Pokémon Scarlet and Violet’s Latest Patch Includes More Bug Fixes

Nintendo has released another patch for Pokémon Scarlet and Violet that addresses a ton of more bugs that have plagued the games since launch.

Releasing the notes on its website, version 1.3.0 also includes a slight change to how Friendly Competitions work (entries are now allowed until an event ends instead of when it begins) but mostly focuses on bug fixes.

Trainers who were surprised to catch an egg instead of Walking Wake or Iron Leaves in their Tera Raid Battles will have the issue fixed, meaning they can now catch the distorted Pokémon. The two will also return to Tera Raid Battles for two weeks starting on May 1.

A special Hisuian Zoroark was also released as preorder DLC for the upcoming Hidden Treasure of Area Zero expansion, but this caused a Pokédex malfunction for some users that displayed a regular Zoroark too. This has now been fixed, alongside another connectivity issue where connecting Scarlet and Violet to Pokémon GO would cause the game to crash.

A ton of issues have also been fixed in Link Battles and regular Battles, such as stat changes happening to even the Pokémon using the move, and Nintendo has addressed “other select bug fixes” too. The full patch notes can be viewed below.

This April update will be just the third released for the games despite several issues being reported following their launch. These included a broken PvE experience in the endgame, a rigged Battle Stadium, duplication glitches, a bizarre method of running at double speed, and more.

The poor performance was also a major factor in our 6/10 review, as IGN said: “The open-world gameplay of Pokémon Scarlet and Violet is a brilliant direction for the future of the franchise, but this promising shift is sabotaged by the numerous ways in which Scarlet and Violet feel deeply unfinished.”

Pokémon Scarlet and Violet Ver. 1.3.0 Patch Notes

Feature Adjustments

A change has been made to the deadline for entries for Friendly Competitions, which are found in the Online Competitions section of the Battle Stadium.

  • Before this change: Entries were allowed until the Friendly Competition began.
  • After this change: Entries will be allowed until the Friendly Competition ends.

Bug Fixes

Link Battles

  • Fixed a bug in Link Battles where selecting Swap in just before the selection timer reached zero could fail to switch in the selected Pokémon and subsequently cause switching — and the battle itself — to act abnormally.
  • Fixed a bug in Link Battles where once the remaining time for the battle was under one minute, it would no longer be displayed where it was supposed to.
  • Fixed a bug that occurred in Link Battles where, depending on the move being used at the time a Pokémon fainted, the amount of time a Trainer received to select their next Pokémon was reduced.

Battles

  • Fixed a bug where the Cud Chew Ability would trigger again once every two turns after it triggered the first time, contrary to what is written in the Ability description.
  • Fixed a bug that occurred when Zoroark Terastallized while using its Illusion Ability to disguise itself as another Pokémon. On the Check Status screen, the Terastallized Zoroark’s type would display as the original type of the Pokémon it had disguised itself as, rather than Zoroark’s Tera Type.
  • Fixed a bug that occurred when Zoroark used its Illusion Ability to disguise itself as another Pokémon that had already Terastallized. This bug caused Zoroark’s type on the Check Status screen to incorrectly display as the Tera Type of the Pokémon Zoroark had disguised itself as.
  • Fixed a bug in Double Battles with moves that cause stat changes for the Pokémon using the moves. This bug caused the stat changes to incorrectly happen twice if the user hit two opposing Pokémon with the move while an opposing Pokémon was behind a Substitute.

Pokémon GO Connectivity

  • Fixed the main issue causing the game to crash on the screen used to pair with a Pokémon GO account.

Other

  • Fixed a bug affecting Trainers who received Hisuian Zoroark from the Mystery Gift screen as a special early-purchase bonus for The Hidden Treasure of Area Zero for Pokémon Scarlet or Pokémon Violet without first having seen Zoroark in their game. This bug caused Zoroark to be incorrectly displayed as registered in these Trainers’ Pokédexes.
  • Other select bug fixes have been implemented.

Ryan Dinsdale is an IGN freelancer and acting UK news editor. He’ll talk about The Witcher all day.

Shaping God of War (2018)’s climactic boss encounter with Baldur

Betrayal At Club Low has taught me that we’re all taking puddles for granted

A lot of RPGs with stats and dialogue options don’t actually give you options. Sometimes you’re presented with a skill check and if one of your stats isn’t an arbitrary number like, I dunno, seven, then whoever it is you spoke with (a king, a bard, an elf) might shutter their mouths forever.

Betrayal At Club Low is a CRPG that we’re playing for our Game Club this month, and which understands the unpredictability of a face-to-face wobble of the lips, and how befriending or swindling or aggravating someone is determined by so much more than a single seven. And when all seems lost, how visiting a puddle can turn your entire evening around.

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Grim action-platformer Blasphemous 2 unveils its grotesque world

Developer The Game Kitchen first stealth-announced the sequel to their hard as nails Metroid-like Blasphemous back in 2021 to coincide with a free update for the original game. Now, though, after a long wait, we have the first proper trailer for Blasphemous 2 showing off tons of platforming action, unholy Catholic iconography, and other such sinful stuff. Take a look below, if you dare.

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Ash Of Gods: The Way Plots A Tough Tactical RPG Course On Switch Next Week

Shuffle sortie.

Aurum Dust’s follow up to 2020’s Ash of Gods: Redemption is plotting course for a Switch eShop release next week, on 27th April 2023 for $24.99 / €24.99 / £20.99.

Ash of Gods: The Way isn’t necessarily a sequel to its predecessor, but it is set in the same world, many years after the events of Redemption. The same tactical deck-building combat is back, and every choice you make will influence the story.

Read the full article on nintendolife.com

Jet Set Radio’s stunning spiritual successor Bomb Rush Cyberfunk launches in August

After a slight delay, the cel-shaded platformer Bomb Rush Cyberfunk finally has a release date: August 18th. It’s been a long wait for Cyberfunk after it was first announced in 2020, and to make the wait even more excruciating, the game is a spiritual successor to the dormant Jet Set Radio series. As such, you’ll be skating, dancing, and graffitiing across a colourful 3D city with a style to die for.

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Pokémon Scarlet & Violet Version 1.3.0 Is Now Live, Here Are The Full Patch Notes

Tera Raid egg bug resolved.

The Pokémon Company and Nintendo have released Version 1.3.0 of Pokémon Scarlet & Violet. It addresses some it includes bug fixes, feature adjustments, and various other changes.

Perhaps most notable is the fix for trainers who caught an egg instead of Walking Wake or Iron Leaves in a recent Tera Battle (before updating to Version 1.2.0). There are also a number of fixes linked to Zoroark in battles, and there’s been a fix for Pokémon GO connectivity.

Read the full article on nintendolife.com

Can Netflix Make Awesome AAA Games? – Unlocked 591

Longtime Halo senior developer Joseph Staten, the subject of last week’s Unlocked, has announced where he’s going next: Netflix! We discuss what this means for Netflix’s gaming efforts before turning our attention to the newly announced departure of another longtime Halo developer, Frank O’Connor. Plus: Diablo 4’s community interactions continue to impress, and more!

Subscribe on any of your favorite podcast feeds, to our YouTube channel, or grab an MP3 of this week’s episode. For more awesome content, check out our interview with Todd Howard, who answered all of our Starfield questions after the big reveal at the Xbox Showcase:

For more next-gen coverage, make sure to check out our Xbox Series X review, our Xbox Series S review, and our PS5 review.

Ryan McCaffrey is IGN’s executive editor of previews and host of both IGN’s weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He’s a North Jersey guy, so it’s “Taylor ham,” not “pork roll.” Debate it with him on Twitter at @DMC_Ryan.

Advance Wars 1+2: Re-Boot Camp Review

While I have always favored the Fire Emblem franchise as my Nintendo turn-based tactical game of choice, the Advance Wars series has always held a special place in my heart ever since the first time I booted it up on my Game Boy Advance 22 years ago. I’ve always enjoyed how these games encourage me to get creative with my units and strategies. Whether that is hiding my army in the fog of war and taking advantage of the terrain to obliterate my opponents before they know what’s hitting them, or building a massive platoon of tanks and steamrolling the enemy with my oppressive numbers. It’s rewarding to see my plans work out as intended, and though it stings when they fail, I feel like I always learn something about how to improve my future strategies.

Advance Wars 1+2: Re-Boot Camp may not have a large variety in its game modes, but the amount of variables you can swap around to your liking makes each battle feel fresh even when replaying maps. The improvements to the visuals and music of the original, in addition to the inclusion of other modernizations like voice acting, animated shorts, and online play, make it a great way to experience these classics for veterans and newcomers alike. My 60 hours with Re-Boot Camp took me through both campaigns, including alternative missions with different characters that unlocked after completing each campaign, warring with AI on a variety of unlockable maps, spending time designing my own maps, and a small taste of online multiplayer.

It took 15 and 25 hours to complete each respective campaign on the classic difficulty setting (the hardest available from the start). Even having turned it up a notch, the difficulty curve for the original Advance Wars is consistently on the easier end thanks to many of the missions mostly serving as tutorials for new mechanics, win conditions, introducing new commanding officers (COs), and more – it’s not until the final missions of each section of the campaign that things pick up. But once you reach the Advance Wars 2: Black Hole Rising campaign it starts to include a lot more missions with some surprising difficulty spikes due to the introduction of the new Black Hole army COs and their powerful new abilities.

It’s not until the final missions of each section of the first campaign that difficulty picks up.

While the missions may not always be difficult, some ended up taking a while to finish due to the scope of battles where you control multiple armies, or tactical errors on my part, like losing my last infantry unit to hidden artillery, requiring me to spend a large number of extra turns to wipe out the enemy army instead of capturing the enemy base in two or three turns. The good news is that if you were hoping for more of a challenge, finishing each campaign unlocks a new Challenge difficulty that has started to push some of my previous winning strategies to their limits, causing me to reassess which CO and strategy to use on each map when given a choice. It would’ve been nice for that mode to be available from the start for those of us who already know our way around this series.

Re-Boot Camp has updated the Advance Wars and Advance Wars 2: Black Hole Rising campaigns with a charming new art style thanks to the use of 3D graphics, a fantastic re-recorded soundtrack, online multiplayer, and a few features like the ability to restart a turn to help newcomers learn from their mistakes, and the option to fast-forward battle animations to reduce the time between turns if you like. The soundtrack is one of the highlights for me, as each CO has a distinct musical theme during their turns which helps each battle feel fresh. Grit from the Blue Moon Army has a bit of a bluegrass style to mirror his laid-back attitude, while the theme from the Yellow Comet’s Sensei uses a piano and saxophone to give an upbeat jazz feel to his turns.

While neither story is what I would call deep, they both have their brighter moments.

Outside of the updated visuals and new features, Re-Boot Camp maintains its faithful retelling of the wars between the various nations of Cosmo and Macro Land and the mysterious Black Hole Army, meaning if you were hoping to see any of the new additions or changes included in later games like Dual Strike or Days of Ruin, you will still need to boot up your DS for that experience. (The attention to detail in nearly every area of Advance Wars 1+2: Re-Boot Camp does give me hope that the third and fourth games will get the same treatment next.)

While neither story is what I would call deep, they both have their brighter moments, with the Black Hole Rising campaign being an improvement thanks to the addition of the new COs and their various personalities. In addition to the Orange Star army COs, commanding officers from the other nations get a modest amount of voice acting that helps to show off each of the characters’ unique personalities. The performances aren’t anything to write home about, but that is more based on the lack of quantity than the quality of them. One of the most intriguing additions is the inclusion of a few animated shorts that had me wondering if we might get an Advance Wars animated show down the road now that Nintendo has seen so much success with the Mario movie.

Each of the COs has their own specialty when building armies, as well as a unique power that can help turn the tide in combat. The spirited but inexperienced mechanic Andy is well-rounded with no bonuses or penalties but has the ability to restore health to his units with his hyper-repair power, making him a safe choice in most battles. The straightforward and brawny Max gives a power boost to all direct damage units while his indirect units, like artillery or rockets, suffer a penalty to their maximum range, making him a good option for when you want to punch through an enemy’s defenses and overwhelm them with raw power.

Max is a good option for when you want to punch through an enemy’s defenses.

Advance Wars 2 adds new depth to the formula by including Super CO powers. These often add alternatives to traditional CO powers, like utility effects – such as refilling your unit’s ammunition and fuel or increasing your vision range in the fog of war. The happy-go-lucky special forces commander Sami grants large bonuses to her infantry units when she activates her Super CO power, giving them the ability to capture buildings in a single turn, including enemy HQs, to sneak a victory out of even the direst of situations.

It’s important to know each one’s strengths and weaknesses otherwise, even the best-laid plans can come undone. While many battles in Advance Wars can devolve into a contest of who has the superior numbers, using the proper units in the right positions can help neutralize even the largest of armies. One of the most common tactics is to place a more durable unit, like the medium tank, on a bridge to prevent your opponent’s advance and then barraging their army with artillery or rockets to reduce their numbers so you can go on the offensive. Building an army of units that cover land, air, and sea gives a lot of versatility to strategies across most maps, and building to your CO’s strengths will often tip the scale in your favor. Battles waged in the air are best with the use of COs like Eagle or Sensei, who give large boosts to various aerial units, while Grit’s long range makes it easy to overwhelm opponents from the shadows on maps that have fog of war.

The customizable War Room is one of the areas where I got the most replayability out of it.

At the end of a mission, Advance Wars will grade you based on speed, power, and technique. So the faster you are at claiming victory while efficiently destroying your opponent’s units without losing your own, the higher the rating you will earn, meaning more currency to unlock new maps, music, and COs for game modes outside the campaign. This helps to improve the mileage you will get out of Advance Wars, since its replayability depends on the unlockable content, so the better you rank, the faster you can unlock more of the content to give you more options and extend your play further.

Advance Wars 1+2: Re-Boot Camp’s customizable War Room is one of the areas where I got the most replayability out of it, and foresee it earning the bulk of my time moving forward. Being able to take on the role of any CO on a sizeable number of maps against a variety of AI-controlled opponents with a variety of customizable parameters like fog of war, weather, and victory conditions means there is almost no limit to the ways you can make each battle feel different, even when revisiting favorite maps.

And if the included maps start to feel too familiar, the Design Room map editor is another way to make it feel new again and is only limited by your creativity. Anything you see in the campaigns is at your fingertips, so if you want to build a map that’s all water and play an Advance Wars version of Battleship, you can. Afterward, you can share those maps online, so if you have a good group of creative friends, you can swap maps for an effectively limitless amount of content.

The online multiplayer in Re-Boot Camp is one of the biggest letdowns for me in that there’s no matchmaking system at all. That means you can only compete against opponents on your friends list, so if you happen to be the only person in your group of friends who owns it, you’re going to either need to make some more friends or get comfortable only competing against the AI. On current-generation hardware like the Switch, it’s just plain disappointing not to have a matchmaking lobby. Thankfully, it does have the option for local multiplayer on either the same console or with others on their own Switch, meaning that it will surely see some popularity at various conventions and gatherings.