Visit All Sky Platforms | Season 9 Week 1 Challenge

Season 9 has officially started, and one of the first challenges is to visit all sky platforms. Surprisingly, there wasn’t too many changes as far as patch notes, but the most unexpected was the removal of the pump shotgun (all rarities).

Nevertheless, lets dive into one of the first week’s challenges, visit all sky platforms. Below is the map with all locations, including a text description for each. Keep in mind, there are only 7 locations, so for this challenge you must visit each one.

Visit all Sky Platforms map locations
Visit all Sky Platforms map locations
  • Southeast of Pressure Plant
  • Southwest of Lazy Lagoon
  • South of Salty Springs / Northwest of Fatal Fields
  • East of Neo Tilted
  • West of Shifty Shafts
  • Southwest of Pleasant Park
  • North of Paradise Palms

Be sure to check out a list of all cosmetics here, or search by type. Season 9 cosmetics will soon be added!

Visit a wooden rabbit, a stone pig, and a metal llama | Season 8 Week 6 Challenge

Visit a wooden rabbit, a stone pig, and a metal llama is one of this week’s free challenges, and you’ve probably noticed the large structures around the map. Below is a map where you can find each one of their locations, along with a text description including coordinates to help out.

Season 8 Week 6 Challenges are now live and it’s been a couple weeks since an article was necessary for completing a weekly challenge since they’ve all been straight forward. The season is going quick, as we only have one more week until we find out this Season’s Battle Passes mystery skin.

visit a wooden rabbit, stone pig, and metal llama locations

Visit a wooden rabbit, stone pig, and metal llama text description with coordinates:

Wooden Rabbit: A-4, directly North of Snobby Shores
Stone Pig: G-10, right underneath the “ING” in the word Lucky Landing
Metal Llama: B-1, north of Junk Junction

Be sure to check out other previous challenges such as the location of pirate cannons or the location of all pirate camps.

Search where the magnifying glass sits on the Treasure Map loading screen | Season 8 Week 3 Challenge

After a slight delay, the Season 8 Week 3 Challenges are now live. The only one requiring a bit of research is the “Search where the magnifying glass sits on the Treasure Map loading screen”. As you can tell in the Isle of Treasure Loading Screen, the map points southwest, right around Polar Peak, and can be found here:

The coordinates are B/C-8 and it is the location where the Frozen sculptures lie. Here is an in game screenshot:

Deal Damage to Opponents with a Pirate Cannon – Full map | Season 8 Week 2 Challenge

Week 2 is already here for Season 8 and one of the challenges is to deal damage to opponents with a pirate cannon. I was hoping it was a typo but it doesn’t seem to be, so the best way to complete this challenge will be in the Team Rumble Game Mode.

Below is a full for every pirate cannon location:

pirate cannon locations
pirate cannon locations

Here is the locations for all pirate camps in last weeks challenge

Fortnite Audio Changes Coming in v8.01

Yesterday on Reddit Epic Game’s Technical Sound Designer Seth (u/sweedinmusic), announced some upcoming Fortnite audio changes.

At the beginning of Season 8 there were major changes already made to audio improvements, including better awareness of footsteps to above and below layers, but there has been tons of feedback regarding certain things. One being how loud the standard AR is. Here are the upcoming audio changes being planned for v8.01 (this might change at a later time).

  • Improvement to the standard AR sound so that it’s not overbearing on the shooter.
    • Tightened up the sound, so it’s more of a BLaaam versus a BLAAAM.
  • Building Piece destroy sound is louder when instigated by enemies.
    • Helps mitigate scenarios where “that guy Hand Cannon’d a wall behind me and I didn’t hear it”.
  • Footstep audio blends in the above/below layers, rather than abruptly switching between them.
    • Prevents jarring footstep transitions between floors directly above or below. Should clear up some confusion.
  • Footstep occlusion traces from the heads of enemies when they’re above or below.
    • This helps mitigate scenarios where an enemy has line-of-sight on you but their footsteps still sound muffled/occluded.
  • Reduce volume of the S8 palm tree umbrella.
    • This only affects the umbrella open/close layers. Don’t worry, the steel drum riff volume is preserved. 🙂

Here are comments made in the post that contain a response from Seth:

Will there be any below/above indication for footsteps on the “deaf” option where symbols show up on the screen?

This is great feedback! I’ll pass it along.

I like the sound effects changes so far, but I’ve had some problems with footstep sounds in Sunny Steps while people are running around on the temple. Two people were full sprint about 10 feet from me and weren’t emitting any footstep sounds until we were on the same face of the steps. We scared the bejesus out of eachother.

Thanks for the feedback- when the above changes go live feel free to let me know how Sunny Steps feels, too. Want to make sure footsteps in all POIs are in a good place. You should see some improvements.

This is the first game where I’ve really said sound is crucial. And it’s also the first game to make me realize how complicated game sounds can be. Are you guys game devs that work on sound? Or primarily sound guys that just work in game development field? Hopefully that makes sense.

Excellent question. We’re all game devs here in the audio department. Thanks for the appreciation. 🙂

The Season 8 umbrella doesn’t make the drum beat sound on the Switch. It makes the regular umbrella sound :/

This will be fixed in 8.01. Sorry, forgot to make callout!

When riding a balloon into a rift the balloon will pop, but the balloon audio sound continues to play indefinitely even after landing. This is likely a dev bug rather than audio, but thought I’d share regardless since it deals with sound.

We’re aware of this, thanks for the callout!

Season 8 Patch Notes – v8.00 – Battle Royale

fortnite season 8 patch notes

Today released the start of Season 8! Check out the season 8 patch notes below!


Season 8 – Battle Pass
New Season, new Battle Pass. 100 levels, over 100 new rewards. Available in-game right now for 950 V-Bucks. Find out more information on this season’s Battle Pass here.

Pirate Cannon
Damage enemy locations or structures by launching a cannonball or become a special delivery by launching yourself!

New Locations
Explore new points of interest that emerged with the Volcano, such as Sunny Steps and Lazy Lagoon.


  • Pirate Cannon
    • Push the Cannon into position, take aim, and fire! Alternatively, climb into the barrel and launch yourself!
    • The cannon will fire cannonballs or players a great distance. Cannonballs and players can plow through a number of objects before stopping with a bang, causing damage and knockback to nearby players.
    • Deals 100 Damage to enemies on a direct hit and 50 Damage to enemies within a small radius.
    • Found throughout the environment.
  • Vaulted
    • Sneaky Snowman
    • Chiller Grenade
    • X-4 Stormwing
    • Shopping Cart
    • All Terrain Kart
  • Updated Hunting Rifle Icon
  • Reduced the availability of high tier Assault Rifles
    • Total number of Assault Rifles available remains unchanged
      • Increased chance of receiving a Common quality assault rifle from 48.56% to 56.30%
      • Increased chance of receiving an Uncommon quality assault rifle from 26.83% to 28.15%
      • Reduced the chance of receiving a Rare quality assault rifle from 16.17% to 10.91%
      • Reduced the chance of receiving an Epic quality assault rifle from 7.02% to 3.52%
    • Reduced the chance of receiving a Legendary quality assault rifle from 1.82% to 1.13%

Bug Fixes

  • Supply Drops now properly appear on the map.
  • If the fire button is pressed while the shotgun cooldown is still active after swapping weapons then the shotgun will automatically fire once the cooldown is over.
  • Fixed Clingers causing damage through walls / floors when stuck to a player.
  • Fixed players accidentally sticking Remote Explosives onto themselves after applying a Consumable Bush.
  • Fixed Legendary/Epic Pump Shotgun pellet tracers and muzzle flash sometimes not replicating to other clients.
  • Fixed an issue where players couldn’t use Auto-Run while using a Hoverboard with a gamepad.
  • Fixed items occasionally being invisible to some players.


  • Added Lava
    • Lava will deal 1 damage per touch and will cause players to bounce off the surface. Watch out!
  • Added Volcanic Vents
    • Volcanic Vents will boost players and vehicles into the sky in a gust of hot air!
  • Party Assist Added
    • Prior to a match, enable Party Assist on a Daily or Weekly challenge to complete it with the assistance of everyone in your party.
    • Party members are able to provide progress to the selected challenge in addition to yourself.
    • This functionality excludes “fill” players who are added into the party during matchmaking or teammates from large team modes such as Team Rumble.
  • Increased Infinite Dab duration from 11 hours to 12 hours in the lobby.
  • Cozy Campfire now glows while active when viewed through a Thermal Scope.
  • Starting in Season 8, daily quests will be automatically claimed once they’ve been completed.
    • Any Challenges that were ready to be collected will be auto completed and all rewards will be delivered. However, at this time there will be no in-game notification for you receiving these rewards.

Bug Fixes

  • Fixed a bug where the Lynx Outfit would jitter very badly when playing the original Wave emote in the lobby.
  • Fixed an issue where players were able to aim down sights while jumping.
  • Fixed an issue where weapons picked up would sometimes be incorrectly unloaded. This would happen if a player looted a weapon dropped by a player immediately after being eliminated.
  • Fixed Bush consumable not being destroyed if player takes damage from a great distance.
  • Fixed aim assist to work through windows.
  • Fixed an issue where players could stop themselves from getting on a Zipline by standing too far behind it and colliding into the ground as they try to enter.
  • Fixed an issue where the player couldn’t pick up items dropped around the Zipline pole.
  • Fixed an issue where entering a vehicle while ziplining left the fall damage immunity visual effect on the player.
  • Fixed auto-pickup of items not working when first landing from skydiving.
  • Weapon auto-reloading no longer cancels emotes.
  • Fixed an equipped Trap being swapped after dropping a stack of items or after using the last item of a stack of consumables or explosives.
  • Fixed equipped traps being dropped when using hold to swap to pick up items.


Two teams of fifty players fight to the finish!

Mode Details

  • Each team has a bus, approaching the island from opposite directions. On the map, the friendly bus has a blue outline, enemy has red.
  • The map has a dotted line, which indicates the “battle lines” between the two teams. Crossing the line will make running into enemies more likely.
  • Farming materials increased 25% over default.
  • Chests & Ammo Crates spawn more often than usual, and carry extra ammo.


Close quarters combat with Shotguns & Jetpacks!

Mode Details

  • Players start with a Jetpack in their inventory.
  • The only guns in this mode are the various types of Shotguns.
  • The Storm moves in more quickly than normal mid to late game.


  • Above/below footstep improvements.
    • More distinct sound for above footsteps.
    • Tuned the distance at which above/below footsteps travel to be more realistic.
  • Improved footstep audio timings when the game simulation is under heavy load.
  • Set Down-But-Not-Out alert sound spatialization from the location of the downed player.
  • Added stereo sounds for all weapons for those carrying the weapon.
  • Added foley audio feedback when crouching and ADS’ing with a weapon.
  • Improved Rocket Launcher incoming audio. It now plays an additional warning layer if the rocket is coming towards you.
  • Added distant perspective to the enemy glider audio tell.
  • Improved damage/elimination audio feedback.
  • Added a new shield break sound.
  • Improved the “weak-point” hit sound when harvesting.

Bug Fixes

  • Fixed in-air wind audio restarting when eliminating an enemy while they’re in mid-air.
  • Fixed sniper projectiles not playing impact audio.
  • Fixed “Hootenany” emote getting stuck on infinitely.
  • Fixed Suppressed SMG sound effect occasionally looping continuously incorrectly.


  • Added the ability to access the Patch Notes website from the News Screen.
  • Visual improvements made to squadmate names and indicators.
  • World Marker Improvements
    • World Markers are now visible in the world when placed close to you.
    • Double-clicking the World Marker hotkey will place a “danger” version of that marker. World Markers placed while aiming with a weapon will also place the danger version.
    • Added 2D UI indicators to the World Markers, making them easier to see through objects.
    • World Markers now have an off-screen indicator and display the distance your character is from them.
    • Placing a World Marker on an item will display that item’s icon and rarity.
    • Placing World Markers remains on the same key for PC and console (KBM: Middle Mouse Button, Controller: D-Pad Left).
      • This button can be remapped to any button you want. Let us know on our social channels what works best for you!
    • Mobile also has a button that can be added to the HUD. Place this button by using the HUD Layout Tool.
  • Added filter tabs to the locker for animated loading screens and pets.
  • Added a card corner icon for certain types of animated cosmetics.

Bug Fixes

  • Fix cases where the Bad Network Indicator would appear at the beginning of the match due to slow loading conditions.
  • The Battle Pass / Battle Bundle purchase screen now shows your supported creator if one is set.
  • Fixed an issue where the team elimination count was sometimes inaccurate.
  • Fixed an issue where eliminations weren’t properly counting when playing in Playgrounds.


Bug Fixes

  • Fixed an issue where scrubbing through a replay could cause the player’s hero model to disappear in the lobby.
  • Fixed issue with cosmetic styles not displaying properly during replay playback.
  • Fixed elimination damage numbers being inaccurate in replays.
  • Fixed weapon firing animations sometimes playing twice in replays.


  • Added more visual feedback when buttons are pressed.
  • Changed gliding/freefalling HUD visibility to be more consistent between mobile/other platforms.
  • Player are now able to toggle between crouch and standing states while in build and edit modes.

Bug Fixes

  • Fixed bug which caused the lobby background to disappear when closing the Report Player dialog.
  • Fixed an issue where trying to switch to build mode and tapping the quickbar at the same time would switch back to combat mode.
  • Fixed an issue where attempting to place a trap using a mobile controller made the player animate as if they were trying to open a door several times before the trap is placed.
  • Fixed players ability to un-crouch while gliding.
  • Fixed action button remaining on the UI during the Battle Bus phase.
  • The ‘Resources’ HUD setting now properly shows in-game after making changes on mobile devices.
  • Fixed an issue where using touch to edit a structure breaks the ability to continue crosshair editing until the button is pressed again.
  • Fixed an issue where dragging an item off the hotbar triggered a double click.
  • Fixed an issue where pick up and zip line activation icon’s default position overlapped with the aiming icon.
  • Fixed controller art sometimes missing in the Controller Setting screen.