Video Game Updates & Patch Notes

NHL 24 Update 1.1.0 Patch Notes for October 6

Electronic Arts has rolled out the latest update 1.1.0 for its popular video game, NHL 24. The update went live on October 6th at 5 a.m. Below you can find the full patch notes.

NHL 24 Update 1.1.0 Patch Notes for October 6

A new Patch is coming to NHL 24 at 5 a.m. ET on Friday, October 6th. Please complete any online games prior to this as there may be server instability during this time. The servers are expected to be stable again around 6 a.m. ET.

Although not available in this patch, we’re aiming to deliver the previously announced Hybrid Controls and Goalie Control updates in late October. We appreciate your patience surrounding these features and are working to get them into the game as soon as possible.

We’re also looking to make additional changes to the Lacrosse move in a future update based on your feedback:

  • Adding in the chance of failure for the face button produced lacrosse move by assigning a probability of dropping the puck based on deking rating.
  • For skill stick players, allow fewer error frames on the rotational skill stick input for lower rated players (the lowest will be equivalent to NHL 23).

1.1.0 Patch Notes (Available Friday, October 6th) 

Gameplay

– Puck Possession Tuned Down 30% – We have lowered the impact that possessing the puck has in the offensive zone with regards to building sustained pressure. The value of possessing the puck has been lowered by 30%. Shots on net and big hits in the offensive zone are now strengthened as the best way to build sustained pressure.

Note: This change was planned to be reflected in a previous patch but had been delayed until Patch 1.1.0

Franchise

—-

– Fixed a crash that happened when a generated player born after 2008 was edited.

– Fixed an issue where a non-functional button would be displayed when a user tried to hire staff during the offseason

Be A Pro

– Fixed a rare crash when on a loading screen going into gameplay

– Fixed an issue where smoke effects could be seen during a coach conversation after losing a game in overtime.

World of Chel

—-

– Fixed a rare crash when customizing your casual player

– Fixed an issue where user would sometimes lose the ability to back out of the World of CHEL Store.

– Fixed an issue where in Ones Eliminator the mute functionality was not present in the post-game menu screens

– Fixed an issue where if a user goalie quit during a drop in match the game would end for all players

– Fixed a crash that would happen if a user created a club and then entered free skate prior to Club Creation Zone appearing

– Fixed a crash when entering into Club Customization or Dressing Room screens

– Fixed an issue where some drop-in users weren’t able to match up in World of CHEL

Hockey Ultimate Team

– Fixed a crash that would happen when selecting Squad Battle Teams

– Fixed a rare crash that would happen at the end of HUT Rush games

General

—-

– Fixed an issue when reporting players for a terrorist threat you would be taken to the main menu. The game will now report the player properly

NHL 24 Patch 1.0.1 Reminder (Released Monday, October 2nd) – Early release patch notes

We’d also like to remind you of the changes that are already reflected in-game based on your feedback from the Community Playtest, as we’ve noticed some confusion online on which gameplay changes have already made their way into the game vs what haven’t.

Sustained Pressure System Tuning

Decay Rate of Pressure Meter Increased by 100% – The new tuning sees the meter decay faster once the puck is cleared outside of the defensive zone by the defending team.  This creates a more authentic feel to sustained pressure as the offensive team must keep a consistent attack in the offensive zone in order to activate full pressure. Previously the offensive team could attack, leave the zone and then re-attack to slowly build the meter which ultimately did not feel authentic to the sport. Full pressure as a result will be slightly tougher to trigger during each period of play.

Goalie Fatigue System

Goalies Recover When Puck Exits Defensive Zone – Previously goalies would only regenerate their energy during active play when the puck crossed over the opposing team’s blueline. This resulted in the goalie remaining tired for too long and throwing too many desperation saves.  We have changed this to now by having goalies start to recover immediately when the puck exits the defensive zone. This means more peaks and valleys with goalie fatigue rather than consistent fatigued states.

Fatigue Meter Always Visible – To create better overall understanding of the state of the goalie’s fatigue during gameplay the respective fatigue meter will be visible at all times. This will enable players to attack and defend better based on always knowing the relevant state of the goalie’s fatigue level.

Goalie Attributes Have Increased Impact on Drain & Recovery – We have increased the impact that a goalie’s respective attributes have on both energy drain and recovery. This means breaking down a higher rated goalie will be more difficult as compared to a lower rated goalie as they will recover energy faster and fatigue slower.

Goalies More Stable When Rested – Goalies have been tuned to be more stable and positional when above 50% energy.  This means that you will see fewer desperation saves overall when a goalie is in what is deemed a reasonable rested state.

Physics Based Contact

Big Checks Deal Slightly More Stamina Damage –  Any big checks that are landed during gameplay will add more stamina damage to the target player and bringing into play the longer recovery get up states..

Player Size Carries More Impact on Reverse Hit Outcomes – Player size now factors more predominantly into the reverse hits that connect during a game.  Smaller players will be far less likely to run through a larger player due to a size mismatch whereas a larger player will be far more likely to run over a smaller player.

Performing A Reverse Hit Results In Some Slowdown – We have added a small slowdown event that occurs when any reverse hit is thrown during gameplay to provide more balance to the mechanic. This will address the issue where a player can reverse hit a defender and then continue at full speed up the ice.

Hip Checks in Low Speed Situations – The relative speed of both the puck carrier and defensive player throwing the hip check will now be taken into consideration in these game situations resulting in less dramatic hip checks during slower pace of play moments.

Global Lacrosse Deke Tuning 

Lacrosse Deke (The Michigan) Effectiveness Tied to Deke Ability – In an effort to help control the impact of the lacrosse deke on the overall game experience we have connected it to a player’s deking attribute. The tuning change results in the speed of the deke being impacted.  A lower deke attribute will result in the animation taking longer to execute and a higher attribute will result in a faster execution of the deke. This applies globally no matter which controller setting you are playing on.

X-Factor Tuning

Close Quarters – This X-factor has had the following tuning to make it more balanced for competitive play.

  • Reduced the distance required to activate Close Quarters from 30 to 20 feet
  • Reduced the accuracy bonus of Close Quarters by 50%
  • Reduced the accuracy bonus of Close Quarters Superstar Ability by 75%

Human Goalies Tuning

Increased Tether Distance – A human goalie using the new Tether Controls now has an expanded area to move within this control set. We have increased the movement range from 3 feet to 5 feet allowing for more ability to cut down angles and overall freedom of movement.

Increased Goalie Instinct Boost When Correct – When a human goalie guesses the shot target correctly after engaging the Instinct System, they will receive a higher boost to their respective save probability.

Removed Goalie Instinct Penalty When Incorrect – The penalty applied to a human goalie when they guess incorrectly within the Instinct System has been removed.  Any incorrect guess will not carry any additional impact on the save scenario.

Reduced Fatigue Impact on Human Goalies – Given how human goalies will potentially make more adjustments in game as compared to AI goalies, we have slightly softened the over fatigue impact on human goalies.

Pokecheck

Reverted Speed Loss to NHL23 Tuning – We have tuned back the speed loss that was added during production back to the same tuning that was shipped in NHL23.

General Gameplay Tuning

Nets Being Knocked Off Less – We have tuned down how often nets are knocked off the moorings to have it happen less frequently.

Glass Breaking – We have tuned down how often the glass will break so that it happens less frequently.

If you are a video game developer and you have a submission to make, you can mail us at team@futuregamereleases.com

Angel Kicevski

I am ANGE1K. I started playing video games a long time ago. In a blink of an eye, I became a hardcore gamer. A couple of years later, I traversed to the professional Counter-Strike 1.6 scene. After the competitive ERA, I managed to find the gaming industry amusing and started working on FGR. 8 years after founding FGR, my mission remains the same. That is to discover secrets within the gaming industry, create guides for all the games I play, and provide you with some important news. Oh, yeah, I post tons of patch notes too. At the time, I play everything that seems reasonable to play, make content about it and help gamers to the best of my abilities. P.S. Last time I counted how many hours I've spent in video games turned out to be 13+ years. And that was a long time ago too. Almost 24/7 in front of PC. If you need anything, feel free to contact me on X!

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