from India started their Super weekend 2 day 1 with an amazing performance. The team completely dominated the battleground and took the first chicken dinner of the day. They scored a total of 33 points with 18 kills. This was the first-ever chicken dinner for the team in the regular season. The squad looked confident from the first minute of the game and didn’t lose a single player throughout the match. NASR Esports finished at the second spot in the standings with 8 kills followed by Alpha Legends with 9 kills.

MATCH 2

The second match of the day didn’t go as planned for Galaxy Racers. They became the first team to get eliminated from the game. Zombies Esports took the chicken dinner with 17 kills thus gaining a total of 32 points. RTG Esports finished at the second spot in the standings with 12 kills followed by SUDOR Esports with 7 kills. The second match of the day was played on the Miramar and the first circle was formed slightly towards the east side of the map.

MATCH 3

GUNZ Esport took their first chicken dinner of the day. The match was played on Sanhok where the team took a total of 11 kills. The squad has been in great form from the start of the day and took on every squad in the team fights. Hotline Esports managed to take 6 kills and finished at second position followed by Fanatic Zombies with 10 kills. Yalla Esports was the first team to get eliminated from the game without any kills.

MATCH 4

GUNZ Esport took consecutive chicken dinners on the Super Weekend 2 day 1. The team was unstoppable and took out all the teams in the game. They scored a total of 30 points including the 15 kills. SCYTES finished at the second spot in the standings with 8 kills. Fate Esports were the first team to get eliminated from match 4 with 1 kill. Whereas, Galaxy Racers finished at number sixth spot, scoring a total of 8 points.

MATCH 5

Alpha Legends just got into the juggernaut mode in the last match of the day. The squad wiped out two teams Rico Infinity Team and The Snipers in the initial and mid-phase of the game. We saw one of the most intense matches ever played in PMPL Arabia where Galaxy Racers and GUNZ Esport were fighting each other for the chicken dinner. GUNZ Esport emerged as the champions in the fight. It was their third consecutive chicken dinner of the day with 14 kills followed by Galaxy Racer with 12 kills.

PMPL Arabia 2021: Super weekend Week 2 Day 1 Overall Standings

  • GUNZ Esport – 269 points
  • Zombies Esports – 226 points
  • Falcons Esport – 196 points
  • Alpha Legends – 188 points
  • RTG Esports – 164 points
  • SUDOR Esports – 157 points
  • Rico Infinity Team – 149 points
  • NASR Esports – 149 points
  • iKURD Esports – 132 points
  • SCYTES – 109 points
  • Hotline Esports – 107 points
  • RA’AD – 104 points
  • Yalla Esports – 90 points
  • Flare Royal Team – 89 points
  • Real Tiger9 – 79 points
  • Galaxy Racer – 69 points
  • Arab GSG – 53 points
  • Fate Esports – 23 points
  • Fanatic Zombies – 21 points
  • The Snipers – 16 points

Tomorrow will be day 2 of the week 2 super weekend stage. All the teams will be looking to take a major lead in the points table to get a bit closer to the PMPL Arabia finals.

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Biomutant: All 9 Googlide Wrekbox Locations

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We can find a total of 9 Googlide Wrekboxes in the game Biomutant, spread across different areas in the map. This article will help you explore all the nine locations of the Googlide Wrekboxes.

What are Googlide Wrekboxes?

Googlide is an aquatic vehicle, indeed the best way to explore around in Biomutant through the several water areas. Upgrading your Googlide will always benefit you in doing the same. Today we provide you with all the nine locations of the Googlide Wrekboxes, with which you can upgrade your engines and other factors.

This will also help you in grabbing the ‘Riding the wave’ achievement / trophy where you must unlock atleast 5 Googlide wrekboxes.

Googlide Wrekbox Location #1: Subnautica Sataion

You will find your first Wrekbox to the North of Subnautica Station in the game. You will be able to locate the same in a sewer system where you would need to solve Rotation and Circuitboard puzzles in order to unlock your first Wrekbox.

Googlide Wrekbox Location #2: Gumquack Hollow

The second Wrekbox of the game is situated near the Domp Outpost to the east of Pokburr in Gumquack Hollow. Head over to the latter and you will be able to unlock the wrekbox.

Googlide Wrekbox Location #3: BrokenBoat

You would need to travel far east of Bricktown in Biomutant to unlock the third wrekbox in the game. Once you would have arrived near BrokenBoat, it would be easy to spot the wrekbox.

Googlide Wrekbox Location #4: Bangshelter 2E

The #4 Wrekbox is situated near the arena where the fight with Porky Puff takes  place. You need to go near Bangshelter on the map in a bid to unlock the wrekbox.

Googlide Wrekbox Location #5: Froskmosk

The 5th Googlide Wrekbox is situated between Bangshelter 2G and Froskmosk.

Googlide Wrekbox Location #6: Brickbrack 3G

Locate Brickback 3G to unlock your sixth Wrekbox.

Googlide Wrekbox Location #7: Manufactorium

The seventh wrekbox of the game awaits you at Manufactorium location.

Googlide Wrekbox Location #8: Rokoblok Outpost

Googlide Wrekbox Location #9: Frozy Brickbrack

You would need to unlock the Lost Mjut quest first in order to unlock the final two Googlide Wrekboxes (Part of the storyline). Once you have got the Mjut, you would be able to unlock your eighth and ninth Wrekboxes in the game.  

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Chinese teams face difficulties while traveling for the WePlay AniMajor

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The WePlay AniMajor is the second major of 2021 Dota Pro Circuit which is to be held in WePlay Esports Arena Kyiv, starting from June 2 – 13 where 18 teams will be participating for the prize pool of $500,000 USD and 2700 Pro Circuit Points which will be distributed amongst the top 8 teams in the tournament.

Out of the 18 teams, there are four teams belonging to Europe and China, three teams from South East Asia and CIS, and two teams each from NA and SA. Several teams have already reached Ukraine for the major, while Team Aster, Vici Gaming, Invictus Gaming, and PSG.LGD, the four teams from China were facing difficulties due to travel restrictions in the European airspace as their return tickets were revoked because of it.

However, WePlay tweeted that they’re “looking for new flight paths and [are] doing everything possible to provide the teams with new round tickets to solve the issue” and managed to solve the issue by providing a private flight for the participants, which will also take them back home after the tournament. “The teams have all they need to make it to Kyiv in time for #WePlayAniMajor and then safely return home on a private flight.” 

LGD Gaming thanked WePlay on Twitter for sorting the problem at a moment’s notice while Invictus Gaming are already on their way to Kiev.  

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How to get Unreal Engine 5 Free Early Access?

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Epic Games through a blog post have unveiled the early access of Unreal Engine 5 (UE5) for developers and creators. UE5 now has a fresh new look and alongside, it has been made easier, faster, and more pleasing to use, as stated on the website. This was indeed followed by a 15-minute long demo called “Valley of the Ancient” where a plethora of new tools and features were highlighted. With the launch of UE5, Epic Games aims to propel the development of Open-World projects, in a “faster, easier, and more collaborative manner” especially for teams of all sizes. 

Developers and creators would need to visit the company’s official website to lay their hands over the early access by signing up for the program.

In their blog post, new features were stressed upon, which include the Nanite, Lumen and Open worlds. The Nanite feature would help the developers to carve out games with high geometric details which would eventually consume a shorter time period while the Lumen feature would provide a solution for the global illumination aspect. Lumen would further help in assumptions of the total light density over the game’s geometry, for eg : changing the sun’s angle with the time of day, turning on a flashlight, or opening an exterior door. As mentioned above, the Open Worlds feature would now allow team members to work in a more collaborative manner, letting them work simultaneously on a project without any hindrance. Nanite and Lumen currently are compatible with Windows and Next-gen consoles. 

Unreal Engine 5 was revealed on May 13, 2020 and currently supports all existing systems including the next-generation consoles PlayStation 5 and Xbox Series X/S. It is expected to come out of its beta phase in early 2022.

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MortaL nominated for Streamer of the Year at Esports Awards 2021

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Esports Awards is the ceremony that felicitates talents from all around the world into various categories for their achievements in esports globally. Naman “Mortal” Mathur, the famous PUBG Mobile streamer and content creator, will be the only Indian to get nominated for Esports Awards this year.

Esports Awards have been held every year for the last six years. They aim to “ensure that success and achievement in esports is celebrated globally, acting as an impartial entity across all platforms and titles.”

Esports Awards are awarded to professionals who work in the esports industry and bring out exceptional performances for which they deserve to be awarded. These awards have been felicitated to big names like Nadeshot, Bugha, Dr. Disrespect and many others since its inception.

The nomination process is precisely transparent and public-oriented. Esports Awards allows anyone to submit an entry for a deserving candidate. These names are later divided into five categories and taken into consideration.

Mortal, one of the biggest PUBG Mobile streamers and competitive player in India has been selected for this year’s Esports Awards in the “streamer of the year” category. Like last year, he is the only Indian to be nominated this year as well. 

The award under the “Streamer of the Year” category has been awarded to world-class streamers like Ninja, Dr. Disrespect and IMAQTPIE in the last few years. This year, Mortal will compete with big names like Valkyrae, Summit1G and Shroud.

Summit1G is probably the biggest Twitch streamer and plays a variety of games for his audience. He streams on twitch and always has a very high viewership. He is a retired CSGO Pro and has 5.9 Million followers on twitch.

STREAMER OF THE YEAR FINALIST:

  • Shroud
  • LOUD CORINGA
  • COURAGE
  • Valkyrae
  • SUMMIT1G
  • THEGREFG
  • IBAI
  • LUDWIG
  • NICKMERCS
  • MortaL

How to Sign Up for Genshin Impact 1.7 Beta

The highly anticipated patch 1.6 of the popular open-world RPG Genshin Impact is nearly here, and fans are more excited than ever to check out what’s new in the patch. What might intrigue fans even more is the fact that pre-registrations for Genshin Impact patch 1.7 beta are already open, and we’re gonna show you how you can sign up for the beta.

Here’s what you need to know if you’re planning to sign up for Genshin Impact patch 1.7 beta.

Previously, the beta sign ups for Genshin Impact patches were done through a Google form. However, it seems like that process has been changed as players will now need to sign up via HoYoLAB, the official fan forums for miHoYo.

https://twitter.com/Seewlie/status/1394547487403384833?s=20

Read on to find out more details about the process.

Genshin Impact Patch 1.7 Release Date

Genshin Impact patch 1.7 is expected to hit the live servers on July 21st, since patch 1.6 is scheduled for June 9th and miHoYo introduces a new patch every two weeks.

Genshin Impact Patch 1.7 Beta Sign Up: How to Pre-Register?

Genshin Impact players can choose to sign up for the Genshin Impact 1.7 beta from the aforementioned miHoYo fan forums.

Players will need a HoyoLab account to be able to join the beta programme of patch 1.7.

The application can be made directly from the official website of miHoYo.

Upon selection, players will have to sign a non-disclosure agreement when participating in the beta.

Remember, since a lot of players are gonna apply, the chances of you being selected are pretty slim. However, it certainly won’t hurt to give it a shot.

Fortnite Update 16.50 Patch Notes

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Fortnite is probably the most popular battle royale game in the world and the developers always try to keep the Fortnite players fascinated by providing regular updates. Epic Games have finally released the Fortnite 16.50 Update.

There are a lot of new things you should know about. Let’s check out!

Fortnite Update 16.50 Patch Notes

XL Islands and Spatial Thermometer

This update brings the official launch of XL Island templates, which give you around 16x the space to build that the original Islands did. To help you make the best use of all that space, these Islands use the new Spatial Thermometer system. Check out the introduction to the Spatial Thermometer and XL Islands below, or read about them in more detail on the documentation website.

Large Team Support

All devices which have Team settings can now support up to 50 teams, allowing for properly constructed large-scale Trios, Duos, and free-for-all matches.


Increased Channels

With more space to work in, we know you’re going to need more Channels to operate your amazing campaigns, conflicts, and contraptions — so the Channel limit has been raised from 150 to 200 with v16.50.

Conditional Button Updates

We’ve made a significant update to the Conditional Button to allow it to handle multiple items and custom stack sizes. We’ve also made a bunch of updates for its usability for players. 

Gameplay Fixes

  • Using a Rift-To-Go on a Choppa in Creative Mode no longer freezes the server.
  • Fixed an issue where the Surfboard had difficulty performing tricks due to shallow Island barriers.
  • Fixed an issue where the Baller and Surfboard took no damage from the environment.
  • Fixed an issue where vehicles could disappear and lock players in place when they tried to exit.
  • Fixed an issue where a game did not start if the player was inside the Phone Booth during the pregame countdown.
  • Fixed an issue where a game started regardless of how much time remained on the auto-start countdown. 
  • Fixed an issue where the Clinger did not cling to vehicles and remained stuck in the air after the vehicles moved.
  • Fixed an issue where the Baller’s grappler remained attached to the air after the vehicle had moved from its location.
  • Fixed an issue where the Choppa did not take damage from snipers except at close range.
  • Fixed an issue where the Baller tilted too far backward and moved slowly.
  • Fixed an issue where the Boat would explode inconsistently when landing on water.
  • Fixed an issue where the Biplane remained in motion after the player exited. 
  • Fixed an issue where the camera was zoomed in when driving the Boat if the vehicle weapon option was set to “Disabled.”
  • Fixed an issue where setting up the Crash Pad to teleport the player caused it to re-trigger the channel mid-launch. 
  • Fixed an issue where the Baller’s directional movements were reversed under the Chiller and ice block effects.
  • Fixed an issue where the Surfboard clipped into the ground.

Islands

There are four new XL Island templates being added in this release:

  • XL Flat Grid Island – An XL flat Island of grid squares.
  • XL Archipelago Island – An XL environment focused around water and opposing Islands.
  • Mountain Ridge Island – An XL Island with mountains, lakes, and beaches.
  • Mountain Ridge Island Empty – An XL mountain ridge Island with no vegetation.

When working with these Islands, you will automatically be using the new Spatial Thermometer.

Spatial Thermometer

XL Islands handle memory budgets differently from normal-sized Islands. Much more can be placed in an XL Island, as long as any one area has about the same amount of memory used as a normal Island.

Existing Islands work by loading everything into memory and keeping it there at all times.  The size of these new XL islands allows us to manage memory by unloading unused/unseen props and geometry. As players move around the Island, the system only loads in the things that the players can see.

  • The Spatial Thermometer breaks an Island down into a grid of “cells.”
  • When you place a prop, its memory cost is added to all the cells around it from which it can be seen.  
  • When you add a device to the map, its memory cost is added to ALL cells in the map, since devices always need to be loaded in memory to operate and can’t be swapped in and out like props. (Otherwise, they would stop working when you get too far away from them.)
  • As you add props, the memory cost of an individual cell will actually be calculated by adding the memory cost of all props that are visible from that cell, plus the cost of all devices on the Island.

Memory use is shown in two ways: the Memory Bar and a Heat Map that overlays the map.

Memory Bar

  • If you have a prop in your Phone Tool ready to place, the Memory Bar will display the memory use for the highest memory cell within range of where the prop is being placed, showing the “worst case scenario” that placing the prop will have on memory use nearby.
  • If you do not have a prop in hand, the Memory Bar will show the memory use for the cell with the highest memory cost on your Island.

Heat Map

The Heat Map shows you a color-coded representation of the cells on your Island.  You can see this information in the minimap for cells nearby, or for the whole Island by opening the map screen. The colors on the cells give you an idea of the amount of memory that each cell is currently using. 

  • 0% = Blue
  • 25% = Green
  • 50% = Yellow
  • 75% = Orange
  • 90% = Red with “!” in the cell – The cell is close to being over budget.
  • 100% = Red with a padlock in the cell – The cell is over budget and needs to have its memory reduced.

If you have hit the limit in any cell on your Island (you’ll see a padlock), you will be restricted from placing more objects in that cell’s area. You will have to bring those locked cells back under the memory budget before you can place any more objects in their range, or place devices anywhere on the Island.

Tips for reducing memory in cells:

  • You can remove props from the cell itself to try and reduce its memory use.
  • Look for densely-packed cells nearby and try deleting props from those to try and reduce the memory cost of the over-budget cell.
  • Delete some devices, since those contribute memory to every cell on the Island.

The Spatial Thermometer is still a work in progress and we hope to improve it in various ways in future releases.  We would love to get your feedback on improvements you would like to see, so please share your ideas with us through the usual channels.

Known Issues: 

  • Occasionally, the Heat Map can become inaccurate when you have been working on an Island for a while.  
  • Sometimes, the memory cost of props may not be cleared correctly when removing them.
  • The “over budget” warning can sometimes get stuck on, even in areas where you should be able to add props.
  • In any of these cases, leaving Creative (or returning to the Welcome Hub) then loading back in should clear the issue and allow you to continue.

Island Fixes

  • Lowered the building volume for Islands so Surfboards and boats will not self-destruct as easily when going underwater.
  • Fixed an issue where creatures wouldn’t spawn or move if they were further than 60 tiles from the center of Islands.
  • Fixed an issue where players traveling to an over-memory personal Island was disconnected from the session.
  • Fixed an issue where players with publish permissions were not able to publish private or matchmaking-enabled Islands.
  • Fixed an issue regarding FPS drops and multiple graphical glitches in the Welcome Hub on mobile.
  • Fixed an issue where the player’s camera stayed zoomed out when they entered the Sneaky Snowman and then selected “Restore from Backup” from the My Island Tools menu.
  • Fixed an issue where placing specific combinations of vehicle spawner devices did not use any Island memory.
  • Fixed an issue where some vehicles had incorrect memory costs. 
  • Fixed an issue where players were able to enter previously deleted games from the “Favorites” tab.
  • Fixed an issue where players spawned inside Featured Islands when joining a full party.

UI Fixes

  • Fixed an issue involving the “Recent Islands” list not updating after players entered an Island.
  • Fixed an issue causing the ocean to appear invisible in the minimap.
  • Fixed an issue where the player HUD was lost when ending a match inside an X-4 Stormwing.
  • Fixed an issue where the Race Manager setting “Display in HUD” did not hide the HUD when set to “No.”

Prefab & Gallery Fixes

  • Fixed the render distance for props in the Primitive Shapes Gallery to render at further distances.

Tools Fixes

  • Fixed an issue where props displayed incorrect axis guides when rotated.
  • Fixed an issue where the axis sphere was not centered when the “Grid Snap” option was turned on.

Devices

  • Added new functionality and options to the Conditional Button device.
    • The device can now support up to three different items simultaneously.
    • You can now drop a stack of items and have the device require the specific number of items you put into it as its key requirement.
    • The following options have been changed/added:
      • Activating Class: No Class, Any, 1-16 (Default: Any)
      • Interact Time: Do Not Interact, Instant, 1-10 seconds, 15 seconds, 20 seconds (Default: Instant)
      • Use Color For Hologram: No, Yes (Default: No)
        • When set to Yes, the hologram will display the same color as the device when it can be interacted with. Invalid interaction still shows in Red.
      • Missing Items Text: Text field (150 characters max)
        • This supports a new UI element, which can show the player the items they are currently missing to activate the device. The {missingitems} keyword is required if you want to display this information, but you can customize the text around it.
      • Remain Unlocked After Activation: Off, On (Default: Off)
        • When this is On, once the device has been successfully activated, all players can then interact with it without requiring the Key Items. This remains in effect until the device has been reset.
      • Show Key Item: Key and Icon, Unknown Key, Only Key, Only Icon (Default: Only Key)
        • Determines whether the button will show only the required Key Item(s), only the selected Icon, a “?” to hide the required Key Item(s), or whether it will flick back and forth between the Key Item(s) and Icon (which was the previous behavior).
      • Number of Key Item Slots: 1, 2, 3 (Default: 1)
        • Sets the number of different Key Items which can be added to the device.
        • When 2 or 3 item slots are enabled, the currently active one will have a white outline around the hologram.
        • You can cycle the currently active slot by hitting the device with your Pickaxe.
        • When items are dropped into the device, they will be added to the currently active slot, overriding any previously registered item on that slot.
      • Key Items Required/Second Key Items Required/Third Key Items Required: Use Stack Size, Selected Number
        • If Use Stack Size is selected, the device will require the exact number of items which were dropped into it. Otherwise, it will require the Selected Number.
      • Show Keycard Direction: Yes, No (Default: Yes)
        • If the device has a Keycard registered as a required item, setting this to Yes will cause the Keycard to show the direction of the device when held.
      • Triggered By Sequencers: On, Off (Default: On)
        • Determines whether the device will be activated when touched by a pulse from a Sequencer or Random Number Generator device.

Consumables

Added 6 different Keycards that will work with the Conditional Button and Capture Area devices and can be given to players with devices such as the Item Spawner and Item Granter. Equipping a Keycard will also visually guide you to the appropriate Conditional Button if it is registered as a Key Item. Keycards added:

  • Authority Keycard
  • Grotto Keycard
  • Catty Corner Keycard
  • Fortilla Keycard
  • Rig Keycard
  • Shark Keycard
  • Known Issues: 
    • Keycards do not currently show up in hologram previews when placed in devices such as the Item Spawner while in Creative Mode.
      • They will show up correctly when spawned during gameplay from Item Spawners.
      • They do not display correctly on the Capture Area during gameplay.
    • Keycards are dropped from player inventories at the game end instead of being destroyed.
  • Added 7 new resource items for use with devices.  These items can be found in the Consumables tab:
    • Active Powercell
    • Blast Powder
    • Duct Tape
    • Coal
    • Adhesive Resin
    • Bacon
    • Batteries

Devices and Consumables Fixes

  • Fixed an issue where the inner mesh of the Race Checkpoint device did not scale accurately.
  • Fixed an issue where the tooltip for Save Player When Receiving From on the Save Point device was inaccurate.
  • Fixed an issue where players were unable to disable the Save Resources option on the Save Point device.
  • Fixed an issue where players had missing heads on their Outfits if they were inside the Phone Booth when the game ended.
  • Fixed an issue where the Conditional Button could be activated when set to be deactivated.
  • Fixed an issue where Trick Tiles became invisible if the player reset them immediately after destruction. 
  • Fixed an issue where the Team Setting Pad did not show the correct team name. 
  • Fixed an issue where the Fishing Zone device “Uses Allowed” persisted through the game until maximum uses were reached.
  • Fixed an issue where the Boat Spawner had default Vehicle Spawner textures.
  • Fixed an issue where the Mudflap Spawner did not spawn Black color vehicles. 

LlamaTron and Mannequins

The Llamatron and Mannequin devices are only available for Epic-driven projects. They will not be released for public or beta use in 16.50 or future updates.

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COD Mobile Under Pressure Event: Get Heartbeat sensor and NA-45 Iron Hunter Camo for free

Activision has pushed a new seasonal update for their mobile title Call of Duty: Mobile. This update brought the hardcore themes of ’80s action heroes to the game and it is going to be a cross-platform event, starting with COD Mobile. A new seasonal event called Under Pressure is added in COD Mobile through which, players can earn various rewards and a premium NA-45 camo.

Call of Duty: Mobile has a special events section called seasonal events. Under this section, different in-game events are introduced in the game where players need to complete certain tasks to unlock subsequent rewards. It is one of the most common methods to add new content like guns and scorestreaks to game with every seasonal update.

COD MOBILE UNDER PRESSURE EVENT DETAILS:

In the Under Pressure event, a new utility called Heartbeat sensor is also introduced in to the game. Players need to complete six easy tasks and earn subsequent rewards in the process. The last item is the NA-45 Iron Hunter skin and Heartbeat sensor is available on the fifth slot.

Players need to complete the following tasks to unlock six rewards:

  • Use the UAV scorestreak three times in MP Matches
  • Throw ten tactical grenades in MP Matches
  • Kill ten enemies with the Dead Silence Perk equipped
  • Use the trophy system five times in MP Matches
  • Win three games with the High Alert Perk equipped
  • Use Heartbeat Sensor five times in MP Matches

Each of the task mentioned above is very simple and after following an elaborate set of steps, players can easily unlock the rewards in this season. The rewards for completing each task are as follows:

  • Task One: 200 Credits and 1000 Battle Pass XP
  • Task Two: Pharo – Carrion camo and 2000 Battle Pass XP
  • Task Three: 15 Weapon XP Cards and 2000 Battle Pass XP
  • Task Four: Cactus Buddy and 3000 Battle Pass XP
  • Task Five: Heartbeat Sensor and 4000 Battle Pass XP
  • Task Six: NA-45 Iron Hunter camo and 5000 Battle Pass XP

Complete the tasks in ascending order as doing random missions in between won’t work. This event will run till the end of this season and it is pretty simple to unlock all the items eventually.

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