{"id":73679,"date":"2025-01-28T21:22:41","date_gmt":"2025-01-28T21:22:41","guid":{"rendered":"https:\/\/dejan.au\/index.php\/2025\/01\/28\/fortnite-v10-20-update-patch-notes-shield-bubble-borderlands-3-event-and-more-dexerto\/"},"modified":"2025-01-28T21:22:41","modified_gmt":"2025-01-28T21:22:41","slug":"fortnite-v10-20-update-patch-notes-shield-bubble-borderlands-3-event-and-more-dexerto","status":"publish","type":"post","link":"https:\/\/dejan.au\/index.php\/2025\/01\/28\/fortnite-v10-20-update-patch-notes-shield-bubble-borderlands-3-event-and-more-dexerto\/","title":{"rendered":"Fortnite v10.20 Update patch notes \u2013 Shield Bubble, Borderlands 3 event, and more &#8211; Dexerto"},"content":{"rendered":"<p>Fortnite v10.20 Update patch notes \u2013 Shield Bubble, Borderlands 3 event, and more The latest update for Epic Games\u2019 popular battle royale title is now live, with the Fortnite v10.20 Update officially releasing on Tuesday, August 27 on PC, Xbox One, PS4, Nintendo Switch and mobile devices, and bringing with it a brand new item and a map update. Following last week\u2019s smaller v10.10 Content Update, Fortnite fans will be happy to hear that this week\u2019s patch brings a host of changes to the game, as battle royale juggernaut heads into the fifth week of its 10th season. The headline addition to the game in the v10.20 Update is the Shield Bubble, a brand new item that places a protective dome around players, while a brand new Rift Beacon which popped up in the south-east corner of a the map brings major changes to the desert biome around Paradise Palms. You can view the Fortnite v10.20 Update patch notes below. Fortnite x Mayhem Epic Games have teamed up with 2K Games to bring a taste of Borderlands 3 to Fortnite with a brand new event called Fortnite x Mayhem. When a Rift Beacon appeared in the desert biome in the south-east corner of the island, many assumed that Moisty Mire was on its way back, but shockingly, the Rift Zone has thrown up a brand new location based on Pandora from Borderlands. Found at the oasis near Paradise Palms, the Pandora Rift Zone is based on the planet of the same name from Borderlands, with players gaining Shield when they don\u2019t engage in combat and go four seconds without taking any damage. The event will also feature theme Challenges that will offer free rewards, and Psycho and Claptrap cosmetic items. The Fortnite x Mayhem event kicks off today, and will run until September 10. Fortnite x Mayhem patch notes Bring on the Mayhem. Cross the border into crazy and check out a Rift Zone based on Pandora. This collab also includes themed Challenges with free rewards, Psycho and Claptrap cosmetics, and more. Head over to our blog post or watch the video below to see all the mayhem available! Pandora At the oasis near Paradise Palms, a Rift Beacon has created the Pandora Rift Zone. Part of the Fortnite X Mayhem collab. &#8211; This Rift Zone highly resembles the planet Pandora. However, it\u2019s 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. &#8211; &#8211; Pandora will be available until September 10. &#8211; &#8211; Shield Bubble A brand new item was also included in the v10.20 Update, with the Shield Bubble dropping into the game to offer protection to anyone who uses it. The Rare item can be found from Floor Loot, Chests, Supply Drops and Vending Machines, and creates a large bubble that blocks projectiles and explosives for 30 seconds. Opposing players will still be able to run through it and deal damage, while projectiles and explosives that are used inside the bubble will still work, but they won\u2019t go outside of it, so make sure you don\u2019t accidentally throw eliminate yourself by firing off a Rocket Launcher. Players who want to take your Shield Bubble down will have to destroy the emitter, which has 400 HP. Shield Bubble Rare item. &#8211; Found from Floor Loot, Chests, Supply Drops, and Vending Machines. &#8211; Lasts for 30 seconds. &#8211; 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. &#8211; The bubble\u2019s emitter has 400 HP. Destroying it deactivates the bubble. &#8211; &#8211; Fortnite\u2019s v10.20 Update also included some minor changes to the controversial B.R.U.T.E mechs, the vaulting of three weapons, and a host of \u201cquality of life\u201d changes for the game that should help make the battle royale experience more enjoyable. You can view the remaining Fortnite v10.20 Update patch notes below. Remaining Fortnite v10.20 Update patch notes B.R.U.T.E. The B.R.U.T.E.\u2019s 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.\u2019s presence and location to all players in the match. &#8211; &#8211; 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. &#8211; Decreased the rate at which the rockets are fired from the B.R.U.T.E. by 56%. &#8211; The B.R.U.T.E. no longer grants materials to the driver and passenger when stomping or dashing through the environment. &#8211; 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\u2019re 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 &#038; Tournament playlists. &#8211; &#8211; &#8211; 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\u2019re continuing to closely evaluate the B.R.U.T.E. changes to make sure they align with our goals. &#8211; Increased the dash cooldown from 3 seconds to 5 seconds. &#8211; Decreased the velocity gained from boosting while in air by 33%. &#8211; 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. &#8211; Storm phase 1 Increased the maximum number of B.R.U.T.E. spawns from 5 to 6. &#8211; Reduced the chance for 0 B.R.U.T.E.s to spawn from 29% to 14.3%. &#8211; New spawn rates 14.3% chance to spawn 0. &#8211; 14.3% chance to spawn 1. &#8211; 14.3% chance to spawn 2. &#8211; 14.3% chance to spawn 3. &#8211; 14.3% chance to spawn 4. &#8211; 14.3% chance to spawn 5. &#8211; 14.3% chance to spawn 6. &#8211; &#8211; Old spawn rates 29% chance to spawn 0. &#8211; 14.3% chance to spawn 1. &#8211; 14.3% chance to spawn 2. &#8211; 14.3% chance to spawn 3. &#8211; 14.3% chance to spawn 4. &#8211; 14.3% chance to spawn 5. &#8211; &#8211; &#8211; Storm phase 2 Increased the maximum number of B.R.U.T.E. spawns from 3 to 5. &#8211; New spawn rates 16.7% chance to spawn 0. &#8211; 16.7% chance to spawn 1. &#8211; 16.7% chance to spawn 2. &#8211; 16.7% chance to spawn 3. &#8211; 16.7% chance to spawn 4. &#8211; 16.7% chance to spawn 5. &#8211; &#8211; Old spawn rates 25% chance to spawn 0. &#8211; 25% chance to spawn 1. &#8211; 25% chance to spawn 2. &#8211; 25% chance to spawn 3. &#8211; &#8211; &#8211; Storm phase 3 New spawn rates 25% chance to spawn 0 &#8211; 25% chance to spawn 1 &#8211; 25% chance to spawn 2 &#8211; 25% chance to spawn 3 &#8211; &#8211; Old spawn rates 33% chance to spawn 1 &#8211; 33% chance to spawn 2 &#8211; 33% chance to spawn 3 &#8211; &#8211; &#8211; New spawn rates &#8211; &#8211; Decreased the material cost of using the gunner\u2019s overshield from 200 to 75. &#8211; Increased the Health of the B.R.U.T.E from 1000 to 1250. &#8211; &#8211; &#8211; The B.R.U.T.E.\u2019s map icon will remain visible to all players after players board one. The icon will follow the vehicle as it moves. &#8211; Junk Rift The Junk Rift has been re-enabled in all modes. &#8211; &#8211; Vaulted Storm Flip &#8211; Drum Gun &#8211; Storm Scout Sniper Rifle &#8211; &#8211; Bug Fixes Fixed an issue in which the Junk Rift was not destroying B.R.U.T.E.s on impact. &#8211; Weapons and items received from Vending Machines no longer differ from the weapons and items displayed upon receiving them. &#8211; Fixed an issue in which Chug Splashes were able to be deployed quicker than intended. &#8211; 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). &#8211; Shockwaves now properly affect members of the Horde. &#8211; Fixed an issue in which Small Shield Potions would not fill players\u2019 Shield to 50 if it was at 49. &#8211; Fixed an issue in which Stink Bombs would do less damage to players using a B.R.U.T.E. &#8211; Gunners in a B.R.U.T.E. who aren\u2019t accompanied by a driver will no longer have an obstructed view while in the volcano vortex. &#8211; Hoverboards can no longer be ridden by a B.R.U.T.E. &#8211; 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. &#8211; Reloading a B.R.U.T.E.\u2019s shotgun no longer makes it unable to fire missiles. &#8211; Fixed an issue involving the B.R.U.T.E.\u2019s air slam dealing more damage to Horde spawners than intended. &#8211; The self-destruct timer of a B.R.U.T.E. can no longer be paused. &#8211; Switching seats in or exiting a B.R.U.T.E. while it is loading missiles no longer makes it unable to emote. &#8211; Entering a B.R.U.T.E. no longer causes players to lose the ability to use weapons or items on exit. &#8211; GAMEPLAY 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. &#8211; &#8211; &#8211; Added traversable paths that connect the town to the surrounding hills. &#8211; 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. &#8211; &#8211; Moving Storm Safezones will no longer move while shrinking in the later phases of a match. &#8211; Note: This change does not affect Arena and Tournament playlists. &#8211; This change was implemented on August 23. &#8211; &#8211; 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. &#8211; 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\u2019re able to walk\/run and unable to be revived. &#8211; Fixed an issue in which members of the Horde would not attack players in a B.R.U.T.E. &#8211; Damaging a B.R.U.T.E. no longer counts towards the Storm Surge damage threshold. &#8211; Players inside indestructible buildings can no longer be damaged by a Junk Rift. &#8211; Destroying a Chest or ammo container by destroying the object it is placed on will now open it. &#8211; ART + ANIMATION Bug Fixes Fixed an issue in which Catalyst\u2019s left arm would clip through multiple backpacks in the lobby while idle. &#8211; The Y0ND3R Outfit and EQ Wrap now animate correctly on PlayStation 4. &#8211; 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\u2019s Outfit to be unable to return to the equipped Outfit. &#8211; AUDIO Adjusted the shape of the Junk Rift\u2019s audio attenuation from a sphere to a capsule. This is to make Junk Rift objects more audible when spawned up high. &#8211; &#8211; Reduced the volume of the Minigun\u2019s overheat audio. &#8211; Bug Fixes The Frag Grenade\u2019s fuse sound no longer occurs as it is thrown. &#8211; The Battle Bus\u2019 audio no longer plays from the wrong location on Starter Island. &#8211; Fixed an issue in which the spawn sound effects of Junk Rift objects would not play if the thrown projectile hit a player. &#8211; UI Bug Fixes Fixed an issue involving players being unable to see Challenges upon logging in for the first time during Season X. &#8211; The input UI for the B.R.U.T.E.\u2019s gunner mode no longer displays the wrong inputs for players using a controller. &#8211; Fixed an issue in which the player icon wouldn\u2019t update properly while players have their Locker Outfit set to Random. &#8211; A rounding error no longer occurs in the Health and Shield meters after applying Bandages or Small Shields. &#8211; Fixed an issue that caused the Social Panel to show an incorrect set of Team Members. &#8211; REPLAY Local replays now have the same HUD as that of server\/broadcast replays. &#8211; After a player is eliminated in a replay, the camera will now follow their teammates or the player who eliminated them. &#8211; 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. &#8211; &#8211; On August 20, we disabled server streaming replays on PlayStation 4 and Xbox One to improve stability and address performance issues. &#8211; 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. &#8211; Thrown Junk Rift projectiles no longer duplicate in replays. &#8211; Junk Rift objects hitting the ground in replays no longer causes assets to appear. &#8211; Fixed an issue involving the Junk Rift\u2019s audio effects not occurring in replays. &#8211; MOBILE iOS will now optimize content during players\u2019 first run of the game after patching. This will help reduce hitching and load times when waiting for the Battle Bus to leave. &#8211; 60FPS support has been re-enabled for iPhone 8. &#8211; Updated the images that appear on-screen during the patching process. &#8211; Bug Fixes Playlist tiles, \u201cNew\u201d tiles, and Event page tiles will now display the correct images. &#8211; Fixed collision issues between characters and some cosmetics. &#8211; Fixed an audio issue when using the B.R.U.T.E on Android. &#8211; Backing out of cinematics no longer causes a black screen. &#8211; The font alignment has been corrected in the Challenges menu. &#8211; Fixed an issue in which ammo belts would float while players were in a B.R.U.T.E. &#8211; Fixed an issue in which Autofire was active against some vehicles. &#8211; CREATIVE WHAT\u2019S NEW? Pandora Building Set Recreate your favorite Pandora setting! Fortnite will be featuring a Pandora themed block in the near future, so make sure to submit and share your creations. Part of the Fortnite X Mayhem collab. Arid Island A desert themed canyon with high peaks and jagged rocks, inspired by the Pandora desert area on the Battle Royale map. Communication New ways to let your players know what\u2019s going down with the addition of the Speaker device and HUD Message Device. Light it Up Let your players explore those dark corners of the map with the Torch and Flashlight Pistol. ISLANDS Added a desert-themed canyon with high peaks and jagged rocks, inspired by the desert area on the Battle Royale map. &#8211; Bug Fixes The ground on Ice Lake Islands no longer flickers on mobile devices. &#8211; GAMEPLAY Added a new value to the Camera Filter option in the Game Settings menu: Comic. &#8211; 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. &#8211; None, 10%, 25%, 50%, 75%, 100%, 125%, 150%, 175%, 200%, 300%, 400%, 500%, Instant (Default: 100%). &#8211; &#8211; Added Allowed to Edit option to the Game Settings menu. Determines who is permitted to edit player built structures during the game. &#8211; Default, Anyone (Default: Default). Default \u2013 players can edit structures built by themselves or their teammates. Anyone \u2013 all player built structures can be edited by any player. &#8211; &#8211; Added a new value to the Join in Progress option in the Game menu: Spawn On Next Round. &#8211; Bug Fixes Players do not lose movement functionality when entering a vehicle that is overlapping a rift. &#8211; Fixed an issue where Creatures wouldn\u2019t spawn on the Kevin Floating Islands. &#8211; Players will no longer have access to the Creative inventory on the Battle Royale map when they enter Tilted Towns or Retail Row. &#8211; Known Issue: Unmanned vehicles are no longer causing traps to trigger. This breaks many Creative islands that use this mechanism to trigger events. We\u2019re actively working on a fix. &#8211; WEAPONS + ITEMS Added Flashlight Pistol. Allows players to defend themselves while navigating in the dark. &#8211; Rare Item. &#8211; Use Light Ammo. &#8211; Damage: 26. &#8211; Headshot: 52. &#8211; 6.75 Rounds per second. &#8211; 16 Rounds per magazine. &#8211; &#8211; Added Torch. A flaming brand to light your way. &#8211; Rare Item. &#8211; Cannot be used as a melee weapon. &#8211; &#8211; Bug Fixes Traps now activate for players after they have turned into a prop. &#8211; Camera placement is more stable when switching directly between different props using the Prop-O-Matic. &#8211; Fixed several issues related to how the Prop-O-Matic interacts with DBNO state. &#8211; PREFABS &#038; GALLERIES Added 6 New Prefabs: Pandora Container Complex. &#8211; Pandora L-Stack. &#8211; Pandora Transmission Stack. &#8211; Pandora Barn Shelter. &#8211; Pandora Hearth Shelter. &#8211; Pandora Traveler Shelter. &#8211; &#8211; Added 6 New Galleries: Pandora Gallery. &#8211; Pandora Prop Gallery. &#8211; Pandora Prop Gallery Large. &#8211; Pandora Container Gallery. &#8211; Pandora Bone &#038; Rock Gallery. &#8211; Pandora Light Gallery. &#8211; &#8211; Bug Fixes Cliff Gallery floors won\u2019t automatically destroy after pasting them. &#8211; The Butterfly Orb effects can be seen on lower graphical quality settings. &#8211; The Pueblo Gallery no longer has an invisible collision at the bottom of certain walls. &#8211; The Great Pyramid prefab no longer has a black floor on mobile. &#8211; The Tomato Head Framed picture from the Mega Mall Gallery and the Dusty Depot Framed picture from the Dusty Prop Gallery now have collision. &#8211; Players can no longer \u201cSearch\u201d the bed from the Stilted Cabin Prefab. &#8211; Items from the Indoor Residential Prop Gallery give proper materials when destroyed. &#8211; The Factory Roofs from the Dusty Depot and Diner Gallery can be pasted. &#8211; 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. &#8211; Value Limit 1: 0-99 (Default: 1). Can be either the Max or Min Value. &#8211; Value Limit 2: 0-99 (Default: 6). Can be either the Max or Min Value. &#8211; Winning Value: If the output is higher than this, you \u2018win\u2019. This can be used with other customization options and can be used to send a trigger signal. 0-99 (Default: 4). &#8211; &#8211; 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). &#8211; &#8211; Roll Time: Determines how long the roll takes to complete. Instant, 1-30 seconds (Default: 3 seconds) &#8211; &#8211; 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). &#8211; &#8211; 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). &#8211; &#8211; Score Type: Determines how any score award is handled. Add, Remove, Set (Default: Add). Add and Remove \u2013 Adjust the player\u2019s current score by the Score amount. &#8211; Set \u2013 Forces the player\u2019s current score to the Score amount, ignoring any existing score. &#8211; &#8211; &#8211; Add, Remove, Set (Default: Add). &#8211; 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). &#8211; &#8211; 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). &#8211; &#8211; Length: Length of the Zone. \u00bd, Normal, 2-20, 24, 26, 28, 30, 40, 60, 80, 100 (Default: 4). &#8211; &#8211; Width: Width of the Zone. \u00bd, Normal, 2-20, 24, 26, 28, 30, 40, 60, 80, 100 (Default: Normal). &#8211; &#8211; Height: Height of the Zone. \u00bd, Normal, 2-20, 24, 26, 28, 30, 40, 60, 80, 100 (Default: Normal). &#8211; &#8211; Visible During Game: Off, On (Default: On). If Off, the device can still be triggered via a received signal, but not by player interaction. &#8211; Play Audio: Determines whether the device will play sounds for rolling, winning and losing. Off, On (Default: On). &#8211; &#8211; Team: Any, 1-16 (Default: Any). &#8211; Enabled: Determines when the device is enabled. Disabled, Enabled, Warmup Only, Gameplay Only (Default: Enabled). &#8211; &#8211; Activate on Game Phase: Starts rolling when this game phase starts. Never, Pre-Game, Warm-up, Game Start (Default: Never). &#8211; &#8211; Receivers: Enable when Receiving From: No Channel, 1-32 (Default: No Channel). &#8211; Disable when Receiving From: No Channel, 1-32 (Default: No Channel). &#8211; Activate when Receiving From: Starts rolling when a signal is received on the selected channel. No Channel, 1-32 (Default: No Channel). &#8211; &#8211; 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). &#8211; &#8211; &#8211; Transmitters: On Win Transmit On: If the roll is considered a \u2018win\u2019, a signal is sent on the selected channel. No Channel, 1-32 (Default: No Channel). &#8211; &#8211; On Lose Transmit On: If the roll is considered a \u2018loss\u2019, a signal is sent on the selected channel. No Channel, 1-32 (Default: No Channel). &#8211; &#8211; 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). &#8211; &#8211; 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). &#8211; &#8211; &#8211; On Win Transmit On: If the roll is considered a \u2018win\u2019, a signal is sent on the selected channel. &#8211; &#8211; Added Score Manager device. This device provides score to the player that activates it. It can only be activated via its receivers \u2013 it cannot be interacted with directly by players. &#8211; 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). &#8211; &#8211; &#8211; Determines the amount of score awarded the first time the device is activated during a game. &#8211; Score Award Type: Determines what effect the device has on the activating player\u2019s score. Add, Subtract, Set, None (Default: Add). Add and Subtract \u2013 Adjust the player\u2019s current score. &#8211; Set \u2013 Forces the player\u2019s current score to the required amount, ignoring any existing score. &#8211; None \u2013 does not change the player\u2019s current score, making the device a counter. &#8211; &#8211; &#8211; Add, Subtract, Set, None (Default: Add). &#8211; Team Any, 1-16 (Default: Any). &#8211; &#8211; 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). &#8211; &#8211; &#8211; 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. &#8211; 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). &#8211; &#8211; &#8211; 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. &#8211; 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). &#8211; &#8211; &#8211; 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. &#8211; 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). &#8211; &#8211; &#8211; 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. &#8211; 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). &#8211; &#8211; Visible In Game: Off, On (Default: Off). &#8211; 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). &#8211; &#8211; &#8211; When the device awards this amount of score it will transmit. &#8211; 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). &#8211; &#8211; Enable When Receiving From No Channel, 1-32 (Default: No Channel). &#8211; &#8211; Disable When Receiving From No Channel, 1-32 (Default: No Channel). &#8211; &#8211; 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). &#8211; &#8211; &#8211; 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. &#8211; 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). &#8211; &#8211; &#8211; Causes the current score award value to be adjusted by the Score Increment value without actually awarding any score to the activating player. &#8211; &#8211; Activate When Receiving From: Awards score to the activating player when receiving a signal on the selected channel. &#8211; 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). &#8211; &#8211; &#8211; When the device has been triggered the number of times specified by the Times Can Trigger option, send a signal on the selected channel. &#8211; 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). &#8211; &#8211; &#8211; When the score specified in Transmit on Score is awarded to a player, send a signal on the selected channel. &#8211; &#8211; On Max Triggers Transmit To &#8211; &#8211; Added Speaker Device. Plays audio to everyone nearby when triggered. &#8211; 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). &#8211; &#8211; Volume: Very Low, Low, Medium, Loud, Very Loud (Default: Medium). &#8211; Attenuation: Determines how far the sound will travel. Close, Medium, Far, Very Far, Island (Default: Medium). Island \u2013 the sound can be heard anywhere on the map. &#8211; &#8211; Retrigger Behaviour: Determines what should happen if the device is triggered again while a sound is already playing. Ignore, Restart (Default: Ignore). &#8211; &#8211; 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). &#8211; &#8211; Activate on Hit: Selects whether the device can be activated by applying damage to it. Yes, No (Default: Yes). &#8211; &#8211; Visible In Game: Off, On (Default: Off). &#8211; Receivers: Activate When Receiving From: No Channel, 1-32 (Default: No Channel). &#8211; Enable When Receiving From: No Channel, 1-32 (Default: No Channel). &#8211; Disable When Receiving From: No Channel, 1-32 (Default: No Channel). &#8211; &#8211; &#8211; 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. &#8211; Message Text box with 80 character limit. &#8211; &#8211; Team All, 1-16 (Default: All). &#8211; &#8211; 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). &#8211; &#8211; &#8211; The message will be displayed after the specified amount of time has elapsed since game start. &#8211; 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). &#8211; &#8211; &#8211; Determines how long the message will remain on-screen. &#8211; Text Style Default, Small, Large, Bold, Extra Large, Blue, Bold Blue, Orange, Bold Orange, Red, Red Outline (Default: Default). &#8211; &#8211; 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). &#8211; &#8211; &#8211; Determines the importance level of the message. Default messages will queue behind other messages. Critical messages will be displayed immediately. &#8211; Play Sound On, Off (Default: On). &#8211; &#8211; Placement Selects the area of the screen in which the message will be displayed. Bottom Center, Top Center, Center Right (Default: Bottom Center). &#8211; &#8211; &#8211; Selects the area of the screen in which the message will be displayed. &#8211; Visibility During Game Visible, Hidden (Default: Hidden). &#8211; &#8211; Receivers Show When Receiving From: No Channel, 1-32 (Default: No Channel). &#8211; Hide When Receiving From: No Channel, 1-32 (Default: No Channel). &#8211; &#8211; &#8211; 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. &#8211; Added Generate Storm on Game Start Should the Storm start as soon as the game begins? Yes, No (Default: Yes). &#8211; &#8211; &#8211; Should the Storm start as soon as the game begins? &#8211; Added Generate Storm When Receiving From Generates the Storm on receiving a signal from the selected channel. No Channel, 1-32 (Default: No Channel). &#8211; &#8211; &#8211; Generates the Storm on receiving a signal from the selected channel. &#8211; 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). &#8211; &#8211; &#8211; Disables the Storm controller, removing the Storm immediately on receiving a signal from the selected channel. &#8211; 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). &#8211; &#8211; &#8211; Sends a signal on the selected channel at the end of each Storm phase. &#8211; Removed Starting Phase and Late Phases Move options \u2013 These caused confusion when being used with the Storm Beacons. Intent is that Storm Beacons will be used to configure late Storm phases. &#8211; &#8211; Made a number of changes to the Advanced Storm Beacon device. Removed \u201cDon\u2019t Override\u201d value from all options \u2013 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. &#8211; Removed \u201cNone\u201d value from the Movement Behavior option. Choose if the Storm will move to this Beacon or randomly. &#8211; &#8211; Added additional value to End Radius option: 0m. &#8211; &#8211; 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). &#8211; &#8211; &#8211; When Item Picked Up Transmit On &#8211; 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. &#8211; &#8211; Added a number of options to the Radio device. Play During Pregame: No, Yes (Default: No). &#8211; Play During Warmup: No, Yes (Default: No). &#8211; Play During Gameplay: No, Yes (Default: No). &#8211; Play During Round End: No, Yes (Default: No). &#8211; Play During Game End: No, Yes (Default: No). &#8211; Play When Receiving From: No Channel, 1-32 (Default: No Channel). &#8211; Stop When Receiving From: No Channel, 1-32 (Default: No Channel). &#8211; &#8211; Added a number of options to the Explosive Device. Visible During Game: On, Off (Default: On). &#8211; Collision During Game: On, Off (Default: On). &#8211; Collide Against: All, Only Weapons (Default: All). &#8211; When Exploded Transmit On: No Channel, 1-32 (Default: No Channel). &#8211; Turn On Visibility When Receiving From: No Channel, 1-32 (Default: No Channel). &#8211; Turn Off Visibility When Receiving From: No Channel, 1-32 (Default: No Channel). &#8211; Added additional values to Time to Detonation from Game Start option: 11 minutes, 13 minutes, 14 minutes. &#8211; &#8211; Added options to the Team Settings &#038; Inventory device. End Round When Received From: Ends the current round with this team being the winner. &#8211; When Team is Eliminated Transmit On: Transmits when the team associated with this team settings device is eliminated. &#8211; &#8211; Removed option from the Objective Device. Collision During Game: When Visible This was causing networking performance issues. &#8211; &#8211; &#8211; Collision During Game: When Visible &#8211; Bug Fixes Settings on certain devices on Xbox One now save correctly (including Player Spawn, Billboard and Explosive Device). &#8211; Fixed an issue where Billboard device memory cost increased to 200. &#8211; The Speed Boost device now affects the B.R.U.T.E. &#8211; Initial storm phase will now spawn at the Advanced Storm Controller device location. &#8211; Fixed an issue where the Storm Controllers\u2019 Generate Storm When Receiving From options would reset existing storms. &#8211; Ambient sound effects from the Advanced Storm Beacon device are no longer audible during games. &#8211; Players will not be able to use weapons after respawning inside an active Weapon-Free Zone. &#8211; Fixed an issue where Collectibles would block interaction with other actors when nearby. &#8211; Barrier device frames no longer show up while far away from players. &#8211; Barrier devices will now block players in the pre-game lobby. &#8211; Fixed an issue where the Team Settings &#038; Inventory device would incorrectly send a team elimination signal when the team wasn\u2019t eliminated. &#8211; The Retro camera filter renders properly on PlayStation 4 or Xbox One, as well as other rendering artifacts on mobile devices. &#8211; The Creature Spawner will display descriptions when cycling through customization options. &#8211; 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. &#8211; Added \u201cDuplicate\u201d button to the Game Creation menu to allow players to create a quick duplicate of an existing island. &#8211; Bug Fixes The screen will not black out when using the B.R.U.T.E. after having been eliminated. &#8211; Fixed an issue with the score widget in the HUD not tracking player\/team standings correctly. &#8211; Text fields can now be selected on Playstation 4 and Switch. &#8211; Fixed the Creative-mode scoreboard menu in replays to show the buttons to close it or leave the match. &#8211; What to expect from Fortnite\u2019s patch v10.20 Truckin Oasis Rift Beacon A new Rift Beacon has appeared in the desert of Fortnite and it indicates changes will be coming with the next update. Previous beacons have completely overhauled the area they appeared in, with Neo Tilted turning into Tilted Town and the soccer field getting a massive crater. It still remains a mystery as to what the new location will be, so we\u2019ll just have to wait for the update to see what happens, but there\u2019s a good chance that we could see one of the old points of interest return in its place. The return of Moisty Mire? Moisty Mire was where the desert location of Fortnite currently lies and going with the theme of the season, this is how it could make a return. A new location called Moisty Palms has been hinted at which would be a mash-up of Paradise Palms and Moisty Mire, so it\u2019s really the best of both worlds. New Shield Bubble item The in-game news section updated and revealed the Shield Bubble will also be arriving with this update. \u201cThis is one bubble that\u2019s not easy to burst. Shield yourself from projectiles with this protective dome,\u201c its description states, which doesn\u2019t leave too much to the imagination. From the sounds of things, the Shield Bubble could end up being a counter to the BRUTE mech as the shield will protect you from projectiles. The mech is able to let off a flurry of rockets so having a quick way to defend yourself will be key to turning the tides of the fight. Fortnite patch 10.20 release time The Fortnite Twitter account revealed the patch will be going live on August 27 with downtime starting at 4 AM EST \/1 AM PDT\/9 AM BST, and 10 AM CEST. As for what\u2019s coming with this update, there are some things that look to be very much on the cards. Take cover! The v10.20 update is coming tomorrow. Downtime begins tomorrow, August 27, at 4 AM ET (0800 UTC)\u2014 Fortnite (@FortniteGame) August 26, 2019<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Fortnite v10.20 Update patch notes \u2013 Shield Bubble, Borderlands 3 event, and more The latest update for Epic Games\u2019 popular battle royale title is now live, with the Fortnite v10.20 Update officially releasing on Tuesday, August 27 on PC, Xbox One, PS4, Nintendo Switch and mobile devices, and bringing with it a brand new item [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-73679","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"_links":{"self":[{"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/posts\/73679","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/comments?post=73679"}],"version-history":[{"count":0,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/posts\/73679\/revisions"}],"wp:attachment":[{"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/media?parent=73679"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/categories?post=73679"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/tags?post=73679"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}