June 25, 2024 Patch

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June 25, 2024 Patch
Eventposter Double Take.jpg
Double Take.svg Double Take Event.
Version number 21.1
Previous patch May 22, 2024 Patch
Next patch N/A


The June 25, 2024 Patch is a major patch, introducing a Collection Event in Apex Legends.


New Content


Balance Updates

Care Package


End Rings
  • End rings now have more even distribution through the map
  • Each quadrant of the map now have roughly 25% chance of getting selected


Survival Slot Items[note 1]
  • Survival slot items have been redistributed to low tier loot zones


Weapons & Attachments

G7 Scout Icon.svg G7 Scout[note 2]
  • Damage increased to 33 (was 32)
  • Rate of fire increased
  • Adjusted recoil to be more consistent when firing at max fire rate


HAVOC Rifle Icon.svg Havoc Rifle[note 3]


Longbow DMR Icon.svg Longbow DMR
  • Headshot multiplier increased to 2.25 (was 2.15)


R-99 SMG Icon.svg R-99 SMG[note 4]
  • Reduced hip-fire randomness


Rampage LMG Icon.svg Rampage LMG
  • Firing animation has less vertical movement while in ADS


Weapon Rarity Sets


4x-10x Digital Sniper Threat.svg 4x-10x Digital Threat Scope
  • Will no longer provide threat vision through smoke or gas


Legends

Alter Icon.svg Alter
  • Void Passage.svg Void Passage: Crypto EMP will now affect all players phased by the Void Passage


Bangalore Icon.svg Bangalore[note 5]
  • Smoke Launcher.svg Smoke Launcher: all players within smoke will now have a white highlight visible to other players in smoke within 20m


Bloodhound Icon.svg Bloodhound[note 6]


Pathfinder Icon.svg Pathfinder
  • Upgrade: Level 3
    • File:Down & Away.svg Down & Away: Tac will now refresh on BOTH knocks and assisted knocks within a 3s window


Revenant Icon.svg Revenant
  • Upgrade: Level 3
    • File:Grim Leaper.svg Grim Leaper: Tac will now refresh on BOTH knocks and assisted knocks within a 3s window


Maps

PUBS


RANKED


Modes

Quads
  • Replacing Duos Playlist for S21.1
  • 15 Teams of 4 Players
  • Loot Improvements
  • Lobby supports a 4th player for inviting and 'Previous Match Squad Members'
  • Legend Ability updates to support a 4th squad member
    • Mirage Icon.svg Mirage Psyche Out.svg Decoy shows 4 squad members when dropping from the dropship
    • Valkyrie Icon.svg Valkyrie's Skyward Dive.svg Ult allows for up to 3 additional squad members to attach
    • Vantage Icon.svg Vantage Spotter's Lens.svg Passive can spot the armor on all enemy teammates when in ADS
    • Loba Icon.svg Loba's Black Market Boutique.svg Ultimate has UI to support a fourth player

NOTE: Quads is the only mode that supports queueing with 4 players. All other modes will be locked


Solos
  • LTM - July 9 - July 22


Mixtape
  • Lockdown.svg Lockdown: added The Core, Estates
  • Mixtape Map Rotations
    • June 25 - July 8
    • July 9 - July 22
      • Control: Labs, Caustic
      • Gun Run: Estates, Fragment
      • Lockdown: The Core, Estates
      • TDM: Habitat, Phase Runner
    • July 23 - July 29
      • Control: Labs, Caustic, Production Yard
      • Gun Run: Estates, Fragment, Zeus Station
      • Lockdown: The Core, Thunderdome, Estates
      • TDM (removed during 1st week of LTM)
    • July 30 - August 5
      • Control: Labs, Caustic
      • Gun Run: Estates, Fragment
      • Lockdown: The Core, Estates
      • TDM: Habitat, Phase Runner


Ranked (Rumble)

Ranked Rumble takes over the normal Ranked League at the end of the season as the singular Ranked offering.[note 7] Ranked entry cost, placement, and KP tuning updated to:

  • Lower entry cost above Bronze Tier
  • Placement RP Tuning now follows ALGS rules that all Top 15 will gain points
    • 15th: 5 (was 0)
    • 14th: 5 (was 0)
  • Kill Point Tuning
    • 8th: 14 (was 12)
    • 7th: 14 (was 12)
    • 6th: 16 (was 12)


Bug Fixes

Looking for something else? Check out our public Trello board. It's updated weekly with the status of bugs that we can talk about ahead of the patch note drops. We also update our game status here for those of you not on other social platforms.

  • 30-30 Repeater Icon.svg 3030-Repeater will no longer swap to a different reticle when reloading
  • EVO Cache.svg Evo Harvester icons will no longer appear incorrectly for those who reconnect/connect late to a match
  • Firing Range: Dynamic Stats will now record some weapons properly
  • Fixed exploit that allowed players to move faster than normal
  • Mythic Melee items will now display their respective names in Death recaps
  • Nessies will no longer be occasionally extremely bouncy
  • Players will no longer be able to shoot enemies while safe behind cover
  • Resolved instances where some text displayed the old Replicator Icon.svg Replicator icon


Graphics

  • DX12 PC: Fixed many bugs that to help resolve crashes
  • Fixed an issue with flickering FX on Xbox One, especially lens flares and glows
  • Fixed bug that caused high polling rate mice to occasionally encounter high frame stutters. High polling rate mice users should now see little to no frame stutters from mouse input.
    • Input and window processing now occurs on its own thread instead of the render thread


Legends


Quality of Life

  • Added a settings option that adjusts the gameplay volume when spectating
  • Alter Icon.svg Alter
    • Added different voice lines for Void Nexus.svg Void Nexus bring destroyed by the ring rather than a player
    • Added logic to prevent most cases of placing a Void Passage.svg Void Passage would result in falling to your death post-travel. Olympus should be safe…ish
    • Added rumble to Alter's Ult and Tac
  • Emote sound effects now play when previewing in the lobby (added a setting to turn this off too)
  • Health Wheel can now be closed on Controller with LT in addition to:
    • Circle on PlayStation
    • B on Xbox
  • Health Wheel items can now be used on Controller with RT in addition to:
    • Square on PlayStation
    • A on Xbox


Mixtape
  • Gameplay
    • 10 minute match time for all Mixtape modes minus Control.svg Control
    • Spawn Logic: Gun Run.svg Gun Run, Lockdown.svg Lockdown, Gun Run.svg TDM
      • Decrease spawning in sight of enemies
      • Spawn closer, but not at same spawn point as teammates
    • Lockdown.svg Lockdown
      • Capture borders change to show the color of the team currently in the zone
      • Lockdown now always awards 5 points per kill and 5 points per capture interval
      • There is no longer special scoring based on kill positioning or extra points awarded for final/initial capture of zones
  • Map spawn audit: adjusting positions & angles


Graphics

  • DX12 PC: additional CPU performance optimizations, up to 10% faster than Season 21 launch
  • Added a new "Very High" choice to the "Model Detail" option in Video Settings, for reduced LOD popping
  • Switch
    • Migrated to the Rendering Hardware Interface (RHI), shared by PlayStation 5, Xbox Series X/S, and PC DirectX 12
    • FOV Slider added: may impact performance for players choosing to increase it beyond 70


Undocumented Changes

  • Ash Icon.svg Ash's Phase Breach.svg Phase Breach:
    • Increased horizontal range from 65 to 75 meters.
    • Now ignores clutter in the way, allowing for more accurate placement.
    • Added field range visual indicator.
  • Added sounds for requeueing/reconnecting to lobby in Mixtape.


Developer Notes

  1. Survival slot items were not spawning in all our loot quality zones. This adjustment maintains a similar number of survival slot items in a match but more evenly distributes them across the map.
  2. The G7 has felt a little underwhelming and our data backs that up. When we were evaluating its rate of fire we realized its recoil could use a pass as well so we've smoothed out what we think the roughest spots are and given it a little more damage. This should help the G7 be competitive with the rest of our marksman and sniper roster.
  3. The Havoc is a force to be reckoned with, even without all the bells and whistles of mags and turbochargers it still puts in work. However, 36 rounds in a kitted Havoc, even with the firing delay, represents high damage up time and forgiveness for wasted rounds (often experienced during prefiring). Pulling back on mags allows it to remain deadly, but requires a little more precision.
  4. Over the last few patches we nerfed the R-99 because it was a significant outlier, performing well above the rest of the pack. Those nerfs were substantial and the R-99 has fallen a little too far for our liking and is feeling unreliable. These adjustments intend to bring up its consistency without directly increasing its damage potential.
  5. Fighting inside Bangalore's smoke has never been a pleasant experience for players or viewers (aside from you Bloodhounds) as it makes fights messy and hard to read. We are leveling the playing field now by making all players inside smoke clearer targets to one another with a white highlight. This highlight is not visible from outside the smoke: all of the rotational and sight-blocking gameplay are kept in-tact. However, while playing inside the smoke will be more clear, it will also be more risky and resets will be much harder if the smoke is challenged.
  6. Sometimes even the best teams break up and go their separate ways. Bloodhound's Ult has always had a strong synergy with Bangalore's smoke, but the pairing has recently become dominant and a singular answer to the "can't see stuff" meta. With the removal of threat vision through smoke, Bloodhound will need to rely on their Tac scan like other Recon Legends. This should remove the necessity for the dynamic duo to pair together and allow for new roster compositions to form in its wake.

    We were noticing how much the White Raven passive would fall off in the late game as enemies are naturally closer, making Raven's Blessing upgrade much less valuable after the first ring. The new Level 3 upgrade will allow players to play off White Ravens across the match and fuel their Ult more effectively.

    Alternatively, players can now tap back into some of Bloodhound's old scan potential while in their Ult. These changes aim to shift power away from simply securing knocks for late game benefit and into more opportunities to use the Ult or the Tac through new upgrade choices.
  7. We have received valuable insights from last season's data and community feedback and made slight adjustments based on both. The entry cost above Bronze has been lowered slightly, all of the Top 15 players will now receive corresponding placement points, and increased the KP for players in the top 6th-8th positions. With the potential for more updates to come as we continue to monitor. We reward players for excellent strategic choices in placement and for outstanding combat performances in Kills. Achieving Top 5 placement in many ways is your strategic choice, but we won't reward you with additional points; you must validate your placement with eliminations.