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.
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 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 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
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:
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.
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! ——————————————————————————————————–