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Wo Long: Fallen Dynasty Update 1.17 for Sept. 27 Brings DLC 2 and More (Update)

Team Ninja has released Wo Long: Fallen Dynasty update 1.17 (PS5 version 1.017) this September 27, which brings DLC 2 “Conqueror of Jiandong” to the game. Base game owners, you’ll see the Lies of P collaboration be delivered for free alongside balance adjustments and more.

Wo Long: Fallen Dynasty Update 1.17 Patch Notes | Wo Long Update 1.017 Patch Notes | Wo Long DLC 2 Patch Notes:

Update: The official patch notes have been released by Team Ninja, and we’ve updated the article accordingly.

All Platforms

DLC “Conqueror of Jiangdong”
  • Added the new story “Conqueror of Jiangdong.”
    • Players must first complete the main battlefield “Darkness over the Hanshui River” in the main game order to play “Conqueror of Jiangdong.”
  • Added long swords as a new weapon category.
    • These weapons will be available from the beginning of the game.
    • After the DLC is applied, players may claim a long sword for free via Deliveries in the Battle Flag menu.
    • Long swords will be added to reward and dropped item lotteries.

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  • Added the higher difficulty mode “Path of the Heavenly Dragon.”
    • Players can unlock this content by conquering a certain number of battlefields under the difficulty “Path of the Soaring Dragon.”
    • A purchase of either of the following is required in order to unlock this content: any two DLCs, or the “Wo Long: Fallen Dynasty Season Pass.”
    • Players can unlock this difficulty by conquering a certain number of battlefields under the difficulty “Path of the Soaring Dragon.”
    • In “Path of the Heavenly Dragon,” it is now possible to obtain equipment with upgrade levels and rarities higher than the current maximum level, and the maximum cap for players’ levels will be increased.
  • Added new demons and enemies.
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  • Added a new Divine Beast.
  • Added new weapons, armor, and accessories.
  • Added set bonuses corresponding to equipment obtainable in “Path of the Heavenly Dragon.”
  • Added new accolade rewards.
  • Added new trophies and achievements.
  • Added new titles and records.
  • Added the new endgame content The Thousand-Mile Journey.
    • Players can unlock this content by conquering a certain number of battlefields under the difficulty “Path of the Soaring Dragon.”
    • A purchase of either of the following is required in order to unlock this content: any two DLCs, or the “Wo Long: Fallen Dynasty Season Pass.”
    • The DLCs “Battle of Zhongyuan” and “Conqueror of Jiangdong” are currently available. The DLC “Upheaval in Jingxiang” is scheduled for release in December 2023.
  • Added the features Replace Martial Arts and Upgrade Martial Arts.
    • These features will be made available after unlocking the endgame content The Thousand-Mile Journey.

Free Updates

  • Added the “Lies of P” collaboration equipment Puppet’s Sabre and Etiquette.
    • After the update is applied, these items will be available via Deliveries in the Battle Flag menu.
    • They will be added to dropped item lotteries after being claimed in Deliveries.
  • Made changes so that melee weapons are assigned up to six Martial Arts techniques.
    • Three Martial Arts techniques will be assigned to weapons with a rarity of 4★, and six techniques will be assigned to weapons with a rarity of 5★ or higher.
    • For weapons acquired before the update, additional Martial Arts techniques will be randomly assigned to match the number assigned after the update.
    • For weapons assigned sets of six techniques, it will be possible to swap over from sets consisting of three techniques at any time.
    • For information on the controls for the third Martial Arts technique or to learn how to swap Martial Arts, please check the in-game tutorial for Martial Arts.
  • Added ten new Wizardry Spells.
    • These new spells can be used by first obtaining the item Hidden Tomes.
    • The tomes can be obtained as possible drops after defeating bosses in “Path of the Rising Dragon” and beyond.
  • Added the consumable items Firecracker and Shigandang.
    • These items may be placed at certain locations across the battlefield as pickups.
  • Added the new Martial Arts technique Pegasus Thrust, which can be used with spears and slashing spears.
    • This technique will be randomly assigned upon acquiring an applicable weapon.
  • Added new special effects.
    • These special effects will be randomly assigned to equipment in the same way as current special effects.
  • Added a feature allowing players to automatically salvage or sell designated equipment when resting at a Battle Flag.
    • Auto-Salvage/Auto-Sell Settings was added to the Settings menu.
    • The main battlefield “The Demon fort of the Yellow Heaven” must be completed to make these settings available.
  • Added an optional feature allowing players to automatically dash instead of running, without additional input.
    • This can be done by selecting Automatic Dash in the game settings.
  • Added a feature allowing players to page through lists.
    • This feature can be applied to lists within any menu, such as the Equipment and Inventory menus.
    • It will be possible to switch to a new page by using the appropriate controls while accessing the list.
  • Added a function allowing players to search for designated battlefields when responding to Recruitment.

Adjustments

Weapon Categories

Straight Sabre
  • Added 1 extra stock to the Spirit Gauge.
  • Increased the amount of Spirit recovery from normal attacks.
Sword
  • Added 1 extra stock to the Spirit Gauge.
  • Increased the amount of Spirit recovery from normal attacks.
Curved Sabre
  • Added 1 extra stock to the Spirit Gauge.
  • Increased the amount of Spirit recovery from normal attacks.
Glaive
  • Added 1 extra stock to the Spirit Gauge.
  • Increased the amount of Spirit recovery from normal attacks.
  • Expanded the area of attack of normal attacks.
Halberd
  • Added 1 extra stock to the Spirit Gauge.
  • Increased the amount of Spirit recovery from normal attacks.
  • Expanded the area of attack of normal attacks.
Staff
  • Added 1 extra stock to the Spirit Gauge.
  • Increased the amount of Spirit recovery from normal attacks.
  • Made changes so that if players repeatedly press the attack input at the end of a normal attack combo sequence, the final combo sequence will repeat continuously.
  • Increased the range of Spirit Attacks.
Hammer
  • Added 1 extra stock to the Spirit Gauge.
  • Increased the amount of Spirit recovery from normal attacks.
  • Made changes so that players will not falter from enemy attacks during their own attack sequence.
Poleaxe
  • Added 1 extra stock to the Spirit Gauge.
  • Increased the amount of Spirit recovery from normal attacks.
  • Made changes so that players will not falter from enemy attacks during their own attack sequence.
Spear
  • Added 1 extra stock to the Spirit Gauge.
  • Increased the amount of Spirit recovery from normal attacks.
  • Increased the range of normal attacks to the front of the player.
  • Increased the range of Spirit attacks to the front of the player.
  • Adjusted the transition from normal attacks to Spirit attacks.
    • Players now make a thrusting motion to the front and jump back. They do not take damage while jumping back.
Slashing Spear
  • Added 1 extra stock to the Spirit Gauge.
  • Increased the amount of Spirit recovery from normal attacks.
  • Expanded the area of attack of normal attacks.
Dual Swords
  • Added 1 extra stock to the Spirit Gauge.
  • Increased the amount of Spirit recovery from normal attacks.
  • Made changes so that players can obtain bonus Spirit upon successfully performing a deflect just before receiving an enemy attack.
Dual Sabres
  • Added 1 extra stock to the Spirit Gauge.
  • Increased the amount of Spirit recovery from normal attacks.
  • Made changes so that players can obtain bonus Spirit upon successfully performing a deflect just before receiving an enemy attack.
Dual Halberds
  • Added 1 extra stock to the Spirit Gauge.
  • Increased the amount of Spirit recovery from normal attacks.
  • Made changes so that players can obtain bonus Spirit upon successfully performing a deflect just before receiving an enemy attack.

Divine Beasts

Qilin
  • Made it easier to increase the Divine Beast Gauge.
  • Increased the number of stone pillars generated upon activating Summon Divine Beast.
Baize
  • Made it easier to increase the Divine Beast Gauge.
  • Made changes so that the debuff Increased Damage Received will be inflicted on enemies detected upon activating Summon Divine Beast.
Zhuque
  • Increased the number of feathers launched upon activating Summon Divine Beast.
Xuanwu
  • Made it easier to increase the Divine Beast Gauge.
  • Increased the duration of Summon Divine Beast.
Yinglong
  • Made it more difficult to increase the Divine Beast Gauge.
  • Reduced the HP restoration to 50% upon being automatically revived.
  • Increased the attack power granted upon activating Summon Divine Beast.
Feilian
  • Made it easier to increase the Divine Beast Gauge.
  • Increased the duration of Summon Divine Beast.

Martial Arts

Dragontail Whip
  • Adjusted the movements so that the attack will hit the enemy in front of the player from the first strike.

Wizardry Spells

Spark Rush
  • Shortened the startup sequence of the attack.
Lightning Bolt
  • Shortened the startup sequence of the attack.
Guard Formation
  • Shortened the startup sequence of the attack.
Barbed Conductor
  • Shortened the startup sequence of the attack.
Lightning Rush
  • Shortened the startup sequence of the attack.
Heaven’s Rage
  • Optimized the timing at which players can perform deflect during an attack.
Focus Zone
  • Shortened the startup sequence of the attack.
Imposing Slab
  • Shortened the startup sequence of the attack.
Sandsink
  • Shortened the startup sequence of the attack.
Deathly Bog
  • Shortened the startup sequence of the attack.
Rock Spike
  • Shortened the startup sequence of the attack.
Fiend Vanquisher
  • Shortened the startup sequence of the attack.
Mighty Shockwave
  • Shortened the startup sequence of the attack.
Enveloping Earthspike
  • Shortened the startup sequence of the attack.
Boulder Knuckles
  • Shortened the startup sequence of the attack.
  • Optimized the timing at which players can perform deflect during an attack.
Unrelenting Frost
  • Shortened the startup sequence of the attack.
  • Optimized the timing at which players can perform deflect during an attack.
Water God’s Blink
  • Shortened the momentary pause that occurs after teleporting.
Frozen Spear Trap
  • Shortened the startup sequence of the attack.
Malignant Icefall
  • Optimized the timing at which players can perform deflect during an attack.
Frost Lance
  • Shortened the startup sequence of the attack.
  • Optimized the timing at which players can perform deflect during an attack.
Frozen Arrow
  • Shortened the time between the spell being activated and the projectiles being released.
Phantom Icicle
  • Shortened the startup sequence of the attack.
  • Optimized the timing at which players can perform deflect during an attack.
Frozen Malice
  • Optimized the timing at which players can perform deflect during an attack.
Aqua Blink
  • Shortened the momentary pause that occurs after teleporting.
Molten Calamity Thorn
  • Shortened the startup sequence of the attack.
  • Optimized the timing at which players can perform deflect during an attack.
Calamity Bolts
  • Shortened the startup sequence of the attack.
Miasmic Curse
  • Shortened the startup sequence of the attack.
Thorn Shot
  • Shortened the startup sequence of the attack.
Venomous Discharge
  • Shortened the startup sequence of the attack.
Devouring Sweep
  • Shortened the startup sequence of the attack.
Poison Bubbles
  • Shortened the startup sequence of the attack.
Venom Snare
  • Shortened the startup sequence of the attack.
Noxious Bubbles
  • Shortened the startup sequence of the attack.
Thorny Ground
  • Shortened the startup sequence of the attack.
Repression Crush
  • Shortened the startup sequence of the attack.
Poison Corrosion
  • Shortened the startup sequence of the attack.
  • Optimized the timing at which players can perform deflect during an attack.
Life Wither
  • Shortened the startup sequence of the attack.
Toxin Bubbles
  • Shortened the startup sequence of the attack.
Surging Blaze
  • Shortened the startup sequence of the attack.
Scorch Stream
  • Shortened the startup sequence of the attack.
  • Optimized the timing at which players can perform deflect during an attack.
Purgatorial Purge
  • Optimized the timing at which players can perform deflect during an attack.
Blasting Flare
  • Shortened the startup sequence of the attack.
Devouring Flames
  • Shortened the startup sequence of the attack.
Engulfing Inferno
  • Shortened the startup sequence of the attack.
Fire Bolt
  • Shortened the startup sequence of the attack.
  • Optimized the timing at which players can perform deflect during an attack.
Bursting Fireball
  • Shortened the startup sequence of the attack.
Scorch Sweep
  • Shortened the startup sequence of the attack.
Overpower Burst
  • Reduced Spirit consumption.
  • Decreased the heightened efficiency of Martial Arts and Wizardry Spells following this spell.
Scorch Comet
  • Optimized the timing at which players can perform deflect during an attack.
Burning Flamewave
  • Shortened the startup sequence of the attack.
Fireblast
  • Shortened the startup sequence of the attack.
  • Made adjustments so that players will be able to unleash other attacks more quickly following a Martial Arts or Wizardry Spell attack.
  • Reduced the amount of Spirit consumed upon using Wizardry Spells without having reached the appropriate Morale Rank.
  • Made changes so that upon successfully performing a deflect counterattack, players are granted a buff that increases Spirit gain for a certain time.
  • Shortened the recovery sequence after deflect counterattacks.
  • Reduced the time it takes to ready the bow, crossbow, and throwing knives.
  • Shortened the recovery sequence after using the bow, crossbow, and throwing knives.
  • Increased movement speed when readying the bow, repeating crossbow, throwing knives, and projectiles.
  • Reduced the interval between rounds shot with the crossbow.
  • Made changes so that enemies in Spirit Disruption will not react to attacks with a hitstun motion.
  • Extended the duration of Spirit Disruption for enemies.
  • Made changes so that interact motions do not occur when acquiring items other than treasure chests.
  • Increased the amount of damage dealt when attacking enemies with Morale Ranks 5+ higher than the player.
  • Increased the drop rate of equipment with higher rarity levels upon defeating enemies with Morale Ranks 21+ higher than the player.
  • Changed the button assignment for closing tutorials with videos.
  • Made changes so that notifications will always be sent for key items, regardless of the player’s Item Obtained Notification settings.
  • Made changes so that the controller will now vibrate when upgrading equipment in the Blacksmith menu.
  • Made adjustments to the sort order of item lists in the Blacksmith and Inventory menus.
  • Made changes so that all items received via Deliveries will be locked by default.
  • Made changes to allow players to close out of the screen displaying response options during conversations with NPCs by pressing Cancel.
  • Made changes so that, when Baishe drops the Hidden Tome, the notification appears just after Baishe has been defeated instead of after the battlefield has been cleared.
  • Made changes to the talismans summoned by the General of Heaven’s Illusion during combat so that it takes longer for the talismans to be activated, and also decreased the durability of the talismans.
  • Made adjustments to the AI, lock-on camera, and other action elements for the Demonized Dian Wei.
  • Made it possible to embed special effects that are of the same type as those locked into each piece of equipment.
  • Made changes so that equipment upgrade levels will not affect the effectiveness of warriors’ set bonuses.
  • Further increased HP bonuses when Fire Virtue, Earth Virtue, Metal Virtue, or Water Virtue are upgraded in Level Up.
  • Further increased the Ranged Weapon Attack Power bonus when Water Virtue is upgraded in Level Up.
  • Decreased the duration of Poison.
  • Added a new effect to Chill that increases the amount of damage received.
  • Increased the amount of Morale Points obtained upon defeating some bosses.

Special Effects

  • Made upward adjustments to the following special effects:
    • HP
    • Stealth
    • Damage Dealt
    • Spirit Damage
    • Melee Attack Damage
    • Melee Attack Spirit Damage
    • Spirit Attack Damage
    • Spirit Attack Spirit Damage
    • Martial Arts Damage
    • Martial Arts Spirit Damage
    • Damage Dealt in Perfect Condition
    • Spirit Damage Dealt in Perfect Condition
    • Damage Dealt in Desperate Condition
    • Spirit Damage Dealt in Desperate Condition
    • Element-Imbued Weapon Damage
    • Element-Imbued Weapon Spirit Damage
    • Damage to Enemies with Negative Effects
    • Spirit Damage to Enemies with Negative Effects
    • Damage to Enemies with Shock
    • Spirit Damage to Enemies with Shock
    • Damage to Enemies with Burns
    • Spirit Damage to Enemies with Burns
    • Damage to Enemies with Heaviness
    • Spirit Damage to Enemies with Heaviness
    • Damage to Enemies with Poison
    • Spirit Damage to Enemies with Poison
    • Damage to Enemies with Chill
    • Spirit Damage to Enemies with Chill
    • Straight Sabre Damage
    • Straight Sabre Spirit Damage
    • Sword Damage
    • Sword Spirit Damage
    • Curved Sabre Damage
    • Curved Sabre Spirit Damage
    • Glaive Damage
    • Glaive Spirit Damage
    • Halberd Damage
    • Halberd Spirit Damage
    • Staff Damage
    • Staff Spirit Damage
    • Hammer Damage
    • Hammer Spirit Damage
    • Poleaxe Damage
    • Poleaxe Spirit Damage
    • Spear Damage
    • Spear Spirit Damage
    • Slashing Spear Damage
    • Slashing Spear Spirit Damage
    • Dual Swords Damage
    • Dual Swords Spirit Damage
    • Dual Sabres Damage
    • Dual Sabres Spirit Damage
    • Dual Halberds Damage
    • Dual Halberds Spirit Damage
    • Cestus Damage
    • Cestus Spirit Damage
    • Fatal Strike Damage
    • Ranged Attack Damage
    • Ranged Spirit Damage
    • Ranged Attack Headshot Damage
    • Weak Spot Ranged Spirit Damage
    • Shooting Weapon Damage
    • Shooting Weapon Spirit Damage
    • Bow Damage
    • Bow Spirit Damage
    • Crossbow Damage
    • Crossbow Spirit Damage
    • Repeating Crossbow Damage
    • Repeating Crossbow Spirit Damage
    • Damage Received While Attacking
    • Spirit Damage Received While Attacking
    • Damage Taken in Perfect Condition
    • Wizardry Spell Damage
    • Enemy Negative Effect Duration
    • Negative Effect Duration
    • Spirit Gain
    • Spirit Consumption
    • Deflect Spirit Consumption
    • Martial Arts Spirit Consumption
    • Wizardry Spell Spirit Consumption
    • Wood Phase Spell Spirit Consumption
    • Fire Phase Spell Spirit Consumption
    • Earth Phase Spell Spirit Consumption
    • Metal Phase Spell Spirit Consumption
    • Water Phase Spell Spirit Consumption
    • Guard Spirit Consumption
    • Restore HP
    • Divine Beast Resonation Duration
  • Decreased the effectiveness of the Premium Special Effect “Spirit Defense (Guarding).”
  • Changed the method of selecting an item from the drop table for Drop Priority (Equipped Weapons) and Drop Priority
    (Equipped Armor), so that it is more likely to produce a desired outcome.

Warrior Set Bonuses

Aspiration of Restoring the Han Empire
  • Increased the effectiveness of “HP.”
  • Increased the effectiveness of “HP Recovery upon Deflection.”
  • Increased the effectiveness of “Spirit Damage Taken in Perfect Condition.”
  • Strengthened the effects of “Damage Dealt in Perfect Condition.”
With Sky High Righteousness
  • Increased the effectiveness of “Spirit Gain from Deflecting.”
  • Increased the effectiveness of “Martial Arts Spirit Consumption.”
  • Strengthened the effects of “Glaive Damage.”
Rival of the Masses
  • Increased the effectiveness of “Martial Arts Spirit Consumption.”
  • Increased the effectiveness of “Spirit Gain.”
  • Changed “Damage Received While Attacking” into “‘Power Drop’ on Enemy upon Martial Arts.”
  • Changed “Martial Arts Damage” into “Slashing Spear Damage.”
Dauntless Warrior
  • Increased the effectiveness of “Deflect Spirit Consumption.”
  • Changed “Morale Rank Points Gain” into “Elemental Damage Reduction.”
  • Strengthened the effects of “Spear Damage.”
Hero beyond the Age
  • Increased the effectiveness of “Morale Rank Points Gain.”
  • Strengthened the effects of “Sword Spirit Damage.”
Unscrupulous Hero’s Right Hand
  • Increased the effectiveness of “Status Effect Resistance.”
  • Changed “Spirit Damage Received While Attacking” into “Spirit Damage Received.”
  • Changed “Spirit Consumption” into “Spirit Gain.”
  • Strengthened the effects of “Poleaxe Damage.”
Thunderous Raider
  • Increased the effectiveness of “Ammo Retrieval upon Ranged Attack.”
  • Changed “‘Slow’ to Enemy upon Ranged Attack” into “‘Haste’ upon Ranged Attack.”
  • Strengthened the effects of “Shooting Weapon Damage.”
The Great Talent of a King’s Advisor
  • Increased the effectiveness of “Genuine Qi Obtention.”
  • Increased the effectiveness of “Restore HP.”
  • Increased the effectiveness of “Positive Effect Duration.”
  • Changed “‘Regeneration’ upon Fatal Strike” into “‘Spirit Fervor’ upon HP Recovery.”
  • Strengthened the effects of “Element-Imbued Weapon Damage.”
Strategist of Genius
  • Increased the effectiveness of “Enemy Status Effect Accumulation.”
  • Increased the effectiveness of “Enemy Negative Effect Duration.”
  • Strengthened the effects of “Damage to Enemies with Negative Effects.”
Tiger of Jiangdong
  • Changed “Spirit Sustainability” into “Spirit Consumption.”
  • Increased the effectiveness of “Spirit Gain from Deflecting.”
  • Changed “Spirit Attack Damage” into “Spirit Attack Spirit Damage.”
Ferocious Young Conqueror
  • Increased the effectiveness of “Spirit Gain from Normal Attacks.”
  • Changed “Damage Received While Attacking” into “Spirit Attack (Guarding).”
  • Strengthened the effects of “Dual Halberds Damage.”
Inheritor of the Tiger
  • Changed “Martial Arts Spirit Consumption” into “Spirit Consumption.”
  • Changed “Melee Attack Damage” into “Sword Damage.”
Wisdom and Courage
  • Strengthened the effects of “Fatal Strike Damage.”
  • Strengthened the effects of “Dual Sabres Spirit Damage.”
Sun’s Elder Veteran
  • Increased the effectiveness of “Spirit Sustainability.”
  • Increased the effectiveness of “Martial Arts Spirit Consumption.”
  • Strengthened the effects of “Martial Arts Spirit Damage.”
Unflinching Bravery
  • Increased the effectiveness of “Damage Received.”
  • Increased the effectiveness of “Guard Spirit Consumption.”
  • Changed “Spirit Damage Dealt in Perfect Condition” into “Damage Bonus (Heavy Equip Load).”
Renegade of the Heaven’s Will
  • Increased the effectiveness of “HP.”
  • Switched “‘Power Drop’ upon Fatal Strike on Enemy” with “HP Restoration from Melee Attack Damage.”
  • Increased the effectiveness of “HP Restoration from Melee Attack Damage.”
  • Strengthened the effects of “Spirit Damage to Enemies with Negative Effects.”
Lu Bu, the Mightiest among Men
  • Increased the effectiveness of “HP.”
  • Switched “Halberd Spirit Damage” to Set Bonus III.
  • Increased “Halberd Spirit Damage.”
  • Changed Set Bonus IV to “‘Slow’ to Enemy upon Ranged Attack.”
  • Strengthened the effects of “Martial Arts Damage.”
A Second Coming of Zhaohu
  • Increased the effectiveness of “Martial Arts Spirit Consumption.”
  • Strengthened the effects of “Curved Sabre Damage.”
Brutal Ursine Warrior
  • Increased the effectiveness of “Spirit Gain from Deflecting.”
  • Increased the effectiveness of “Spirit Damage Received.”
  • Strengthened the effects of “Martial Arts Damage.”
The Dominator of Hebei
  • Switched “Drop Rate” to Set Bonus I.
  • Increased the effectiveness of “Morale Rank Points Gain.”
  • Changed Set Bonus III to “Damage Received.”
  • Strengthened the effects of “Melee Attack Damage.”
Pride of the Indomitable Champion
  • Increased the effectiveness of “Damage Received.”
  • Increased the effectiveness of “Guard Spirit Consumption.”
  • Changed “Spirit Damage Received While Attacking” into “‘Power Drop’ on Enemy upon Deflecting a Critical Blow.”
  • Strengthened the effects of “Hammer Spirit Damage.”
Yuan’s Head Senior General
  • Increased the effectiveness of “Spirit Gain from Normal Attacks.”
  • Increased the effectiveness of “Deflect Spirit Consumption.”
  • Strengthened the effects of “Curved Sabre Damage.”
The Yellow Heaven Must Rise
  • Increased the effectiveness of “Spirit Gain from Normal Attacks.”
  • Changed “Spirit Damage Received While Attacking” into “‘Slow’ on Enemy upon Martial Arts.”
  • Strengthened the effects of “Melee Attack Spirit Damage.”
The Way of Tianzhu
  • Increased the effectiveness of “HP.”
  • Increased the effectiveness of “Wizardry Spell Spirit Consumption.”
  • Strengthened the effects of “Staff Spirit Damage.”
Instigator of Evil
  • Changed “Spirit Gain from Deflecting” into “Spirit Gain.”
  • Strengthened the effects of “Elemental Damage.”
  • Changed “‘Damage Amplification’ on Enemy upon Wizardry Spell” into “‘Spirit Vulnerability’ on Enemy upon Wizardry Spell.”
  • Strengthened the effects of “Wizardry Spell Damage.”
Elai the Warrior of Old
  • Increased the effectiveness of “Spirit Attack (Guarding).”
  • Strengthened the effects of “Spirit Attack Damage.”
  • Increased the effectiveness of “Spirit Gain.”
Guileless Tiger
  • Increased the effectiveness of “Damage Received While Attacking.”
  • Increased the effectiveness of “Martial Arts Spirit Consumption.”
  • Strengthened the effects of “Hammer Damage.”
Flawless Strategist
  • Strengthened the effects of “Fatal Strike Damage.”
  • Increased the effectiveness of “Enemy Status Effect Accumulation.”
  • Strengthened the effects of “Spirit Damage to Enemies with Negative Effects.”

Grace Effects

Grace of Taihao the Azure Emperor
  • Increased the effectiveness of “Restore HP.”
  • Increased the effectiveness of “Wood Phase Spell Spirit Consumption.”
  • Changed “‘Damage Amplification’ upon Fatal Strike on Enemy” into “‘Power Gain’ upon Wizardry Spell.”
  • Strengthened the effects of “Damage Dealt in Perfect Condition.”
  • Increased the amount of HP damage dealt and the reduction of HP damage received under “Subtlety of Wood Phase,” and decreased the amount of Spirit gained.
Grace of Shennong the Red Emperor
  • Increased the effectiveness of “Spirit Gain from Normal Attacks.”
  • Increased the effectiveness of “Fire Phase Spell Spirit Consumption.”
  • Increased the effectiveness of “Martial Arts Spirit Consumption.”
  • Changed “‘Berserker’s Might’ upon Deflection” into “‘Damage Reduction’ upon Martial Arts.”
  • Strengthened the effects when there are 1-2 stacks of “Subtlety of Fire Phase” and weakened the effects when there are 4-5 stacks.
Grace of Xuanyuan the Yellow Emperor
  • Increased the effectiveness of “Damage Received.”
  • Increased the effectiveness of “Earth Phase Spell Spirit Consumption.”
  • Increased the effectiveness of “HP Recovery upon Deflection.”
  • Changed “Damage Taken in Perfect Condition” into “‘Power Gain’ upon Deflecting a Critical Blow.”
  • Strengthened the effects of “Subtlety of Earth Phase.”
Grace of Shaohao the White Emperor
  • Increased the effectiveness of “Enemy Status Effect Accumulation.”
  • Increased the effectiveness of “Metal Phase Spell Spirit Consumption.”
  • Changed “‘Slow’ on Enemy upon Martial Arts” into “‘Slow’ on Enemy upon Deflecting a Critical Blow.”
  • Strengthened the effects of “Damage to Enemies with Negative Effects.”
  • Decreased the reduction of HP damage dealt and the increase of damage received under “Subtlety of Metal Phase.”
Grace of Zhuanxu the Black Emperor
  • Changed “Deflect Spirit Consumption” into “Spirit Gain from Deflecting.”
  • Increased the effectiveness of “Water Phase Spell Spirit Consumption.”
  • Strengthened the effects of “Fatal Strike Damage.”
  • Changed “Spirit Attack Spirit Damage” into “Spirit Damage Bonus (Light Equip Load).”
  • Increased the duration of the effects of “Subtlety of Water Phase.”
Grace of the Supreme Heavenly Emperor
  • Switched “Divine Beast Gauge Gain” to Set Bonus I.
  • Increased the effectiveness of “Divine Beast Gauge Gain.”
  • Increased the effectiveness of “Status Effect Resistance.”
  • Changed Set Bonus III to “Divine Beast Resonation Duration.”
  • Changed “Spirit Attack Damage” into “Element-Imbued Weapon Damage.”
  • Lessened the activation requirements for “Skyward Majesty.”
  • Decreased the effectiveness of “Skyward Majesty.”
Grace of Yuanshi Tianzun the Pure One
  • Increased the effectiveness of “Spirit Gain from Normal Attacks.”
  • Changed “Damage Received While Attacking” into “‘Power Gain’ upon Martial Arts.”
  • Increased the effectiveness of “Positive Effect Duration.”
  • Changed “Element-Imbued Weapon Damage” into “Wizardry Spell Damage.”
  • Strengthened the effects of the “Principle of Yuanshi.”
Grace of Lingbao Tianzun the Pure One
  • Increased the effectiveness of “Enemy Negative Effect Duration.”
  • Strengthened the effects of the “Principle of Lingbao” when there is 1 negative effect on the enemy, and weakened the effects when there are 2-3 negative effects on the enemy.
Grace of Daode Tianzun the Pure One
  • Increased the effectiveness of “Deflect Spirit Consumption.”
  • Increased the effectiveness of “Spirit Gain from Deflecting.”
  • Changed “‘Damage Amplification’ on Enemy upon Deflecting Counterattack” into “‘Power Gain’ upon Deflection.”
  • Strengthened the effects when there are 1-4 stacks of “Principle of Daode,” and increased the amount of HP damage and decreased the amount of Spirit gained when there are 5 stacks.
Grace of Fuxi
  • Increased the effectiveness of “Morale Rank Points Gain.”
  • Changed “Melee Attack Spirit Damage” into “‘Power Drop’ on Enemy upon Martial Arts.”
  • Changed “‘Spirit Vulnerability’ on Enemy upon Martial Arts” into “Melee Attack Damage.”
  • Changed “Spirit Sustainability” into “‘Power Gain’ upon Fatal Strike.”
  • Made changes to the effects of “Fuxi Devised Eight Trigrams” so that “Diminish Damage Taken” and “Increase Melee Attack Spirit Damage” will be active at all times, and so that either of the two special effects will be further increased depending on Morale Rank.
  • Strengthened the effects of “Fuxi Devised Eight Trigrams.”
Grace of Nuwa
  • Increased the effectiveness of “HP.”
  • Increased the effectiveness of “Status Effect Resistance.”
  • Increased the effectiveness of “HP Recovery upon Deflection.”
  • Decreased the effectiveness of HP recovery under “Nuwa Mended the Heavens,” and increased the amount of HP damage dealt when at full HP.
  • Improved action synchronization during multiplayer sessions.

Major Bug Fixes

  • Fixed a bug in which the effects intended for successful deflect counterattacks were applied upon unsuccessful deflect counterattacks when performed with cestuses.
  • Fixed a bug that shortened the duration of Spirit Disruption for enemies whose Spirit had been depleted while they were in midair.
  • Fixed a bug that stopped some enemies from entering Spirit Disruption when their Spirit was depleted by Divine Beast attacks.
  • Fixed a bug that stopped some warriors from entering Spirit Disruption when their Spirit was depleted by attacks in which they were launched into the air.
  • Fixed a bug that sometimes stopped Baishe from entering Spirit Disruption if the demon’s Spirit was depleted to the lower limits just as its hardened parts were destroyed.
  • Fixed a bug that immediately ended the Spirit Disruption of Suanyu if the demon fell from something just after its Spirit was depleted.
  • Fixed a bug that sometimes caused the Demonized Liu Bei to freeze during his death animation when he was downed from mid-air.
  • Fixed a bug that prevented Fatal Strikes (against unaware enemies) from reaching the enemy if performed a slight distance away from them.
  • Fixed a bug that caused repeating crossbows to be excluded from the items randomly dropped by enemies.
  • Fixed a bug that allowed players to push enemies out of bounds during combat in the sub battlefield “Tactical Exercises.”
  • Fixed a bug occurring during online sessions in the sub battlefield “An Everlasting Regret,” in which enemies would not appear on screen for guest players under certain conditions.
  • Fixed a bug occurring in the main battlefield “Village of Calamity” in “Path of the Rising Dragon” and beyond, in which the rarity level of the equipment dropped by some enemies did not change in accordance with the difficulty level.
  • Fixed a bug in which the rewards for the first completion of the sub battlefield “The Scarlet Crystal” in “Path of the Soaring Dragon” were the same as the rewards for the same mission in “Path of the Rising Dragon.”
  • Fixed a bug in which starting a boss battle while certain summoned Divine Beasts were present caused them to remain in the area without disappearing as they should.
  • Fixed a bug that temporarily disabled controls if players had called upon a Divine Beast just before accessing the tutorial for Summon Divine Beast in Basic Training.
  • Fixed a bug in which the amount of HP damage and elemental damage dealt by enemies with Morale Ranks 21+ higher than the player did not scale correctly.
  • Fixed a bug that prevented transparency rendering for some models from functioning properly when Photograph mode was launched under certain conditions.
  • Fixed a bug that prevented players from obtaining the trophy/achievement “Staunching Heresy” if they had defeated enemies in a certain order.
  • Fixed a bug in which defeating players during online Invade sessions did not count as progress toward obtaining the trophy/achievement “Eye for an Eye.”
  • Fixed a bug that allowed players to go outside the bounds of the current stage from certain locations in some stages.
  • Fixed a bug that caused characters to become stuck (in the ground or surrounding objects) in certain locations in some stages, making it impossible for players to progress.
  • Fixed a bug in which Japanese ruby characters were not displayed for certain bosses.
  • Fixed a bug occurring in certain language versions of the game, in which Divine Beast Resonation was said to affect only the player, rather than all allies.
  • Fixed a bug that prevented the subtitles for NPC companions from appearing on the screen for Co-op guests under certain conditions.
  • Fixed a bug that sometimes removed players’ equipped throwing weapons if they used Embedment to replace jewels on or extract jewels from equipment in the storehouse.
  • Fixed a bug that increased the player’s amount of Genuine Qi if they died when the effectiveness of “Genuine Qi Loss upon Death” was over 100%.
  • Fixed a bug preventing the Divine Beast Gauge from becoming full if players set their Divine Beast while in the Training Ground.
  • Fixed a bug that sometimes caused incorrect battlefield information to be displayed in the list of search results for Co-op sessions.
  • Fixed a bug in which the BGM would fail to play when players continued a Co-op session and selected a battlefield.
  • Fixed a bug in which the wrong negative effect icons were sometimes displayed when players inflicted elemental damage on enemies in the sub battlefield “Beyond the Heavens.”
  • Fixed a bug that made it impossible to progress from the loading screen when Co-op was disbanded and guest players returned to their original battlefield under certain conditions.
  • Fixed a bug in which the wrong set bonus information was displayed when players checked the details of set bonuses while the special effect Set Bonus Requirement Mitigation was active.
  • Fixed inconsistent behavior that occurred when cycling between information panels displayed on the right side of the Inventory menu.
  • Fixed a bug that sometimes displayed the shooting tutorial when players opened the Battle Flag menu in Basic Training.
  • Fixed a visual bug in which the numbers in battle set names were missing a digit just after they were automatically registered in the Battle Set menu.
  • Fixed a bug making the game prone to crashing in certain environments.
  • Fixed a bug preventing companions’ levels from rising above 151.
  • Fixed a bug that granted Grace effects to items obtained via Deliveries.
  • Fixed a bug that sometimes disabled the controls after the host player interacted with a Battle Flag during Invade sessions.
  • Fixed a bug in which vengeance targets’ Morale Ranks would remain at a higher level if players used the item Mystic Crane upon defeating them.
  • Fixed other minor bugs.

PlayStation®5/PlayStation®4 Versions

Additional Features

  • Made changes so that blocked players will no longer be displayed in the search results when matching across different platforms.
Major Bug Fixes
  • Fixed a bug in which unlocked videos sometimes disappeared from THEATER if players had downloaded save data via Manage Cross Save.

Steam®/Microsoft Store Versions

Additional Features

  • Changed XeSS from version 1.1.0 to 1.2.0.

Major Bug Fixes

  • Fixed a bug that sometimes caused the game to crash when DLSS settings were changed.
  • Fixed a bug occurring when the control method was set to Keyboard Only with Mouse Enabled, in which setting “Shift + Your Key Input” as the Key Config control for Interact caused only “Sh” to be displayed for the Interact icon.

Microsoft Store Version

Major Bug Fixes

  • Fixed a bug that sometimes caused the game to crash when gameplay was ended during online sessions.

While the official patch notes haven’t been released just yet, here are some of the confirmed new items incoming to buyers of DLC 2, as well as the new base game free additions.

Wo Long: Fallen Dynasty DLC 2 “Conqueror of Jiangdong” New Content:

  • New weapon category: Long Sword
  • New generals: Gan Ning, Taishi Ci
  • New Divine Beast
  • New enemies and demons
  • New endgame content “The Thousand-Mile Journey” – Players choose a route for the battlefield they wish to challenge and head out on a long journey. There are also rewards that can only be obtained in the “The Thousand-Mile Journey”.

Free Update:

  • New Wizardry Spell
  • Lies of P collaboration
  • Major balance adjustments & feature expansions

Once the official patch notes are out, we’ll update the article.

Update: Official patch notes have been added.

Source: Team Ninja

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > News

Lies of P Update 1.02 for September 27 Brings Various Balance Changes

NEOWIZ has released Lies of P update 1.02 (PS5 version 1.002), and this is brings various balance changes to the game. Tagged by the studio as patch 1.2.0.0, you can read the full and official Lies of P September 27 patch notes below.

Lies of P Update 1.02 Patch Notes | Lies of P Update 1.002 Patch Notes | Lies of P Update 1.2.0.0 Patch Notes:

Balance Changes

Field Monster Balance Changes
– Decreased the HP of certain field monsters
– Increased the chance of breaking some monsters’ stance and the frequency of stagger
– Increased the staggerable window time

Decrease the HP of all 3 types of Dimensional Butterflies

Adjusted the rewards for some monsters
– Increased the drop rate of Moonstone type items
– Decreased the drop rate of Star Fragments
– Increased the drop rate of Ergo items
– Increased the Ergo rewards of certain monsters that appear after Lorenzini Arcade”

Boss Monster Balance Changes

– Decreased the HP of ‘Fallen Archbishop Andreus’
– Decreased the HP of ‘King of Puppets’ in the first phase
– Decreased the HP of ‘Simon Manus, Arm of God’
– Decreased the damage of ‘Simon Manus, Awakened God’
– Increased the chance to break the stance of ‘Simon Manus, Awakened God'”

Increased the Specter’s HP and damage

 System Changes Related to the Character Progression Reset

– Added the feature to reset the character’s level, P-Organ, and Legion Arms at the ‘Gold Coin Tree’
– Characters created after this patch will now receive 8 Gold Coin Fruits instead of 5 for their first harvest
– Adjusted the required amount of gold coins to reset the character’s level, P-Organ, and Legion Arms

Additional Changes

– Players will now be able to carry more weight for each point spent on Capacity
– Decreased the weight of Amulets that could be purchased with Boss Ergo
– Players will now be able to land attacks better when they use fable arts that consume three or more slots. (includes Fable Arts that stack)
– Successfully performing the Fable Art ‘Guard Parry’ will now break the monster’s stance

New Features

Now supports the DUALSHOCK®4 & DualSense™ controllers on Windows OS devices
Bug Fixes

– Fixed a bug with the Legion Arm ‘Pandemonium II – Acid Charge’ rarely not working properly.
– Fixed a bug that the Legion Arm ‘Pandemonium’ consumed only Legion guage while using Grindstones
– Fixed a bug that Geppetto’s face to flicker in the cutscene after defeating the ‘Nameless Puppet’ with Graphic Quality Presets – Low
– Fixed a typo of Carlo Collodi in the End Credits. (We sincerely apologize to Mr. Collodi and that was not a lie!)

That’s about it. If you haven’t picked the game up yet, go read our review right here.

Source: Steam

More Lies of P Reading:

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > DLC and Expansions

Rainbow Six Siege x Halo Collaboration Launches Master Chief Into Action With New Sledge Elite Set

Spartan-117 is reporting for duty by providing his armor, gravity hammer, and other items as part of a new bundle in Rainbow Six Siege. In comes the Master Chief himself, masquerading as an Elite Skin for Sledge. It’s available now, and the package comes with an entire list of items any Halo fan would be looking forward to.

This new collaboration ultimately brings together the worlds of Rainbow Six Siege and Halo into one. Master Chief, also known as John-117, is landing in close-quarters combat thanks to a fresh bundle. Known simply as the Spartan-117 Elite Bundle, players can visit the Rainbow Six Siege shop now to check out what the Chief has to offer.

There are 10 items that are being included in the Spartan-117 Bundle. The Spartan-117 Bundle is currently priced at 2670 R6 Credits, and it comes with the following items:

  • Cortana Weapon Charm
  • Master Chef Sledge Elite Skin Helmet
  • Master Chef Sledge Elite Skin Outfit
  • Master Chief Elite Operator Card Background
  • Master Chief Elite Operator Portrait
  • Master Chief Elite Victory Celebration
  • Weapon Skin For The P226 MK 25
  • Weapon Skin for Sledge’s Breaching Hammer
  • Weapon Skin for the L85A2
  • Weapon Skin for the M590A1

The arrival of Master Chief is complete with a crossover trailer, where the famous Spartan from the Halo franchise drops into action. Speaking of Rainbow Six Siege, a new patch has been released earlier today, which you can read about here.

Anthony Rivera

Home > News

SF6 Update 1.000.005 for Sept. 26 Strikes Out to Add AKI (Update)

Capcom has pushed out (Street Fighter 6) SF6 update 1.000.005 (PS4 version 1.05) this September 26 (Sept. 27 outside US) and this is to add AKI to the roster and more. Read on for what’s new in the SF6 new update patch notes.

SF6 Update 1.000.005 for Patch Notes | SF6 September 26 Patch Notes | SF6 Update 1.05 Patch Notes:

Update: The official patch notes alongside the balance adjustments have been revealed!

Goods Shop Items Added
– Playable character A.K.I.
– A.K.I. Outfit 2
– A.K.I. Colors 3 – 10
– Avatar gear: SFL-JP ’23 Badge Bundle, SFL-US ’23 Badge Bundle, SFL-EUROPE ’23 Badge Bundle
Please note, the badges in the above bundles are also available as individual items.

To play as A.K.I., you must have purchased the character from the Goods Shop, or have either the Year 1 Character Pass or the Year 1 Ultimate Pass.

You can also use a Rental Fighter ticket to try out the character for one hour.

Supported Languages
– Latin American Spanish added to supported languages

Added Functionality
– Added support for Share Screen functionality during online battles. (PS4/PS5)

Fighting Ground
– A.K.I.’s story added to Arcade Mode
– You can now toggle ‘Button Release Input’ on or off via Control Settings on the Character Select screen for Versus and other modes

– Ranked Match: A new rank, Legend, has been added for players that fall within the top 500 in the Master League rankings.
Please note that the rank will only be attainable from November 1, 2023, when Phase 2 begins.

– Custom Room: Custom Room Display Settings have been added
– Training Mode features have been expanded

• Shortcut Settings:
When setting a shortcut that uses the Function Button and another button, you can now register that other button on its own for use as another shortcut.

• Reversal Settings:
When a delay has been applied, Dummy Behavior settings from Dummy Settings will now be reflected during the delay period before the reversal activates.

• Frame Meter Display:
Display of invincibility frames added for A.K.I.
Please refer to ‘The Frame Meter and You’ in-game for info on the Frame Meter.

• Gauge Recovery Timing:
It is now possible to set P1 or P2’s gauge recovery to not kick in during recovery from a move on hit or block.

• Recording Settings:
(1) Only the Replay Playing mark will be displayed when a replay is started with the ‘Disable Only for Random Playback’ setting under ‘Replay Info Display’ applied.
(2) An ‘Always Repeat Playback’ option has been added to the Repeat Replay options. When turned on, recordings will automatically restart from the beginning even after using Restart Battle or changing other replay conditions.

Warning Regarding Replays
After updating, you won’t be able to play back replays from earlier versions.

CFN > Replay
Replays saved to your Replay List will remain saved, but cannot be played back.

Fighter Profile
History data from earlier versions will not be displayed.

Battle Hub
– A ‘History’ tab has been added to the Phrases and Stickers windows to access ones you’ve recently used in chat.
– The meaning of a sticker will now be shown when they are highlighted by the cursor.
– It is now possible to use stickers of some of the monsters from the Pockest mini-game found on the Buckler’s Boot Camp companion site.
Please note that you will be notified within Pockest when you have acquired a sticker.
– The number of Battle Hub servers available have been adjusted.
– More servers for hosting tournaments have been added.

World Tour
– A.K.I.’s Master Missions added
– Tian Hong Yuan (China) and Daytime SiRN Building Interior areas added

Bug Fixes
– Fixed an issue where it was possible to progress to Tier 21 and beyond of the Fighting Pass without purchasing Premium Rewards.
– Other miscellaneous bugs were also fixed.

Street Fighter 6 Update 1.05 Fighter Balance Pass Patch Notes:

All Fighters

Assisted Combos

The following tweaks have been made in order to improve Assist Combo controls.

  • Each Assisted Combo’s input reception timing has been adjusted due to some Assisted Combos accepting inputs too quickly, and others having very small input windows that made them difficult to perform.
  • Made an adjustment so that when special move cancels are allowed, Assisted Combos will also be allowed. This is due to Assisted Combo input reception being too short and thus not allowing for cancels during the active frames of an attack. Please note that due to this adjustment, if your Assisted Combo input is too late, then there are situations where you won’t be able to connect to the special move that you cancel into.
  • Fixed an issue where if you stopped an Assisted Combo midway through and then tried to perform another Assisted Combo of the same strength as soon as possible, the buffered input would not work.
  • Fixed an issue where if you stopped an Assisted Combo midway through and then tried to perform another Assisted Combo of a different strength, that Assisted Combo may not be performed properly.
  • Made an adjustment to prevent rapid cancel attacks from being performed when pressing the Light Attack button while the Assist button is being held. This adjustment was made as it was difficult to perform Light Assisted Combos from rapid cancel attacks.
Forward Dash/Back Dash
  • Fixed an issue where inputting forward three times would result in two forward dashes being performed.
  • Increased the buffer input window from 4 frames to 7 frames
Input recognition frames

In order to reduce unintentional Super Art activations, the input recognition frames* of certain Super Art commands have been shortened. Due to this adjustment, players must input their commands faster or the Super Art may not be performed. Adjusted Super Art Commands are as follows: 1. ↓↘→↓↘→ 2. ↓↙←↓↙← *Input recognition frames are the number of frames you must input the next command in order for the game to recognize you are performing a specific attack. ex. In the case of the ↓↘→↓↘→ command, there are 9 input recognition frames between the first Down input and the next Down-Forward input, meaning if 10 frames pass between those inputs, the first Down input will be reset and the Super Art will not be performed.

Gauge gain on Perfect Parry

When perfect parrying certain multi-hitting attacks, there were cases where the Drive Gauge consumption was more than the Drive Gauge gain, so adjustments have been made. Perfect parrying strike attacks will now give an increase of 10,000 (1 block) while perfect parrying Super Arts will give an increase of 20,000 (2 blocks). Considering the ease of parrying them, projectiles other than Super Arts will be kept in their current state. For a list of moves affected by this adjustment, please refer to each character’s section.

Attacks hitting an opponent behind the player

Fixed an issue where some attacks attacks could unintentionally hit an opponent behind the character. For a list of moves affected by this adjustment, please refer to each character’s section.

Drive Gauge gain during Burnout

Due to a value setting error, there were some attacks that when blocked during Burnout, only increased the Drive Gauge by half of what would be consumed when blocking it normally (the same as overhead or low attacks). This has been corrected with this update. For a list of moves affected by this adjustment, please refer to each character’s section.

Chip damage during Burnout

Due to a value setting error, outside of Super Art attacks, there were some attacks that when blocked during Burnout only chipped 1/4 of the original damage value. This has been corrected with this update. For a list of moves affected by this adjustment, please refer to each character’s section.

Drive Impact

Fixed an issue where stopping a Drive Impact with another Drive Impact after absorbing a hit via armor would result in the two Drive Impacts canceling each other out.

Drive Parry
  • Fixed an issue where performing a Drive Parry from a crouching position would result in a different Drive Gauge consumption timing compared to one done from a standing position.
  • Fixed an issue where performing a Drive Parry from a crouching position with certain characters and holding the parry would result in increased Drive Gauge consumption. This has been fixed to match what happens when performing a Drive Parry from a standing position. Characters Affected – Luke  – Kimberly – Zangief – Dee Jay – Rashid – Guile – E. Honda
Perfect Parry

Fixed an issue where if an upward direction (up, up-left, or up-right) was input after perfect parrying a projectile, the character would perform a jump even if the upward directional input was released before the character exited their recovery state.

Jump attack landing recovery

Fixed an issue where after having your jumping attack perfect parried, the timing for when you’re next able to perform a standing attack was 1 frame later than intended. Please note that no changes were made to Perfect Parries for this issue.

RYU:

Crouching Heavy Punch

Fixed an issue where the animation would go back if the attack hit on the 2nd active frame.

Fuwa Triple Strike (Medium Punch, Light Kick, Heavy Kick)
  • The Drive Gauge decrease for the final hit on Punish Counter has been changed from 0 to 10,000.
  • The 2nd hit of this string was increasing the opponent’s Drive Gauge by 2,000 on Punish Counter, but this has been changed so it now decreases their Drive Gauge by 2,000 instead.
High Double Strike

The Drive Gauge decrease on Punish Counter has been changed from 0 to 10,000.

Shin Hashogeki (SA2)

Applies only when using Shin Hashogeki charged to Level 2 or 3 during a juggle combo There was a situation where the attack hitbox would not hit an opponent if the player was right under them, so the following adjustments have been made to alleviate the issue. – The pushbox has been expanded upwards from the time the button is released until the end of the attack’s active frames. – The attack’s hitbox has been expanded inwards.

Shared adjustment: Drive Gauge gain during Burnout

The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Jumping Medium Punch 2nd hit: From 1500 to 750 Collarbone Breaker (→+Medium Punch) 2nd hit: From 1250 to 625 Known Issue When only the 2nd hit of Collarbone Breaker lands the attack is considered a mid-level/overhead hit, but in this situation the 625 Drive Gauge increase for when the move is considered a high level hit is applied. This issue is scheduled to be resolved in the next update.

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Jumping Medium Punch – Collarbone Breaker (→+Medium Punch) – Solar Plexus Strike (→+Heavy Punch) – Axe Kick (←+Heavy Kick) – Overdrive Shoryuken (→↓↘+2 Punches) – Medium/Heavy/Overdrive Tatsumaki Senpu-kyaku (↓↙←+Kick) – Shinku Hadoken – Shin Shoryuken

Shared adjustment: Attacks hitting with an opponent behind you

Fixed an issue where the following attacks would hit an opponent behind Ryu. – Standing Light Kick – 2nd hit of Fuwa Triple Strike – Final hit of Shin Shoryuken

LUKE:

Overdrive No Chaser (↓↘→+2 Kicks, Punch)

The amount of Super Art gauge gained on block was not half of the amount gained on hit, so it has been adjusted from 500 to 600.

Shared adjustment: Chip damage during Burnout

The amount of chip damage done when an opponent blocks the following attack during Burnout has been adjusted. – Light Flash Knuckle (↓↙←+Light Punch) – Perfect version 2nd hit: From 75 to 50

Shared adjustment: Drive Gauge gain during Burnout

The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Light Flash Knuckle (↓↙←+Light Punch) Perfect version 2nd hit: From 0 to 500 Fatal Shot (↓↘→+2 Punches, 2 Punches) From 0 to 500

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Perfect and max charge versions of Light/Medium/Heavy Flash Knuckle (↓↙←+Punch) – Overdrive Rising Uppercut (→↓↘+2 Punches) – Vulcan Blast – Eraser

Drive Impact

Fixed an issue that would cause the opponent to not take damage during the hit scene of a Drive Impact in certain circumstances.

KIMBERLY:

Light Punch, Medium Punch

The amount of Super Art gauge gained on block was not half of the amount gained on hit, so it has been adjusted from 150 to 200.

Medium/Heavy/Overdrive Vagabond Edge (↓↘→+Punch)

The amount of Drive Gauge lost when an opponent blocked the 2nd hit of this attack had an older value, so it has been adjusted from 2000 to 4000.

【Bushin Beats (SA1) / Bushin Thunderous Beats (SA1) / Bushin Scramble (SA2) / Soaring Bushin Scramble (SA2) / Bushin Ninjastar Cypher (SA3/CA)

Fixed an issue where if certain attacks hit an opponent while they were in stun and had a full Drive Gauge, they would recover from Burnout upon getting hit. – Bushin Beats/Bushin Thunderous Beats – Bushin Scramble – Soaring Bushin Scramble – Bushin Ninjastar Cypher

Shared adjustment: Drive Gauge gain during Burnout

The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Neck Hunter (↓↘→+Kick, Heavy Kick) From 2000 to 4000 Overdrive Neck Hunter (↓↘→+2 Kicks, Heavy Kick) From 1250 x 2 to 2500 x 2 Shadow Slide (↓↘→+Kick, Medium Kick) From 2000 to 4000 Overdrive Shadow Slide (↓↘→+2 Kicks, Medium Kick) From 1250 x 2 to 2500 x 2

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. Normal/Overdrive Arc Step (↓↘→+Kick) Overdrive Torso Cleaver (↓↘→+2 Kicks, Light Kick) Overdrive Shadow Slide (↓↘→+2 Kicks, Medium Kick) Overdrive Neck Hunter(↓↘→+2 Kicks, Heavy Kick) Normal/Overdrive Aerial Bushin Senpukyaku (in mid-air, ↓↙←+Kick)

CHUN-LI:

Jumping Heavy Punch

Jumping Heavy Punch’s damage was 800 on grounded opponents and 500 on airborne opponents, but the damage on counter/Punish Counter on airborne opponents was set to the grounded damage of 960, so it has been adjusted to 600.

Lotus Punch (↓↙←+Punch, Heavy Punch)
  • The hurtbox on the head unintentionally shrank between frames 3 – 28, so it has been expanded
  • The 2nd hit was considered a high attack if the first attack whiffed, but it has been fixed to now be a mid-level/overhead attack. The 2nd hit is still a high attack if the 1st attack hits.
Overdrive Tensho Kicks (↓↓+2 Kicks)

Fixed an issue where Chun-Li would move a considerable distance upon landing if the players switched sides when the 2nd attack hit.

Kikosho (SA1)

Fixed an issue where hits except for the final one would not kill an airborne opponent.

Hoyoku-sen (SA2)

Fixed an issue where the Assist Combo would be interrupted if the next input was performed with specific timing, after performing Hoyoku-sen via Assist Combo.

Soten Ranka (SA3)

The Drive Gauge decrease when blocking the 2nd hit and later attacks was 0, so those values have been adjusted. Super Art 3 1st hit: From 7500 to 6500 2nd and 3rd hit: From 0 to 500 Critical Art 1st hit: From 10,000 to 9,000 2nd and 3rd hit: From 0 to 500

Shared adjustment: Chip damage during Burnout

The amount of chip damage done when an opponent blocks the following attack during Burnout has been adjusted. Medium Spinning Bird Kick (Charge ↓, ↑+Medium Kick) From 275 to 300

Shared adjustment: Drive Gauge gain during Burnout

The Drive Gauge increase gained by the opponent when they block the following attack during Burnout has been adjusted. Lotus Fist (↓↙←+Punch, Heavy Punch) 2nd hit: From 2500 to 1250 Known Issue The 2nd hit of Lotus Fist is considered a mid-level/overhead hit when the only that hit lands, but in this situation the Drive Gauge increase of 1250, for when the move is considered a high level hit, is applied. This issue is scheduled to be resolved in the next update.

Shared adjustment: Attacks hitting with an opponent behind you

Fixed an issue where the following attacks would hit an opponent behind Chun-Li. – Lightning Kicks (↓↘→+Kick) – Lightning Kick Barrage (↓↘→+2 Kicks, 2 Kicks) – Hazanshu (↓↙←+Kick) – Spinning Bird Kick (Charge ↓, ↑+Kick) – Soten Ranka

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Crouching Heavy Punch – Lotus Fist (↓↙←+Punch, Heavy Punch) – Lightning Kicks (↓↘→+Kick) – Lightning Kick Barrage (↓↘→+2 Kicks, 2 Kicks) – Aerial Lightning Kicks (in mid-air, ↓↘→+Kick) – Spinning Bird Kick (Charge ↓, ↑+Kick) – Drive Reversal – Kikosho – Aerial Kikosho – Hoyoku-sen – Soten Ranka

MANON:

Drive Impact

Fixed an issue where a Drive Impact clash would occur even if Manon’s Drive Impact was activated 1 frame later than the opponent’s.

Heavy/Overdrive Rond-point (↓↘→+Kick)
  • The 2nd hit of the Heavy version on Punish Counter had an incorrect damage value assigned to it, so it has been changed from 600 to 480.
  • Fixed an issue where it was possible to cancel the end of the Heavy or Overdrive version when it was blocked.
Overdrive Renverse (↓↘→+2 Punches)

Fixed an issue where the recovery difference was 1 frame slower after hit when Manon medal level was 3 or 4.

Arabesque (SA1)

Fixed an issue where certain moves and this move would miss each other when both active. This attack will now not pass through an opponent until it hits them.

Shared adjustment: Drive Gauge gain during Burnout

The Drive Gauge increase gained by the opponent when they block the following attack during Burnout has been adjusted. Arabesque From 1250 to 2500

Shared adjustment: Attacks hitting with an opponent behind you

Fixed an issue where the following attacks would hit an opponent behind Manon. – Standing Light Kick – Pas de Deux

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Light/Medium Dégagé (↓↙←+Kick) – Rond-point (↓↘→+Kick) – Étoile

KEN:

Drive Reversal

Fixed an issue where Ken’s invincibility would last longer than other characters on hit.

Shoryuken (Quick Dash version) (2 Kicks, →↓↘+Punch)

The amount of Super Art gauge gained by blocking the 1st and 2nd hit was not half of the amount gained on hit, so it has been adjusted from 300 to 200.

Overdrive Hadoken (↓↘→+2 Punches)

On Punish Counter, the opponent’s Drive Gauge decrease was handled differently from other projectiles, so the values have been adjusted. 1st hit: From 5000 to 2500 2nd hit: From 0 to 2500

Shared adjustment: Drive Gauge gain during Burnout

The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Thunder Kick (2 Kicks, Medium Kick) From 1250 to 2500 Normal/Overdrive Kazekama Shin Kick (↓↘→+Kick, Light Kick) From 1500 to 3000 Normal/Overdrive Gorai Axe Kick (↓↘→+Kick, Medium Kick) From 1250 to 2500

Shared adjustment: Chip damage during Burnout

The amount of chip damage done when an opponent blocks the following attack during Burnout has been adjusted. Light Dragonlash Kick (→↓↘+Light Kick) 250 > 237

Shared adjustment: Attacks hitting with an opponent behind you

Fixed an issue where the following attacks would hit an opponent behind Ken. – Forward Step Kick (2 Kicks, Heavy Kick) – Jinrai Kick (↓↘→+Kick) – Medium/Heavy Tatsumaki Senpu-kyaku (↓↙←+Kick) – Forward attack hitbox on the Quick Dash version of Tatsumaki Senpu-kyaku – Dragonlash Flame

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Medium/Heavy/Overdrive/Quick Dash Shoryuken (→↓↘+Punch) – Medium/Heavy/Overdrive/Quick Dash Tatsumaki Senpu-kyaku (↓↙←+Kick) – Shippu Jinrai-kyaku – Shinryu Reppa

ZANGIEF:

Smetana Dropkick (↘+Heavy Kick)

The amount of Drive Gauge lost when an opponent blocked this attack was unintentionally set at a low value, so it has been corrected from 3000 to 6000.

Borscht Dynamite (360+Kick while jumping)
  • This attack would come out unexpectedly when attempting to do a jumping attack, so the input recognition frames* have been changed from 20 to 12.
  • Fixed an issue where the amount of Super Art gauge gain on Punish Counter was 150 less than on normal hit.

*Input recognition frame is the the number of frames you must input the next command in order for the game to recognize you are performing a specific attack. ex. When performing a Hadoken (↓↘→+Punch), you must input Down then Down-Forward within a certain number of frames for the game to recognize the input. This is known as the Input recognition frame.

Overdrive Double Lariat (3 Punches)

Adjusted the amount of Super Art gauge gain on the 2nd hit and after from 300 to 250.

Aerial Russian Slam (SA1)
  • Fixed an issue where Drive Gauge loss would be 60 less on hit when using Modern Controls’ Special button to perform the move.
  • Fixed an issue where if this attack hits an opponent while they were in stun and had a full Drive Gauge, they would recover from Burnout upon getting hit.
Cyclone Lariat (SA2)
  • Made the following adjustments as the opponent would fly over Zangief during a mid-air hit, causing attacks after the 2nd hit to miss. – When the attack hitbox connects, the pushbox will expand upwards. – Attack hitboxes from the 2nd attack and later will have their range expanded upwards.
  • Fixed an issue where the attack’s effect would remain when interrupted by an opponent’s attack on startup.
  • Fixed the opponent’s reaction animation on the final hit.
Shared adjustment: Drive Gauge gain during Burnout

The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Crouching Medium Kick From 2500 to 5000 Smetana Dropkick (↘+Heavy Kick) From 1500 to 3000

Shared adjustment: Attacks hitting with an opponent behind you

Fixed an issue where the following attack would hit an opponent behind Zangief. – Standing Light Kick

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Normal/Overdrive Double Lariat (2 Punches) – Cyclone Lariat

JP:

Overdrive Embrace (↓↙←+2 Kicks)

Fixed an issue where JP would still be able to move around during the cutscene when a projectile with a long trade time pierces and hits him.

Heavy Stribog (↓↘→+Heavy Punch)

Fixed an issue where JP’s Drive Gauge increase gain would only be half when the first attack is blocked by the opponent while they are in Burnout.

Chornobog (SA1)

No Drive Gauge was gained when parrying the first attack, so it has been redistributed as follows. 1st attack: From 0 to 10,000 2nd attack: From 20,000 to 10,000 No changes were made for when only the 2nd attack is parried.

Lovushka (SA2)

Fixed an issue where the final attack would come out when JP is hit by an attack with a short knockback time immediately after performing this move.

Interdiction (SA3/CA)

Fixed an issue where if this attack hits an opponent while they were in stun and had a full Drive Gauge, they would recover from Burnout upon getting hit.

Shared adjustment: Attacks hitting with an opponent behind you

Fixed an issue where the following attacks would hit an opponent behind JP. – Standing Light Kick – Stribog (↓↘→+Punch)

Shared adjustment: Drive Gauge gain during Burnout

The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Medium/Heavy Torbalan (↓↘→+Kick) From 1250 to 2500 Lovushka (2nd – 4th hit) From 500 to 1000

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Bylina (→+Heavy Kick) – Chornobog – Lovushka

DHALSIM:

Standing Medium Kick

The amount of Super Art gauge gain on Punish Counter was higher than on a normal hit, so it’s been adjusted from 700 to 500 to match.

Jumping Medium Kick

The attack property for the tip of the attack has been corrected to be a mid-level/Overhead instead of a high attack.

Jumping Heavy Punch

Fixed an issue where the recovery frame difference does not change if an opponent blocks this attack while in Burnout.

Aerial Yoga Teleport (← or →+3 Punches or 3 Kicks while jumping)
  • Fixed an issue where Dhalsim would gain Super Art gauge upon activation.
  • Fixed an issue where after performing the Punch version, if Dhalsim does nothing while in mid-air, the landing timing would be 1 frame slower compared to the Kick version.
Heavy Yoga Flame (→↘↓↙←+Heavy Punch)

Fixed an issue where projectile clash would only occur twice.

Yoga Arch (↓↘→+Kick)

Fixed an issue where Initial Scaling and Combo Scaling would be applied when the opponent is only hit by the detonation from the projectile landing on the ground.

Overdrive Yoga Comet (→↘↓↙←+2 Punches while jumping)

Fixed an issue where Dhalsim couldn’t cancel into other mid-air special moves before landing if the player plinked* the two attack buttons by 1 frame when performing the attack. *Plinking: Quickly pressing two or more buttons exactly one frame apart

Yoga Sunburst (SA2)

Fixed an issue where the fireball could not be seen if only the final attack missed.

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Overdrive Yoga Blast (→↘↓↙←+2 Kicks) – Drive Reversal – Yoga Inferno – Yoga Sunburst

CAMMY:

Lifting Uppercut (←+Medium Punch)

Fixed an issue where, when an opponent’s wake-up overlaps with the latter half of the active frames of this attack, a crouching opponent is able to block certain parts of the attack that they normally should not be able to.

Killer Bee Spin (SA2) / Aerial Killer Bee Spin (SA2)
  • Fixed an issue where Drive Gauge consumption while connecting with this attack while standing on the ground was more than other level 2 Super Arts.
  • During a mid-air hit the Drive Gauge decrease was small even during its biggest attack, so the final hit now drains 3700 instead of 3000.
Killer Bee Spin (SA2) / Aerial Killer Bee Spin (SA2) / Delta Red Assault (SA3/CA)

Fixed an issue where if these attacks hit an opponent while they were in stun and had a full Drive Gauge, they would recover from Burnout upon getting hit. – Killer Bee Spin – Aerial Killer Bee Spin – Delta Red Assault

Shared adjustment: Drive Gauge gain during Burnout

The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Delayed Ripper (→+Heavy Kick) From 4000 to 2000 Swing Combination (Heavy Punch, Heavy Kick) 2nd hit: From 4000 to 2000 Razor’s Edge Slicer (↓↘→+Punch, No input) Normal version: From1500 to 3000 Charged version: From 2500 to 5000 Overdrive version: From 2500 to 5000 Reverse Edge (↓↘→+Punch, ↓+Kick) Normal version: From 2000 to 4000 Charged version: From 3000 to 6000 Overdrive version: From 4000 to 8000

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Heavy/Overdrive/Charged Spiral Arrow (↓↘→+Kick) – Overdrive/Charged Razor’s Edge Slicer (↓↘→+Punch, No input) – Overdrive/Charged Reverse Edge (↓↘→+Punch,↓+Kick) – Spin Drive Smasher – Killer Bee Spin – Aerial Killer Bee Spin

DEE JAY:

Assisted Combo 1

Fixed an issue where the Quick Rolling Sobat would not be performed by pressing forward and the Special Move button from the first hit.

Assisted Combo 3

Fixed an issue where Maximum Strike would have additional scaling added to it if the 3rd attack’s input was late.

Overdrive Air Slasher (Charge ←, →+2 Punches)

Implemented a fix so only Overdrive Air Slasher is performed when holding back and using the Special Move button in Modern Controls. Previously, if a charge was ready, Overdrive Jus Cool or Overdrive Double Rolling Sobat could not be performed.

Speedy Maracas (↓↓+2 Punches)
  • In Street Fighter 6, when going from a Punish Counter state and transitioning to a move that can absorb attacks, the player is essentially in a Punish Counter state from the beginning. This is to prevent players from making mistakes during their combo selection, etc. when aiming for an opponent’s recovery period. By transitioning from Air Slasher to Speedy Maracas, Air Slasher’s Punish Counter state was being overwritten by a Counter state, so we have fixed this issue so the transition to Speedy Marcas will be in a Punish Counter state.
  • Fixed an issue so when Air Slasher hits on Counter/Punish Counter, is parried, or runs into Super Armor, you cannot transition into Speedy Maracas.
Marvelous Sunrise Festival (SA2) / Headliner Sunrise Festival (SA2)

Fixed an issue where the first frame of the normal attack could not be kara-canceled*. *Kara Cancel: Canceling the start up of a move into another move.

Drive Reversal

Updated the hurtbox to match the appearance of the attack from the end of its active frames to the end of the attack. Originally, the hurtbox was too small compared to the reach of the attack, making it extremely difficult to counter attack compared to other characters.

Shared adjustment: Drive Gauge gain during Burnout

The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Normal/Overdrive Funky Slicer (↓↙←+Kick, Light Kick) From 2000 to 4000 Normal/Overdrive Waning Moon (↓↙←+Kick, Medium Kick) From 2000 to 4000

Shared adjustment: Chip damage during Burnout

The amount of chip damage done when an opponent blocks the following attacks during Burnout has been adjusted. Machine Gun Uppercut (↓↙←+Punch) Light: From 200 to 37 Medium: From 200 to 25 Heavy: From 200 to 25 Overdrive: From 200 to 25 Quick Rolling Sobat (↓↘→+Medium Kick) From 200 to 250 Double Rolling Sobat (↓↘→+Heavy Kick) From 150 x 2 to 175 x 2 Medium/Heavy Jackknife Maximum (Charge ↓, ↑+Kick) From 125 to 150

Shared adjustment: Attacks hitting with an opponent behind you

Fixed an issue where the following attacks would hit an opponent behind Dee Jay. – Standing Light Kick – 1st hit of Machine Gun Uppercut (↓↙←+Punch) – 1st hit of Sunrise Festival – Weekend Pleasure

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Face Breaker (←+Heavy Kick) – Double Rolling Sobat (↓↘→+Heavy Kick) – Overdrive Rolling Sobat (↓↘→+2 Kicks) – Marvelous Sunrise Festival – Headliner Sunrise Festival

LILY:

Jumping

Fixed an issue where it was possible to perform special moves or Super Arts (except for 360 command throws) until the 5th frame of Lily’s jump.

Thunderbird (SA2) / Soaring Thunderbird (SA2)
  • Adjusted the Drive Gauge gain when parrying the Windclad version of Thunderbird and Soaring Thunderbird, as it was less than when parrying the normal version of those moves.
  • This attack would miss more than expected when incorporated into mid-air combos, so the hitbox of the attack has been expanded upwards only when hitting an opponent already reeling from damage, allowing for multiple hits to land easier.
Shared adjustment: Drive Gauge gain during Burnout

The Drive Gauge increase gained by the opponent when they block the following attack during Burnout has been adjusted. Great Spin (↓+Heavy Punch during a jump) From 2000 to 4000

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Crouching Heavy Punch – Crouching Heavy Kick – Overdrive/Windclad/Overdrive Windclad Tomahawk Buster (→↓↘+Punch) – Overdrive/Windclad/Overdrive Windclad Condor Dive (2 Punches during a jump) – Breezing Hawk – Thunderbird – Soaring Thunderbird

BLANKA:

Crouching Heavy Kick

Adjusted the Super Art gauge gain on block from 600 to 500.

Rock Crusher (→+Medium Punch)

Adjusted the Super Art gauge gain on block from 500 (250/250) to 250 (125/125).

Double Knee Bombs (→+Medium Kick)

Adjusted the Super Art gauge gain on block from 500 (250/250) to 250 (125/125).

Overdrive Aerial Rolling Attack (Charge ←, →+2 Punches during a jump)

Adjusted the Super Art gauge when blocking the first hit from 650 to 450.

Overdrive Backstep Rolling Attack (→↘↓↙←+2 Kicks)
  • Adjusted the opponent’s Drive Gauge gain when parrying the first attack from 5000 to 10000.
  • Adjusted the opponent’s Drive Gauge gain when parrying the 2nd and 3rd attacks from 2500 to 5000.
Shared adjustment: Attacks hitting with an opponent behind you

Fixed an issue where the following attacks would hit an opponent behind Blanka. – Standing Heavy Kick – Double Knee Bomber (→+Medium Kick) – 1st attack of Overdrive Backstep Rolling Attack (→↘↓↙←+2 Kicks) – SA2 boosted Light Rolling Attack (Charge ←, →+Light Punch) – Ground Shave Cannonball

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Rock Crusher (→+Medium Punch) – Double Knee Bomber (→+Medium Kick) – Overdrive Backstep Rolling Attack (→↘↓↙←+2 Kicks)

JURI:

Modern Controls

Fixed an issue where the rapid cancel version of crouching light attack would be performed when attempting to perform Assist Combo 1 from crouching light attack while Feng Shui Engine was active.

Assisted Combo 3

Fixed an issue where 2 blocks of Drive Gauge were used when transitioning into Overdrive Go Ohsatsu from Overdrive Ankensatsu via Assist Combo.

Shared adjustment: Attacks hitting with an opponent behind you

Fixed an issue where the following attack would hit an opponent behind. Feng Shui Engine’s initial forward charge

Senkai Kick (SA2 boosted) (→+Medium Kick)

When Senkai Kick connected as a chain combo while Feng Shui Engine was active, the Drive Gauge fluctuations would not be in accordance with the chain combo value, so they have been fixed to the following values. Drive Gauge gain on hit: From 500 to 375 Drive Gauge loss on block: From 1250 to 625 Drive Gauge loss on Punish Counter: From 2000 to 1250

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Standing Medium Kick – Renko Kicks (→+Heavy Punch) – Korenzan (←+Heavy Kick) – Normal/Overdrive Tensenrin (→↓↘+Punch) – Boosted/Overdrive Go Ohsatsu (→↓↘+Heavy Kick) – Sakkai Fuhazan

MARISA:

Modern Controls

Fixed an issue where you couldn’t cancel Gladius from a normal or unique attack using Forward+Special Move button.

Caelum Arc (↓+Heavy Punch during a vertical jump)
  • Fixed an issue where if you hit an opponent from behind, the recovery would be much longer. On hit: From 27 frames to 19 frames On block: From 23 frames to 15 frames
  • Fixed an issue where if you forced an opponent to block from behind, their orientation would be reversed if they were in Burnout.
  • Fixed an issue where you could cancel the landing recovery with another move.
Dimachaerus (↓↙←+Punch)

Fixed an issue where the Super Art gauge gain on block was not half of what it was on hit.

Javelin of Marisa (SA1, charged version)

Fixed an issue where damage would increase on counter or Punish Counter only during the 5th and 6th active frames of the attack.

Shared adjustment: Drive Gauge gain during Burnout

The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Crouching Heavy Kick From 1500 to 3000 Charged Crouching Heavy Kick From 4000 to 8000 Charged Jumping Heavy Punch From 3000 to 6000 Charged Jumping Heavy Kick From 3000 to 6000 Charged Caelum Arc (↓+Heavy Punch during a vertical jump) From 3000 to 6000 Novacula Swipe (→+Medium Punch, Heavy Punch) From 2500 to 5000

Shared adjustment: Attacks hitting with an opponent behind you

Fixed an issue where the following attacks would hit an opponent behind Marisa. – Gladius (↓↘→+P) – Phalanx (→↓↘+P) – Quadriga (↓↘→+K)

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following move has been adjusted.

Meteorite

GUILE:

Crouching Light Kick

Fixed an issue where the attack couldn’t be rapid canceled if it was absorbed by super armor.

Double Shot (↓+Medium Punch, ↓+Medium Punch)

Fixed an issue where the advantage on block was 5 frames more than blocking it normally if the opponent blocked this attack while in Burnout.

Overdrive Sonic Cross (↓↙←+2 Punches)

Adjusted the opponent’s Drive Gauge gain when parrying this attack from 5100 to 5000.

Sonic Hurricane (SA1)
  • Adjusted the opponent’s Drive Gauge gain when blocking this attack from 2520 to 2500.
  • Fixed an issue where the Heavy version’s projectile clash hitbox was significantly different from its visual appearance.
Crossfire Somersault (SA3/CA)

Fixed an issue where if this attack hits an opponent while they were in stun and had a full Drive Gauge, they would recover from Burnout upon getting hit.

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Overdrive Somersault Kick (Charge ↓, ↑+2 Kicks) – Sonic Hurricane

E.HONDA:

Standing Heavy Punch

Fixed an issue where the distance covered when using this move out of a Drive Rush with Sumo Spirit stocked was much greater than intended.

Crouching Heavy Punch

Fixed an issue where the distance covered when using this move out of a Drive Rush with Sumo Spirit stocked was much smaller than intended.

Shared adjustment: Drive Gauge gain during Burnout

The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Powerstomp (↘+Heavy Kick) From 2500 to 5000 Harai Kick (→+Heavy Kick) From 3000 to 6000 Toko Shizume (Medium Punch, ↘+Heavy Kick) From 2500 to 5000 Sumo Splash (Charge ↓, ↑+Kick) 2nd hit: From 4000 to 8000

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Overdrive Sumo Headbutt (Charge ←, →+2 Punches) – Teppo Triple Slap (↓↘→+Kick, Punch) – Taiho Cannon Lift (↓↘→+K,↓+Punch) – Hundred Hand Slap (↓↙←+P) – Ultimate Killer Headram – The Final Bout

JAMIE:

Forward/Backward walk

Fixed an issue where Jamie would not move on the 1st frame of a forward or backward movement if he was at drink level 4.

Tensei Kick (↓+2 Kicks)

Fixed an issue where if The Devil’s Song had been activated, Tensei Kick on its fastest input started up 1 frame slower.

Ransui Haze (→+Heavy Kick, ←+Heavy Kick, Punch)

Fixed an issue where after The Devil’s Song has run out and the player uses Ransui Haze to raise their drink level, the base attack level would not increase.

Shared adjustment: Attacks hitting with an opponent behind you

Fixed an issue where the following attacks would hit an opponent behind Jamie. – Standing Light Kick (rapid cancel version) – Breakin’ – Getsuga Saiho

Shared adjustment: Drive Gauge gain during Burnout

The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Crouching Medium Kick From 1000 to 2000

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Standing Heavy Punch – Crouching Heavy Kick – Ransui Haze (→+Heavy Kick, ←+Heavy Kick, Punch) – Freeflow Strikes (drink level 4) (↓↘→+Punch) – Bakkai (↓↘→+K) – Breakin’ – Getsuga Saiho

RASHID:

Forward Dash
  • Fixed the beginning animation as it was difficult to visually recognize the technique.
  • Fixed an issue where the technique’s overall frame data would change depending on the inputs during the technique.
  • Fixed an issue where after recovery frames end and Rashid is thrown, Rashid would not be able to perform a throw escape.
Desert Slider (Light Punch+Light Kick during a jump)

Drive Gauge gain on hit was too small, so it has been adjusted from 1600 to 2000.

Light Spinning Mixer (air current boosted) (↓↘→+Light Punch)

Drive Gauge gain on block was different from a normal hit, so it has been adjusted from 2000 to 900.

Medium Spinning Mixer (air current boosted) (↓↘→+Medium Punch)
  • Made the following adjustments as the damage on Punish Counter was 120%. 1st – 2nd hit: From 360 to 240 3rd – 10th hit: From 240 to 120
  • パMade the following adjustments as the Drive Gauge gain on Punish Counter differed from normal hit. 1st – 2nd hit: From 0 to 150 3rd – 10th hit: From 200 to 150 Final hit: From 200 to 500
Overdrive Spinning Mixer (air current boosted) (↓↘→+2 Punches)
  • Made the following adjustments as the damage on Punish Counter was 120%. 1st – 2nd hit: From 360 to 240 3rd – 10th hit: From 240 to 120
  • Adjusted the Super Art gauge gain after the 3rd hit on Punish Counter as it was more than a normal hit. The value was changed from 100 to 50.
  • Fixed an issue where Rashid’s Drive Gauge would increase when a hit after the 3rd hit landed as a Punish Counter.
  • Adjusted the Drive Gauge increase when parrying this move from 12,000 to 10,000.
Overdrive Eagle Spike (air current boosted) (↓↙←+2 Kicks)

Fixed an issue where if Ysaar is placed behind the opponent and Rashid performs Overdrive Eagle Spike, the Eagle Spike would not hit the opponent and go through them instead.

Overdrive Arabian Skyhigh (↓↙←+2 Kicks during a forward jump)

Fixed an issue where Rashid’s Drive Gauge would increase when this attack was blocked.

Tempest Moon (air current boosted) (→+Kick during Run)

Made the following adjustments to Drive Gauge increase on parry. 1st hit: From 10000 to 5000 2nd – 3rd hit: From 5000 to 2500

Drive Impact

Fixed an issue where under certain conditions, when the Drive Impact hit cutscene occurs, the opponent would not take any damage.

Super Art gauge gain on block

The amount of Super Art gauge gained on block for the following attacks was not half of the amount gained on hit, so they have been adjusted. Flapping Spin (→+Medium P) From 500 to 250 Spinning Mixer (air current boosted) (↓↘→+Punch) Light: From 550 to 400 Medium: From 350 to 225 (When the opponent blocks this standing) Heavy: From 50 to 55 Eagle Spike (↓↙←+Kick) Medium: From 500 to 550 Heavy: From 500 to 600 Overdrive: From 500 to 250 (Only when the opponent is in Burnout) Eagle Spike (air current boosted) (↓↙←+K) Medium/Heavy: From 500 to 600 Assault Nail (↓↙←+Punch, →Kick, Kick) From 250 to 150 Arabian Skyhigh (↓↙←+Kick during a forward jump) From 500 to 250 Light/Medium/Heavy Arabian Cyclone (↓↙←+Punch) From 600 to 300 Tempest Moon (→+Kick during Run) From 600 to 300

Shared adjustment: Chip damage during Burnout

The amount of chip damage done when an opponent blocks the following attacks during Burnout has been adjusted. Assault Nail (↓↙←+Punch, →Kick, Kick) From 200 to 150 Arabian Skyhigh (↓↙←+Kick during a forward jump) Light: From 200 to 150 Medium: From 225 to 175 Heavy: From 250 to 200 Overdrive Arabian Cyclone (↓↙←+2 Punches) From 200+25 to 100+100 Medium Whirlwind Shot (↓↘→+Medium Kick) 1st hit fully charged: From 150 to 100 Spinning Mixer (air current boosted) (↓↘→+Punch) Heavy: From 25 to 31 Overdrive 1st and 2nd hit: From 75 to 50 Overdrive 3rd hit and after: From 100 to 25

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Jumping Heavy Punch – Flapping Spin (→+Medium P) – Tempest Moon (→+Kick during Run) – Light/Medium/Overdrive Spinning Mixer (↓↘→+Punch) – Arabian Cyclone (↓↙←+Punch) – Ysaar


No patch notes are available at this moment, though that should change in a few hours (per the norm). Once that’s out, we’ll update the article with the proper changelog, so refresh this article from time to time.

In the meantime, go check out AKI’s moves list and more below.

Street Fighter 6 AKI Moves List:

  • Serpent Lash: From a distance, A.K.I. sends her nails flying forward like a chain, poisoning enemies she hits. When she strikes an opponent who is already poisoned, a Toxic Blossom will trigger an explosion and open enemies up to follow-up attacks.
  • Nightshade Pulse: A.K.I. sends a bubble forward that also poisons enemies it hits. She can strike the bubble with Nightshade Chaser to pop it in advance, increasing its area of effect.
  • Orchid Spring: A.K.I. places a puddle of poison in front of her which will affect opponents who step inside it.
  • Sinister Slide: Slither across the screen to avoid threats while stalking forward and perform follow-up moves like Venomous Fang, Heel Strike, or Entrapment.
  • Claws of Ya Zi: A.K.I.’s Level 3 Super Art pierces various pressure points on an opponent’s body and injects a poison that dangerously detonates from within.

Those who own the SF6 Year 1 Character Pass, Deluxe Edition or Ultimate Edition will automatically get access to the character, while others can buy it piecemeal in your respective platform’s digital storefront.

Update: Complete patch notes have been added.

Source: Street Fighter (1, 2)

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > News

Street Fighter 6 Down for Maintenance This September 26, Here’s the Schedule

Capcom has taken the Street Fighter 6 servers down this September 26 (Sept. 27 for those outside the US), and this is for maintenance where players will be prompted to download the latest update released.

Street Fighter 6 Down for Maintenance Schedule:

Maintenance Period

Wednesday, September 27 12:00pm – 4:00pm JST
Tuesday, September 26 8:00pm – 12:00am PDT
Wednesday, September 27 3:00am – 7:00am UTC

Caution
– The maintenance period may change.
– All online content cannot be used as players cannot log in during the maintenance period.
– Regardless of their availability periods Challenges, Fighting Pass, Shop, etc. cannot be accessed during the maintenance.

Again, don’t forget, a new patch has been released during this time that adds AKI into the roster.

If anything changes regarding the maintenance period, we’ll update the article to let our readers know.

Source: Capcom

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > News

Street Fighter 6 Update 1.05 Slithers Out to Add AKI and More (Update)

Capcom has released Street Fighter 6 update 1.05 (PS5 version 1.000.005) and this is to bring AKI into the roster alongside other improvements. Read on for what’s new in the SF6 new update patch notes for September 26.

Street Fighter 6 Update 1.05 Patch Notes | SF6 Update 1.000.005 Patch Notes:

Update: The official patch notes alongside the balance adjustments have been revealed!

Goods Shop Items Added
– Playable character A.K.I.
– A.K.I. Outfit 2
– A.K.I. Colors 3 – 10
– Avatar gear: SFL-JP ’23 Badge Bundle, SFL-US ’23 Badge Bundle, SFL-EUROPE ’23 Badge Bundle
Please note, the badges in the above bundles are also available as individual items.

To play as A.K.I., you must have purchased the character from the Goods Shop, or have either the Year 1 Character Pass or the Year 1 Ultimate Pass.

You can also use a Rental Fighter ticket to try out the character for one hour.

Supported Languages
– Latin American Spanish added to supported languages

Added Functionality
– Added support for Share Screen functionality during online battles. (PS4/PS5)

Fighting Ground
– A.K.I.’s story added to Arcade Mode
– You can now toggle ‘Button Release Input’ on or off via Control Settings on the Character Select screen for Versus and other modes

– Ranked Match: A new rank, Legend, has been added for players that fall within the top 500 in the Master League rankings.
Please note that the rank will only be attainable from November 1, 2023, when Phase 2 begins.

– Custom Room: Custom Room Display Settings have been added
– Training Mode features have been expanded

• Shortcut Settings:
When setting a shortcut that uses the Function Button and another button, you can now register that other button on its own for use as another shortcut.

• Reversal Settings:
When a delay has been applied, Dummy Behavior settings from Dummy Settings will now be reflected during the delay period before the reversal activates.

• Frame Meter Display:
Display of invincibility frames added for A.K.I.
Please refer to ‘The Frame Meter and You’ in-game for info on the Frame Meter.

• Gauge Recovery Timing:
It is now possible to set P1 or P2’s gauge recovery to not kick in during recovery from a move on hit or block.

• Recording Settings:
(1) Only the Replay Playing mark will be displayed when a replay is started with the ‘Disable Only for Random Playback’ setting under ‘Replay Info Display’ applied.
(2) An ‘Always Repeat Playback’ option has been added to the Repeat Replay options. When turned on, recordings will automatically restart from the beginning even after using Restart Battle or changing other replay conditions.

Warning Regarding Replays
After updating, you won’t be able to play back replays from earlier versions.

CFN > Replay
Replays saved to your Replay List will remain saved, but cannot be played back.

Fighter Profile
History data from earlier versions will not be displayed.

Battle Hub
– A ‘History’ tab has been added to the Phrases and Stickers windows to access ones you’ve recently used in chat.
– The meaning of a sticker will now be shown when they are highlighted by the cursor.
– It is now possible to use stickers of some of the monsters from the Pockest mini-game found on the Buckler’s Boot Camp companion site.
Please note that you will be notified within Pockest when you have acquired a sticker.
– The number of Battle Hub servers available have been adjusted.
– More servers for hosting tournaments have been added.

World Tour
– A.K.I.’s Master Missions added
– Tian Hong Yuan (China) and Daytime SiRN Building Interior areas added

Bug Fixes
– Fixed an issue where it was possible to progress to Tier 21 and beyond of the Fighting Pass without purchasing Premium Rewards.
– Other miscellaneous bugs were also fixed.

Street Fighter 6 Update 1.05 Fighter Balance Pass Patch Notes:

All Fighters

Assisted Combos

The following tweaks have been made in order to improve Assist Combo controls.

  • Each Assisted Combo’s input reception timing has been adjusted due to some Assisted Combos accepting inputs too quickly, and others having very small input windows that made them difficult to perform.
  • Made an adjustment so that when special move cancels are allowed, Assisted Combos will also be allowed. This is due to Assisted Combo input reception being too short and thus not allowing for cancels during the active frames of an attack. Please note that due to this adjustment, if your Assisted Combo input is too late, then there are situations where you won’t be able to connect to the special move that you cancel into.
  • Fixed an issue where if you stopped an Assisted Combo midway through and then tried to perform another Assisted Combo of the same strength as soon as possible, the buffered input would not work.
  • Fixed an issue where if you stopped an Assisted Combo midway through and then tried to perform another Assisted Combo of a different strength, that Assisted Combo may not be performed properly.
  • Made an adjustment to prevent rapid cancel attacks from being performed when pressing the Light Attack button while the Assist button is being held. This adjustment was made as it was difficult to perform Light Assisted Combos from rapid cancel attacks.
Forward Dash/Back Dash
  • Fixed an issue where inputting forward three times would result in two forward dashes being performed.
  • Increased the buffer input window from 4 frames to 7 frames
Input recognition frames

In order to reduce unintentional Super Art activations, the input recognition frames* of certain Super Art commands have been shortened. Due to this adjustment, players must input their commands faster or the Super Art may not be performed. Adjusted Super Art Commands are as follows: 1. ↓↘→↓↘→ 2. ↓↙←↓↙← *Input recognition frames are the number of frames you must input the next command in order for the game to recognize you are performing a specific attack. ex. In the case of the ↓↘→↓↘→ command, there are 9 input recognition frames between the first Down input and the next Down-Forward input, meaning if 10 frames pass between those inputs, the first Down input will be reset and the Super Art will not be performed.

Gauge gain on Perfect Parry

When perfect parrying certain multi-hitting attacks, there were cases where the Drive Gauge consumption was more than the Drive Gauge gain, so adjustments have been made. Perfect parrying strike attacks will now give an increase of 10,000 (1 block) while perfect parrying Super Arts will give an increase of 20,000 (2 blocks). Considering the ease of parrying them, projectiles other than Super Arts will be kept in their current state. For a list of moves affected by this adjustment, please refer to each character’s section.

Attacks hitting an opponent behind the player

Fixed an issue where some attacks attacks could unintentionally hit an opponent behind the character. For a list of moves affected by this adjustment, please refer to each character’s section.

Drive Gauge gain during Burnout

Due to a value setting error, there were some attacks that when blocked during Burnout, only increased the Drive Gauge by half of what would be consumed when blocking it normally (the same as overhead or low attacks). This has been corrected with this update. For a list of moves affected by this adjustment, please refer to each character’s section.

Chip damage during Burnout

Due to a value setting error, outside of Super Art attacks, there were some attacks that when blocked during Burnout only chipped 1/4 of the original damage value. This has been corrected with this update. For a list of moves affected by this adjustment, please refer to each character’s section.

Drive Impact

Fixed an issue where stopping a Drive Impact with another Drive Impact after absorbing a hit via armor would result in the two Drive Impacts canceling each other out.

Drive Parry
  • Fixed an issue where performing a Drive Parry from a crouching position would result in a different Drive Gauge consumption timing compared to one done from a standing position.
  • Fixed an issue where performing a Drive Parry from a crouching position with certain characters and holding the parry would result in increased Drive Gauge consumption. This has been fixed to match what happens when performing a Drive Parry from a standing position. Characters Affected – Luke  – Kimberly – Zangief – Dee Jay – Rashid – Guile – E. Honda
Perfect Parry

Fixed an issue where if an upward direction (up, up-left, or up-right) was input after perfect parrying a projectile, the character would perform a jump even if the upward directional input was released before the character exited their recovery state.

Jump attack landing recovery

Fixed an issue where after having your jumping attack perfect parried, the timing for when you’re next able to perform a standing attack was 1 frame later than intended. Please note that no changes were made to Perfect Parries for this issue.

RYU:

Crouching Heavy Punch

Fixed an issue where the animation would go back if the attack hit on the 2nd active frame.

Fuwa Triple Strike (Medium Punch, Light Kick, Heavy Kick)
  • The Drive Gauge decrease for the final hit on Punish Counter has been changed from 0 to 10,000.
  • The 2nd hit of this string was increasing the opponent’s Drive Gauge by 2,000 on Punish Counter, but this has been changed so it now decreases their Drive Gauge by 2,000 instead.
High Double Strike

The Drive Gauge decrease on Punish Counter has been changed from 0 to 10,000.

Shin Hashogeki (SA2)

Applies only when using Shin Hashogeki charged to Level 2 or 3 during a juggle combo There was a situation where the attack hitbox would not hit an opponent if the player was right under them, so the following adjustments have been made to alleviate the issue. – The pushbox has been expanded upwards from the time the button is released until the end of the attack’s active frames. – The attack’s hitbox has been expanded inwards.

Shared adjustment: Drive Gauge gain during Burnout

The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Jumping Medium Punch 2nd hit: From 1500 to 750 Collarbone Breaker (→+Medium Punch) 2nd hit: From 1250 to 625 Known Issue When only the 2nd hit of Collarbone Breaker lands the attack is considered a mid-level/overhead hit, but in this situation the 625 Drive Gauge increase for when the move is considered a high level hit is applied. This issue is scheduled to be resolved in the next update.

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Jumping Medium Punch – Collarbone Breaker (→+Medium Punch) – Solar Plexus Strike (→+Heavy Punch) – Axe Kick (←+Heavy Kick) – Overdrive Shoryuken (→↓↘+2 Punches) – Medium/Heavy/Overdrive Tatsumaki Senpu-kyaku (↓↙←+Kick) – Shinku Hadoken – Shin Shoryuken

Shared adjustment: Attacks hitting with an opponent behind you

Fixed an issue where the following attacks would hit an opponent behind Ryu. – Standing Light Kick – 2nd hit of Fuwa Triple Strike – Final hit of Shin Shoryuken

LUKE:

Overdrive No Chaser (↓↘→+2 Kicks, Punch)

The amount of Super Art gauge gained on block was not half of the amount gained on hit, so it has been adjusted from 500 to 600.

Shared adjustment: Chip damage during Burnout

The amount of chip damage done when an opponent blocks the following attack during Burnout has been adjusted. – Light Flash Knuckle (↓↙←+Light Punch) – Perfect version 2nd hit: From 75 to 50

Shared adjustment: Drive Gauge gain during Burnout

The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Light Flash Knuckle (↓↙←+Light Punch) Perfect version 2nd hit: From 0 to 500 Fatal Shot (↓↘→+2 Punches, 2 Punches) From 0 to 500

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Perfect and max charge versions of Light/Medium/Heavy Flash Knuckle (↓↙←+Punch) – Overdrive Rising Uppercut (→↓↘+2 Punches) – Vulcan Blast – Eraser

Drive Impact

Fixed an issue that would cause the opponent to not take damage during the hit scene of a Drive Impact in certain circumstances.

KIMBERLY:

Light Punch, Medium Punch

The amount of Super Art gauge gained on block was not half of the amount gained on hit, so it has been adjusted from 150 to 200.

Medium/Heavy/Overdrive Vagabond Edge (↓↘→+Punch)

The amount of Drive Gauge lost when an opponent blocked the 2nd hit of this attack had an older value, so it has been adjusted from 2000 to 4000.

【Bushin Beats (SA1) / Bushin Thunderous Beats (SA1) / Bushin Scramble (SA2) / Soaring Bushin Scramble (SA2) / Bushin Ninjastar Cypher (SA3/CA)

Fixed an issue where if certain attacks hit an opponent while they were in stun and had a full Drive Gauge, they would recover from Burnout upon getting hit. – Bushin Beats/Bushin Thunderous Beats – Bushin Scramble – Soaring Bushin Scramble – Bushin Ninjastar Cypher

Shared adjustment: Drive Gauge gain during Burnout

The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Neck Hunter (↓↘→+Kick, Heavy Kick) From 2000 to 4000 Overdrive Neck Hunter (↓↘→+2 Kicks, Heavy Kick) From 1250 x 2 to 2500 x 2 Shadow Slide (↓↘→+Kick, Medium Kick) From 2000 to 4000 Overdrive Shadow Slide (↓↘→+2 Kicks, Medium Kick) From 1250 x 2 to 2500 x 2

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. Normal/Overdrive Arc Step (↓↘→+Kick) Overdrive Torso Cleaver (↓↘→+2 Kicks, Light Kick) Overdrive Shadow Slide (↓↘→+2 Kicks, Medium Kick) Overdrive Neck Hunter(↓↘→+2 Kicks, Heavy Kick) Normal/Overdrive Aerial Bushin Senpukyaku (in mid-air, ↓↙←+Kick)

CHUN-LI:

Jumping Heavy Punch

Jumping Heavy Punch’s damage was 800 on grounded opponents and 500 on airborne opponents, but the damage on counter/Punish Counter on airborne opponents was set to the grounded damage of 960, so it has been adjusted to 600.

Lotus Punch (↓↙←+Punch, Heavy Punch)
  • The hurtbox on the head unintentionally shrank between frames 3 – 28, so it has been expanded
  • The 2nd hit was considered a high attack if the first attack whiffed, but it has been fixed to now be a mid-level/overhead attack. The 2nd hit is still a high attack if the 1st attack hits.
Overdrive Tensho Kicks (↓↓+2 Kicks)

Fixed an issue where Chun-Li would move a considerable distance upon landing if the players switched sides when the 2nd attack hit.

Kikosho (SA1)

Fixed an issue where hits except for the final one would not kill an airborne opponent.

Hoyoku-sen (SA2)

Fixed an issue where the Assist Combo would be interrupted if the next input was performed with specific timing, after performing Hoyoku-sen via Assist Combo.

Soten Ranka (SA3)

The Drive Gauge decrease when blocking the 2nd hit and later attacks was 0, so those values have been adjusted. Super Art 3 1st hit: From 7500 to 6500 2nd and 3rd hit: From 0 to 500 Critical Art 1st hit: From 10,000 to 9,000 2nd and 3rd hit: From 0 to 500

Shared adjustment: Chip damage during Burnout

The amount of chip damage done when an opponent blocks the following attack during Burnout has been adjusted. Medium Spinning Bird Kick (Charge ↓, ↑+Medium Kick) From 275 to 300

Shared adjustment: Drive Gauge gain during Burnout

The Drive Gauge increase gained by the opponent when they block the following attack during Burnout has been adjusted. Lotus Fist (↓↙←+Punch, Heavy Punch) 2nd hit: From 2500 to 1250 Known Issue The 2nd hit of Lotus Fist is considered a mid-level/overhead hit when the only that hit lands, but in this situation the Drive Gauge increase of 1250, for when the move is considered a high level hit, is applied. This issue is scheduled to be resolved in the next update.

Shared adjustment: Attacks hitting with an opponent behind you

Fixed an issue where the following attacks would hit an opponent behind Chun-Li. – Lightning Kicks (↓↘→+Kick) – Lightning Kick Barrage (↓↘→+2 Kicks, 2 Kicks) – Hazanshu (↓↙←+Kick) – Spinning Bird Kick (Charge ↓, ↑+Kick) – Soten Ranka

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Crouching Heavy Punch – Lotus Fist (↓↙←+Punch, Heavy Punch) – Lightning Kicks (↓↘→+Kick) – Lightning Kick Barrage (↓↘→+2 Kicks, 2 Kicks) – Aerial Lightning Kicks (in mid-air, ↓↘→+Kick) – Spinning Bird Kick (Charge ↓, ↑+Kick) – Drive Reversal – Kikosho – Aerial Kikosho – Hoyoku-sen – Soten Ranka

MANON:

Drive Impact

Fixed an issue where a Drive Impact clash would occur even if Manon’s Drive Impact was activated 1 frame later than the opponent’s.

Heavy/Overdrive Rond-point (↓↘→+Kick)
  • The 2nd hit of the Heavy version on Punish Counter had an incorrect damage value assigned to it, so it has been changed from 600 to 480.
  • Fixed an issue where it was possible to cancel the end of the Heavy or Overdrive version when it was blocked.
Overdrive Renverse (↓↘→+2 Punches)

Fixed an issue where the recovery difference was 1 frame slower after hit when Manon medal level was 3 or 4.

Arabesque (SA1)

Fixed an issue where certain moves and this move would miss each other when both active. This attack will now not pass through an opponent until it hits them.

Shared adjustment: Drive Gauge gain during Burnout

The Drive Gauge increase gained by the opponent when they block the following attack during Burnout has been adjusted. Arabesque From 1250 to 2500

Shared adjustment: Attacks hitting with an opponent behind you

Fixed an issue where the following attacks would hit an opponent behind Manon. – Standing Light Kick – Pas de Deux

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Light/Medium Dégagé (↓↙←+Kick) – Rond-point (↓↘→+Kick) – Étoile

KEN:

Drive Reversal

Fixed an issue where Ken’s invincibility would last longer than other characters on hit.

Shoryuken (Quick Dash version) (2 Kicks, →↓↘+Punch)

The amount of Super Art gauge gained by blocking the 1st and 2nd hit was not half of the amount gained on hit, so it has been adjusted from 300 to 200.

Overdrive Hadoken (↓↘→+2 Punches)

On Punish Counter, the opponent’s Drive Gauge decrease was handled differently from other projectiles, so the values have been adjusted. 1st hit: From 5000 to 2500 2nd hit: From 0 to 2500

Shared adjustment: Drive Gauge gain during Burnout

The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Thunder Kick (2 Kicks, Medium Kick) From 1250 to 2500 Normal/Overdrive Kazekama Shin Kick (↓↘→+Kick, Light Kick) From 1500 to 3000 Normal/Overdrive Gorai Axe Kick (↓↘→+Kick, Medium Kick) From 1250 to 2500

Shared adjustment: Chip damage during Burnout

The amount of chip damage done when an opponent blocks the following attack during Burnout has been adjusted. Light Dragonlash Kick (→↓↘+Light Kick) 250 > 237

Shared adjustment: Attacks hitting with an opponent behind you

Fixed an issue where the following attacks would hit an opponent behind Ken. – Forward Step Kick (2 Kicks, Heavy Kick) – Jinrai Kick (↓↘→+Kick) – Medium/Heavy Tatsumaki Senpu-kyaku (↓↙←+Kick) – Forward attack hitbox on the Quick Dash version of Tatsumaki Senpu-kyaku – Dragonlash Flame

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Medium/Heavy/Overdrive/Quick Dash Shoryuken (→↓↘+Punch) – Medium/Heavy/Overdrive/Quick Dash Tatsumaki Senpu-kyaku (↓↙←+Kick) – Shippu Jinrai-kyaku – Shinryu Reppa

ZANGIEF:

Smetana Dropkick (↘+Heavy Kick)

The amount of Drive Gauge lost when an opponent blocked this attack was unintentionally set at a low value, so it has been corrected from 3000 to 6000.

Borscht Dynamite (360+Kick while jumping)
  • This attack would come out unexpectedly when attempting to do a jumping attack, so the input recognition frames* have been changed from 20 to 12.
  • Fixed an issue where the amount of Super Art gauge gain on Punish Counter was 150 less than on normal hit.

*Input recognition frame is the the number of frames you must input the next command in order for the game to recognize you are performing a specific attack. ex. When performing a Hadoken (↓↘→+Punch), you must input Down then Down-Forward within a certain number of frames for the game to recognize the input. This is known as the Input recognition frame.

Overdrive Double Lariat (3 Punches)

Adjusted the amount of Super Art gauge gain on the 2nd hit and after from 300 to 250.

Aerial Russian Slam (SA1)
  • Fixed an issue where Drive Gauge loss would be 60 less on hit when using Modern Controls’ Special button to perform the move.
  • Fixed an issue where if this attack hits an opponent while they were in stun and had a full Drive Gauge, they would recover from Burnout upon getting hit.
Cyclone Lariat (SA2)
  • Made the following adjustments as the opponent would fly over Zangief during a mid-air hit, causing attacks after the 2nd hit to miss. – When the attack hitbox connects, the pushbox will expand upwards. – Attack hitboxes from the 2nd attack and later will have their range expanded upwards.
  • Fixed an issue where the attack’s effect would remain when interrupted by an opponent’s attack on startup.
  • Fixed the opponent’s reaction animation on the final hit.
Shared adjustment: Drive Gauge gain during Burnout

The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Crouching Medium Kick From 2500 to 5000 Smetana Dropkick (↘+Heavy Kick) From 1500 to 3000

Shared adjustment: Attacks hitting with an opponent behind you

Fixed an issue where the following attack would hit an opponent behind Zangief. – Standing Light Kick

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Normal/Overdrive Double Lariat (2 Punches) – Cyclone Lariat

JP:

Overdrive Embrace (↓↙←+2 Kicks)

Fixed an issue where JP would still be able to move around during the cutscene when a projectile with a long trade time pierces and hits him.

Heavy Stribog (↓↘→+Heavy Punch)

Fixed an issue where JP’s Drive Gauge increase gain would only be half when the first attack is blocked by the opponent while they are in Burnout.

Chornobog (SA1)

No Drive Gauge was gained when parrying the first attack, so it has been redistributed as follows. 1st attack: From 0 to 10,000 2nd attack: From 20,000 to 10,000 No changes were made for when only the 2nd attack is parried.

Lovushka (SA2)

Fixed an issue where the final attack would come out when JP is hit by an attack with a short knockback time immediately after performing this move.

Interdiction (SA3/CA)

Fixed an issue where if this attack hits an opponent while they were in stun and had a full Drive Gauge, they would recover from Burnout upon getting hit.

Shared adjustment: Attacks hitting with an opponent behind you

Fixed an issue where the following attacks would hit an opponent behind JP. – Standing Light Kick – Stribog (↓↘→+Punch)

Shared adjustment: Drive Gauge gain during Burnout

The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Medium/Heavy Torbalan (↓↘→+Kick) From 1250 to 2500 Lovushka (2nd – 4th hit) From 500 to 1000

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Bylina (→+Heavy Kick) – Chornobog – Lovushka

DHALSIM:

Standing Medium Kick

The amount of Super Art gauge gain on Punish Counter was higher than on a normal hit, so it’s been adjusted from 700 to 500 to match.

Jumping Medium Kick

The attack property for the tip of the attack has been corrected to be a mid-level/Overhead instead of a high attack.

Jumping Heavy Punch

Fixed an issue where the recovery frame difference does not change if an opponent blocks this attack while in Burnout.

Aerial Yoga Teleport (← or →+3 Punches or 3 Kicks while jumping)
  • Fixed an issue where Dhalsim would gain Super Art gauge upon activation.
  • Fixed an issue where after performing the Punch version, if Dhalsim does nothing while in mid-air, the landing timing would be 1 frame slower compared to the Kick version.
Heavy Yoga Flame (→↘↓↙←+Heavy Punch)

Fixed an issue where projectile clash would only occur twice.

Yoga Arch (↓↘→+Kick)

Fixed an issue where Initial Scaling and Combo Scaling would be applied when the opponent is only hit by the detonation from the projectile landing on the ground.

Overdrive Yoga Comet (→↘↓↙←+2 Punches while jumping)

Fixed an issue where Dhalsim couldn’t cancel into other mid-air special moves before landing if the player plinked* the two attack buttons by 1 frame when performing the attack. *Plinking: Quickly pressing two or more buttons exactly one frame apart

Yoga Sunburst (SA2)

Fixed an issue where the fireball could not be seen if only the final attack missed.

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Overdrive Yoga Blast (→↘↓↙←+2 Kicks) – Drive Reversal – Yoga Inferno – Yoga Sunburst

CAMMY:

Lifting Uppercut (←+Medium Punch)

Fixed an issue where, when an opponent’s wake-up overlaps with the latter half of the active frames of this attack, a crouching opponent is able to block certain parts of the attack that they normally should not be able to.

Killer Bee Spin (SA2) / Aerial Killer Bee Spin (SA2)
  • Fixed an issue where Drive Gauge consumption while connecting with this attack while standing on the ground was more than other level 2 Super Arts.
  • During a mid-air hit the Drive Gauge decrease was small even during its biggest attack, so the final hit now drains 3700 instead of 3000.
Killer Bee Spin (SA2) / Aerial Killer Bee Spin (SA2) / Delta Red Assault (SA3/CA)

Fixed an issue where if these attacks hit an opponent while they were in stun and had a full Drive Gauge, they would recover from Burnout upon getting hit. – Killer Bee Spin – Aerial Killer Bee Spin – Delta Red Assault

Shared adjustment: Drive Gauge gain during Burnout

The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Delayed Ripper (→+Heavy Kick) From 4000 to 2000 Swing Combination (Heavy Punch, Heavy Kick) 2nd hit: From 4000 to 2000 Razor’s Edge Slicer (↓↘→+Punch, No input) Normal version: From1500 to 3000 Charged version: From 2500 to 5000 Overdrive version: From 2500 to 5000 Reverse Edge (↓↘→+Punch, ↓+Kick) Normal version: From 2000 to 4000 Charged version: From 3000 to 6000 Overdrive version: From 4000 to 8000

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Heavy/Overdrive/Charged Spiral Arrow (↓↘→+Kick) – Overdrive/Charged Razor’s Edge Slicer (↓↘→+Punch, No input) – Overdrive/Charged Reverse Edge (↓↘→+Punch,↓+Kick) – Spin Drive Smasher – Killer Bee Spin – Aerial Killer Bee Spin

DEE JAY:

Assisted Combo 1

Fixed an issue where the Quick Rolling Sobat would not be performed by pressing forward and the Special Move button from the first hit.

Assisted Combo 3

Fixed an issue where Maximum Strike would have additional scaling added to it if the 3rd attack’s input was late.

Overdrive Air Slasher (Charge ←, →+2 Punches)

Implemented a fix so only Overdrive Air Slasher is performed when holding back and using the Special Move button in Modern Controls. Previously, if a charge was ready, Overdrive Jus Cool or Overdrive Double Rolling Sobat could not be performed.

Speedy Maracas (↓↓+2 Punches)
  • In Street Fighter 6, when going from a Punish Counter state and transitioning to a move that can absorb attacks, the player is essentially in a Punish Counter state from the beginning. This is to prevent players from making mistakes during their combo selection, etc. when aiming for an opponent’s recovery period. By transitioning from Air Slasher to Speedy Maracas, Air Slasher’s Punish Counter state was being overwritten by a Counter state, so we have fixed this issue so the transition to Speedy Marcas will be in a Punish Counter state.
  • Fixed an issue so when Air Slasher hits on Counter/Punish Counter, is parried, or runs into Super Armor, you cannot transition into Speedy Maracas.
Marvelous Sunrise Festival (SA2) / Headliner Sunrise Festival (SA2)

Fixed an issue where the first frame of the normal attack could not be kara-canceled*. *Kara Cancel: Canceling the start up of a move into another move.

Drive Reversal

Updated the hurtbox to match the appearance of the attack from the end of its active frames to the end of the attack. Originally, the hurtbox was too small compared to the reach of the attack, making it extremely difficult to counter attack compared to other characters.

Shared adjustment: Drive Gauge gain during Burnout

The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Normal/Overdrive Funky Slicer (↓↙←+Kick, Light Kick) From 2000 to 4000 Normal/Overdrive Waning Moon (↓↙←+Kick, Medium Kick) From 2000 to 4000

Shared adjustment: Chip damage during Burnout

The amount of chip damage done when an opponent blocks the following attacks during Burnout has been adjusted. Machine Gun Uppercut (↓↙←+Punch) Light: From 200 to 37 Medium: From 200 to 25 Heavy: From 200 to 25 Overdrive: From 200 to 25 Quick Rolling Sobat (↓↘→+Medium Kick) From 200 to 250 Double Rolling Sobat (↓↘→+Heavy Kick) From 150 x 2 to 175 x 2 Medium/Heavy Jackknife Maximum (Charge ↓, ↑+Kick) From 125 to 150

Shared adjustment: Attacks hitting with an opponent behind you

Fixed an issue where the following attacks would hit an opponent behind Dee Jay. – Standing Light Kick – 1st hit of Machine Gun Uppercut (↓↙←+Punch) – 1st hit of Sunrise Festival – Weekend Pleasure

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Face Breaker (←+Heavy Kick) – Double Rolling Sobat (↓↘→+Heavy Kick) – Overdrive Rolling Sobat (↓↘→+2 Kicks) – Marvelous Sunrise Festival – Headliner Sunrise Festival

LILY:

Jumping

Fixed an issue where it was possible to perform special moves or Super Arts (except for 360 command throws) until the 5th frame of Lily’s jump.

Thunderbird (SA2) / Soaring Thunderbird (SA2)
  • Adjusted the Drive Gauge gain when parrying the Windclad version of Thunderbird and Soaring Thunderbird, as it was less than when parrying the normal version of those moves.
  • This attack would miss more than expected when incorporated into mid-air combos, so the hitbox of the attack has been expanded upwards only when hitting an opponent already reeling from damage, allowing for multiple hits to land easier.
Shared adjustment: Drive Gauge gain during Burnout

The Drive Gauge increase gained by the opponent when they block the following attack during Burnout has been adjusted. Great Spin (↓+Heavy Punch during a jump) From 2000 to 4000

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Crouching Heavy Punch – Crouching Heavy Kick – Overdrive/Windclad/Overdrive Windclad Tomahawk Buster (→↓↘+Punch) – Overdrive/Windclad/Overdrive Windclad Condor Dive (2 Punches during a jump) – Breezing Hawk – Thunderbird – Soaring Thunderbird

BLANKA:

Crouching Heavy Kick

Adjusted the Super Art gauge gain on block from 600 to 500.

Rock Crusher (→+Medium Punch)

Adjusted the Super Art gauge gain on block from 500 (250/250) to 250 (125/125).

Double Knee Bombs (→+Medium Kick)

Adjusted the Super Art gauge gain on block from 500 (250/250) to 250 (125/125).

Overdrive Aerial Rolling Attack (Charge ←, →+2 Punches during a jump)

Adjusted the Super Art gauge when blocking the first hit from 650 to 450.

Overdrive Backstep Rolling Attack (→↘↓↙←+2 Kicks)
  • Adjusted the opponent’s Drive Gauge gain when parrying the first attack from 5000 to 10000.
  • Adjusted the opponent’s Drive Gauge gain when parrying the 2nd and 3rd attacks from 2500 to 5000.
Shared adjustment: Attacks hitting with an opponent behind you

Fixed an issue where the following attacks would hit an opponent behind Blanka. – Standing Heavy Kick – Double Knee Bomber (→+Medium Kick) – 1st attack of Overdrive Backstep Rolling Attack (→↘↓↙←+2 Kicks) – SA2 boosted Light Rolling Attack (Charge ←, →+Light Punch) – Ground Shave Cannonball

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Rock Crusher (→+Medium Punch) – Double Knee Bomber (→+Medium Kick) – Overdrive Backstep Rolling Attack (→↘↓↙←+2 Kicks)

JURI:

Modern Controls

Fixed an issue where the rapid cancel version of crouching light attack would be performed when attempting to perform Assist Combo 1 from crouching light attack while Feng Shui Engine was active.

Assisted Combo 3

Fixed an issue where 2 blocks of Drive Gauge were used when transitioning into Overdrive Go Ohsatsu from Overdrive Ankensatsu via Assist Combo.

Shared adjustment: Attacks hitting with an opponent behind you

Fixed an issue where the following attack would hit an opponent behind. Feng Shui Engine’s initial forward charge

Senkai Kick (SA2 boosted) (→+Medium Kick)

When Senkai Kick connected as a chain combo while Feng Shui Engine was active, the Drive Gauge fluctuations would not be in accordance with the chain combo value, so they have been fixed to the following values. Drive Gauge gain on hit: From 500 to 375 Drive Gauge loss on block: From 1250 to 625 Drive Gauge loss on Punish Counter: From 2000 to 1250

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Standing Medium Kick – Renko Kicks (→+Heavy Punch) – Korenzan (←+Heavy Kick) – Normal/Overdrive Tensenrin (→↓↘+Punch) – Boosted/Overdrive Go Ohsatsu (→↓↘+Heavy Kick) – Sakkai Fuhazan

MARISA:

Modern Controls

Fixed an issue where you couldn’t cancel Gladius from a normal or unique attack using Forward+Special Move button.

Caelum Arc (↓+Heavy Punch during a vertical jump)
  • Fixed an issue where if you hit an opponent from behind, the recovery would be much longer. On hit: From 27 frames to 19 frames On block: From 23 frames to 15 frames
  • Fixed an issue where if you forced an opponent to block from behind, their orientation would be reversed if they were in Burnout.
  • Fixed an issue where you could cancel the landing recovery with another move.
Dimachaerus (↓↙←+Punch)

Fixed an issue where the Super Art gauge gain on block was not half of what it was on hit.

Javelin of Marisa (SA1, charged version)

Fixed an issue where damage would increase on counter or Punish Counter only during the 5th and 6th active frames of the attack.

Shared adjustment: Drive Gauge gain during Burnout

The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Crouching Heavy Kick From 1500 to 3000 Charged Crouching Heavy Kick From 4000 to 8000 Charged Jumping Heavy Punch From 3000 to 6000 Charged Jumping Heavy Kick From 3000 to 6000 Charged Caelum Arc (↓+Heavy Punch during a vertical jump) From 3000 to 6000 Novacula Swipe (→+Medium Punch, Heavy Punch) From 2500 to 5000

Shared adjustment: Attacks hitting with an opponent behind you

Fixed an issue where the following attacks would hit an opponent behind Marisa. – Gladius (↓↘→+P) – Phalanx (→↓↘+P) – Quadriga (↓↘→+K)

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following move has been adjusted.

Meteorite

GUILE:

Crouching Light Kick

Fixed an issue where the attack couldn’t be rapid canceled if it was absorbed by super armor.

Double Shot (↓+Medium Punch, ↓+Medium Punch)

Fixed an issue where the advantage on block was 5 frames more than blocking it normally if the opponent blocked this attack while in Burnout.

Overdrive Sonic Cross (↓↙←+2 Punches)

Adjusted the opponent’s Drive Gauge gain when parrying this attack from 5100 to 5000.

Sonic Hurricane (SA1)
  • Adjusted the opponent’s Drive Gauge gain when blocking this attack from 2520 to 2500.
  • Fixed an issue where the Heavy version’s projectile clash hitbox was significantly different from its visual appearance.
Crossfire Somersault (SA3/CA)

Fixed an issue where if this attack hits an opponent while they were in stun and had a full Drive Gauge, they would recover from Burnout upon getting hit.

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Overdrive Somersault Kick (Charge ↓, ↑+2 Kicks) – Sonic Hurricane

E.HONDA:

Standing Heavy Punch

Fixed an issue where the distance covered when using this move out of a Drive Rush with Sumo Spirit stocked was much greater than intended.

Crouching Heavy Punch

Fixed an issue where the distance covered when using this move out of a Drive Rush with Sumo Spirit stocked was much smaller than intended.

Shared adjustment: Drive Gauge gain during Burnout

The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Powerstomp (↘+Heavy Kick) From 2500 to 5000 Harai Kick (→+Heavy Kick) From 3000 to 6000 Toko Shizume (Medium Punch, ↘+Heavy Kick) From 2500 to 5000 Sumo Splash (Charge ↓, ↑+Kick) 2nd hit: From 4000 to 8000

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Overdrive Sumo Headbutt (Charge ←, →+2 Punches) – Teppo Triple Slap (↓↘→+Kick, Punch) – Taiho Cannon Lift (↓↘→+K,↓+Punch) – Hundred Hand Slap (↓↙←+P) – Ultimate Killer Headram – The Final Bout

JAMIE:

Forward/Backward walk

Fixed an issue where Jamie would not move on the 1st frame of a forward or backward movement if he was at drink level 4.

Tensei Kick (↓+2 Kicks)

Fixed an issue where if The Devil’s Song had been activated, Tensei Kick on its fastest input started up 1 frame slower.

Ransui Haze (→+Heavy Kick, ←+Heavy Kick, Punch)

Fixed an issue where after The Devil’s Song has run out and the player uses Ransui Haze to raise their drink level, the base attack level would not increase.

Shared adjustment: Attacks hitting with an opponent behind you

Fixed an issue where the following attacks would hit an opponent behind Jamie. – Standing Light Kick (rapid cancel version) – Breakin’ – Getsuga Saiho

Shared adjustment: Drive Gauge gain during Burnout

The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Crouching Medium Kick From 1000 to 2000

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Standing Heavy Punch – Crouching Heavy Kick – Ransui Haze (→+Heavy Kick, ←+Heavy Kick, Punch) – Freeflow Strikes (drink level 4) (↓↘→+Punch) – Bakkai (↓↘→+K) – Breakin’ – Getsuga Saiho

RASHID:

Forward Dash
  • Fixed the beginning animation as it was difficult to visually recognize the technique.
  • Fixed an issue where the technique’s overall frame data would change depending on the inputs during the technique.
  • Fixed an issue where after recovery frames end and Rashid is thrown, Rashid would not be able to perform a throw escape.
Desert Slider (Light Punch+Light Kick during a jump)

Drive Gauge gain on hit was too small, so it has been adjusted from 1600 to 2000.

Light Spinning Mixer (air current boosted) (↓↘→+Light Punch)

Drive Gauge gain on block was different from a normal hit, so it has been adjusted from 2000 to 900.

Medium Spinning Mixer (air current boosted) (↓↘→+Medium Punch)
  • Made the following adjustments as the damage on Punish Counter was 120%. 1st – 2nd hit: From 360 to 240 3rd – 10th hit: From 240 to 120
  • パMade the following adjustments as the Drive Gauge gain on Punish Counter differed from normal hit. 1st – 2nd hit: From 0 to 150 3rd – 10th hit: From 200 to 150 Final hit: From 200 to 500
Overdrive Spinning Mixer (air current boosted) (↓↘→+2 Punches)
  • Made the following adjustments as the damage on Punish Counter was 120%. 1st – 2nd hit: From 360 to 240 3rd – 10th hit: From 240 to 120
  • Adjusted the Super Art gauge gain after the 3rd hit on Punish Counter as it was more than a normal hit. The value was changed from 100 to 50.
  • Fixed an issue where Rashid’s Drive Gauge would increase when a hit after the 3rd hit landed as a Punish Counter.
  • Adjusted the Drive Gauge increase when parrying this move from 12,000 to 10,000.
Overdrive Eagle Spike (air current boosted) (↓↙←+2 Kicks)

Fixed an issue where if Ysaar is placed behind the opponent and Rashid performs Overdrive Eagle Spike, the Eagle Spike would not hit the opponent and go through them instead.

Overdrive Arabian Skyhigh (↓↙←+2 Kicks during a forward jump)

Fixed an issue where Rashid’s Drive Gauge would increase when this attack was blocked.

Tempest Moon (air current boosted) (→+Kick during Run)

Made the following adjustments to Drive Gauge increase on parry. 1st hit: From 10000 to 5000 2nd – 3rd hit: From 5000 to 2500

Drive Impact

Fixed an issue where under certain conditions, when the Drive Impact hit cutscene occurs, the opponent would not take any damage.

Super Art gauge gain on block

The amount of Super Art gauge gained on block for the following attacks was not half of the amount gained on hit, so they have been adjusted. Flapping Spin (→+Medium P) From 500 to 250 Spinning Mixer (air current boosted) (↓↘→+Punch) Light: From 550 to 400 Medium: From 350 to 225 (When the opponent blocks this standing) Heavy: From 50 to 55 Eagle Spike (↓↙←+Kick) Medium: From 500 to 550 Heavy: From 500 to 600 Overdrive: From 500 to 250 (Only when the opponent is in Burnout) Eagle Spike (air current boosted) (↓↙←+K) Medium/Heavy: From 500 to 600 Assault Nail (↓↙←+Punch, →Kick, Kick) From 250 to 150 Arabian Skyhigh (↓↙←+Kick during a forward jump) From 500 to 250 Light/Medium/Heavy Arabian Cyclone (↓↙←+Punch) From 600 to 300 Tempest Moon (→+Kick during Run) From 600 to 300

Shared adjustment: Chip damage during Burnout

The amount of chip damage done when an opponent blocks the following attacks during Burnout has been adjusted. Assault Nail (↓↙←+Punch, →Kick, Kick) From 200 to 150 Arabian Skyhigh (↓↙←+Kick during a forward jump) Light: From 200 to 150 Medium: From 225 to 175 Heavy: From 250 to 200 Overdrive Arabian Cyclone (↓↙←+2 Punches) From 200+25 to 100+100 Medium Whirlwind Shot (↓↘→+Medium Kick) 1st hit fully charged: From 150 to 100 Spinning Mixer (air current boosted) (↓↘→+Punch) Heavy: From 25 to 31 Overdrive 1st and 2nd hit: From 75 to 50 Overdrive 3rd hit and after: From 100 to 25

Shared adjustment: Gauge gain on Perfect Parry

The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Jumping Heavy Punch – Flapping Spin (→+Medium P) – Tempest Moon (→+Kick during Run) – Light/Medium/Overdrive Spinning Mixer (↓↘→+Punch) – Arabian Cyclone (↓↙←+Punch) – Ysaar


No patch notes are available at this moment, though that should change in a few hours (per the norm). Once that’s out, we’ll update the article with the proper changelog, so refresh this article from time to time.

In the meantime, go check out AKI’s moves list and more below.

Street Fighter 6 AKI Moves List:

  • Serpent Lash: From a distance, A.K.I. sends her nails flying forward like a chain, poisoning enemies she hits. When she strikes an opponent who is already poisoned, a Toxic Blossom will trigger an explosion and open enemies up to follow-up attacks.
  • Nightshade Pulse: A.K.I. sends a bubble forward that also poisons enemies it hits. She can strike the bubble with Nightshade Chaser to pop it in advance, increasing its area of effect.
  • Orchid Spring: A.K.I. places a puddle of poison in front of her which will affect opponents who step inside it.
  • Sinister Slide: Slither across the screen to avoid threats while stalking forward and perform follow-up moves like Venomous Fang, Heel Strike, or Entrapment.
  • Claws of Ya Zi: A.K.I.’s Level 3 Super Art pierces various pressure points on an opponent’s body and injects a poison that dangerously detonates from within.

Those who own the SF6 Year 1 Character Pass, Deluxe Edition or Ultimate Edition will automatically get access to the character, while others can buy it piecemeal in your respective platform’s digital storefront.

Update: Complete patch notes have been added.

Source: Street Fighter (1, 2)

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Alex Co

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Genshin Impact Update 4.11 for Sept. 26 Ushers in Patch 4.1

Developer miHoYo has pushed out Genshin Impact update 4.11 and this is for patch version 4.1 “To the Stars Shining in the Depths.” Read on for everything new in the Genshin Impact update 4.1 patch notes.

Genshin Impact Update 4.11 Patch Notes | Genshin Impact Update 4.1 Patch Notes:

Update Details

I. New Areas – New Areas in Fontaine Now Available

  • ◇ In Version 4.1, the following areas in Fontaine will become available: Liffey Region and Fontaine Research Institute of Kinetic Energy Engineering Region.
  • ※ After the Version 4.1 update, as long as Travelers have completed Archon Quest Prologue: Act III “Song of the Dragon and Freedom,” a Teleport Waypoint will be automatically unlocked in the north of the Court of Fontaine Region (If you have already completed this Archon Quest, the Teleport Waypoint will be unlocked after the update). You’ll also receive the Primogem reward for this Teleport Waypoint when it unlocks automatically. If you’ve already unlocked this Waypoint, no new Waypoints will be unlocked.
  • New Daily Commissions will be added in Fontaine.
    • New Daily Commissions Unlock Criteria:Complete World Quest “Fontaine Research Institute Chronicles”
    • In addition, there will be new Fishing Points and “Radiant Spincrystals” in Fontaine.

II. New Characters “Ordainer of Inexorable Judgment” Neuvillette (Hydro) (5-Star)

  • ???: Hydro
  • Weapon: Catalyst
  • The Chief Justice of Fontaine, known as the Iudex, is renowned for his unassailable impartiality.
  • Neuvillette’s Charged Attacks can be charged up. While charging, he can move and change facing, and also absorb any Sourcewater Droplets in a certain AoE. Every Droplet he absorbs will increase the charging speed and will heal Neuvillette. When the charging is complete, then a Charged Attack: Equitable Judgment will be unleashed, dealing continuous AoE Hydro DMG to all opponents in a straight-line area in front of him. If Neuvillette’s HP is above 50%, he will continuously lose HP while using this attack.
  • Elemental Skill “O Tears, I Shall Repay”
  • Summons a Raging Waterfall that will deal AoE Hydro DMG to opponents. After hitting an opponent, this skill will generate a certain number of Sourcewater Droplets.
  • Elemental Burst “O Tides, I Have Returned”
  • Unleashes waves that will deal AoE Hydro DMG to opponents and will generate a certain number of Sourcewater Droplets.
  • “Emissary of Solitary Iniquity” Wriothesley (Cryo) (5-Star)
  • Vision: Cryo
  • Weapon: Catalyst
  • Duke of the Fortress of Meropide, Lord Incognito of the murky depths.
  • Elemental Skill “Icefang Rush”
  • Allows Wriothesley to enter the Chilling Penalty state. This state increases Wriothesley’s interruption resistance. When his HP is above 50% and his Normal Attack hits opponents, it will consume Wriothesley’s HP to enhance this attack and increase its DMG.
  • Elemental Burst “Darkgold Wolfbite”
  • Activating his boxing gloves, Wriothesley uses Icicle Impact to cause multiple instances of AoE Cryo DMG in a frontal area.

III. New Equipment New Weapons (Examples based on Refinement Rank 1)

Tome of the Eternal Flow (5-Star Catalyst)

HP is increased by 16%. When current HP increases or decreases, Charged Attack DMG will be increased by 14% for 4s. Max 3 stacks. This effect can be triggered once every 0.3s. When the character has 3 stacks or a third stack’s duration refreshes, 8 Energy will be restored. This Energy restoration effect can be triggered once every 12s.

  •  During the event wish “Epitome Invocation,” the event-exclusive 5-star weapon Tome of the Eternal Flow (Catalyst) will receive a huge drop-rate boost!

Cashflow Supervision (5-Star Catalyst)

ATK is increased by 16%. When current HP increases or decreases, Normal Attack DMG will be increased by 16% and Charged Attack DMG will be increased by 14% for 4s. Max 3 stacks. This effect can be triggered once every 0.3s. When the wielder has 3 stacks, ATK SPD will be increased by 8%.

  • During the event wish “Epitome Invocation,” the event-exclusive 5-star weapon Cashflow Supervision (Catalyst) will receive a huge drop-rate boost!

The Dockhand’s Assistant (4-Star Sword)

· When the wielder is healed or heals others, they will gain a Stoic’s Symbol that lasts 30s, up to a maximum of 3 Symbols. When using their Elemental Skill or Burst, all Symbols will be consumed and the Roused effect will be granted for 10s. For each Symbol consumed, gain 40 Elemental Mastery, and 2s after the effect occurs, 2 Energy per Symbol consumed will be restored for said character. The Roused effect can be triggered once every 15s, and Symbols can be gained even when the character is not on the field.

  • During the event wish “Epitome Invocation,” the event-exclusive 4-star weapon The Dockhand’s Assistant (Sword) will receive a huge drop-rate boost!

Portable Power Saw (4-Star Claymore)

· When the wielder is healed or heals others, they will gain a Stoic’s Symbol that lasts 30s, up to a maximum of 3 Symbols. When using their Elemental Skill or Burst, all Symbols will be consumed and the Roused effect will be granted for 10s. For each Symbol consumed, gain 40 Elemental Mastery, and 2s after the effect occurs, 2 Energy per Symbol consumed will be restored for said character. The Roused effect can be triggered once every 15s, and Symbols can be gained even when the character is not on the field.

  • During the event wish “Epitome Invocation,” the event-exclusive 4-star weapon Portable Power Saw (Claymore) will receive a huge drop-rate boost!

Prospector’s Drill (4-Star Polearm)

When the wielder is healed or heals others, they will gain a Unity’s Symbol that lasts 30s, up to a maximum of 3 Symbols. When using their Elemental Skill or Burst, all Symbols will be consumed and the Struggle effect will be granted for 10s. For each Symbol consumed, gain 3% ATK and 7% All Elemental DMG Bonus. The Struggle effect can be triggered once every 15s, and Symbols can be gained even when the character is not on the field.

  • During the event wish “Epitome Invocation,” the event-exclusive 4-star weapon Prospector’s Drill (Polearm) will receive a huge drop-rate boost!

Range Gauge (4-Star Bow)

When the wielder is healed or heals others, they will gain a Unity’s Symbol that lasts 30s, up to a maximum of 3 Symbols. When using their Elemental Skill or Burst, all Symbols will be consumed and the Struggle effect will be granted for 10s. For each Symbol consumed, gain 3% ATK and 7% All Elemental DMG Bonus. The Struggle effect can be triggered once every 15s, and Symbols can be gained even when the character is not on the field.

  • During the event wish “Epitome Invocation,” the event-exclusive 4-star weapon Range Gauge (Bow) will receive a huge drop-rate boost!

Ballad of the Boundless Blue (4-Star Catalyst)

Within 6s after Normal or Charged Attacks hit an opponent, Normal Attack DMG will be increased by 8% and Charged Attack DMG will be increased by 6%. Max 3 stacks. This effect can be triggered once every 0.3s.

  • Ballad of the Boundless Blue (Catalyst) and its refinement materials can be redeemed in the “Waterborne Poetry” event.

IV. New Main Story

1. New Archon Quests

Archon Quest Chapter IV: Act III “To the Stars Shining in the Depths”

Quest Unlock Criteria:

  • Reach Adventure Rank 40 or above
  • Complete Archon Quest Chapter IV: Act II “As Light Rain Falls Without Reason”

Archon Quest Chapter IV: Act IV “Cataclysm’s Quickening”

Quest Unlock Criteria:

  • Reach Adventure Rank 40 or above
  • Complete Archon Quest Chapter IV: Act III “To the Stars Shining in the Depths”

◇ After the Version 4.1 update, Archon Quest Chapter IV: Act III “To the Stars Shining in the Depths” and Chapter IV: Act IV “Cataclysm’s Quickening” will be permanently available.

2. New Story Quests

Neuvillette’s Story Quest – Diluvies Chapter: Act I “The Remains of the Past Day”

Permanently available after the Version 4.1 update

Quest Unlock Criteria:

  • • Reach Adventure Rank 40 or above
  • • Complete Archon Quest Chapter IV: Act IV “Cataclysm’s Quickening”

Wriothesley’s Story Quest – Cerberus Chapter: Act I “Reborn in the Land of Grievances”

Permanently available after 2023/10/17 18:00

Quest Unlock Criteria:

  • Reach Adventure Rank 40 or above
  • Complete Archon Quest Chapter IV: Act IV “Cataclysm’s Quickening”

3. New World Quests

New World Quests

New World Quests: “Unfinished Comedy” Quest Chain, “Fontaine Research Institute Chronicles” Quest Chain, “Villains,” “Both Brains and Brawn,” “Treacherous Light of the Depths,” “Road to the Singularity,” “Our Purpose Is in Another Canal,” “In Search of Lost Time,” “A Letter,” etc.

V. New System

New Daily Commissions System: Adventure Encounters

You can complete various encounters in your adventures to obtain Encounter Points, which can be used to collect commission rewards in place of completing Daily Commissions. You can obtain 4 commission rewards in this manner each day. Once you have obtained these 4 rewards by any means, completed your Daily Commissions or your Encounter items, you will not be able to obtain more rewards. At this time, you may go to Katheryne at the Adventurers’ Guild to obtain additional Daily Commission rewards.

Your Encounter items will not affect your Daily Commissions. You can still do those Daily Commissions after you have reached the limit of obtainable rewards and advance those quests.

Encounter Points are only valid on the day they are obtained. Whenever the Daily Commissions refresh, so too will your Encounter Points reset.

◇ Methods of Obtaining Encounter Points:

1. Complete Quests: this includes Archon Quests, Story Quests, World Quests or Invitation Quests. The Encounter Points you will gain will depend on the length and type of said Quest.

2. Collection: Collect lost Oculi, Crimson Agates, Lumenspar, and Plumes of Purifying Light to obtain Encounter Points.

3. Chests: Open chests during exploration to obtain Encounter Points.

4. Events: Take part in events and complete event objectives and obtain rewards to obtain corresponding Encounter Points.

Unlock Criteria (satisfy any one of the criteria below to unlock):

  • Reach Adventure Rank 35 or above
  • Complete Archon Quest Chapter II: Act III “Omnipresence Over Mortals”

VI. New Enemies

Millennial Pearl Seahorse

◇ A lonesome lord of seahorses that has gained the form of a fantastical beast and has surpassed almost all other Fontemer Aberrants.

The Xenomare Pearl beneath its head is a crystallization of Electro that will allow it to use more powerful elemental attacks and possess stronger defensive abilities. Other than using Elemental Reactions to destroy the Xenomare Pearl, you can also destroy the Resonant Coral Orbs it creates while guiding Fontemer Hoarthunder to deal effective DMG to said Pearl.

Located in the Liffey Region

Experimental Field Generator

◇ A large and out-of-control Fontaine Research Institute of Kinetic Energy Engineering device.

During combat, it will channel ousia energy to unleash a Gravity Reduction Field. Characters within this field can jump significantly higher. When the device is in this state, its Gravity Reduction Field will shut down if its core is annihilated by Pneuma attacks.

Located in the Fontaine Research Institute of Kinetic Energy Engineering Region

Frost Operatives and Wind Operatives

◇ Elite agents among the Fatui.

In combat, they will use the Hunt Down skill to attach a Life Bond to characters they hit. While Life Bond is active, the character will take continuous DMG, and Hunt Down will deal more DMG to them.

Deepwater Assault Mek

◇ Machines created from the union between Fontaine’s intricate device and special energy technologies.

Based on whether it’s imbued with ousia or pneuma energy, the machine will operate differently in battle. When either energy is annihilated upon being attacked by its opposite, an Overloaded state will be induced, causing the machine to lose energy and its combat capabilities.

VII. Other Update Details

New Recipes:

  • Hotel Debord, Fontaine: Boudin Noir aux Pommes, Tripes du Port, Consomme, Tomates Narbonnaises, and Cassoulet
  • Café Lucerne, Fontaine: Crepes Suzette
  • Wolsey (NPC): Trout Amandine, Barbeque Ribs, Coffee Bavarois, and Haggis

New Character Specialty Dishes:

  • Wriothesley’s specialty: Secret Sauce BBQ Ribs
  • Neuvillette’s specialty: “Consomme Purete”

New Achievement categories such as “Challenger: Series VIII,” “Fontaine: Dance of the Dew-White Springs (II),” and new Achievements added to the “Wonders of the World” category.

Adds some prompts for loading screens.

New Namecards:

  • “Neuvillette: Surge”: Reward for reaching Friendship Lv. 10 with Neuvillette
  • “Wriothesley: Detention”: Reward for reaching Friendship Lv. 10 with Wriothesley
  • “Travel Notes: Falling Star”: Reward obtained via the BP system
  • “Achievement: Perpetual”: Reward for completing all achievements under “Challenger: Series VIII”
  • “Fontaine: Redemption”: Reward for completing all achievements under “Fontaine: Dance of the Dew-White Springs (II)”

New Wildlife: Subdetection Unit

Adds Set 26 of “Paimon’s Paintings” chat emojis.

Adds the “Mute When Minimized” function to the PC platform, which can be enabled in Settings > Audio. When enabled, the game will be muted when the window is minimized. Audio will be restored when you reopen the game.

Fountain of Lucine: Increase in the Level Cap of Fountain of Lucine to Level 30.

“Genius Invokation TCG” Gameplay Update:

New Character Cards: Dehya, Wanderer, and Yaoyao, and their corresponding Talent cards.

New invitation duels and guest challenges added to the Player List.

New Action Cards: Moonpiercer, Crown of Watatsumi, Yayoi Nanatsuki, Gandharva Ville, Fresh Wind of Freedom, and Pankration!

The weekly Guest Challenge gameplay will be upgraded into the Sennight Gauntlet system:

1. The Sennight Gauntlet system will unlock at Player Level 2.

2. The rewards in the original “Guest Challenge” system will be issued in the “Sennight Gauntlet” system.

3. Win Guest Challenges, matchmade Co-Op duels, or Arena of Champions matches to earn Sennight Gauntlet rewards, including Player EXP and Lucky Coins. Rewards will further increase as your Player Level increases.

4. Player EXP and Lucky Coins earned from the Sennight Gauntlet are subject to the weekly limit, and the total rewards obtained through different game modes cannot exceed the limit.

5. The Sennight Gauntlet Rewards will refresh each Monday, and the weekly rewards for the Sennight Gauntlet will be determined based on your Player Level at that time:

  • Player Level 1-4: Up to 2,400 Lucky Coins and 800 Player EXP
  • Player Level 5-6: Up to 3,600 Lucky Coins and 800 Player EXP
  • Player Level 7-9: Up to 4,800 Lucky Coins and 800 Player EXP
  • Player Level 10: Up to 6,000 Lucky Coins.

The Forge Realm’s Temper is once again available. The theme of this edition is “The Forge Realm’s Temper: Clever Strategems”:

1. During The Forge Realm’s Temper: Clever Strategems, you can select the parameters for each stage. Parameters that may be set include: stage difficulty, enemy health, and the round limit for the match.

2. After you complete the stage battle, you will gain a score and the corresponding rewards based on the highest score you got in the stage.

Spiral Abyss

Floor 11 Ley Line Disorder changed to:

  • All party members receive a 60% Cryo DMG Bonus.
  • All party members receive a 60% Hydro DMG Bonus.

Updated the monster lineup on Floors 11 – 12 of the Spiral Abyss.

Starting from the first time that the Lunar Phase refreshes after updating to Version 4.1, the three Lunar Phases will be as follows:

Phase I:

Cleaving Moon

When the character’s HP increases or decreases, their Normal Attack and Charged Attack DMG will be increased by 16% for 6s. This effect can be triggered once every 0.5s. Max 3 stacks.

Phase II:

Converging Moon

After the character’s Charged Attack hits an opponent, the character will receive a 20% Elemental or Physical DMG Bonus, corresponding to the Elemental or Physical DMG type of the Charged Attack, for 5s. This effect can be triggered once every 0.5s. Max 3 stacks. Charged Attack DMG bonuses from different Elemental types or Physical DMG are counted independently.

Phase III:

Coalescing Moon

After the active character’s Normal or Charged Attack hits an opponent, that character’s Normal and Charged Attack CRIT Rate is increased by 6% for 5s. This effect can be triggered once every 0.1s. Max 5 stacks. Each stack’s duration is counted independently. This effect will be cleared if the character leaves the field.

〓Adjustments & Optimizations〓

Enemies

  • Reduces the DMG done by Annihilation Specialist Meks when hitting a character multiple times in a row with Ousia: Ceaseless Blade attacks.
  • Optimizes the patrol routes of certain enemies nearby the Domain of Blessing: Molten Iron Fortress in order to prevent an issue where characters would enter combat straight away after teleporting.
  • Optimizes the camera performance when the Aeonblight Drake descends from mid-air and lands on the ground.

System

  • Optimizes certain creation screens.
  • After crafting, forging, cooking, or creating furnishings, the selected formula will no longer be moved to the last line in the list.
  • When crafting, forging, cooking, or creating furnishings, the currently selected character will appear at the top of the list.
  • After creating furnishings, schematics for which you’ve run out of materials will not be refreshed immediately. The list will only be updated after you switch to another screen.

Optimizes the Adventure Rank Ascension experience:

  • Enhances the Adventure Rank Ascension prompt in the Paimon Menu. Travelers can open the “Adventure EXP and Adventure Rank” screen and redirect to the corresponding quest by tapping the prompt.
  • Adds a prompt for the Adventure Rank Ascension Quest in “Adventurer Handbook: Guide.”
  • Adjusts the lineup of opponents in the Adventure Rank Ascension Domain, and shortens the overall length of the Domain.
  • Reduces the Adventure Rank required to unlock “Adventurer Handbook: Embattle” from 20 to 16.
  • Adds enhancement quests for Prototype Rancour and Favonius Warbow in “Adventurer Handbook: Embattle.”
  • Optimizes the “Change Avatar” screen: Avatars for the characters and character outfits you’ve obtained will now be displayed separately in the avatar list. Travelers can choose which one they want to use (you’ll need to obtain both the outfit and the corresponding character in order to unlock outfit avatars). Account avatars will no longer change automatically when Travelers switch their characters’ outfits.
  • Optimizes the navigation location for Hilichurl Shooters in Adventurer Handbook: Enemies.
  • Increases the amount of certain Character and Weapon Enhancement Materials that can be exchanged each month in Stardust Exchange within the Paimon’s Bargains section of the Shop.

Audio

  • Due to unforeseen circumstances, in Korean, the voice of Lisa in content related to Version 4.1 will be temporarily provided by Shin Na-ri.
  • Changes certain words in the Japanese voice-overs for the Traveler on the Character Screen.
  • Optimizes the sound effect heard when the character is climbing certain materials.
  • Adds sound effects for certain areas and NPC dialogues in the Court of Fontaine.

Other

  • Optimizes certain anti-cheat mechanisms.
  • Adjusts the anti-piracy watermarks on terrain vegetation in earlier versions.
  • When speaking to the NPC Yayoi Nanatsuki, you can now start using the Crafting Bench right away by asking “May I use the Crafting Bench here?”

Genius Invokation TCG Balance Adjustment

  • Adjusts the skills of the Character Card “Tartaglia”: His Elemental Skill now also applies Riptide to the target character, and the Duration of the Riptide effect is now unlimited. Hydro DMG caused by Flash of Havoc has been adjusted to 5.
  • Adjusts the Elemental Dice cost and effect of the Talent Card “Abyssal Mayhem: Hydrospout” of the Character Card “Tartaglia”: The Elemental Dice cost has been adjusted to 3 Hydro Dice. In the End Phase, 1 Piercing DMG will now be dealt to active characters affected by Riptide.
  • Adjusts the Elemental Dice cost and Skill DMG of the Character Card “Kamisato Ayato”: The available Usages of the Takimeguri Kanka state applied by his Elemental Skill has been adjusted to 3. The Energy Cost required by his Elemental Burst has been adjusted to 2, and the Hydro DMG caused has been adjusted to 1.
  • Adjusts the effect of Cryo Cicins summoned by the Character Card “Cryo Cicin Mage”: After the Cryo Cicin Mage takes Elemental Reaction DMG, this card loses 1 Usage.
  • Adjusts the Elemental Dice cost for the Talent Card “Shaken, Not Purred” of the Character Card “Diona”: The Elemental Dice cost has been adjusted to 3 Cryo Dice.
  • Adjusts the Elemental Burst DMG of the Character Card “Xingqiu”: Hydro DMG caused has been adjusted to 2.
  • Adjusts the Elemental Dice cost for the Support Card “NRE”: The Elemental Dice cost has been adjusted to 1.
  • Adjusts the Elemental Dice cost for the Event Card “Teyvat Fried Egg”: The Elemental Dice cost has been adjusted to 2 Dice of the same element.
  • An additional effect has been added for the Support Card “Dunyarzad”: The first time the effect is triggered, draw 1 random Companion Support Card from your deck.
  • An additional effect has been added for the Support Card “Chef Mao”: The first time the effect is triggered, draw 1 random Food Event Card from your deck.
  • An additional effect has been added for the Event Cards “Master of Weaponry” and “Blessing of the Divine Relic’s Installation”: After changing Weapons or Artifacts, the number of times that the effect of the corresponding Weapon or Artifact can be triggered per turn will be reset.
  • Adjusts the effect of the Equipment Card “Emblem of Severed Fate”: This card’s effect can now only be triggered once per turn.
  • Adjusts the effect of the Event Card “Wind and Freedom” to the following: During this turn, after one of your characters uses a Skill: Switch your next character in to be the active character.
  • Adds the new Arcane Legend card “Fresh Wind of Freedom,” with the following effect: In this Round, when an opposing character is defeated during your Action, you can continue to act again when that Action ends.

Version Update Known Issue

In Version 4.1, there is currently an issue whereby there is a chance that characters will lose any abilities previously obtained from Xenochromatic Fontemer Aberrants after teleporting to an underwater Teleport Waypoint. This issue is scheduled to be fixed in Version 4.2.

Bug Fixes

Quests

  • Fixes an issue in the Archon Quest “Soloist’s Prologue” whereby the NPC Cowell would appear wrongly in a certain scene.
  • Fixes certain images that were displaying incorrectly in Noelle’s Hangout Memory “A Conundrum Called Love.”
  • Fixes an issue on iOS devices whereby certain audience NPC models were displaying abnormally in the Archon Quest “When All Return to the Waters.”

Enemies

  • Fixes an issue whereby there was a small chance that Armored Crabs and other enemies would turn back abnormally while pursuing the character in certain situations.
  • Fixes an issue whereby there was a small chance that the Cryo Hypostasis would be unable to enter its regenerative state.
  • Fixes an issue that would occur in Co-Op Mode whereby the Electro Hypostasis’s Lightning Burst skill would be abnormal in certain situations.
  • Fixes an issue whereby characters could not attack the Electro Hypostasis in certain situations.
  • Fixes an issue whereby Annihilation Specialist Meks could still inflict DMG on characters with the Ousia: Slashing Pirouette attack even after being frozen or petrified.
  • Fixes an issue whereby during the “Dirge of Coppelia” challenge, the AoE of some of Coppelius’ attacks was inconsistent with the attacks’ actual special effects.
  • Fixes an issue which would occur in certain situations where enemies would be affected by both Hydro and Pyro at the same time, but wouldn’t undergo an Elemental Reaction.
  • Fixes an issue whereby certain attacks of the Aeonblight Drake, Ruin Drake: Skywatch, and Suppression Specialist Mek would go through walls abnormally on Android and PS5 during Version 4.0.
  • Fixes an issue whereby there was a chance that Anemo Hilichurl Rogues would stay suspended in mid-air for extended periods of time after being knocked away in certain situations.
  • Fixes an issue which would occur when challenging the Local Legend: Hunter’s Rays where, after defeating one of the Hunter’s Rays, the other one couldn’t be defeated in certain situations.
  • Fixes an issue whereby the movements of some clockwork meka would be abnormal after they were defeated in certain situations.

Characters

  • Fixes an issue whereby the special effect would appear abnormally high up when holding Lynette’s Elemental Skill to enter a high-speed state on the surface of water.
  • Fixes an issue whereby Freminet’s diving helmet would not disappear as it should after the end of his Elemental Burst in certain situations.
  • Fixes an issue with Venti whereby, after hitting certain enemies with his Elemental Skill, the skill’s special effect would display diagonally.
  • Fixes an issue whereby the Wanderer would react abnormally after being hit by the Hydro Abyss Mage’s Mist Bubble skill in certain situations.
  • Fixes an issue with Lyney’s Elemental Burst icon and the fireworks ignited when the Grin-Malkin Cat generated by the Elemental Burst is canceled actively or its duration ends whereby the position of its eye teardrop is indicated wrongly.
  • Fixes an issue whereby Lyney would abnormally gain Prop Surplus stacks without consuming any of his own HP when unleashing a Charged Attack at Charge Level 2 in certain situations.
  • Fixes an issue on mobile devices where the brightness of certain special effects would be abnormal when Alhaitham unleashed his Elemental Burst.
  • Fixes an issue on PC and PlayStation whereby there was a chance that the screen would go blurry when holding the Elemental Skill button to enter Aiming Mode with Nahida.
  • Fixes an issue whereby pressing the Normal Attack or Elemental Skill buttons would not unleash the corresponding abilities properly when characters were moving underwater in certain situations.
  • Fixes an issue whereby the shape of characters’ bows would be abnormal when they were performing Aimed Shots in certain situations.
  • Fixes an issue whereby characters would fall slowly and experience other abnormal states in certain situations.
  • Fixes an issue whereby characters would start swimming abnormally while they were still on dry land in certain situations.
  • Fixes an issue whereby characters would walk instead of swim at the junction of air between water bodies in certain situations.

Audio

  • Fixes an issue which would occur underwater whereby, when destroying multiple Pufferfruit in a row, only the first one to be destroyed would make a sound.
  • Fixes an issue whereby opening or closing the party setup interface would cause the music to switch abnormally in certain situations.
  • Fixes an issue whereby the volume of the sound effects of certain items could not be controlled by adjusting SFX Volume in Settings.
  • Fixes an issue whereby the sound effects for certain buttons were missing when using a controller during Genius Invokation TCG duels.
  • Fixes an issue whereby the voice-overs of certain characters would be abnormally triggered when characters were moving underwater in certain situations.
  • Fixes an issue whereby certain monologue sound effects would not play during Archon Quests.

Genius Invokation TCG

  • Fixes an issue whereby when the Character Card “Fatui Cryo Cicin Mage” equipped the Talent Card “Cicin’s Cold Glare” and the Cryo Cicins reached their max usage count, if the player then used the Event Card “Quick Knit,” the effect of the Talent Card “Cicin’s Cold Glare” would not be applied properly.
  • Fixes an issue whereby there was a small chance that the HP of Character Cards would overlap abnormally when watching Genius Invokation TCG duels.
  • Fixes an issue in Genius Invokation TCG whereby if you had 0 Elemental Dice before the Action Phase began, you would still be able to abnormally play the Event Card “Covenant of Rock” due to the Omni Element generated by the Equipment Card “Gambler’s Earrings” after the Action Phase began. (Under normal conditions, “Covenant of Rock” should not have been playable as you had more than 0 Elemental Dice at this time.)

●System

  • Fixes an issue which would occur in certain situations whereby, when characters were moving underwater, the camera view would go through the character and cause their model to display abnormally.
  • Fixes an issue whereby the diving camera effect would show twice when characters went underwater in certain situations.
  • Fixes an issue whereby the camera would shake abnormally when the water level was rising in certain situations.
  • Fixes an issue in Co-Op Mode where, after using an underwater Teleport Waypoint, Xenochromatic creatures would appear as if their abilities had not yet been gained even after a teammate had already gained them.
  • Fixes an issue whereby jagged light would show up around the edges of Xiao’s character model on the Party Setup screen.
  • Fixes an issue whereby there was a small chance that the Crystalfly Trap wouldn’t appear after being used in certain situations.
  • Fixes an issue whereby Talents would wrongly show as having been leveled up to Lv. 11 in certain situations (but in fact they hadn’t).

Other

  • Fixes an issue whereby after entering Wolvendom, Apep’s Resort, or Bayt Al-Sukr, the corresponding area name would not display properly on the game screen in certain situations.
  • Fixes an issue whereby characters would arrive at the wrong location when teleporting in certain situations.
  • Fixes an issue whereby there was a small chance that the Antoine Roger Aircraft would automatically take off again after returning to its starting point.
  • Fixes an issue whereby, after a character ate an apple to restore HP, skill effects that were supposed to be triggered when the character was healed would not be triggered properly.
  • Fixes an issue whereby the Waverider’s attacks would not automatically lock onto Explosive Barrels in certain situations.
  • Fixes an issue whereby some enemies in the water and some characters in swimming mode were unable to take DMG from Electro-Charged Reactions in certain water bodies.
  • Fixes an issue whereby some gadgets would still produce leftover special effects after the character had gone underwater.
  • Fixes an issue whereby there was a small chance that effects such as Slowing Water from the first half of the challenge would remain into the second half when challenging the Spiral Abyss.
  • Fixes an issue whereby Dehya’s head would display abnormally when taking photos with her in certain situations.
  • Fixes an issue whereby the camera would feel like it was stuck when in Aiming Mode.
  • Fixes an issue whereby there was a chance that the game would get stuck when characters entered a body of water by climbing into it.
  • Fixes an issue whereby the timer in the Spiral Abyss would be abnormal under certain circumstances.
  • Fixes some text errors in certain languages and optimizes text. (Note: Related in-game functions have not changed. Travelers can view the changes in different languages by going to the Paimon Menu > Settings > Language and changing the Game Language.)

Text-related fixes and optimizations in English include:

  • Fixes some punctuation and spelling errors in the stories and skill descriptions on the profile pages of certain characters.
  • Optimizes an issue where the lines and voice-overs were inconsistent on the profile pages of certain characters.

Source: Genshin

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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The Sims 4 Update 1.81 for Sept. 26 Preps Game for DLC and Other Tweaks

Maxis has released The Sims 4 update 1.81, and while this is to prep the game for the Home Chef Hustle Stuff Pack, it also comes with various adjustments in tow. Read on for what’s new in The Sims 4 new update patch notes for September 26.

The Sims 4 Update 1.81 Patch Notes | The Sims 4 September 26 Patch Notes:

PC: 1.101.290.1030 / Mac: 1.101.290.1230

Console: Version 1.81.2

What’s New?

Today’s update has a variety of improvements across different features in the game.

The Recipe UI has received a well deserved update, bringing filtering to your fingertips. Now you can filter recipes by: “All, vegetarian, lactose free, meat, seafood, and sweets!”

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Let them eat (cup)cakes!

Speaking of sweets… this update includes freeing the sweetest treat, cupcakes! Your Sims can now prepare delicious cupcakes by using an oven, in addition to the traditional method of using the Whipped Dream Cupcake Factory. Plus, Toddlers can now experience the joy of eating a delicious cupcake.

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We’ve delved deep into cooking, recipes, and ingredients. Expect to see the quality of food that’s prepared better reflect your Sim’s skill level, current mood, and appliance quality. Additionally, recipes across the Cooking, Gourmet Cooking, and Baking skills have been updated to better utilize more of the expected ingredients of the food that’s being prepared. One example of these updates: Players who own both Cottage Living and Get To Work can use the sugar, flour, and egg ingredients from the former with the baking recipes from the latter.

The updates don’t stop there. We gave the Cool Kitchen Stuff Pack some love too! I scream, you scream, now Child Sims can scream for Ice Cream! Child Sims can now use the Sweet Tooth Ice Cream Machine.

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One last update we’d like to tell you about relates to the Small Appliances in game. We’ve added the ability for many different small appliances to be dragged around within the game world while in Live Mode, as well as being able to place small appliances into your Sim’s inventory to take them with you on your travels. Find the full list of compatible appliances below:

  • The Wavescatter
  • The Food Annihilator
  • The Omniwaver
  • The Schmapple Micro
  • Luxe Drink Tray
  • Sugar Kane Popcorn Popper
  • Summer Drink Tray
  • Sweet Tooth Ice Cream Machine
  • Fountain of Mirth
  • The Gravy Fountain Mark IV Stand
  • Vintage Glamour Beverage Fountain
  • Blazin’ Ladles’ Over The Counter Oven
  • “No Space“ Electric Oven Space Saver

Bug Fixes

The Sims 4

  • Garden plants now should remain as plants instead of sometimes crumbling into piles of dirt. Be strong and live your best life, garden buds!
  • Visual effects for Sim Traits in Create a Sim have returned from an unplanned summer holiday.
  • Some text was updated to properly gush about Newborns.
  • Take a big whiff, we’re growing trash! Trash Fruit will now properly grow from any pile of trash outside, no matter its source.
  • It was getting a little lonely out there! Sims will once again receive calls and invitations from other Sims and NPCs.

City Living

  • We all were very hungry working on this update. But not so hungry that vegetarians would eat meat! Your Vegetarian Sims should no longer grab meals that upset their stomachs when using the “Get Leftovers“ interaction.
  • Gelatin Rainbow Cake isn’t Vegetarian?! We’ve updated a lot of recipes that weren’t properly flagged as Vegetarian-Safe – and some that shouldn’t have been flagged in the first place.

Seasons

  • Bees will no longer become Enraged or Irritated after applying Mite Treatment. They will BEE a little more grateful to their caretaker Sim!

Eco Lifestyle

  • Photographs taken following today’s patch will no longer turn black when stored in the Storage Box.

Cottage Living

  • Some vegetables weren’t being recognized as vegetables for recipe ingredients! We’ve fixed this; make as many vegetable based dishes as your heart desires!
  • Now your Sims can make more informed choices on if they want to suffer the consequences of eating dairy when they are Lactose Intolerant. We’ve done a large update to food for a more accurate Lactose Free experience.

High School Years

  • Set your boundaries! There should be fewer invitations to become BFF with other Sims.

Growing Together

  • Photographs taken following today’s patch will no longer turn black when stored in the Basic Keepsake Box and the Truly Ornate Keepsake Box.

Horse Ranch

  • Ranch Hands now stay hired until you dismiss them.
  • Riders going from using Horse Barrels or Horse Jumps to doing something on foot no longer sometimes linger on horseback.

Movie Hangout

  • When using the Sugar Kane Popcorn Popper, Sims will now have visibility into what Cooking skill level they must reach to be able to prepare the various popcorn recipes.

Once a new patch is out, we’ll be sure to let our readers know.

Source: EA

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Nickelodeon All-Star Brawl 2 Release Date Announced, Now Available to Wishlist on Steam

Fair Play Labs and GameMill Entertainment has revealed Nickelodeon All-Star Brawl 2,release date and it’s November 3! Pre-orders are now available as well, with the game now available to be wishlisted on Steam.

The news comes just a couple of months after the sequel’s announcement. We were gifted with the announcement trailer that showcased explosive action with several famous animated characters. These include Spongebob Squarepants, Patrick Star, Squidward, Danny Phantom, Jimmy Neutron, Garfield, April O’Neil, and more. Not only can we expect new and returning characters, but the overall graphics will receive a makeover to bring together an entirely fresh package that features legendary Nickelodeon names and faces.

To go with the refined graphics, players can look forward to a new campaign mode, unique gameplay abilities to spice up the action, sweet unlockables, and crossplay functionality. We also posted about the different editions that will be available at launch and what’s in each.

While these pre-orders are currently being offered, there will be “other platform digital pre-orders” that will be available later in October, according to the release date tweet for NASB2.

Nickelodeon All-Star Brawl 2 launches for the PS5, PS4, Xbox Series X|S, Xbox One, Nintendo Switch, and PC this November 3

Anthony Rivera

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COD Mobile Season 9 Release Date: “Graveyard Shift” Launches October 4, Here’s What’s New

Activision has announced that (Call of Duty) COD Mobile Season 9 release date is October 4. The new season is called “Graveyard Shift” and features a handful of spooky updates for players to experience.

COD Mobile Season 9 New Content:

Start Date and Time: October 4 at 5pm PDT/8pm EDT/8am HKT

  • New Mode: Patrol – First featured in Call of Duty®: Vanguard, the Patrol MP Mode is a variant of Hardpoint where the capture point is continuously moving around the map. Players will need to keep up and move with it to score big for their team.
  • Two Zombies Modes – For the first time ever in Call of Duty: Mobile, two Zombies modes will appear in Season 9 – complete with new updates. Classic round-based Zombies on the Shi No Numa map with the new addition of a Missile Tower class, plus the always-moving Undead Siege returns to Isolated with a new Camo award.

The new season will also bring a new battle pass with 50 tiers of rewards, including operators, skins, weapons, and more. Let us know if you’re looking forward to the new season and all the spooky content it brings.

To keep up with Modern Warfare 2’s latest updates, check out all the content planned for MW2 and Warzone Season 6 here.

Jack Breitenbach

Game the night away!

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The Long Dark Update 2.23 Brings Quality of Life Improvements This Sept. 26

Hinterland has released The Long Dark update 2.23 and this adds a quality of life improvements and bug fixes to all platforms. Read on for The Long Dark Sept. 26 patch notes.

The Long Dark Update 2.23 Patch Notes:

GENERAL

  • Fixed an issue where inaccurate time values were shown in the player Journal during the Nomad Challenge.
  • Fixed an issue where Bear walk-cycle animations could break during an Aurora event.
  • Addressed multiple visual issues in which objects could pop-in when approaching them.
  • Fixed an issue where an Acorn location could not be interacted with in the Mystery Lake Region.
  • Fixed an issue where Wolves would ignore campfires when trying to get to the Survivor.
  • Fixed an issue where items left atop televisions could fall inside the object when transitioning to and from an interior.
  • Fixed multiple issues where certain items within Vehicles were inaccessible to the player.
  • Fixed an animation issue with Stags where they would turn oddly in certain circumstances.
  • Fixed an issue in which a corpse was mislabelled as “Crow Feather”.
  • Fixed multiple visual issues within the Control Tower in Forsaken Airfield.
  • Fixed a visual issue in which the interior of Snow Shelters could be seen from unintended positions.
  • Fixed a lighting issue with the couch in the Pleasant Valley Farmhouse.
  • Fixed a lighting issue in the Community Hall which caused three spotlight effects.
  • Fixed a rare issue preventing Survivors from interacting with objects after searching a container while holding a lit Match.
  • Addressed a visual issue caused by viewing objects through Campfire smoke.
  • Addressed a visual issue where shadows in Ash Canyon could pop in and out depending on the player’s position.
  • Fixed an issue that could cause items dropped in particular Caves to be lit inconsistently.
  • Fixed an issue where some structural objects in Blackrock Penitentiary were invisible to the player.
  • Added the option to skip the initial Photosensitivity Warning screen upon subsequent launches of the title.
  • Fixed an issue where some players using the Epic Game store were unable to progress past the Disclaimer screen. (If you continue to encounter this issue, please send a message to our Support portal using the link provided below.)
  • Fixed multiple issues in which items on harvested surfaces would remain mid-air instead of dropping to the ground.
  • Updated the Emergency Stim to allow for easier placement of the object.
  • Fixed multiple issues where interacting with specific objects or terrain while holding an item could result in the game hanging, forcing a restart.
  • Fixed an issue that caused Firewood to disappear on approach at the Rail Tunnel entrance of the Mystery Lake Region.
  • Fixed an issue where incorrect resources could spawn in Prepper Bunkers when playing on Interloper Experience Mode.
  • Fixed an issue where the Draft Dodgers Cabin was incorrectly shown as Fishing Cabin upon entering the cabin and when referenced in the Journal.

Source: Hinterland Forums

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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PlayStation Adds New 5-Star Rating System to PSN Store, Can Only Be Rated If You Own the Game

PlayStation has quietly added a new 5-star rating system to the PlayStation Store, allowing players to rate games they own on a scale from one to five stars.

As they state in their tweet, the feature does not work on games you don’t own, ideally to prevent players from leaving negative reviews on games they have a personal vendetta against. This feature is live now (in select regions) on the PS5 store interface. All players have to do is select the  game’s rating to see more information and add their own rating.

As of the time of writing, this feature is not enabled on the PlayStation Store website. It is also currently unclear if this feature is accessible via PS4’s PlayStation Store app or only through the PS5 version.

All in all, this is a great addition to the PS Store. Allowing players to see how other gamers rate games can significantly influence their purchasing decisions. The next step would be to mimic Steam and allow written reviews, but we wouldn’t expect to see that anytime soon.

Speaking of PlayStation, check out the latest PS5 deal, where new buyers can get a free game with their purchase of the PS5. This deal only lasts until October 20, so act fast.

How do you feel about the new rating system?  Let us know in the comments.

Jack Breitenbach

Game the night away!

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Naraka Bladepoint Update 1.014 for Sept. 26 Adds New Event and More

NetEase has rolled out Naraka Bladepoint update 1.014 and this ushers in a new event and hero adjustments. Read on for everything new in the Naraka Bladepoint new update patch notes.

Naraka Bladepoint Update 1.014 Patch Notes:

Brand New Content

I. Limited-time Event: Mythic Scrolls

The scroll paintings stand majestic, each depicting a scene of natural beauty.

1. Event Time: From Sep 27, 2023 Update to Oct 18, 2023 at 20:00 (UTC)

2. Event Rules:

There are 8 Scrolls which will open as time progresses. Once open, players can complete the Scroll Quests to get Lunar Essence and other rewards. During the event, all quests are permanently valid and will not reset.

Hero Adjustments

I. Zai

1. Adjustments made to the Ultimate [Chain Scythe: Suppress] with the move [Chain Link: Suppress] are as follows:

(1) Optimized enemy reactions when hit by the move.

(2) Slightly reduced the interval between strikes.

(3) Reduced the stagger time after the last strike hits.

Weapon Adjustments

I. Spear/Staff

1. New Mechanism: Congeneric Skill of Spear and Staff is now available.

II. Staff

1. Reduced damage multiplier of Staff’s Counterstrike Combo from 3.22 * 2 to 1.30 + 5.14.

(Showdown mode excluded)

Combat Adjustments

I. Moderately reduced the Disengage points granted by hits from Grappling Hook and Scale Rush.

In-game Adjustments

I. Feature Optimizations

1. Adjusted the interaction priority of mechanisms and interactive objects to avoid conflicts with dropped items.

II. Capture the Spirit Well

1. Added a mini map warning before the Flag respawns in Capture the Flag Challenge, and the Flag will respawn in random locations.

Out-game Adjustments

I. Ref Spectate Optimizations

1. Expanded the original options in Settings – Game – Ref Spectate – See-through of Free Roam to include Free Roam/Camera Follow See-through.

II. Custom Match Adjustments

1. The Omni’s Nightmare mode will be temporarily removed from the Custom Room.

III. Fairyland Penglai Optimizations

1. Added a quick interaction feature to view target player info with one tap.

IV. The Hero Returns Event is Now Permanent

1. If a player has been offline for over 14 days, The Hero Returns event will be initiated upon login.

2. Obtain Rebirth Seals by being online for a certain duration or completing given event quests, which can be exchanged for various rare Collections.

3. During the event, players can view changes made to each Hero during their absence in the Hero interface to have a quicker grasp of the adjustments.

V. Free Training Adjustments

1. The style of the Free Training menu has been changed.

2. Ally Bots are now listed as an independent option.

VI. Rotating Mode

1. Rotating mode is available again! The modes ready to be rotated are Shadow Surge (Morus Isle) and Capture the Spirit Well.

VII. Hero Stats

1. Added Quick Match Stats to Hero Stats

VIII. Star-Collections

1. Tessa exclusive Star-Collection [Star – Nine Tailed Destiny] will be available for trade from Oct 1st, 2023 at 02:00 (UTC). Players can then trade this outfit in Steam Market.

IX. Daily Quests

1. The following Daily Quests can currently be completed in the Showdown mode:

1) Travel 500m using the Grappling Hook.

2) Hit 8 enemies with the Grappling Hook.

3) Travel 2,000m.

4) Deal 2,000 damage with melee weapons.

5) Deal 1,000 damage with ranged weapons.

2. Daily Quests will automatically refresh after the update.

X. Deluxe Edition and Ultimate Edition have been removed

1. From October 19, 2023, the Deluxe and Ultimate editions will be removed from in-game store. Rewards that come with the Deluxe and Ultimate editions (such as Spear Legendary Skin [White Viper], Legendary Accessory [Aroma] and the Matari’s Legendary Outfit [Flawless Elegance) will also be temporarily unavailable.

We will strive to bring more season packs in the future which will not only upgrade the game edition but also grant players with more Gold, Treasure, exclusive outfits and items as rewards. Thank you for your understanding and support as always.

Showdown Adjustments

I. Combat Adjustments

1. Reduced the Attack of bosses in Solo Showdown stages.

II. Out-game Adjustments

1. Modified the recommended Sense level and gameplay description for Enigma Domain. Players who meet the recommended level are encouraged to try Enigma Domain more often, without clearing all waves as a requirement.

Client Optimization

I. Graphic Enhancement

1. Added FSR2 Graphic Enhancement Options

AMD FidelityFX Super Resolution 2 is a cutting-edge temporal upscaling algorithm that produces high resolution frames from lower resolution inputs.

2. Settings Integration

DLSS, NIS and FSR2 are integrated under the Graphic Enhancement options. Players can select the best option to improve their frame rate and visual effect.

II. Optimization of Resource Structure

1. Optimized the structure of all weapons, mechanisms and other resources to improve resource loading and running efficiency.

2. Optimized the resource structure of all fashions and accessories to improve the performance when running.

3. Optimized the static resource structure of all scenarios to improve resource loading running efficiency.

Bug Fixes

I. Hero-related Bugs

1. Fixed an issue in [Showdown] where Yueshan displayed Focus errors after activating the Ultimate.

2. Fixed an issue where Viper Ning’s ultimate was interrupted by certain movements.

II. Weapon-related Bugs

1. Fixed an issue where stagger sometimes fails during the [Earthshaker] Souljade attack.

2. Fixed an issue where the Longsword’s energy sometimes couldn’t properly knock enemies airborne.

III. Showdown Bugs

1. Fixed an issue in Solo Showdown mode where the Witch Ghosts couldn’t summon Miasma Ghosts.

IV. Other Bugs

1. Fixed an issue where all friend info occasionally disappears from the friends list.

2. Fixed the incorrect Collection Points of Zai’s [Soul Carving], which should be 15.

For the latest store discounts, head on over here.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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NHL 23 Update 1.73 for September 26 Skates Out

EA has released NHL 23 update 1.73 on all platforms, and this is probably one of the last updates the game is getting given NHL 24 is almost out. Read no for what’s new in the NHL 23 September 26 patch notes.

NHL 23 Update 1.73 Patch Notes | NHL 23 Patch Notes for September 26:

Unfortunately, there is no patch notes released, and chances are, we won’t see anything. If you notice any gameplay-related changes, leave a comment below to let us know what you spot.

As for the next game in the franchise, NHL 24 will be out this October 6 on the PS4, PS5, Xbox One, Xbox Series X|S. Players can get three days early access if they purchase the X-Factor edition. To check out all of the game’s new features, head over here.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Genshin Impact Update 4.100.000 Casts Out for September 26

miHoYo Studios has begun rolling out the Genshin Impact Update 4.100.00 on both PC and PlayStation, bringing new characters, quests, and a host of fixes and adjustments! Read on for the September 26 Genshin update patch notes!

Genshin Impact Update 4.100.000 Patch Notes | Genshin Impact September 26 Update

Compensation Details

Maintenance Compensation: Primogems ×300 (60 Primogems per hour the servers are down)

Issue Fix Compensation: Primogems ×300 (please refer to the relevant compensation mail for more details)

Scope of Compensation

Maintenance Compensation: Travelers who have reached Adventure Rank 5 or above by 2023/09/27 06:00 (UTC+8).

Compensation must be claimed before the end of Version 4.1.

Issue Fix Compensation: Travelers who reach Adventure Rank 5 or above by 2023/09/27 06:00 (UTC+8).

Please log in and claim your compensation before 2023/09/30 06:00 (UTC+8).

Our developers will distribute compensation to Travelers via in-game mail within 5 hours after the update maintenance is finished. The mail will expire after 30 days, so don’t forget to claim the attached compensation in time.

Update Schedule

Update maintenance begins 2023/09/27 06:00 (UTC+8) and is estimated to take 5 hours.

How to Update Game Client

PC: Close the game, open the Genshin Impact Launcher, and click Update.

iOS: Open the App Store and tap Update.

Android: Open the game and follow the directions on-screen.

PS5™ and PS4™: Highlight Genshin Impact from the Home Screen, press the OPTIONS button and select “Check for Update.”

Please do not hesitate to contact Customer Service if you encounter any issues installing the new version. We will do our very best to resolve the issue.

Update Details

I. New Areas – New Areas in Fontaine Now Available

  • ◇ In Version 4.1, the following areas in Fontaine will become available: Liffey Region and Fontaine Research Institute of Kinetic Energy Engineering Region.
  • ※ After the Version 4.1 update, as long as Travelers have completed Archon Quest Prologue: Act III “Song of the Dragon and Freedom,” a Teleport Waypoint will be automatically unlocked in the north of the Court of Fontaine Region (If you have already completed this Archon Quest, the Teleport Waypoint will be unlocked after the update). You’ll also receive the Primogem reward for this Teleport Waypoint when it unlocks automatically. If you’ve already unlocked this Waypoint, no new Waypoints will be unlocked.
  • New Daily Commissions will be added in Fontaine.
    • New Daily Commissions Unlock Criteria:Complete World Quest “Fontaine Research Institute Chronicles”
    • In addition, there will be new Fishing Points and “Radiant Spincrystals” in Fontaine.

II. New Characters “Ordainer of Inexorable Judgment” Neuvillette (Hydro) (5-Star)

  • ???: Hydro
  • Weapon: Catalyst
  • The Chief Justice of Fontaine, known as the Iudex, is renowned for his unassailable impartiality.
  • Neuvillette’s Charged Attacks can be charged up. While charging, he can move and change facing, and also absorb any Sourcewater Droplets in a certain AoE. Every Droplet he absorbs will increase the charging speed and will heal Neuvillette. When the charging is complete, then a Charged Attack: Equitable Judgment will be unleashed, dealing continuous AoE Hydro DMG to all opponents in a straight-line area in front of him. If Neuvillette’s HP is above 50%, he will continuously lose HP while using this attack.
  • Elemental Skill “O Tears, I Shall Repay”
  • Summons a Raging Waterfall that will deal AoE Hydro DMG to opponents. After hitting an opponent, this skill will generate a certain number of Sourcewater Droplets.
  • Elemental Burst “O Tides, I Have Returned”
  • Unleashes waves that will deal AoE Hydro DMG to opponents and will generate a certain number of Sourcewater Droplets.
  • “Emissary of Solitary Iniquity” Wriothesley (Cryo) (5-Star)
  • Vision: Cryo
  • Weapon: Catalyst
  • Duke of the Fortress of Meropide, Lord Incognito of the murky depths.
  • Elemental Skill “Icefang Rush”
  • Allows Wriothesley to enter the Chilling Penalty state. This state increases Wriothesley’s interruption resistance. When his HP is above 50% and his Normal Attack hits opponents, it will consume Wriothesley’s HP to enhance this attack and increase its DMG.
  • Elemental Burst “Darkgold Wolfbite”
  • Activating his boxing gloves, Wriothesley uses Icicle Impact to cause multiple instances of AoE Cryo DMG in a frontal area.

III. New Equipment New Weapons (Examples based on Refinement Rank 1)

Tome of the Eternal Flow (5-Star Catalyst)

HP is increased by 16%. When current HP increases or decreases, Charged Attack DMG will be increased by 14% for 4s. Max 3 stacks. This effect can be triggered once every 0.3s. When the character has 3 stacks or a third stack’s duration refreshes, 8 Energy will be restored. This Energy restoration effect can be triggered once every 12s.

  •  During the event wish “Epitome Invocation,” the event-exclusive 5-star weapon Tome of the Eternal Flow (Catalyst) will receive a huge drop-rate boost!

Cashflow Supervision (5-Star Catalyst)

ATK is increased by 16%. When current HP increases or decreases, Normal Attack DMG will be increased by 16% and Charged Attack DMG will be increased by 14% for 4s. Max 3 stacks. This effect can be triggered once every 0.3s. When the wielder has 3 stacks, ATK SPD will be increased by 8%.

  • During the event wish “Epitome Invocation,” the event-exclusive 5-star weapon Cashflow Supervision (Catalyst) will receive a huge drop-rate boost!

The Dockhand’s Assistant (4-Star Sword)

· When the wielder is healed or heals others, they will gain a Stoic’s Symbol that lasts 30s, up to a maximum of 3 Symbols. When using their Elemental Skill or Burst, all Symbols will be consumed and the Roused effect will be granted for 10s. For each Symbol consumed, gain 40 Elemental Mastery, and 2s after the effect occurs, 2 Energy per Symbol consumed will be restored for said character. The Roused effect can be triggered once every 15s, and Symbols can be gained even when the character is not on the field.

  • During the event wish “Epitome Invocation,” the event-exclusive 4-star weapon The Dockhand’s Assistant (Sword) will receive a huge drop-rate boost!

Portable Power Saw (4-Star Claymore)

· When the wielder is healed or heals others, they will gain a Stoic’s Symbol that lasts 30s, up to a maximum of 3 Symbols. When using their Elemental Skill or Burst, all Symbols will be consumed and the Roused effect will be granted for 10s. For each Symbol consumed, gain 40 Elemental Mastery, and 2s after the effect occurs, 2 Energy per Symbol consumed will be restored for said character. The Roused effect can be triggered once every 15s, and Symbols can be gained even when the character is not on the field.

  • During the event wish “Epitome Invocation,” the event-exclusive 4-star weapon Portable Power Saw (Claymore) will receive a huge drop-rate boost!

Prospector’s Drill (4-Star Polearm)

When the wielder is healed or heals others, they will gain a Unity’s Symbol that lasts 30s, up to a maximum of 3 Symbols. When using their Elemental Skill or Burst, all Symbols will be consumed and the Struggle effect will be granted for 10s. For each Symbol consumed, gain 3% ATK and 7% All Elemental DMG Bonus. The Struggle effect can be triggered once every 15s, and Symbols can be gained even when the character is not on the field.

  • During the event wish “Epitome Invocation,” the event-exclusive 4-star weapon Prospector’s Drill (Polearm) will receive a huge drop-rate boost!

Range Gauge (4-Star Bow)

When the wielder is healed or heals others, they will gain a Unity’s Symbol that lasts 30s, up to a maximum of 3 Symbols. When using their Elemental Skill or Burst, all Symbols will be consumed and the Struggle effect will be granted for 10s. For each Symbol consumed, gain 3% ATK and 7% All Elemental DMG Bonus. The Struggle effect can be triggered once every 15s, and Symbols can be gained even when the character is not on the field.

  • During the event wish “Epitome Invocation,” the event-exclusive 4-star weapon Range Gauge (Bow) will receive a huge drop-rate boost!

Ballad of the Boundless Blue (4-Star Catalyst)

Within 6s after Normal or Charged Attacks hit an opponent, Normal Attack DMG will be increased by 8% and Charged Attack DMG will be increased by 6%. Max 3 stacks. This effect can be triggered once every 0.3s.

  • Ballad of the Boundless Blue (Catalyst) and its refinement materials can be redeemed in the “Waterborne Poetry” event.

IV. New Main Story

1. New Archon Quests

Archon Quest Chapter IV: Act III “To the Stars Shining in the Depths”

Quest Unlock Criteria:

  • Reach Adventure Rank 40 or above
  • Complete Archon Quest Chapter IV: Act II “As Light Rain Falls Without Reason”

Archon Quest Chapter IV: Act IV “Cataclysm’s Quickening”

Quest Unlock Criteria:

  • Reach Adventure Rank 40 or above
  • Complete Archon Quest Chapter IV: Act III “To the Stars Shining in the Depths”

◇ After the Version 4.1 update, Archon Quest Chapter IV: Act III “To the Stars Shining in the Depths” and Chapter IV: Act IV “Cataclysm’s Quickening” will be permanently available.

2. New Story Quests

Neuvillette’s Story Quest – Diluvies Chapter: Act I “The Remains of the Past Day”

Permanently available after the Version 4.1 update

Quest Unlock Criteria:

  • • Reach Adventure Rank 40 or above
  • • Complete Archon Quest Chapter IV: Act IV “Cataclysm’s Quickening”

Wriothesley’s Story Quest – Cerberus Chapter: Act I “Reborn in the Land of Grievances”

Permanently available after 2023/10/17 18:00

Quest Unlock Criteria:

  • Reach Adventure Rank 40 or above
  • Complete Archon Quest Chapter IV: Act IV “Cataclysm’s Quickening”

3. New World Quests

New World Quests

New World Quests: “Unfinished Comedy” Quest Chain, “Fontaine Research Institute Chronicles” Quest Chain, “Villains,” “Both Brains and Brawn,” “Treacherous Light of the Depths,” “Road to the Singularity,” “Our Purpose Is in Another Canal,” “In Search of Lost Time,” “A Letter,” etc.

V. New System

New Daily Commissions System: Adventure Encounters

You can complete various encounters in your adventures to obtain Encounter Points, which can be used to collect commission rewards in place of completing Daily Commissions. You can obtain 4 commission rewards in this manner each day. Once you have obtained these 4 rewards by any means, completed your Daily Commissions or your Encounter items, you will not be able to obtain more rewards. At this time, you may go to Katheryne at the Adventurers’ Guild to obtain additional Daily Commission rewards.

Your Encounter items will not affect your Daily Commissions. You can still do those Daily Commissions after you have reached the limit of obtainable rewards and advance those quests.

Encounter Points are only valid on the day they are obtained. Whenever the Daily Commissions refresh, so too will your Encounter Points reset.

◇ Methods of Obtaining Encounter Points:

1. Complete Quests: this includes Archon Quests, Story Quests, World Quests or Invitation Quests. The Encounter Points you will gain will depend on the length and type of said Quest.

2. Collection: Collect lost Oculi, Crimson Agates, Lumenspar, and Plumes of Purifying Light to obtain Encounter Points.

3. Chests: Open chests during exploration to obtain Encounter Points.

4. Events: Take part in events and complete event objectives and obtain rewards to obtain corresponding Encounter Points.

Unlock Criteria (satisfy any one of the criteria below to unlock):

  • Reach Adventure Rank 35 or above
  • Complete Archon Quest Chapter II: Act III “Omnipresence Over Mortals”

VI. New Enemies

Millennial Pearl Seahorse

◇ A lonesome lord of seahorses that has gained the form of a fantastical beast and has surpassed almost all other Fontemer Aberrants.

The Xenomare Pearl beneath its head is a crystallization of Electro that will allow it to use more powerful elemental attacks and possess stronger defensive abilities. Other than using Elemental Reactions to destroy the Xenomare Pearl, you can also destroy the Resonant Coral Orbs it creates while guiding Fontemer Hoarthunder to deal effective DMG to said Pearl.

Located in the Liffey Region

Experimental Field Generator

◇ A large and out-of-control Fontaine Research Institute of Kinetic Energy Engineering device.

During combat, it will channel ousia energy to unleash a Gravity Reduction Field. Characters within this field can jump significantly higher. When the device is in this state, its Gravity Reduction Field will shut down if its core is annihilated by Pneuma attacks.

Located in the Fontaine Research Institute of Kinetic Energy Engineering Region

Frost Operatives and Wind Operatives

◇ Elite agents among the Fatui.

In combat, they will use the Hunt Down skill to attach a Life Bond to characters they hit. While Life Bond is active, the character will take continuous DMG, and Hunt Down will deal more DMG to them.

Deepwater Assault Mek

◇ Machines created from the union between Fontaine’s intricate device and special energy technologies.

Based on whether it’s imbued with ousia or pneuma energy, the machine will operate differently in battle. When either energy is annihilated upon being attacked by its opposite, an Overloaded state will be induced, causing the machine to lose energy and its combat capabilities.

VII. Other Update Details

New Recipes:

  • Hotel Debord, Fontaine: Boudin Noir aux Pommes, Tripes du Port, Consomme, Tomates Narbonnaises, and Cassoulet
  • Café Lucerne, Fontaine: Crepes Suzette
  • Wolsey (NPC): Trout Amandine, Barbeque Ribs, Coffee Bavarois, and Haggis

New Character Specialty Dishes:

  • Wriothesley’s specialty: Secret Sauce BBQ Ribs
  • Neuvillette’s specialty: “Consomme Purete”

New Achievement categories such as “Challenger: Series VIII,” “Fontaine: Dance of the Dew-White Springs (II),” and new Achievements added to the “Wonders of the World” category.

Adds some prompts for loading screens.

New Namecards:

  • “Neuvillette: Surge”: Reward for reaching Friendship Lv. 10 with Neuvillette
  • “Wriothesley: Detention”: Reward for reaching Friendship Lv. 10 with Wriothesley
  • “Travel Notes: Falling Star”: Reward obtained via the BP system
  • “Achievement: Perpetual”: Reward for completing all achievements under “Challenger: Series VIII”
  • “Fontaine: Redemption”: Reward for completing all achievements under “Fontaine: Dance of the Dew-White Springs (II)”

New Wildlife: Subdetection Unit

Adds Set 26 of “Paimon’s Paintings” chat emojis.

Adds the “Mute When Minimized” function to the PC platform, which can be enabled in Settings > Audio. When enabled, the game will be muted when the window is minimized. Audio will be restored when you reopen the game.

Fountain of Lucine: Increase in the Level Cap of Fountain of Lucine to Level 30.

“Genius Invokation TCG” Gameplay Update:

New Character Cards: Dehya, Wanderer, and Yaoyao, and their corresponding Talent cards.

New invitation duels and guest challenges added to the Player List.

New Action Cards: Moonpiercer, Crown of Watatsumi, Yayoi Nanatsuki, Gandharva Ville, Fresh Wind of Freedom, and Pankration!

The weekly Guest Challenge gameplay will be upgraded into the Sennight Gauntlet system:

1. The Sennight Gauntlet system will unlock at Player Level 2.

2. The rewards in the original “Guest Challenge” system will be issued in the “Sennight Gauntlet” system.

3. Win Guest Challenges, matchmade Co-Op duels, or Arena of Champions matches to earn Sennight Gauntlet rewards, including Player EXP and Lucky Coins. Rewards will further increase as your Player Level increases.

4. Player EXP and Lucky Coins earned from the Sennight Gauntlet are subject to the weekly limit, and the total rewards obtained through different game modes cannot exceed the limit.

5. The Sennight Gauntlet Rewards will refresh each Monday, and the weekly rewards for the Sennight Gauntlet will be determined based on your Player Level at that time:

  • Player Level 1-4: Up to 2,400 Lucky Coins and 800 Player EXP
  • Player Level 5-6: Up to 3,600 Lucky Coins and 800 Player EXP
  • Player Level 7-9: Up to 4,800 Lucky Coins and 800 Player EXP
  • Player Level 10: Up to 6,000 Lucky Coins.

The Forge Realm’s Temper is once again available. The theme of this edition is “The Forge Realm’s Temper: Clever Strategems”:

1. During The Forge Realm’s Temper: Clever Strategems, you can select the parameters for each stage. Parameters that may be set include: stage difficulty, enemy health, and the round limit for the match.

2. After you complete the stage battle, you will gain a score and the corresponding rewards based on the highest score you got in the stage.

Spiral Abyss

Floor 11 Ley Line Disorder changed to:

  • All party members receive a 60% Cryo DMG Bonus.
  • All party members receive a 60% Hydro DMG Bonus.

Updated the monster lineup on Floors 11 – 12 of the Spiral Abyss.

Starting from the first time that the Lunar Phase refreshes after updating to Version 4.1, the three Lunar Phases will be as follows:

Phase I:

Cleaving Moon

When the character’s HP increases or decreases, their Normal Attack and Charged Attack DMG will be increased by 16% for 6s. This effect can be triggered once every 0.5s. Max 3 stacks.

Phase II:

Converging Moon

After the character’s Charged Attack hits an opponent, the character will receive a 20% Elemental or Physical DMG Bonus, corresponding to the Elemental or Physical DMG type of the Charged Attack, for 5s. This effect can be triggered once every 0.5s. Max 3 stacks. Charged Attack DMG bonuses from different Elemental types or Physical DMG are counted independently.

Phase III:

Coalescing Moon

After the active character’s Normal or Charged Attack hits an opponent, that character’s Normal and Charged Attack CRIT Rate is increased by 6% for 5s. This effect can be triggered once every 0.1s. Max 5 stacks. Each stack’s duration is counted independently. This effect will be cleared if the character leaves the field.

〓Adjustments & Optimizations〓

Enemies

  • Reduces the DMG done by Annihilation Specialist Meks when hitting a character multiple times in a row with Ousia: Ceaseless Blade attacks.
  • Optimizes the patrol routes of certain enemies nearby the Domain of Blessing: Molten Iron Fortress in order to prevent an issue where characters would enter combat straight away after teleporting.
  • Optimizes the camera performance when the Aeonblight Drake descends from mid-air and lands on the ground.

System

  • Optimizes certain creation screens.
  • After crafting, forging, cooking, or creating furnishings, the selected formula will no longer be moved to the last line in the list.
  • When crafting, forging, cooking, or creating furnishings, the currently selected character will appear at the top of the list.
  • After creating furnishings, schematics for which you’ve run out of materials will not be refreshed immediately. The list will only be updated after you switch to another screen.

Optimizes the Adventure Rank Ascension experience:

  • Enhances the Adventure Rank Ascension prompt in the Paimon Menu. Travelers can open the “Adventure EXP and Adventure Rank” screen and redirect to the corresponding quest by tapping the prompt.
  • Adds a prompt for the Adventure Rank Ascension Quest in “Adventurer Handbook: Guide.”
  • Adjusts the lineup of opponents in the Adventure Rank Ascension Domain, and shortens the overall length of the Domain.
  • Reduces the Adventure Rank required to unlock “Adventurer Handbook: Embattle” from 20 to 16.
  • Adds enhancement quests for Prototype Rancour and Favonius Warbow in “Adventurer Handbook: Embattle.”
  • Optimizes the “Change Avatar” screen: Avatars for the characters and character outfits you’ve obtained will now be displayed separately in the avatar list. Travelers can choose which one they want to use (you’ll need to obtain both the outfit and the corresponding character in order to unlock outfit avatars). Account avatars will no longer change automatically when Travelers switch their characters’ outfits.
  • Optimizes the navigation location for Hilichurl Shooters in Adventurer Handbook: Enemies.
  • Increases the amount of certain Character and Weapon Enhancement Materials that can be exchanged each month in Stardust Exchange within the Paimon’s Bargains section of the Shop.

Audio

  • Due to unforeseen circumstances, in Korean, the voice of Lisa in content related to Version 4.1 will be temporarily provided by Shin Na-ri.
  • Changes certain words in the Japanese voice-overs for the Traveler on the Character Screen.
  • Optimizes the sound effect heard when the character is climbing certain materials.
  • Adds sound effects for certain areas and NPC dialogues in the Court of Fontaine.

Other

  • Optimizes certain anti-cheat mechanisms.
  • Adjusts the anti-piracy watermarks on terrain vegetation in earlier versions.
  • When speaking to the NPC Yayoi Nanatsuki, you can now start using the Crafting Bench right away by asking “May I use the Crafting Bench here?”

Genius Invokation TCG Balance Adjustment

  • Adjusts the skills of the Character Card “Tartaglia”: His Elemental Skill now also applies Riptide to the target character, and the Duration of the Riptide effect is now unlimited. Hydro DMG caused by Flash of Havoc has been adjusted to 5.
  • Adjusts the Elemental Dice cost and effect of the Talent Card “Abyssal Mayhem: Hydrospout” of the Character Card “Tartaglia”: The Elemental Dice cost has been adjusted to 3 Hydro Dice. In the End Phase, 1 Piercing DMG will now be dealt to active characters affected by Riptide.
  • Adjusts the Elemental Dice cost and Skill DMG of the Character Card “Kamisato Ayato”: The available Usages of the Takimeguri Kanka state applied by his Elemental Skill has been adjusted to 3. The Energy Cost required by his Elemental Burst has been adjusted to 2, and the Hydro DMG caused has been adjusted to 1.
  • Adjusts the effect of Cryo Cicins summoned by the Character Card “Cryo Cicin Mage”: After the Cryo Cicin Mage takes Elemental Reaction DMG, this card loses 1 Usage.
  • Adjusts the Elemental Dice cost for the Talent Card “Shaken, Not Purred” of the Character Card “Diona”: The Elemental Dice cost has been adjusted to 3 Cryo Dice.
  • Adjusts the Elemental Burst DMG of the Character Card “Xingqiu”: Hydro DMG caused has been adjusted to 2.
  • Adjusts the Elemental Dice cost for the Support Card “NRE”: The Elemental Dice cost has been adjusted to 1.
  • Adjusts the Elemental Dice cost for the Event Card “Teyvat Fried Egg”: The Elemental Dice cost has been adjusted to 2 Dice of the same element.
  • An additional effect has been added for the Support Card “Dunyarzad”: The first time the effect is triggered, draw 1 random Companion Support Card from your deck.
  • An additional effect has been added for the Support Card “Chef Mao”: The first time the effect is triggered, draw 1 random Food Event Card from your deck.
  • An additional effect has been added for the Event Cards “Master of Weaponry” and “Blessing of the Divine Relic’s Installation”: After changing Weapons or Artifacts, the number of times that the effect of the corresponding Weapon or Artifact can be triggered per turn will be reset.
  • Adjusts the effect of the Equipment Card “Emblem of Severed Fate”: This card’s effect can now only be triggered once per turn.
  • Adjusts the effect of the Event Card “Wind and Freedom” to the following: During this turn, after one of your characters uses a Skill: Switch your next character in to be the active character.
  • Adds the new Arcane Legend card “Fresh Wind of Freedom,” with the following effect: In this Round, when an opposing character is defeated during your Action, you can continue to act again when that Action ends.

Version Update Known Issue

In Version 4.1, there is currently an issue whereby there is a chance that characters will lose any abilities previously obtained from Xenochromatic Fontemer Aberrants after teleporting to an underwater Teleport Waypoint. This issue is scheduled to be fixed in Version 4.2.

Bug Fixes

Quests

  • Fixes an issue in the Archon Quest “Soloist’s Prologue” whereby the NPC Cowell would appear wrongly in a certain scene.
  • Fixes certain images that were displaying incorrectly in Noelle’s Hangout Memory “A Conundrum Called Love.”
  • Fixes an issue on iOS devices whereby certain audience NPC models were displaying abnormally in the Archon Quest “When All Return to the Waters.”

Enemies

  • Fixes an issue whereby there was a small chance that Armored Crabs and other enemies would turn back abnormally while pursuing the character in certain situations.
  • Fixes an issue whereby there was a small chance that the Cryo Hypostasis would be unable to enter its regenerative state.
  • Fixes an issue that would occur in Co-Op Mode whereby the Electro Hypostasis’s Lightning Burst skill would be abnormal in certain situations.
  • Fixes an issue whereby characters could not attack the Electro Hypostasis in certain situations.
  • Fixes an issue whereby Annihilation Specialist Meks could still inflict DMG on characters with the Ousia: Slashing Pirouette attack even after being frozen or petrified.
  • Fixes an issue whereby during the “Dirge of Coppelia” challenge, the AoE of some of Coppelius’ attacks was inconsistent with the attacks’ actual special effects.
  • Fixes an issue which would occur in certain situations where enemies would be affected by both Hydro and Pyro at the same time, but wouldn’t undergo an Elemental Reaction.
  • Fixes an issue whereby certain attacks of the Aeonblight Drake, Ruin Drake: Skywatch, and Suppression Specialist Mek would go through walls abnormally on Android and PS5 during Version 4.0.
  • Fixes an issue whereby there was a chance that Anemo Hilichurl Rogues would stay suspended in mid-air for extended periods of time after being knocked away in certain situations.
  • Fixes an issue which would occur when challenging the Local Legend: Hunter’s Rays where, after defeating one of the Hunter’s Rays, the other one couldn’t be defeated in certain situations.
  • Fixes an issue whereby the movements of some clockwork meka would be abnormal after they were defeated in certain situations.

Characters

  • Fixes an issue whereby the special effect would appear abnormally high up when holding Lynette’s Elemental Skill to enter a high-speed state on the surface of water.
  • Fixes an issue whereby Freminet’s diving helmet would not disappear as it should after the end of his Elemental Burst in certain situations.
  • Fixes an issue with Venti whereby, after hitting certain enemies with his Elemental Skill, the skill’s special effect would display diagonally.
  • Fixes an issue whereby the Wanderer would react abnormally after being hit by the Hydro Abyss Mage’s Mist Bubble skill in certain situations.
  • Fixes an issue with Lyney’s Elemental Burst icon and the fireworks ignited when the Grin-Malkin Cat generated by the Elemental Burst is canceled actively or its duration ends whereby the position of its eye teardrop is indicated wrongly.
  • Fixes an issue whereby Lyney would abnormally gain Prop Surplus stacks without consuming any of his own HP when unleashing a Charged Attack at Charge Level 2 in certain situations.
  • Fixes an issue on mobile devices where the brightness of certain special effects would be abnormal when Alhaitham unleashed his Elemental Burst.
  • Fixes an issue on PC and PlayStation whereby there was a chance that the screen would go blurry when holding the Elemental Skill button to enter Aiming Mode with Nahida.
  • Fixes an issue whereby pressing the Normal Attack or Elemental Skill buttons would not unleash the corresponding abilities properly when characters were moving underwater in certain situations.
  • Fixes an issue whereby the shape of characters’ bows would be abnormal when they were performing Aimed Shots in certain situations.
  • Fixes an issue whereby characters would fall slowly and experience other abnormal states in certain situations.
  • Fixes an issue whereby characters would start swimming abnormally while they were still on dry land in certain situations.
  • Fixes an issue whereby characters would walk instead of swim at the junction of air between water bodies in certain situations.

Audio

  • Fixes an issue which would occur underwater whereby, when destroying multiple Pufferfruit in a row, only the first one to be destroyed would make a sound.
  • Fixes an issue whereby opening or closing the party setup interface would cause the music to switch abnormally in certain situations.
  • Fixes an issue whereby the volume of the sound effects of certain items could not be controlled by adjusting SFX Volume in Settings.
  • Fixes an issue whereby the sound effects for certain buttons were missing when using a controller during Genius Invokation TCG duels.
  • Fixes an issue whereby the voice-overs of certain characters would be abnormally triggered when characters were moving underwater in certain situations.
  • Fixes an issue whereby certain monologue sound effects would not play during Archon Quests.

Genius Invokation TCG

  • Fixes an issue whereby when the Character Card “Fatui Cryo Cicin Mage” equipped the Talent Card “Cicin’s Cold Glare” and the Cryo Cicins reached their max usage count, if the player then used the Event Card “Quick Knit,” the effect of the Talent Card “Cicin’s Cold Glare” would not be applied properly.
  • Fixes an issue whereby there was a small chance that the HP of Character Cards would overlap abnormally when watching Genius Invokation TCG duels.
  • Fixes an issue in Genius Invokation TCG whereby if you had 0 Elemental Dice before the Action Phase began, you would still be able to abnormally play the Event Card “Covenant of Rock” due to the Omni Element generated by the Equipment Card “Gambler’s Earrings” after the Action Phase began. (Under normal conditions, “Covenant of Rock” should not have been playable as you had more than 0 Elemental Dice at this time.)

●System

  • Fixes an issue which would occur in certain situations whereby, when characters were moving underwater, the camera view would go through the character and cause their model to display abnormally.
  • Fixes an issue whereby the diving camera effect would show twice when characters went underwater in certain situations.
  • Fixes an issue whereby the camera would shake abnormally when the water level was rising in certain situations.
  • Fixes an issue in Co-Op Mode where, after using an underwater Teleport Waypoint, Xenochromatic creatures would appear as if their abilities had not yet been gained even after a teammate had already gained them.
  • Fixes an issue whereby jagged light would show up around the edges of Xiao’s character model on the Party Setup screen.
  • Fixes an issue whereby there was a small chance that the Crystalfly Trap wouldn’t appear after being used in certain situations.
  • Fixes an issue whereby Talents would wrongly show as having been leveled up to Lv. 11 in certain situations (but in fact they hadn’t).

Other

  • Fixes an issue whereby after entering Wolvendom, Apep’s Resort, or Bayt Al-Sukr, the corresponding area name would not display properly on the game screen in certain situations.
  • Fixes an issue whereby characters would arrive at the wrong location when teleporting in certain situations.
  • Fixes an issue whereby there was a small chance that the Antoine Roger Aircraft would automatically take off again after returning to its starting point.
  • Fixes an issue whereby, after a character ate an apple to restore HP, skill effects that were supposed to be triggered when the character was healed would not be triggered properly.
  • Fixes an issue whereby the Waverider’s attacks would not automatically lock onto Explosive Barrels in certain situations.
  • Fixes an issue whereby some enemies in the water and some characters in swimming mode were unable to take DMG from Electro-Charged Reactions in certain water bodies.
  • Fixes an issue whereby some gadgets would still produce leftover special effects after the character had gone underwater.
  • Fixes an issue whereby there was a small chance that effects such as Slowing Water from the first half of the challenge would remain into the second half when challenging the Spiral Abyss.
  • Fixes an issue whereby Dehya’s head would display abnormally when taking photos with her in certain situations.
  • Fixes an issue whereby the camera would feel like it was stuck when in Aiming Mode.
  • Fixes an issue whereby there was a chance that the game would get stuck when characters entered a body of water by climbing into it.
  • Fixes an issue whereby the timer in the Spiral Abyss would be abnormal under certain circumstances.
  • Fixes some text errors in certain languages and optimizes text. (Note: Related in-game functions have not changed. Travelers can view the changes in different languages by going to the Paimon Menu > Settings > Language and changing the Game Language.)

Text-related fixes and optimizations in English include:

  • Fixes some punctuation and spelling errors in the stories and skill descriptions on the profile pages of certain characters.
  • Optimizes an issue where the lines and voice-overs were inconsistent on the profile pages of certain characters.

Source: Genshin

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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Payday 3 Offline Mode Is Being Looked Into by Starbreeze Amid Server Troubles

Payday 3 isn’t having the best launch thus far for 2023 due to some “unforeseen” issues that concern the game’s matchmaking broken process. Players are reporting copious amounts of error messages when attempting to log into Payday 3 and play a match. This even applies to private matches where solo players are looking to get into the action due to the absence of an offline mode, which is something that many are asking for. However, due to the game’s always-online necessity, the air isn’t looking so hot for developer Starbreeze. That’s potentially changing up now with Starbreeze considering a Payday 3 offline mode.

In truth, many players are wondering why Payday 3 wasn’t released with an offline mode. Starbreeze issued a statement in regards to the poor reception that Payday 3 has received. From the words of Tobias Sjögren, CEO of Starbreeze Entertainment, he declared: “We are disappointed in the issues our playerbase has faced during our launch weekend, but we are confident in our core product and the quality of PAYDAY 3 – and all available metrics point to it. We have a lot of diligent and consistent work ahead of us to regain community trust, but we will work hard to do it”.

The statement comes in conjunction with a recent tweet from Sjögren when responding to an X (formerly known as Twitter”) user. Apparently, we can expect an offline mode of “some sort” to come at some point for Payday 3 as Starbreeze works to rectify the matchmaking issues.

Unfortunately, the Steam reviews support this with its “Mostly Negative” reception. At the time of this writing, Payday 3 currently has 26,572 reviews, with only 32% of the reviews being positive submissions. It was only released last week on September 21, 2023, with a highly-anticipated launch weekend that landed in disastrous territory.

More Payday 3 Reading:

Anthony Rivera

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XDefiant Public Test Session Set for September 28, Open to All PC Gamers

While there’s still no release date available for XDefiant, those who want to play the game early can do so later this week! Ubisoft has announced the XDefiant Public Test Session for September 28 (Thursday).

Given the nature of this testing phase, this is only available for PC players and will only be up for six hours. Here’s more info about it and why it won’t be available to console players per the game’s Executive Producer Mark Rubin.

XDefiant Public Session:

Date: September 28th, 2023

Time: 12 PM PT / 3 PM ET – 6 PM PT / 9 PM ET

Preload: Tuesday, September 26th, 10 AM PT

Content: Preseason Content (Maps, Modes, & Weapons/Attachments will be unlocked for PTS)

Availability: Global, PC Only

Public Test Sessions will be available only on PC and have no NDA. The PTS will be a great opportunity for additional feedback ahead of launch to help us continue making the best experience possible. See you then!

If you play MMOs you may already be familiar with this type of testing. But getting early feedback on upcoming content isn’t just something we do before we launch but also how we will run the game for many years to come.

Again this is open to anyone on PC and we really appreciate your feedback. As always there will be a survey after the test and we would love to hear from you good or bad. Hope to see you in game this Thursday!

Hopefully, this means XDefiant is set to be released soon. Speaking of which, the last update we had regarding that confirms it won’t be out this September, and has slid to sometime in October. Read on for more info about it and the explanation as to why right here.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Assassin’s Creed Mirage Review Embargo Lifts October 4, Exact Times Revealed

It’s almost time, assassins! Ubisoft’s next entry in the franchise is almost upon us! While Assassin’s Creed Mirage won’t be out until October 12, the Assassin’s Creed Mirage review embargo lifts October 4!

How do we know? Super simple. We have the game and reviewing it. Read on for the exact timings when you can expect reviews for the action game to surface.

Assassin’s Creed Mirage Review Embargo Details:

Date: Lifts at October 4

Time: 7 am ET/4 am PT/11 am UTC/1 pm CEST/4 pm HKT.

That’s about it. While we’ve agreed to the NDA (non-disclosure agreement) not to talk about anything about the game until then, this is your warning that not everyone listens to these, so be cautious of AC Mirage spoilers. With a game as heavy on the narrative as the Assassin’s Creed franchise, preserving the story for when you play it is quite important for the overall experience.

Here’s a synopsis of AC Mirage straight from Ubisoft:

About Assassin’s Creed Mirage

In Assassin’s Creed Mirage, you are Basim, a cunning street thief with nightmarish visions, seeking answers and justice. After an act of deadly retribution, Basim flees Baghdad and joins an ancient organization – The Hidden Ones. As he learns their mysterious rituals and powerful tenets, he will hone his unique abilities, discover his true nature, and come to understand a new Creed – one that will change his fate in ways he never could have imagined.

Stay tuned to our Assassin’s Creed Mirage review on October 4!

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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The Talos Principle 2 Release Date Announced for November 2; New Trailer Drops

What’s better than a deeply philosophical puzzle game that asks you to question the point of human existence? A sequel to said puzzle game releasing in the next few months! The Talos Principle 2 Release Date trailer has just given us an idea of when we can expect to get our hands on the game, and we’ve got good news: it’s November 2.

Take a look at the trailer for yourself:

Here’s the game’s brief taken directly from the trailer’s description:

Born into a new world where biological humanity is extinct but human culture lives on in a city of robots, you find yourself swept up in a mind-bending adventure involving a mysterious megastructure hiding enormous powers. The more you discover, the more you will be confronted with questions about the nature of the cosmos and the purpose of civilization. The broken promise of a better tomorrow, the fear of repeating humankind’s mistakes, faith in reason or renouncing humanity altogether – the choices you make and the sides you take will determine the course of events.

The Talos Principle 2 is set to follow up the very interesting premise built by the first game. Without spoiling anything, we’re excited to see where this game might lead and what questions it might ask of the player as they’re tasked with solving all sorts of mind-bending puzzles.

This game was first announced in this year’s Devolver Direct. We recommend checking out the other announcements from the direct here.

The Talos Principle 2 launches on November 2 for PS5, Xbox Series X|S, and PC. The game can be pre-ordered at a 10% discount on its official Steam page here.

Jack Breitenbach

Game the night away!

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Texas Chainsaw Massacre Update 1.05 Released for September 26

The Texas Chainsaw Massacre update 1.05 is now live! In this update, players can expect several fixes, as well as some balancing changes to some of the survivors and family members. Read the full patch notes for The Texas Chainsaw Massacre update for September 26.

Texas Chainsaw Massacre Update 1.05 Patch Notes | Texas Chainsaw Massacre September 26 Patch Notes:

  • Fixed: Hitchhiker Trap Exploit
    • Fixed an exploit where Hitchhiker players could use his trap to pass through walls and doors.
  • Fixed: Hitchhiker Trap Interaction Issues
    • We’ve resolved an issue where Victims would be unable to interact with gaps, crawl spaces, and other elements after stepping in a Hitchhiker Trap.
  • Fixed: Johnny and Sissy Lunge
    • Johnny and Sissy both had a lunge that was greater than other Family members.
    • We’ve adjusted this to be more in line with the rest of the Family members.
    • This should also correct the Johnny build we’re seeing used in public matches.
  • Fixed: Brightness Cheat
    • Fixed an issue that would allow PC users to adjust their in game brightness outside of accepted levels by editing game files.
  • Changed: Hitchhiker Traps at Ladder Exits
    • We have adjusted the area at the top of a ladder where the Hitchhiker can place a trap.
    • This still allows for strategic play, but will give Victims an opportunity to counter the trap.
  • Changed: Fusebox Reset
    • The Family can now turn the fusebox off after a Victim turns it on.
    • There is a cooldown applied to the switch, similar to generators and car batteries.
  • Changed: Family Stun Immunity
    • Family now has a 10 second stun immunity period after an initial stun ends.
    • There is NO stun immunity after a Family member is stunned by a Victim bursting out of a hiding place.
    • If you attempt to stun a Family member who has immunity, you will not see the prompt for Leland’s ability or a back stab.
    • If you attempt to stun a Family member who has immunity with a door slam, it will have no effect.
    • Close Encounters all vary in duration due to the individual Family members having different stun recovery times, therefore the immunity period is different for each.
  • Tuned: Tae Kwan Door Perk Levels Reduced
    • Level 1: 5 Seconds Stun Duration
    • Level 2: 6 Seconds Stun Duration
    • Level 3: 8 Seconds Stun Duration
  • Tuned: Agitator Perk Levels Reduced
    • Level 1: 1.5 Level Family Bond Reduction
    • Level 2: 2 Level Family Bond Reduction
    • Level 3: 2.5 Level Family Bond Reduction
  • Tuned: Stealth Performance in Minigames
    • We have adjusted the amount of noise generated in gathering minigames when at full Stealth.
  • Tuned: Leland Ability Stun Duration
    • We have adjusted the stun duration upgrades for Leland’s Life Saver ability.

That’s all Gun Interactive has for us today. Now get out there, and have some good hunting!

Source: Reddit

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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