If you are a Mobile Player, or also use your Mobile Device to continue progress while away from the PC then you'll be happy about this.
You will now receive Push Notifications when you reach the Offline Time cap, or your crops in Farming are ready to grow!
Be sure to have Push Notifications enabled for your Mobile Device for these to work.
Link your Mobile Device
Within the Settings of the game, you can link your Mobile Device to your Cloud Account. This will allow the Desktop version of the game to schedule Push Notifications for you if you decide to close the game.
Just note that this can only be setup from the App itself on your Mobile Device.
Changelog
[NEW] Mobile Push Notifications have been introduced! Currently only active for Offline Time cap and Farming Timers. [NEW] New Settings to enable/disable Push Notifications [NEW] New Setting to connect your Mobile Device to your Cloud Account, enabling the scheduling of Push Notifications to your Mobile Device if playing on a Desktop Version.
[CHANGE] Herblore Potions have been mostly transitioned to the new Modifiers system. [CHANGE] Due to the Herblore Potion transition, multiplicitive bonuses are now additive bonuses which means some numbers have changed. Below details the changes. [CHANGE] Melee Accuracy Potion - Now +[8,12,15,25]% Increased Melee Accuracy Rating (Additive) instead of [10,15,20,30]% Increased Melee Accuracy Rating (Multiplicitive) [CHANGE] Melee Strength Potion - Now +[1,3,6,10]% Increased Melee Strength (Additive) instead of [2,4,8,12]% Increased Melee Strength (Multiplicitive) [CHANGE] Melee Evasion Potion - Now +[8,12,15,25]% Increased Melee Evasion Rating (Additive) instead of [10,15,20,30]% Increased Melee Evasion Rating (Multiplicitive) [CHANGE] Ranged Assistance Potion - Now +[4,8,12,20]% Increased Ranged Accuracy & Evasion Rating (Additive) instead of [5,10,15,25]% Increased Ranged Accuracy & Evasion Rating (Multiplicitive) [CHANGE] Magic Assistance Potion - Now +[4,8,12,20]% Increased Magic Accuracy & Evasion Rating (Additive) instead of [5,10,15,25]% Increased Magic Accuracy & Evasion Rating (Multiplicitive) [CHANGE] Magic Damage Potion - Now +[1,5,10,15]% Increased Magic Damage (Additive) instead of [2,5,9,16]% Increased Magic Damage (Multiplicitive) [CHANGE] Crafting Potion has changed entirely - Now +[5,10,15,25]% chance to double Items in Crafting instead of [5,8,10,15]% chance for Double Crafting Skill XP [CHANGE] Enemy Special Attack Descriptions now tell you about the "Normal Hit" mechanic. If the special attack buff is already active, enemy deals a NORMAL Attack. This is only a mechanic for special attacks that deal 0 damage, and simply buff the enemy for x turns. [CHANGE] Updated the Settings Page layout for Mobile / Narrow Screen Resolutions. [CHANGE] Most Special Attacks that alter Player Stats have been transitioned to the new Modifiers system. Some still need to be transitioned (like stacking debuffs and other unique ones) but its a start.
[FIXED] Ancient Ring of Skills now correctly applies bonus XP to Alt. Magic. [FIXED] Gold Emerald Ring was providing bonuses Skill XP to Alt. Magic, when it shouldn't have. [FIXED] Combat Loot drops now correctly roll the required Doubling Modifiers. [FIXED] Scorching Ray Special Attack description displaying incorrect damage values. [FIXED] Frozen / Stun damage increase not applying to enemies. [FIXED] Crafting and Fletching not calculating skill interval incorrectly and inconsistency relating to the Mastery Pool bonus. [FIXED] Almighty Lute providing more GP than intended [FIXED] Confetti Crossbow providing 10x the amount of intendend GP in Adventure Mode. [FIXED] Simultaneous death of Enemy and Player in combat does not kill player [FIXED] Incorrect Damage Descriptions for Magic Gear providing increased Minimum Spell Damage [FIXED] Some Enemies are able to activate a Normal Attack when they shouldn't be able to (Eg. Aeris) [FIXED] Corrected the description for "Gunter" [FIXED] Prayer Points being deducted upon activating/deactivating a Prayer [FIXED] Ty not rolling correctly online for Agility. [FIXED] Ku-tul's "Curse of the Deep" is unavoidable when the description said it is avoidable. You can now avoid this attack. [FIXED] Mobile Ad Free versions have the minibar and notifications elevated too high [FIXED] Pirate's Lost Ring providing an inconsistent Skill XP bonus. [FIXED] Getting set to 0 HP by the first hit of a multi-hit enemy special attack does not kill the player [FIXED] "View All Global Active Passives from Agility" not updating obstacle reductions based on Level 99 Mastery Bonus [FIXED] Longrange Attack Style not providing Hidden Defence Levels. [FIXED] Cleaned up a lot of back-end code.
This update focuses on bug fixes and gameplay tuning.
Annie
Fixed a bug where Annie could perform Re Entry low enough to the ground for a hit not to come out.
When using JHK in Star Power, OTG is no longer restored for the opponent if they are hit.
Fixed an issue where performing a low to the ground JMK could advance the combo stage for IPS earlier than expected.
Added more variance to Annie's JHP voice lines when used after an Air Dash. When used during a normal jump, followed by another Air Dash Cancel JHP, she will still always say "Rolling" followed by "Maneuver".
Fixed an inconsistency between P1 and P2 side when using JHP against Valentine.
Star Power no longer drains meter during the down period of a 1v1.
Fixed an issue where Annie would stand up too quickly after Beowulf's Canis Major Press, making Beowulf -1 on success.
Eliza
sMK damage reduced from 300, 300, 300, 400 to 175, 175, 175, 250.
Modified Sekhmet's VO during her new Super.
Fixed an issue where returning to the anchor during Sekhmet mode could cost Eliza her perfect lifebar in some instances.
These following changes are aimed at reducing the amount of life that Eliza can heal without her intentionally prioritizing combos or sequences focused on healing or collecting blood. Also, while Sekhmet's "Skeleton Footsies" are entertaining to watch, we're going to experiment with having more natural stopping points to them rather than extending them indefinitely with her new back flip move.
Blood collection heal reduced to 170, from 200.
Sekhmet's grounded M attack spawns blood every other hit (5 hits), rather than every hit (10 hits).
Sekhmet's new bite super (QCF+KK) damage reduced to 2000, from 2250. Number of blood drops spawned reduced from 8 to 6, and it no longer heals for 100% of the damage dealt. (Remember it still heals her for 1020 if you collect the blood, and will reposition the Eliza anchor behind for the best Sekhmet combo confirms)
Sekhmet can only backflip once per outing, use it wisely!
Sekhmet can now cancel blocked attacks (in addition to attacks that connect, just as before) into Hathor's Return.
Fukua
Fixed a bug where Fukua's Level 3 (QCB+PP) would deal non-recoverable damage.
Platonic Drillationship (M) hitstun, recovery, and blockstun increased by 5F. Advantage on hit and block unchanged. (It can combo into Best Friends Forever now.)
Fukua's Ground Throw is now a hard knockdown, like her Air Throw, differentiating it further from Tender Embrace (QCF LP+LK). She cannot combo off it without BFF, as before, but she does get Oki.
Forever a Clone (M) doesn't slow down as much before grabbing the opponent if they're in hitstun, fixing drops where it wouldn't grab correctly in some confirms (ex: cMP cHP) despite the opponent being very close to Fukua.
Painwheel
If any of Painwheel's grounded charge normals are charged fully until their active frames start, they will be armored through the start of the active frames, preventing trades and having Painwheel always win the exchange. Armor ends before active as before if Painwheel releases them early.
Fixed a bug where Painwheel's JHK would come out 2F earlier than expected when done from a forward jump.
Level 3 (QCB + PP) recovery reduced by 4F so that L Buer Reaper is possible on all characters for a stable pick up.
Added a buffer after Level 3 ends to help make the above link consistent on heavy characters.
Fixed a bug where Buer Reaper inputs after Level 3 could accidentally become Flight with frame perfect timing.
Added a visual blood effect for when Painwheel performs her somewhat hidden "Unfly Block" mechanic which is done by using Unfly just before blocking an airborne attack.
Robo-Fortune
Robo-Fortune's timer during Systemic Circuit Breaker no longer counts down during a 1v1 down.
Each second on Robo-Fortune's Circuit Breaker timer is x1.25 longer than a normal second.
By holding any K during the leap portion of Magnetic Trap while Robo-Fortune is in Systemic Circuit Breaker, she will always explode after slamming the opponent just as before.
Squigly
When performing Fallen Woman (divekick) out of Air Throw, it will ignore assists and only target the point character to prevent assists from ruining Air Throw confirms.
Level 3 (QCB + PP) is now a knockdown, to prevent opponents falling out of it. (If Squigly players prefer the old version, please let me know)
Squigly Battle Opera (QCB + KK) now pulls opponents slightly towards the center of the orb with each hit.
Squigly Battle Opera now always delays its airborne hits (giving Squigly more time to do things like charge) consistently rather than requiring specific or lucky bounces. When blocked, or hitting a grounded opponent, it behaves as before. (Squigly players REALLY need to tell me if they prefer the old version =] )
Cancelling out of cHP into Silver Chord (uncharged) will always connect instead of dropping with unfortunate timing, via increased hitstun on the hits before the last.
Fixed a bug where Daisy Pusher would scale to 50% instead of 55%. Now scales to 55%.
Squigly will stop charging her stances during a 1v1 down now.
VFX
Burstable projectile hits use green (Undizzy) and red (IPS) burst sparks instead of always being Gold burst sparks, going back to the way they are in retail. Gold Burst sparks now only appear 90 frames after the first burstable hit to signal (as they did in Beta already) when it is safe to burst and keep your Undizzy.
Pushed a new lighting build, this should drastically increase performance.
Fixed a French translation error in the main menu.
Added subtitles to the introduction cutscene.
Increased the delay between texts within the introduction cutscene.
Added independent audio settings for cutscenes.
Further tweaked the game audio.
Potentially fixed a bug where not ending the introduction cutscene prematurely would cause a black screen.
Fixed some setting values that would reset upon exiting the menu. This was a purely visual bug.
Combined mouse sensitivity X and Y values.
Added the option of inverting mouse X and Y inputs, for aspiring pilots out there.
Added video settings for depth of field and motion blur.
Drastically increased the radius of Mirror Image.
Drastically decreased the range at which the monster can teleport.
Added a slider in the gameplay settings for people who can't stand being blinded by the holy light.
KNOWN BUGS / POSSIBLE IMPROVEMENTS :
The game does not save upon exit. We originally had intended for it to be this way when we realized we wouldn't be producing anything more than a proof of concept, but it's definitely something I can look into - it shouldn't be overly complicated.
The UI seems to disappear at some random points in the game. It doesn't happen every single time, and I haven't been able to reproduce the issue, but I'll keep searching!
The ingredient loss penalty on death is too harsh. We'll try and have the ingredient progression be saved at each checkpoint instead.
There's no UI to indicate how many keys have been collected! This could cause confusion after dying in the main area, since it wasn't obvious that these keys were lost.
The server will be down for maintenance on March 18th around 1 am PDT (8 am GMT and 11 am MSK). We will send you 30 coupons as the compensation afterwards.
What’s New
1. New Content - Added a new Might of the Artifact effect (Boss Rush). After unlocking three artifacts, for a certain amount of levels, players can choose to challenge bosses without having to clear minions of each three floors between two bosses, so that less time will be needed to reach the level before the last rewind. (We will add an icon in main screen in next patch, so it’s available to turn this mechanic on/off.) - New floors added. To level 6683 now.
2. Function Optimization - The Tail of Werewolf Special Task can now bring 10 extra exp for Adventure Credential. - Optimized the running form of the main character. - Optimized the model size of Beck after equiping his fashion. - Optimized the sound effects of some monsters when they get killed.
3. Bug Fixed - Fixed the overlap problem that happens when players rename the last few preset teams. - Fixed the bug of Monster Hunter league's chat channel.
If you have any thought or question about the game, please join us on discord to let us know. https://discord.gg/yqnWAgm