Home / Technology / Release Notes from Fortnite 9.30 UPDATE – Chug Splash, Vaulted Weapons, Shotgun Exchange Delay, More | Game | Entertainment

Release Notes from Fortnite 9.30 UPDATE – Chug Splash, Vaulted Weapons, Shotgun Exchange Delay, More | Game | Entertainment

Fortnite fans can download update 9.30, as Epic puts the game offline for server maintenance.

And according to the long list of patch notes of 9.30, the latest update from Fortnite is a great one.

The main novelty is the addition of a new element called Chug Splash.

Ideal for team play, this thrown object throws liquid into a small area, which in turn gives 20 players / shields to all players in the projection radius.

According to the release notes, he can heal allies, enemies and even extend the duration of the reversed state.

Unfortunately, this is not all good news, as Boom Bow, Dual Pistols and Dynamite have all been protected.

The pump-to-pump trading period has also been removed from the game, although Epic is monitoring the efficiency.

It goes without saying that the 9.30 update also brings a number of improvements in quality of life and bug fixes.

It should also be noted that the Playground mode will no longer be available once the game is back online.

You can see the full list of Release Notes 9.30 below …

Update of Fortnite Chug Splash 9.30

Update of Fortnite Chug Splash 9.30 (Image: EPIC GAMES)


Duets of snipers

• Sniper rifles only. May the best goal win!


• Classic Battle Royale with teams of three.

Solid gold squads

• Fight to the end with legendary weapons.


Chug Splash

• Upon impact, this projected object splashes liquid into a small area. All players within the launch radius will be instantly assigned 20 VP / Shield.

• Gives health points unless you are in good health, in which case he will give Shield.

• Chug Splash can heal allies, enemies and can extend the duration of the "hit" state for stunned players.

• rare variant.

• Drops in stacks of 2.

• Maximum size of the battery: 6.

• Can be found in floor booty, chests, vending machines, supply drops and llamas.

Delayed exchange of shotgun deleted

• Shotgun cooldowns now only apply when the player is carrying multiple shotguns, regardless of their type.

• This is a change in the quality of life to prevent the trading delay system from interfering with players who do not have multiple shotguns in their inventory. As with all changes, we will monitor this closely and make the necessary adjustments.

• Reduced the long-term effectiveness of the shotgun.

• Medium distance damage reduction of 10%

• 2.44 tiles to 4.88 tiles

• 20% reduction in damage over long distances

• 4,88 tiles to 9,76 tiles

• Hunting rifle accuracy allows players to shoot from longer distances than other shotguns. However, the damage to these longer beaches was a bit higher than desired.


• Boom Bow

• double guns

• Dynamite

• These chests primarily aim to adjust the availability of explosives, aligning them more closely with what we think they should be.

• Suppression of the ability to drive Proximity Grenade Launcher projectiles

• Due to the faster speed of this projectile, it caused problems of streaming. You can still mount rockets thrown by rocket launchers.

• Added a short delay to start damaging Storm Flip players at the entrance, to mimic the normal Storm game

• Added Storm Flip to Audio Visualizer when enabled

• Toys will no longer be featured in Starter Island's elimination diet

Bug fixes and adjustments

• Players can shoot immediately after using a Rift to Go.

• Supply drones sometimes spawn underground in areas where there is water.

• Adjusting the area around the restart van that players can not build to prevent placement of soil and traps under the van.

• The Proximity Grenade Launcher performed an automatic reload while aiming for views.

• This fix makes it compatible with snipers and will reload once it is off the hook or after the next firing attempt.

• Adjusted the timing of consumable effects to help players move away from consumables before the end of their activation.

• Restart cards will no longer fall to the ground. They will stay where they appear.

• Restart cards remained available on the card even after the timer expired.

• Campfires could block blast damage at specific angles.

• The ability to double jump the ghost bomb could be activated under the effect of a boogie bomb.

• The effects of Boogie Bomb would continue to play on the players while they parachuted.

• Empty ghost bombs could not be eliminated properly if they were eliminated while the effect was active in the spawn game modes.

• Players who had a Rift to Go used at the same time as they were being restarted were sometimes not put in the parachute state.

• Storm Flip would inflict incorrect damage if two of them overlapped each other.

• Storm Flip was able to prevent a fall in supply

• The weapons were visible when using emotes on a Driftboard


• The "Hold for Exchange" function has become an option. This default value is OFF.

• With the OFF option, pickup is now restored when you first press the button instead of releasing the button. This should result in more responsive support behavior.

• Easy to make the Fortbyte pressure plate puzzle northwest of The Block.

• Once unlocked, Fortbyte will be available for up to 15 seconds.

• Parking all vehicles on the pedestals will trigger them, except for the Hoverboard.

• Priming currents now attenuate visual effects and play audio cues to warn them that they are extinguishing before the collision and that the forces are turned off, to warn players further.

• Added Storm Flip color change effects, based on Storm intersection points.

Bug fixes and adjustments

• Skydiving from the bus towards a wake was not an automatically deployed glider at the proper height.

• The storm surge was not active in phase 8

• The player's health may be poorly rounded when dealt damage.

• The structural health bar may disappear when you hit a wall and go into construction mode.

• The lava was causing too much damage to the players.


• Rendering optimizations on walls built by players to help end-of-game situations with thousands of building pieces.

• Added general optimizations for audiovisual indicators.

Bug fixes and adjustments

• Fixed a problem that caused poor performance in the lobby on Mac at a big party.

L & # 39; AUDIO

• Improvements in grenade launcher and grenade sounds

• Addition of a short-range fuse loop attenuated depending on the damage radius.

• The sound accelerates as the projectile is about to explode. If you hear this, you will suffer damage unless you block the explosion.

• Reduced vehicle volume in a driver / passenger Slipstream.

• Increase the impact sound range of the 1×1 enemy pick from 1 to 1.5 tiles.

Bug fixes and adjustments

• Fixed a problem with hot swapping of audio devices when switching between outputs.

• Single sounds may sound again when you are in the audio range.

• This was particularly noticeable with the sounds of harvest, explosion and gunfire.

• The sound of Victory Royale is no longer affected by the slow motion effect when a match is won.

• The combat rifle had incorrect fire sounds on Mobile / Switch.

• The baller's suction noises were playing in 2D if a person was flying a baller that you had previously disassembled.

• Sounds for consumables do not play if they are approaching a player when they are already using them

• The footstep audio for the emote "Take the Elf" did not play.


• Hide the vehicle health bar that appears above the vehicle if you are the player who operates it to avoid displaying two vehicle health bars.

• The health bar of the vehicle that appears above the player's health and the shield will remain in the HUD.

Bug fixes and adjustments

• The direction / safety vector lines did not appear correctly on the map in the game modes where respawn was enabled.

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