Fortnite 10.20 Patch Notes

Epic Games has released a new update for Fort­nite. This Bor­der­lands 3 themed update brings Fort­nite X May­hem to Bat­tle Royale, allow­ing play­ers to bat­tle it out on a Pan­do­ra themed bat­tle­ground. Cre­ative mode gets a new island and new Pan­do­ra themed prefabs,while Save The World gets new cos­met­ic pick­axe skins, a new trap and a new quest­line. Check­out the full patch notes below.

Fort­nite v10.20

Gen­er­al

Fortnite 10.20 Patch Notes
  • 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.

Save The World

Fortnite 10.20 Patch Notes

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.
  • 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.
  • 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.
  • 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.
  • 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.
  • Var­si­ty Hiro, the new Nin­ja, becomes your MVP!
    • Stan­dard Perk: Fum­ble
      • Elim­i­nat­ed ene­mies have a 7% chance to fum­ble a Foot­ballFoot­balls grant Rockin’ Riff when picked up.
    • Com­man­der 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.
    • 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.

Cre­ative

Fortnite 10.20 Patch Notes

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.
    • 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).
  • 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).
    • 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.
    • 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).
    • 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).
    • 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).
    • 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).
    • 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).
    • 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).
      • 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).
    • 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).
      • 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).
  • 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).
    • 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).
    • 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).
    • 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).
    • 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).
    • Added Gen­er­ate Storm When Receiv­ing From
      • Gen­er­ates the Storm on receiv­ing a sig­nal from the select­ed chan­nel.
        • No Chan­nel, 1–32 (Default: No 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). 
    • 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).
    • 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).
  • 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.

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.

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 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.
      • 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
      • 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.
  • 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.
  • 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.
  • Returned the time between sub­se­quent Tur­bo Build place­ments from 0.05 sec­onds to 0.15.
    • This is intend­ed to lev­el the play­ing field regard­ing ping when it comes to turtling.
    • 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.

Fort­nite is avail­able for the Playsta­tion 4, Xbox One, Switch, PC, iOS and Android now.