Connect with us

All Platforms

Fortnite update v10.30 patch notes – returning locations and more

Here’s the patch notes for Fortnite’s latest major update!



Epic Games have already shuffled the pack a number of times during the course of Season 10 and the game’s latest major update hasn’t broken that trend.

After activating two Rift Beacons to both the former Greasy Grove and Moisty Mire destinations just days before the v10.30 patch was announced, it was almost certain that the developers were going to give fans what they wanted.

This September 11 update launched at 4 am ET (1 am PT/9 am BST) and there’s no doubt that players will be quick to jump off the Battle Bus to check out the changes.

It’s fair to say that it’s absolutely jam-packed with new content, with the Pandora Rift Zone – which was part of the Borderlands 3 crossover – having finally made its exit.

So, let’s take a look at everything that the v10.30 patch includes, courtesy of Epic Games.

Fortnite v10.30 patch notes:



Moisty Palms
In this swampy new Rift Zone, you can crouch to disguise yourself as a prop!

Greasy Grove
A Rift Zone has brought back Greasy Grove, but the neighborhood’s favorite food is now tacos. The tacos here are so good that even their smell makes people party! 



Team Type: Solo | Respawning: On
 Created by AlanShinohara. Knock Town was a top 3 contender for the LTM Creator Contest!
 Use the grappler to jump around and dodge shots as you one-tap enemies in the air with the Flint-Knock Pistol. The player with the most eliminations at the end of the match wins! 


  • Vaulted
    • Burst SMG
  • Unvaulted
    • Tactical SMG (Also: now available in Playground!)

Bug Fixes

  • Players impulsed by a Shockwave Grenade will no longer destroy a nearby trap without first destroying the building piece it is attached to. 
  • The Zapper Trap’s info card now shows the appropriate 4 stars (indicating Epic Rarity) rather than 2 (indicating Uncommon Rarity).
  • Resolved an issue in which the Zapper Trap would not build properly when thrown on slopes or uneven terrain.
  • B.R.U.T.E.s will now be launched away if they touch the Floating Island’s Cube.
  • The B.R.U.T.E.’s Stomp attacks now deal consistent damage to other vehicles. 
    • Previously, they would deal either double or triple damage to other vehicles.
  • The color of the B.R.U.T.E.’s cooldown meter now updates properly to correspond with the cooldown value.


  • Moisty Palms
    • The Rift Beacon at Paradise Palms has created this new POI! In addition to its swampy nature, this Rift Zone is known for being a good place to keep a low profile.
      • While in the Rift Zone, crouching will disguise players as a random prop. They can exit the prop state by using the Primary Fire button.
        • Players are still able to take damage while in prop form.
      • ADS lets players lock in place and look around for unsuspecting victims.
  • Greasy Grove
    • A Rift Zone has brought back Greasy Grove! But this time, Durrr Burger is out, and Tacos are in!
    • Periodically, Spicy Tacos will rain down from the sky. Their smell is so overwhelmingly appetizing that players in the Zone can’t help but dance! 
      • While dancing, players are invulnerable to damage from others and will regenerate health at 20 HP per second.
        • Dancing does not block Storm Damage or regenerate Health in the Storm.
    • Spicy Tacos can be consumed for 10 Effective Health (sum of a player’s Health + Shield) and a temporary increase in movement speed (40% increase for 20 seconds).
      • The Spicy Tacos don’t last long — grab them before they expire!
  • Community Choice
    • Players will get to vote on what’s featured in the Item Shop!
    • The first community vote starts this week. For more information about Community Choice, check out our blog post.

Bug Fixes

  • POIs no longer load at different distances depending on the angle of approach.
  • Resolved an issue in which players would enter edit mode for a building piece that their reticle was not on. 
  • Reviving a squadmate no longer causes the reviver to get disconnected.


Bug Fixes

  • Resolved an issue in which players were able to damage each other on the Playground Hub.


  • Improved the performance of Shield Bubble collisions.


  • When players’ characters are near a wall, they will lower their weapon while in their idle pose.
    • This is to reduce instances in which the hands of players’ characters appear through walls.

Bug Fixes

  • Changed the lace color of the Jets 2019 – 2020 NFL Outfit from white to green to accurately match the real uniforms.
  • The Flowerprint wrap no longer appears incorrectly on assault and sniper rifles.
  • Damaging a tree no longer places a rock texture on its leaves or causes its wood texture to become transparent.


  • Lowered the volume of the open and close sounds of teammates’ Gliders by 50%.

Bug Fixes

  • Resolved an issue in which the Battle Bus’ audio would be silent for a short period of time.


Bug Fixes

  • Sending feedback during a replay no longer causes players to get stuck in the Player Reporting or Feedback menu.
  • Eliminating another player using a Junk Rift Triceratops will now indicate that they were sent to the Cretaceous period in the elimination feed. 
    • Previously, the elimination feed would say that they were sent to the Jurassic period, but Triceratops only existed during the Cretaceous period. We apologize for this Tyrannosaurus Wreck of an oversight.


  • Resolved an issue in which mouse controls would not function properly in some replays.
  • Going near ammo no longer causes the “Can’t hold more of this item!” message to appear when this action is shown in replays. 


  • New Settings
    • Building and Editing
      • Players can now adjust the touch sensitivity settings for both building and editing.
    • Toggle Targeting 
      • Sets targeting to be an on/off toggle or a hold.
        • Turning this setting off will require players to hold the ADS to aim. 
          • The setting is turned on by default.
      • Toggle Aim setting now includes touch as well as controllers on mobile.
    • Edit Confirm On Release
      • This setting will allow players to confirm an edit anytime they release their edit selection.
    • Touch Acceleration multiplier 
      • A value of 1 will have full touch look acceleration, and a value of 0 will have no touch look acceleration. 
      • This is is not synonymous with sensitivity. Lower values do not necessarily translate to slower look speeds.
  • New Button
    • Edit Select Reset button
      • This button is located in the HUD Layout Tool.
      • This will reset the edit state of build pieces upon opening them for editing.
  • Added 60 FPS support to the iPhone X.
  • Updated autofire reticle to increase visibility when against high value surfaces.
  • Autofire adjustments to Drum and Tactical Shotgun.
    • Reduced max autofire range to match effective range of projectiles.

Bug Fixes

  • Resolved an issue in which weapons would fire automatically after placing a trap.
  • Vending Machines no longer give the incorrect item when using touch input.
    • Known issue: Players using the dedicated pickup button may still receive the wrong item. We are working to resolve this.
  • Team Elimination count will show the accurate amount of eliminations.
  • Fixed an unopenable chest located northeast of the frozen lake in Greasy Grove.
  • Corrected mislabeled B.R.U.T.E. buttons on the HUD.
  • Emoting while driving a B.R.U.T.E. won’t mute all sounds and will not lead to a crash.
  • Closing the Settings menu while still scrolling won’t make it impossible to scroll again when reopening it.
  • Maximum Audio Volume achievable on Android is higher.
  • SFX will now play when shots are fired from the Storm Sniper, Green Assault Rifle, Silenced Pistol, and Hand Cannon.
  • Quick Heal button won’t persist after using the last healing item while in the Storm. It also won’t disappear upon entering the Storm.
  • Low-end devices can see the writing on World Cup trophies.
  • Fire Mode screen will not display pink tiles on Android.
  • In Team Rumble, quick slot input won’t be blocked by the Goal and Elimination counters.
  • We’ve made some graphical and audio improvements for the following:
    • Battle Bus
    • Synapse Outfit
    • B.R.U.T.E. Navigator Outfit
    • Glow Stick Harvesting Tool
    • Renegade Roller Harvesting Tool
    • Axeroni Harvesting Tool 
    • Sparkle Supreme Outfit 
    • Laser Pick Harvesting Tool 
    • Lollipopper Harvesting Tool 
    • Star-Spangled Ranger Outfit 
    • Freestyle Outfit during Emote animations
    • Rift Edge Harvesting Tool 
    • Shifu Outfit 
    • Dynamo Outfit 
    • The AC/DC Harvesting Tool will play the proper SFX in the Locker.
    • Detonator Backbling will now show on players when equipped.
    • Mauler Pickaxe will show swing trail.


  • From hotfix on September 5
    • Made some balance adjustments. The details of these adjustments can be found in our blog post.
  • From hotfix on September 6
    • Teammates’ arrow markers will no longer disappear in large team modes when the teammates are still visible. 
  • From hotfix on September 6
    • Temporarily disabled Ziplines to resolve an issue.
      • We plan to have this issue resolved in the next update.



Heroes & Villains
Show off your allegiance to good or evil with four new Prefabs. Assemble a hero’s mansion or develop your diabolical villain lair.


Vending Machine
Long awaited. Set and customize Vending Machines to match your game.


Class Devices
A highly configurable set of devices that allow you to create your own player classes with unique traits.



  • The My Island settings screen has been updated in terms of layout and visuals. The screen now appears as a tab in the main in-game menu but can also be accessed in the same way as it can be now.

Bug Fixes

  • Fixed an issue where players would occasionally be disconnected when their island saved.
  • Fixed an issue where an island would be invisible and players would be left floating.


  • Added new options to My Island settings:
    • Default Class Identifier: Sets the default Class assigned to players at the start of each round.
      • None, 1-16 (Default: None).
    • Revert Player Class To Default When: Determines when a player’s Class should be reverted to the default Class.
      • Round Ended, Game Ended, Player Eliminated (Default: Game Ended).

Bug Fixes

  • Temporarily removed keybind blocking when Allow Building is set to Off since this was breaking trap placement on some existing islands.
  • Fixed an issue where the game would end immediately if Last Standing was set to On and one team had infinite spawns.
  • Fixed an issue where entering a vehicle that was on top of a rift could cause players to lose some movement functionality after teleporting.
  • Players will no longer get stuck respawning when returning to the hub after spectating in game.
  • Fixed an issue where players were unable to cancel their prop gun disguise if they tried to cancel while colliding with another object.


  • Added the Legendary Bolt-Action Sniper Rifle to the Creative Inventory.
  • Added the Rare Pistol to the Creative Inventory.
  • Added the Zapper Trap to the Creative Inventory.

Bug Fixes

  • Flags will no longer remain in a player’s inventory after elimination.


  • Added 4 New Prefabs.
    • Villain Lair
    • Decayed Villain Lair
    • Hero Mansion
    • Decayed Hero Mansion
  • Added 6 New Galleries.
    • Villain Lair Gallery
    • Decayed Villain Lair Gallery
    • Hero Mansion Gallery
    • Decayed Hero Mansion Gallery
    • Gray Cliff Grass Gallery
    • Hero/Villain Prop Gallery
  • Added the Dark Purple Car to Car Gallery B.
  • Added a Bat Swarm Particle to Particles Gallery B.

Bug Fixes

  • Changed some crates in the Container Complex Prefab to make them no longer searchable.


  • Increased the number of available Trigger channels from 32 to 50 and the number of available Receivers from 40 to 50.
  • Added Class Designer device.
    • This allows players to define custom player Classes. Each device configures the settings and starting inventory for a single Class.
      • Drop inventory items onto the device to define the starting inventory for the Class.
      • Use in conjunction with the Class Selector device to use Classes during Play mode.
    • Class Name: Specifies a display name for the corresponding Class to be used throughout the UI.
    • Class Identifier: Determines the Class this device’s settings will apply to.
      • None, 1-16 (Default: None).
    • Grant On Respawn: Sets whether the device grants its items to players when they respawn after elimination.
      • On, Off (Default: Off).
    • Visible During Games: On, Off (Default: Off).
    • Bonus Ammo For Weapons: On, Off (Default: On).
    • Starting Health: 1% Health, 50% Health, 100% Health, Invincible, Do Not Override (Default: Do Not Override).
    • Max Health: 1 Health, 25 Health, 75 Health, 100 Health, 200 Health, 500 Health, 1000 Health, 2000 Health, 10000 Health, Do Not Override (Default: Do Not Override).
    • Starting Shields: Empty Shields, 50% Shields, 100% Shields, Do Not Override (Default: Do Not Override).
    • Max Shields: No Shields, 25 Shields, 50 Shields, 75 Shields, 100 Shields, 200 Shields, 500 Shields, 1000 Shields, 2000 Shields, 10000 Shields, Do Not Override (Default: Do Not Override).
    • Instant Reload: On, Off, Do Not Override (Default: Do Not Override).
    • Infinite Ammo: On, Off, Do Not Override (Default: Do Not Override).
    • Infinite Resources: On, Off, Do Not Override (Default: Do Not Override).
    • Keep Items When Eliminated: Drop, Keep, Delete, Do Not Override (Default: Do Not Override).
    • Keep Resources When Eliminated: Drop, Keep, Delete, Do Not Override (Default: Do Not Override).
    • Fall Damage: On, Off, Do Not Override (Default: Do Not Override).
    • Gravity: Very Low, Low, Normal, High, Very High, Do Not Override (Default: Do Not Override).
    • Jump Fatigue: On, Off, Do Not Override (Default: Do Not Override).
    • Player Flight: On, Off, Do Not Override (Default: Do Not Override).
    • Player Names & Location: Always Show, Always Hide, Do Not Override (Default: Do Not Override).
    • Glider Redeploy: On, Off, Do Not Override (Default: Do Not Override).
    • Down But Not Out: Default, On, Off, Do Not Override (Default: Do Not Override).
    • Allow Building: On, Off, Do Not Override (Default: Do Not Override).
    • Respawn Time: 1-30 Seconds, Do Not Override (Default: Do Not Override).
    • Spawns: Infinite, 1-10, Do Not Override (Default: Do Not Override).
    • Health Granted on Elimination: 0, 10, 25, 50, 100, 250, 500, 1000, Do Not Override (Default: Do Not Override).
    • Wood Granted on Elimination: 0, 5, 10, 15, 20, 25, 30, 40, 50, 100, 250, Do Not Override (Default: Do Not Override).
    • Stone Granted on Elimination: 0, 5, 10, 15, 20, 25, 30, 40, 50, 100, 250, Do Not Override (Default: Do Not Override).
    • Metal Granted on Elimination: 0, 5, 10, 15, 20, 25, 30, 40, 50, 100, 250, Do Not Override (Default: Do Not Override).
    • Maximum Building Resources: 0, 100, 150, 200, 300, 400, 450, 500, 750, 999, 2000, Do Not Override (Default: Do Not Override).
    • Allow Item Drop: Yes, No, Do Not Override (Default: Do Not Override).
    • Allow Item Pick Up: Yes, No, Do Not Override (Default: Do Not Override).
    • Harvest Rate: 0x, 0.1x, 0.5x, 1x, 2x, 3x, 4x, 5x, 10x, Do Not Override (Default: Do Not Override).
    • Spawn Immunity Time: 0 Seconds, 1 Second, 2 Seconds, 5 Seconds, 10 Seconds, 20 Seconds, 30 Seconds, 40 Seconds, 50 Seconds, 1 Minute, 2 Minutes, 5 Minutes, 10 Minutes, Do Not Override (Default: Do Not Override).
  • Added Class Selector device.
    • This creates a zone that switches players to a specific Class.
    • Class Identifier: Determines which Class players will switch to when they enter the zone. If set to None, players entering the zone will revert to having no Class.
      • None, 1-16 (Default: None).
    • Team: Determines which team can activate the device.
      • Any, 1-16 (Default: Any).
    • Time To Switch: Sets the time the player needs remain within the device’s zone before a Class switch will be applied to the player.
      • Instant, 1 Second, 2 Seconds, 3 Seconds, 4 Seconds, 5 Seconds, 6 Seconds, 7 Seconds, 8 Seconds, 9 Seconds, 10 Seconds, 15 Seconds, 20 Seconds (Default: 3 Seconds).
    • Respawn Player On Switch: Determines whether the device will force a respawn after setting the player to a new Class.
      • On, Off (Default: Off).
    • Size Of Volume: 0.5 Meters, 1 Meter, 2 Meters, 3 Meters, 4 Meters, 5 Meters, 10 Meters, 15 Meters, 20 Meters, 30 Meters, 40 Meters, 50 Meters (Default: 1 Meter).
    • Volume Visible In Game: Determines whether the device’s zone is visible during the game.
      • On, Off (Default: On).
    • Visible In Game: Determines whether the device is visible during the game.
      • On, Off (Default: On).
    • Accent Color: Team Color, White, Sky Blue, Red-Orange, Golden, Apple Green, Fuchsia, Orange, Aquamarine, Beige, Purple, Neon Green, Cerulean, Silver, Aqua, Pink, Green (Default: Aqua).
    • Enabled: Will be enabled during these game phases.
      • Disabled, Enabled, Pre-Game Only, Gameplay Only (Default: Gameplay Only).
    • Transmitter Support:
      • When Class Switched Transmit On: Transmits a signal on the selected channel when a player switches to a Class through this device.
        • No Channel, 1-50 (Default: No Channel).
    • Receiver Support:
      • Enable When Receiving From: No Channel, 1-50 (Default: No Channel).
      • Disable When Receiving From: No Channel, 1-50 (Default: No Channel).
      • Change Player To Class when Receiving From: Changes the instigating player to the Class specified by this device on receiving a signal from the selected channel.
        • No Channel, 1-50 (Default: No Channel).
  • Added Custom Vending Machines.
    • This allows players to place a Vending Machine and customize which items can be purchased based on material costs.
    • Drop Items next to the Vending Machine after placing it to add them to the device. Items will become accessible to players in the order they are added to the Vending Machine.
    • The first item registered will consume Wood resources from the player’s inventory to purchase, the second will consume Stone and the third will consume Metal.
    • Cost of First Item in Wood: No Cost, 5, 10, 20, 30, 40, 50, 60, 70, 80, 90, 100, 110, 120, 130, 140, 150, 160, 170, 180, 190, 200, 220, 240, 260, 280, 300, 320, 340, 360, 380, 400, 420, 440, 460, 480, 500, 550, 600, 650, 700, 800, 900, 999 (Default: No Cost).
    • Cost of Second Item in Stone: No Cost, 5, 10, 20, 30, 40, 50, 60, 70, 80, 90, 100, 110, 120, 130, 140, 150, 160, 170, 180, 190, 200, 220, 240, 260, 280, 300, 320, 340, 360, 380, 400, 420, 440, 460, 480, 500, 550, 600, 650, 700, 800, 900, 999 (Default: No Cost).
    • Cost of Third Item in Metal: No Cost, 5, 10, 20, 30, 40, 50, 60, 70, 80, 90, 100, 110, 120, 130, 140, 150, 160, 170, 180, 190, 200, 220, 240, 260, 280, 300, 320, 340, 360, 380, 400, 420, 440, 460, 480, 500, 550, 600, 650, 700, 800, 900, 999 (Default: No Cost).
    • Bonus Ammo for Weapons: On, Off (Default: On).
    • Enabled on Game Start: Enabled, Disabled (Default: Enabled).
    • Receiver Support.
      • Enable When Receiving From: No Channel, 1-50 (Default: No Channel).
      • Disable When Receiving From: No Channel, 1-50 (Default: No Channel).
      • Spawn Item When Receiving From: No Channel, 1-50 (Default: No Channel).
      • Cycle to Next Item When Receiving From: No Channel, 1-50 (Default: No Channel).
    • Transmitter Support.
      • When Item Spawned Transmit On: No Channel, 1-50 (Default: No Channel).
  • Added Trigger & Receiver options to the Capture Item Spawner.
    • Transmitter Support:
      • When Item Dropped Transmit On: Transmits a signal on the selected channel when the Capture Item has been dropped.
        • No Channel, 1-50 (Default: No Channel).
      • When Item Captured Transmit On: Transmits a signal on the selected channel when the Capture Item is “captured” at a Capture Area.
        • No Channel, 1-50 (Default: No Channel).
    • Receiver Support:
      • Enable When Receiving From: No Channel, 1-50 (Default: No Channel).
      • Disable When Receiving From: No Channel, 1-50 (Default: No Channel).
  • Added New HUD and Text options to the Ball Spawner device.
    • This allows you to show players where the ball is via a Badge Icon, as well as giving the ability to add visible text depending on team assignments in game
    • HUD Icon: None, Badge Style (Default: None).
    • Friendly Team: All Neutral, Any, 1-16, All Hostile (Default: All Neutral).
    • Team Visibility: Any, 1-16, All Hostile, All Neutral, All Friendly (Default: Any).
    • HUD Icon Identifier: None, A-D, W-Z (Default: None).
    • Requires Line of Sight: Yes, No (Default: Yes).
    • Hide HUD Icon At: 2m, 5m, 10m, 15m, 20m, 30m, 50m, 100m, 150m, 200m, 250m, 500m (Default: 20m).
    • Hostile Icon Text Field: Specifies text to display to Hostile players.
    • Friendly Icon Text Field: Specifies text to display to Friendly players.
    • Neutral Icon Text Field: Specifies text to display to Neutral players.
    • HUD Text Size: 1x, 1.5x, 2x (Default: 1x).
    • Receiver Support
      • Hide HUD On Received From: No Channel, 1-50 (Default: No Channel).
      • Show HUD On Received From: No Channel, 1-50 (Default: No Channel).
  • Added a new option to the Item Spawner device.
    • Continuously Spawn Items: Allows additional items to keep spawning even if previously spawned items are still in play.
      • On, Off (Default: Off).
  • Added new option to the Team Settings & Inventory device.
    • Default Class Identifier: Sets the default Class assigned to players on the selected Team at the start of each round.
      • None, 1-16, Do Not Override (Default: Do Not Override).
  • Added new option to Basic Storm Controller and Advanced Storm Controller devices.
    • On Finish Behavior: Determines what should happen to the storm when it finishes its final phase.
      • Stay, Destroy Instantly, Destroy in 5 Seconds, Destroy in 10 seconds, Destroy in 15 seconds, Destroy in 30 seconds, Destroy in 60 seconds, Destroy in 2 minutes, Destroy in 3 minutes, Destroy in 4 minutes, Destroy in 5 minutes (Default: Stay)
  • Added a new option to the Creature Manager device.
    • Movement Speed: Very Slow, Slow, Fast, Very Fast (Default: Fast).
  • Added new values to the Time From Round Start option in the HUD Message Device.
    • 6 minutes, 7 minutes, 8 minutes, 9 minutes, 10 minutes.
  • Added new options to the Capture Area Device.
    • Enabled on Phase: All, Pre-Game Only, Gameplay Only, None (Default: All)
    • Enable when Receiving From: No Channel, Channel 1 – 16 (Default: No Channel)
    • Disable when Receiving From: No Channel, Channel 1 – 16 (Default: No Channel)
    • Consume Item on Scoring: Yes, No (Default: Yes)
    • Consume Item when Dropped: Yes, No (Default: Yes)

Bug Fixes

  • Fixed an issue where consumables were not properly collected when spawned by the Item Spawner device with ‘Run over pickup’ enabled.
  • Allow Building Damage option in the Team Settings device now overrides the My Island settings correctly.
  • Disabled aim assist on Ball Spawner balls.
  • Players will no longer see a red box visible in game after placing a Random Number Generator device.
  • The Storm Circle from the Advanced Storm Controller will not return to being visible after fully closing in game.
  • Fixed an issue where Sentries would still be able to fire at players while inside a Weapon Free Zone.
  • Fixed an issue where the Warm-up Only setting on the Barrier Device would not work prior to game start.
  • Fixed an issue where the When Item Picked Up Transmit On transmitter on the Capture Item Spawner device wouldn’t transmit when the Capture Item in use was the Flag.
  • Item Spawner previews now accurately reflect the Set Item Scale option.
  • Fixed an issue with Explosive Device proximity being triggered when the game starts.
  • Fixed an issue where the Capture Area was not consuming items when it became enabled.
  • Fixed an issue where the Capture Area was pulsing but no score was being granted.
  • Fixed an issue where the Particles inside large Capture Areas became invisible when moving away from the center.
  • Fixed an issue with Team Visibility settings for the Explosive Barrel.
  • Fixed an issue where the Explosive Barrel could be destroyed while in the warmup phase.
  • Fixed an issue where damage particles were visible when hitting an invisible Objective Device.


  • Added a second way to access the My Island settings menu from the Creative Inventory. You can now open the menu and start a game just as quick as you can select a device to place on your island.
  • Added a Clear Items button to the following devices to remove all inventory items previously dropped on the device: Capture Area, Capture Item Spawner, and Class Designer.  This will be rolled out to more devices in future releases.

Bug Fixes

  • The UI now displays a warning when a player has reached a device limit.
  • Players are able to remove an island with the same name as the currently loaded island.
  • The scrolling speed on certain inventory tabs is consistent.



Penny Hits the Road Part 2
This week, help Penny make her way to the Radio Station in this edge-of-your-seat sequel where things get a little bit weird. Load up the truck and gather your group because it’s time to Hit the Road with a new weekly quest.


Field Agent Rio Returns
Get ready to load up the Phase Cannon and Phase Blast the Husks! Field Agent Rio Returns to the Event Store!



  • This week brings a special new quest to “Hit the Road” courtesy of Lars and his love of all things musical. Check your quest log for more information!
  • Removed some of the potential enemy spawn directions from several amplifiers in the Twine Peaks Storm Shield Defense map.
    • Removed “crossed” spawns that caused structures to be destroyed on Husk spawn. This made specific spawns very difficult to build enough defenses to survive certain waves.
  • Dialog will now appear if players attempt to start a Storm Shield Defense mission while their Storm Shield fort is still being disassembled. The fort must be stable (no more ongoing edits) before a mission / wait for assistance action can be started.
  • Pure Drop of Rain rewards for power level 140 missions have increased by 25%.
    • Example: a 64 Pure Drops of Rain reward prior to this update will now reward 80 Pure Drops of Rain.
  • For 4 Player Missions starting at power level 108, evolution material and PERK-UP rewards have been increased across the board. Some examples below: 
    • A 4 Player Mission that would have rewarded 168 Pure Drops of Rain in a power level 108 zone prior to the 10.30 update will now reward 256 Pure Drops of Rain. 
    • A 4 Player Mission that would have rewarded 168 Pure Drops of Rain in a power level 140 zone prior to the 10.30 update will now reward 320 Pure Drops of Rain. 
    • A 4 Player Mission that would have rewarded 164 Epic PERK-UP in a PL 108 zone prior to the 10.30 update will now reward 204 Epic PERK-UP.
    • A 4 Player Mission that would have rewarded 164 Epic PERK-UP in a PL 140 zone prior to the 10.30 update will now reward 248 Epic PERK-UP.
    • Note: These are just examples. You may find yourself earning more or less than these examples depending on mission objective performance. Review this blog post for more information! 

Bug Fixes

  • Players are now much less likely to spawn next to encampments at the start of a mission.
  • Players can now “find the meteor” from the bottom of the crater in the Comet Jr. quest.


  • Added animated scrolling in the Item Management menus.
  • Added the SMG weapon type to Armory Wall behind Clip in the Armory screen.

Bug Fixes

  • Emotes that are attached to specific BR outfits are no longer selectable from the emote wheel as they are unplayable.
  • Reduced clutter that resulted from text on the PSA loading screens conflicting with the tips banner. 
  • The fast forward effect now displays correctly when opening Llamas.
  • Hero displays now properly update when changing the Commander of the current Hero Loadout.
  • Fixed flashing text in the Item Inspect screen that caused Hero abilities to overlap for a small amount of time.
  • The Trap durability UI no longer displays the incorrect number.
  • Players will no longer unintentionally navigate through the front end while the social panel is open. 
  • The page button prompts will now correctly show in the lobby emote wheel when using the “Builder Pro” controller configuration.
  • The Llama opening results will no longer show additional incorrect copies of an item.
  • The UI in “Resupply” missions now displays correctly after completing all primary objectives.
  • Corrected grammatical errors in the Expeditions text


  • Field Agent Rio shifts back into the Event Store!
    • Standard Perk: Phase Cannon
      • Using Phase Shift causes your next ranged weapon shot to fire a Phase Pulse, dealing 31 base Energy Damage and piercing enemies.
    • Commander Perk: Phase Cannon +
      • Using Phase Shift causes your next ranged weapon shot to fire a Phase Pulse, dealing 93 base Energy Damage and piercing enemies.
    • Team Perk: Phase Blaster
      • Every 5 seconds, your next shot will fire a Phase Pulse which deals 47 base Energy Damage.
    • Available in the Event store starting September 11 at 8 PM Eastern Time.
  • Ragnarok slams back into action!
    • Standard Perk: Return to Sender
      • Seismic Smash returns to its origin point. Decreases Seismic Smash Damage and Impact by 25%.
    • Commander Perk: Return to Sender +
      • Seismic Smash returns to its origin point. Increases Seismic Smash Damage and Impact by 125%.
    • Team Perk: Slow your Roll
      • Freeze melee attackers for 2 seconds. Mist Monsters are slowed by 43%.
    • Available from completing the “Limited Edition” quest.
  • Bladestorm Enforcer flips back into battle!
    • Standard Perk: Kunaihilation
      • Daggers from Kunai Storm explode shortly after impact, dealing 4 base Energy Damage in a .25 tile radius.
    • Commander Perk: Kunaihilation +
      • Daggers from Kunai Storm explode shortly after impact, dealing 8 base Energy Damage in a .5 tile radius.
    • Team Perk: Endless Shadow
      • For each Nina with 3 or more stars, Increases Shadow Stance Duration by 4 seconds.
    • Available from completing the “Limited Edition” quest.

Bug Fixes

  • Fixed a typo in Breakbeat Wildcat’s description.
  • B.A.S.E.’s placement animation can no longer be skipped by switching weapons.
  • Fixed Constructor animations while in the lobby.
  • Mantis Leap correctly deals damage after using a Leap Attack while the Leaping Ninjas Storm modifier is active.
  • Bull Rush will no longer launch enemies farther than expected when they are Bull Rushed into an Encampment.
  • Ragnarok, Thunder Thora, and Field Agent Rio now take up inventory space.
  • R.O.S.I.E. can no longer be placed on an encampment.


Bug Fixes

  • Updated Steam Thrasher to correctly apply damage bonuses on the Maelstrom Heavy Attack for Scythes instead of Hardware.
  • Fix issues with Crescendo’s charging and max charge VFX sometimes not playing properly on all clients.
  • The Beat Blaster schematic now correctly takes up inventory space and can be recycled.
  • The V6 Launcher’s reload effect now plays for all players in the mission.
  • The Tiny Instrument of Death rocket now disappears correctly after exploding.
  • Fixed camera shake sometimes not stopping after using Leap Attack.


  • Added a new Storm Alert modifier “Powerful SMG’s”.

Bug Fixes

  • Patrol points now properly despawn after showing up on the map.
  • Nature-charged Riot Huskies no longer fail to block attacks.


Bug Fixes

  • Nature elemental VFX no longer linger on a Riot Husk’s Shield while dancing.


Bug Fixes

  • Updated vehicle (Cars, Buses, Trucks, etc.) impact sounds with more unique content per vehicle type.
  • Updated Blaster sounds to add better environmental audio perspective during combat.
  • Updated the audio for the Van lift-off sequence in Ride the Lightning. 
  • Fixed issue with the Husk Dancing music not stopping when eliminated.
  • Updated sounds for Husks being launched from floor / wall launcher traps.
  • Music and sound volume issues have been adjusted while DBNO. 
  • Updated the bonus failed sound to a shorter sound to help sync with UI feedback.


Bug Fixes

  • Structures no longer remain bright yellow.
  • Resolved an issue in which Xbox One players may have frequently encountered an error message that sent them back to the console menu when trying to launch the game. 


  • Optimized level streaming on Switch to ensure that buildings load in fully before players land. 
    • Please note that this will make the patch larger than normal.
  • Reduced the initial load time on Switch. Starting up the game will approximately be 10 seconds faster.
  • Improved activation time on Xbox One. This shortens the time before the loading screen appears.
  • Improved the performance of buildings’ wobble animation.

All Platforms

Building returns to Fortnite as permanent “Zero Build” mode is announced

Building is back in Fortnite’s core modes, but a new Zero Build mode has been announced that continues the experience of no building.



fortnite zero build promo art

Epic Games has released a permanent no-building mode alongside the return of building to Fortnite.

For the past 9 days, players have experienced Fortnite without any building. While the popular battle royale was founded on the unique premise of building, many hardcore fans and returning players swooned over the lack of building.

Knowing that this experience would only last nine days, players wondered what would happen when building returned. Would Epic introduce a new no-build mode? Or would building return without any other modes available?

Luckily, players won’t have to build in Fortnite is they don’t want to. But casual players who don’t want to play competitively can also enjoy building once more.

fortnite jumping and parkour in season 2

Zero Build mode announced as building returns to Fortnite

At the end of the nine day experience, Fortnite announced the new “Zero Build” mode. Advertised as a permanent side mode, Fortnite Zero Build is the same experience players have had for the past week.

In the Zero Build mode, players will continue to have overshields, enhanced movement abilities, and, most importantly, no building. But if you miss the old Fortnite, Epic has you covered.

Zero Build was introduced because building has finally returned to regular core modes: solos, duos, trios, and squads. But this also means that overshields, sprinting, and mantling have been removed from core modes.

Now everyone has a mode that suits their playstyle in Fortnite. But we’d love to know whether you’re Team Builder or Team Zero Build. Let us know on Twitter @FortINTEL.

Continue Reading

All Platforms

All Tier 100 Fortnite Battle Pass Skins ranked

Fortnite has given us a long list of Battle Pass skins. Here, we’re ranking all of the tier-100 Battle Pass skins from worst to best.



Fortnite has been providing us with skins for over two years. Take a look at all Fortnite tier 100 skins as we rank them from worst to best.

We’re 20 seasons into Fortnite at this point, and 19 Battle Passes deep. We’ve seen hundreds of skins come and go with varying degrees of originality. Some are still in Battle Royale to this day while others are collecting dust in a crowded locker.

Not all Fortnite skins are created equal. Today, we’re looking at the Fortnite tier 100 skins and ranking them from worst to best. Let us know your opinions in the comments!

19. Doctor Strange: Chapter 3 Season 2

fortnite doctor strange marvel skin

This may come as a shock as Marvel skins tend to rank very high, but we’re on a three-season streak of tier 100 Marvel skins. It’s getting old, and this one isn’t really that great.

Doctor Strange feels like it should have been given the Superman treatment, not the Spider-Man. Plus, they didn’t use Benedict Cumberbatch’s face which makes the skin even less exciting to unlock.

18. Vendetta: Season 9

The Vendetta is one of the least favored tier 100 skins of the bunch. The non-upgraded version is lame and the final stage leaves a lot to be desired.

This one was one of the most uninspired tier 100 skin, in my opinion. It doesn’t look very good, either, which is why it’s placed at the bottom of our rankings.

17. Ice King: Season 7

The Ice King is a skin you’ll hardly ever see in a modern Fortnite match. It’s not the ugliest skin we’ve gotten as a tier 100 reward, but it isn’t far off.

The reason this is so low, though, has to do with the size. This skin is massive and clunky, making you feel like an easy target when you’re wearing it.

16. Ultima Knight: Season X

The Ultima Knight is, simply, an addition to the OG Black Knight that ranks much higher in this list. This is a poor man’s Black Knight and everyone knows it.

Not only is the skin unoriginal, but it’s large and clunky when you rank it up. Anyone who already has the Black Knight won’t be rocking this version into battle

15. Dire: Season 6

The Dire skin is one of the cooler skin concepts Epic has added as a tier 100 skin. The werewolf skin, while interesting, is probably among the least popular skins you’ll see in the game.

The base skin is boring and the upgraded version is too big – two ingredients that lead to a bottom-half ranking.

14. Carnage: Chapter 2 Season 8

fortnite carnage skin

Despite being a crossover skin, Carnage is pretty forgettable. With Season 8 being the finale of Chapter 2, the Cube Queen secret skin was more iconic than the Symbiote. It’s big and bulky, and downright ugly.

13. Ragnarok: Season 5

The Ragnarok skin sits right in the middle of the pack. It’s not horrible, but it’s not great, either. The upgraded skin is a little busy for my taste, so I take everything off and roll with the topless bald man.

12. Fusion: Chapter 2, Season 1

The Fusion from Fortnite Chapter 2 is decent but relatively boring. You’d be hard-pressed to find a player still wearing this skin – especially since there were far better options in the same Battle Pass.

I had this one high on my original rankings (from C2S1) but time has knocked it down to just inside the top-10.

11. Rick Sanchez : Chapter 2 Season 7

Fortnite season 7 rick skin

Being able to play as Rick Sanchez is pretty cool seeing as he’s the most iconic character in one of the most popular animated series in recent history. His unique cell-shaded style makes him stand out from other skins, and his smug look makes it seem like every elimination is a cakewalk.

Rick is lower on the list because of his lack of utility and inevitable plummet in popularity in a few seasons. His cartoon style makes him stick out like a sore thumb in-game. His head is a massive target. And players will likely only use this skin for the next season or so.

10. Omega: Season 4

The Omega skin suffers from many of the problems as of the other bottom-half skins: it’s unathletic. That is until you take all of the armor off of the outfit.

I rock this skin stripped-down, just as I prefer the Ragnarok skin. It looks sleeker and cooler that way, in my opinion. The base Omega skin squeaks it into the top-10 – especially since you can change the color on the stripped-down version.

9. Mandalorian: Chapter 2 Season 5

Fortnite Mando

This might be a controversial placement, but I’m not a huge fan of the Mandalorian skin. Fans of the show will probably like it more, but it didn’t really do it for me.

Sure, the customization options are there, but you’ll never go back to the pre-upgraded armor like you could with some of the other tier-100 skins. Baby Yoda is a hit, but the Mando skin leaves a lot to be desired.

8. Luxe: Season 8

The Luxe was the number-one tier 100 skin in my book for a long time. This is one of the only tier 100 skins that I still regularly wear when I play Fortnite, and one of only two female skins in the group.

The real reason this one ranks so highly is the back bling. Those golden wings are at least the second-best back bling reward in any Battle Pass.

7. The Reaper: Season 3

For some, the Reaper is going to be a number-one tier 100 Battle Pass skin. I understand this argument, but I never liked it, myself.

There were some bugs during Season 3 that caused Epic to hand everyone several Battle Pass tiers for free. The result was that almost everyone who bought the Season 3 Battle Pass got the Reaper skin, which is one of the reasons I never really liked it.

Despite my personal bias, I recognize that Season 3 was the golden age of Fortnite and this skin brings back the feels. It’s well-deserving of a top-five finish.

6. Spire Assassin: Chapter 2 Season 6

Fortnite Spire Assassin

The Spire Assassin jumped right to the top-five in my rankings. This skin is one of the best to be released in all of Chapter 2. You look like a dominating force when dressed in its full suit of armor.

It’s always hard to rank a skin while the season is currently underway, but I’m betting that Spire Assassin will be a common sight on the Fortnite island long after Season 6 concludes.

5. Eternal Knight: Chapter 2, Season 3

The Eternal Knight is a strong contender for the best tier-100 skin in the history of Fortnite. All of the variants are cool and unique and the customizable pickaxe is another huge point in favor of the outfit.

Along with only a few others on this list, the Eternal Knight is still a common sight on the Fortnite island. As long as players are still wearing the skin, it deserves a high placement on this list.

4. Midas: Chapter 2, Season 2

Midas remains a favorite of a lot of Fortnite players, whether you’re using his Ghost, Shadow, or all-gold version.

The Midas skin is the best of both worlds. He’s slender, which means he doesn’t take up much of your screen, but he’s still a cool and interesting character whose outfit goes well with a lot of different combinations.

3. Iron Man: Chapter 2 Season 4

Come on, it’s Iron Man. This is how you do a tier-100 crossover skin, and the Mandalorian was a huge step back from Tony Stark in the previous season.

With one skin, you get both Iron Man and Tony Stark – which you can switch between in-game. If you leveled up the Battle Pass, you can also play as Gold, Silver, or Holographic Iron Man/Tony Stark. It’s hard to see this as anything less than a top-rated skin.

2. Spider-Man: Chapter 3 Season 1

fortnite chapter 3 spider man web shooters

Wow, who could have guessed that one of the most highly-praised crossover skins would make it to spot number 2. Previously held by Iron-Man, it makes sense that Peter Parker would take his place eventually.

What’s not to like about his skin? It’s clean, slick, and has some of the best alternate styles to date. Even it’s enlightened skin variants look phenomenal which is something that can’t be said for most Tier 100 skins.

1. Black Knight: Season 2

I know, I know. The Black Knight isn’t technically a Tier 100 skin. It’s a final-tier Battle Pass skin, though, so it’s worth including on this list.

The Black Knight is the classic. It’s the OG. Wearing one of these skins doesn’t mean that you’re good, but it does mean that you’ve been playing the game for a long time.

The Black Knight takes the number-one spot because it’s one of the most aesthetically pleasing final-tier skins we’ve ever received. It’s not my personal favorite, but it carries a certain amount of significance for OG Fortnite players.

What’s your number-one tier 100 Fortnite skin? Let us know in the comments.

Image Credit: Epic Games

Continue Reading

All Platforms

How Fortnite Overshields work in Chapter 3 Season 2

Fortnite Season 2 has added Overshields which add 50 health to ther player’s base health, and it recharges after taking damage.



fortnite the origin loading screen

To combat the lack of building at the start of the season, players have overshields that add 50 points to their health.

Players were shocked to find out that Fortnite Season 2 had removed its iconic building mechanic. What are players supposed to do if they get caught out in the open without any builds?

Luckily, Epic Games added a few new mechanics to make up for this. Firstly, players can run faster, jump higher, and mantle objects.

Secondly, Fortnite now gives players an overshield. This isn’t an item you pick up or craft. It’s a built-in component of the player’s health. Here’s how it works.

fortnite burst ar red dot sight

Fortnite’s new Overshield details

200 is no longer the maximum amount of health players can have. Instead, the base health is 150, and players can drink shield potions to gain 100 additional health.

These extra 50 points come from the new overshield. Like in Halo, players start with a small layer of shield that will take damage before their actual health. The overshield actually protects the player’s health and shield.

Additionally, the overshield recharges when out of combat, no item is needed. This is to help combat the removal of the building mechanic.

Fifty extra shield isn’t game-breaking, but it will help players find natural cover before getting one-shot. And it also might give timid players more confidence during the end game.

With that being said, we don’t know how long the overshield will be sticking around. Building is only removed for a limited time so overshields could leave whenever builds return.

For more Fortnite, check out where to find Omni Chips in Season 2.

Continue Reading