The Fortnite servers will go down for maintenance soon and Epic have released the full patch notes for the v10.20 update.
Epic updated the in-game news feed yesterday to announce that the Shield Bubble would be coming in the next update. The next update was then announce two hours later, and downtime for the update will begin at 8 AM ET.
The full patch notes for the v10.20 update have now been released by Epic Games ahead of the server downtime. Here’s the full patch notes for today’s update:
Fortnite v10.20 Patch Notes
Fortnite X Mayhem
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!
Shield Bubble
This is a bubble that’s not easy to burst. Take cover under this dome that’s invulnerable to projectiles and explosives!
WEAPONS + ITEMS
- Shield Bubble
- Rare item.
- Found from Floor Loot, Chests, Supply Drops, and Vending Machines.
- Lasts for 30 seconds.
- 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.
- The bubble’s emitter has 400 HP. Destroying it deactivates the bubble.
- B.R.U.T.E.
- The B.R.U.T.E.’s 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.’s presence and location to all players in the match.
- 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.
- Decreased the rate at which the rockets are fired from the B.R.U.T.E. by 56%.
- The B.R.U.T.E. no longer grants materials to the driver and passenger when stomping or dashing through the environment.
- 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’re 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 & Tournament playlists.
- 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’re continuing to closely evaluate the B.R.U.T.E. changes to make sure they align with our goals.
- Increased the dash cooldown from 3 seconds to 5 seconds.
- Decreased the velocity gained from boosting while in air by 33%.
- 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.
- Storm phase 1
- Increased the maximum number of B.R.U.T.E. spawns from 5 to 6.
- Reduced the chance for 0 B.R.U.T.E.s to spawn from 29% to 14.3%.
- New spawn rates
- 14.3% chance to spawn 0.
- 14.3% chance to spawn 1.
- 14.3% chance to spawn 2.
- 14.3% chance to spawn 3.
- 14.3% chance to spawn 4.
- 14.3% chance to spawn 5.
- 14.3% chance to spawn 6.
- Old spawn rates
- 29% chance to spawn 0.
- 14.3% chance to spawn 1.
- 14.3% chance to spawn 2.
- 14.3% chance to spawn 3.
- 14.3% chance to spawn 4.
- 14.3% chance to spawn 5.
- Storm phase 2
- Increased the maximum number of B.R.U.T.E. spawns from 3 to 5.
- New spawn rates
- 16.7% chance to spawn 0.
- 16.7% chance to spawn 1.
- 16.7% chance to spawn 2.
- 16.7% chance to spawn 3.
- 16.7% chance to spawn 4.
- 16.7% chance to spawn 5.
- Old spawn rates
- 25% chance to spawn 0.
- 25% chance to spawn 1.
- 25% chance to spawn 2.
- 25% chance to spawn 3.
- Storm phase 3
- New spawn rates
- 25% chance to spawn 0
- 25% chance to spawn 1
- 25% chance to spawn 2
- 25% chance to spawn 3
- Old spawn rates
- 33% chance to spawn 1
- 33% chance to spawn 2
- 33% chance to spawn 3
- New spawn rates
- Decreased the material cost of using the gunner’s overshield from 200 to 75.
- Increased the Health of the B.R.U.T.E from 1000 to 1250.
- The B.R.U.T.E.’s map icon will remain visible to all players after players board one. The icon will follow the vehicle as it moves.
- Junk Rift
- The Junk Rift has been re-enabled in all modes.
- Vaulted
- Storm Flip
- Drum Gun
- Storm Scout Sniper Rifle
Bug Fixes
- Fixed an issue in which the Junk Rift was not destroying B.R.U.T.E.s on impact.
- Weapons and items received from Vending Machines no longer differ from the weapons and items displayed upon receiving them.
- Fixed an issue in which Chug Splashes were able to be deployed quicker than intended.
- 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).
- Shockwaves now properly affect members of the Horde.
- Fixed an issue in which Small Shield Potions would not fill players’ Shield to 50 if it was at 49.
- Fixed an issue in which Stink Bombs would do less damage to players using a B.R.U.T.E.
- Gunners in a B.R.U.T.E. who aren’t accompanied by a driver will no longer have an obstructed view while in the volcano vortex.
- Hoverboards can no longer be ridden by a B.R.U.T.E.
- 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.
- Reloading a B.R.U.T.E.’s shotgun no longer makes it unable to fire missiles.
- Fixed an issue involving the B.R.U.T.E.’s air slam dealing more damage to Horde spawners than intended.
- The self-destruct timer of a B.R.U.T.E. can no longer be paused.
- Switching seats in or exiting a B.R.U.T.E. while it is loading missiles no longer makes it unable to emote.
- Entering a B.R.U.T.E. no longer causes players to lose the ability to use weapons or items on exit.
GAMEPLAY
- Pandora
- At the oasis near Paradise Palms, a Rift Beacon has created the Pandora Rift Zone.
- Part of the Fortnite X Mayhem collab.
- This Rift Zone highly resembles the planet Pandora. However, it’s 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.
- Pandora will be available until September 10.
- At the oasis near Paradise Palms, a Rift Beacon has created the Pandora Rift Zone.
- 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.
- Added traversable paths that connect the town to the surrounding hills.
- 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.
- Moving Storm
- Safezones will no longer move while shrinking in the later phases of a match.
- Note: This change does not affect Arena and Tournament playlists.
- This change was implemented on August 23.
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.
- 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’re able to walk/run and unable to be revived.
- Fixed an issue in which members of the Horde would not attack players in a B.R.U.T.E.
- Damaging a B.R.U.T.E. no longer counts towards the Storm Surge damage threshold.
- Players inside indestructible buildings can no longer be damaged by a Junk Rift.
- Destroying a Chest or ammo container by destroying the object it is placed on will now open it.
ART + ANIMATION
Bug Fixes
- Fixed an issue in which Catalyst’s left arm would clip through multiple backpacks in the lobby while idle.
- The Y0ND3R Outfit and EQ Wrap now animate correctly on PlayStation 4.
- 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’s Outfit to be unable to return to the equipped Outfit.
AUDIO
- Adjusted the shape of the Junk Rift’s audio attenuation from a sphere to a capsule.
- This is to make Junk Rift objects more audible when spawned up high.
- Reduced the volume of the Minigun’s overheat audio.
Bug Fixes
- The Frag Grenade’s fuse sound no longer occurs as it is thrown.
- The Battle Bus’ audio no longer plays from the wrong location on Starter Island.
- Fixed an issue in which the spawn sound effects of Junk Rift objects would not play if the thrown projectile hit a player.
UI
Bug Fixes
- Fixed an issue involving players being unable to see Challenges upon logging in for the first time during Season X.
- The input UI for the B.R.U.T.E.’s gunner mode no longer displays the wrong inputs for players using a controller.
- Fixed an issue in which the player icon wouldn’t update properly while players have their Locker Outfit set to Random.
- A rounding error no longer occurs in the Health and Shield meters after applying Bandages or Small Shields.
- Fixed an issue that caused the Social Panel to show an incorrect set of Team Members.
REPLAY
- Local replays now have the same HUD as that of server/broadcast replays.
- After a player is eliminated in a replay, the camera will now follow their teammates or the player who eliminated them.
- 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.
- On August 20, we disabled server streaming replays on PlayStation 4 and Xbox One to improve stability and address performance issues.
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.
- Thrown Junk Rift projectiles no longer duplicate in replays.
- Junk Rift objects hitting the ground in replays no longer causes assets to appear.
- Fixed an issue involving the Junk Rift’s audio effects not occurring in replays.
MOBILE
- iOS will now optimize content during players’ first run of the game after patching. This will help reduce hitching and load times when waiting for the Battle Bus to leave.
- 60FPS support has been re-enabled for iPhone 8.
- Updated the images that appear on-screen during the patching process.
Bug Fixes
- Playlist tiles, “New” tiles, and Event page tiles will now display the correct images.
- Fixed collision issues between characters and some cosmetics.
- Fixed an audio issue when using the B.R.U.T.E on Android.
- Backing out of cinematics no longer causes a black screen.
- The font alignment has been corrected in the Challenges menu.
- Fixed an issue in which ammo belts would float while players were in a B.R.U.T.E.
- Fixed an issue in which Autofire was active against some vehicles.
- Added Score Manager device.
- This device provides score to the player that activates it. It can only be activated via its receivers – it cannot be interacted with directly by players.
- 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).
- Determines the amount of score awarded the first time the device is activated during a game.
- Score Award Type: Determines what effect the device has on the activating player’s score.
- Add, Subtract, Set, None (Default: Add).
- Add and Subtract – Adjust the player’s current score.
- Set – Forces the player’s current score to the required amount, ignoring any existing score.
- None – does not change the player’s current score, making the device a counter.
- Add, Subtract, Set, None (Default: Add).
- Team
- Any, 1-16 (Default: Any).
- 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).
- 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.
- 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).
- 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.
- 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).
- 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.
- 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).
- 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.
- 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).
- Visible In Game: Off, On (Default: Off).
- 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).
- When the device awards this amount of score it will transmit.
- 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).
- Enable When Receiving From
- No Channel, 1-32 (Default: No Channel).
- Disable When Receiving From
- No Channel, 1-32 (Default: No Channel).
- 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).
- 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.
- 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).
- Causes the current score award value to be adjusted by the Score Increment value without actually awarding any score to the activating player.
- Activate When Receiving From: Awards score to the activating player when receiving a signal on the selected channel.
- 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).
- When the device has been triggered the number of times specified by the Times Can Trigger option, send a signal on the selected channel.
- 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).
- When the score specified in Transmit on Score is awarded to a player, send a signal on the selected channel.
- On Max Triggers Transmit To
- Added Speaker Device.
- Plays audio to everyone nearby when triggered.
- 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).
- Volume: Very Low, Low, Medium, Loud, Very Loud (Default: Medium).
- Attenuation: Determines how far the sound will travel.
- Close, Medium, Far, Very Far, Island (Default: Medium). Island – the sound can be heard anywhere on the map.
- Retrigger Behaviour: Determines what should happen if the device is triggered again while a sound is already playing.
- Ignore, Restart (Default: Ignore).
- 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).
- Activate on Hit: Selects whether the device can be activated by applying damage to it.
- Yes, No (Default: Yes).
- Visible In Game: Off, On (Default: Off).
- Receivers:
- Activate When Receiving From: No Channel, 1-32 (Default: No Channel).
- Enable When Receiving From: No Channel, 1-32 (Default: No Channel).
- Disable When Receiving From: No Channel, 1-32 (Default: No Channel).
- 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.
- Message
- Text box with 80 character limit.
- Team
- All, 1-16 (Default: All).
- 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).
- The message will be displayed after the specified amount of time has elapsed since game start.
- 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).
- Determines how long the message will remain on-screen.
- Text Style
- Default, Small, Large, Bold, Extra Large, Blue, Bold Blue, Orange, Bold Orange, Red, Red Outline (Default: Default).
- 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).
- Determines the importance level of the message. Default messages will queue behind other messages. Critical messages will be displayed immediately.
- Play Sound
- On, Off (Default: On).
- Placement
- Selects the area of the screen in which the message will be displayed.
- Bottom Center, Top Center, Center Right (Default: Bottom Center).
- Selects the area of the screen in which the message will be displayed.
- Visibility During Game
- Visible, Hidden (Default: Hidden).
- Receivers
- Show When Receiving From: No Channel, 1-32 (Default: No Channel).
- Hide When Receiving From: No Channel, 1-32 (Default: No Channel).
- 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.
- Added Generate Storm on Game Start
- Should the Storm start as soon as the game begins?
- Yes, No (Default: Yes).
- Should the Storm start as soon as the game begins?
- Added Generate Storm When Receiving From
- Generates the Storm on receiving a signal from the selected channel.
- No Channel, 1-32 (Default: No Channel).
- Generates the Storm on receiving a signal from the selected channel.
- 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).
- Disables the Storm controller, removing the Storm immediately on receiving a signal from the selected channel.
- 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).
- Sends a signal on the selected channel at the end of each Storm phase.
- Removed Starting Phase and Late Phases Move options – These caused confusion when being used with the Storm Beacons. Intent is that Storm Beacons will be used to configure late Storm phases.
- Made a number of changes to the Advanced Storm Beacon device.
- Removed “Don’t Override” value from all options – 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.
- Removed “None” value from the Movement Behavior option.
- Choose if the Storm will move to this Beacon or randomly.
- Added additional value to End Radius option: 0m.
- 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).
- When Item Picked Up Transmit On
- 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.
- Added a number of options to the Radio device.
- Play During Pregame: No, Yes (Default: No).
- Play During Warmup: No, Yes (Default: No).
- Play During Gameplay: No, Yes (Default: No).
- Play During Round End: No, Yes (Default: No).
- Play During Game End: No, Yes (Default: No).
- Play When Receiving From: No Channel, 1-32 (Default: No Channel).
- Stop When Receiving From: No Channel, 1-32 (Default: No Channel).
- Added a number of options to the Explosive Device.
- Visible During Game: On, Off (Default: On).
- Collision During Game: On, Off (Default: On).
- Collide Against: All, Only Weapons (Default: All).
- When Exploded Transmit On: No Channel, 1-32 (Default: No Channel).
- Turn On Visibility When Receiving From: No Channel, 1-32 (Default: No Channel).
- Turn Off Visibility When Receiving From: No Channel, 1-32 (Default: No Channel).
- Added additional values to Time to Detonation from Game Start option: 11 minutes, 13 minutes, 14 minutes.
- Added options to the Team Settings & Inventory device.
- End Round When Received From: Ends the current round with this team being the winner.
- When Team is Eliminated Transmit On: Transmits when the team associated with this team settings device is eliminated.
- Removed option from the Objective Device.
- Collision During Game: When Visible
- This was causing networking performance issues.
- Collision During Game: When Visible
Bug Fixes
- Settings on certain devices on Xbox One now save correctly (including Player Spawn, Billboard and Explosive Device).
- Fixed an issue where Billboard device memory cost increased to 200.
- The Speed Boost device now affects the B.R.U.T.E.
- Initial storm phase will now spawn at the Advanced Storm Controller device location.
- Fixed an issue where the Storm Controllers’ Generate Storm When Receiving From options would reset existing storms.
- Ambient sound effects from the Advanced Storm Beacon device are no longer audible during games.
- Players will not be able to use weapons after respawning inside an active Weapon-Free Zone.
- Fixed an issue where Collectibles would block interaction with other actors when nearby.
- Barrier device frames no longer show up while far away from players.
- Barrier devices will now block players in the pre-game lobby.
- Fixed an issue where the Team Settings & Inventory device would incorrectly send a team elimination signal when the team wasn’t eliminated.
- The Retro camera filter renders properly on PlayStation 4 or Xbox One, as well as other rendering artifacts on mobile devices.
- The Creature Spawner will display descriptions when cycling through customization options.
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.
- Added “Duplicate” button to the Game Creation menu to allow players to create a quick duplicate of an existing island.
Bug Fixes
- The screen will not black out when using the B.R.U.T.E. after having been eliminated.
- Fixed an issue with the score widget in the HUD not tracking player/team standings correctly.
- Text fields can now be selected on Playstation 4 and Switch.
- Fixed the Creative-mode scoreboard menu in replays to show the buttons to close it or leave the match.
Read more on v10.20:
- Fortnite x Mayhem Collaboration Announced
- Fortnite x Mayhem – Welcome to Pandora Challenges and Rewards Leaked
- All Leaked v10.20 Fortnite Cosmetics – Skins, Back Blings, Pickaxes, Emotes & Wraps
- New Fortnite Skin Styles for Waypoint, Bravo Leader and Mecha Team Leader
- Leaked Fortnite Loading Screens for Week 5 and Week 6