Void Marauders - Autarca


A quick patch for this week with a few fixes and changes:

- Added a new Keybindings panel in the Options menu so you can change most of the keys used in the game.
- Added shortcut key (by default Enter) to go to Next Turn (in both combat and Star Map).
- Fixed an issue where you could jump to next turn while your ship was still moving.
- Fixed a bug where the "Camera Aiming" for a soldier (when you are targeting an enemy) would get interrupted when another soldier reaches his movement destination.
- Now you can't switch soldiers while the grenade animation is being performed (this is to avoid a bug where the grenade wouldn't trigger properly if the switch was too fast).
- Added fire effect to hacked workdroids on death.
- Made some minor changes in Squad Selection stage.

------------------------------------------------------------------------------------------

This is just a small patch that I wanted to release while I'm busy working in new content. Luckily the content I'm making can be kept separate from the main project until it's ready, in that way I can keep releasing these minor patches while you wait for the big one.

Please let me know if you have feedback regarding the keybindings, I kept some stuff like numbers and mouse axes and buttons out of it since I thought most players wouldn't change them but I'm open to include them in some way if you really need them to be editable.

Regards,
Jorge
Strange Town - teamandtarget
Our team has identified a critical error related to the game's end conditions and non-functioning buttons in the endgame menu. We are working on it and will release a quick fix.
GrandChase - LemonLemonerr
Hello, Heroes of Bermesiah!


<Event>
1. Seal Breaker Coordi Encore Event (March 29th 00:00 - April 18th 23:59) (UTC+0)

- Cordelia

2. Temple of Time Update Celebration Event in Progress (March 22nd After Maintenance - April 12th Before Maintenance) (UTC+0)
- Players can acquire Premium GC Club, GP Item Prop Reset Form, Natal Ring, +10 Bag, Advanced Rune Summon Chest, Skill SP Reset Card (10 Times), Bonus Recharge, Ring of Beefiness, and more.

- 'Temple of Time' monsters will randomly appear in normal dungeons at appropriate level range. Hunting them down will drop 'Temple of Time Box'. 'Temple of Time Box' contains Single Property Scroll (Lv.85), Premium GC Club, GP Item Random Prop REset Form, Advanced Rune Summon Chest, Lisnar's HP/MP Potion, Bonurs Recharge, and other items on varied rates.

- Players can complete daily repeat missions (Clear The Crucible, Sanctum of Destruction, and Wizard's Labyrinth) daily to acquire 1 'Temple of Time Fragment' each for a total of 3 fragments per day.
- Players can complete weekly mission to acquire additional 'Temple of Time Fragment'.
- Collected 'Temple of Time Fragment' can be used to craft Coordi accessories such as Dimension Guardians Circlet, Wings, Stompers, Shield, and Mask for the character of the player's choice.

- Players can acquire additional rewards other than 'Temple of Time Framgent' by weeks.
- Week 2 (March 29th 00:00 - April 4th 23:59) (UTC+0): Clear Temple of Time 1 Time for Temple of Time Fragment x3, 5 Times for Advanced Rune Summon Chest x3, 10 Times for Advanced Reinforcement Protection Scroll
- Week 3 (April 5th 00:00 - April 12th Before Maintenance) (UTC+0): Clear Temple of Time 1 Time for Temple of Time Fragment x3, 5 Times for Advanced Rune Summon Chest x3, 10 Times for Dungeon Entry Ticket Box x1


We will keep trying our best for GrandChase Classic.
Thank you.
KartRider: Drift - ColonelPanic
Claim Twitch Drops while watching Twitch Streamers play KartRider: Drift, with a new set of items available starting on March 28.



You can unlock the Witchy Sophia Decal, Airi Emoji Set, and F724 Kart by watching a total of 4 hours of Twitch streams with the "Drops Enabled" tag before Monday, April 17!

Twitch Drop Campaign Duration:
  • PDT (UTC -7): Tuesday, March 28, 2023 6:00 PM - Monday, April 17, 2023 6:00 PM
  • CEST (UTC +2): Wednesday, March 29, 2023 3:00 AM - Tuesday, April 18, 2023 3:00 AM CEST
  • JST (UTC +9): Wednesday, March 29, 2023 10:00 AM - Tuesday, April 18, 2023 10:00 AM
  • AEDT/AEST (UTC +11/+10): Wednesday, March 29, 2023 12:00 PM - Wednesday, April 18, 2023 11:00 AM
 
Link your Twitch account to unlock drops at the KartRider: Drift Twitch Drops page.

Upcoming Twitch Drop Campaign
The next Twitch Drop Campaign will run during the following period, featuring a new set of rewards:
  • April 17, 6:00 PM PT - May 7, 5:59 PM PT
 
Mar 28, 2023
DESORDRE Playtest - Shoonka
Detection if two keys are already assigned, rearrangement of settings + addition of tooltip for each option, tutorial level modification for more visibility (higher central block).
Koihime Enbu RyoRaiRai - Komodo_jw
Dear Koihime Enbu fans,

We would like to thank everyone's continuous support and hope you are all enjoying the game. The update to PS4/STEAM Koihime-Enbu RyoRaiRai Version 3.5 was made today on March 29.

We will not go into detail about the changes that were announced during the beta test, but this version only includes adjustments to existing characters.

Additional DLC characters will be announced at a later date.

The main changes are as follows

■Change of Ver.3.50
  • Added low posture techniques for all characters.
  • Changed 3C of sliding to allow sustained attack.
  • The generation of middle-level of mid-air EX is made faster and changed to an upper-level move.
  • Throw invincibility frame after getting up was changed from 9F to 5F.
    *No change of 9F after guarding.
  • Changed advantage after 6B hit from +-0F to +1F for all characters.
  • The 3rd step derivation technique was changed so that the 1st to 2nd steps are always guarded consecutively.
  • KO on A hit was changed to a down on the back.

■Changes in character

Kan'u
  • Changed the reach of 5A from 260 to 250.
  • Changed foot-hitting judgement from 6C's 8F from 70 to 40.
  • Changed upper hit judgment from 2B's 7F from 220 to 170, reach from 370 to 400, overall frame from 39F to 40F, hit from +4F to +3F, and guard from -6F to -7F.
  • Changed attack judgment so that it is sustained in the same form as when it is launched.
  • Change 2C from 11F to low position (170).
  • Changed a gauge increase for 236A/B/C from 10 to 15.
  • Changed 214A's emergence from 24F to 22F and 214B's emergence from 24F to 23F. Deleted additional hit-shake processing on counter for A only.

Chōhi
  • Changed the reach of 5A's lower attack judgment to 170.
  • Changed 6A specifications to allow sustained attack.
  • Changed the height of hitting judgment of 2B's 7F from 180 to 170.
  • Changed the foot hitting judgment of 6C's 7F from 70 to 40.
  • Changed to keep the height of the hitting judgment at 180 while 3C is sustained. Changed to sustained attack possible. Total frame changed from 52F to 48F, hit from +47F to +43F, and after guard from -15F to -19F.
  • Added J2A. If it is released during the descent, it can stay in the air a little longer.
  • Changed Aerial 236EX generation changed from 23F to 16F and crouch-guarded is possible.
  • Changed advantage after 632146A/B/C/EX hit uniformly from 21F to 28F/24F/20F/20F/20F. Changed 6A/B damage from 220(176)/230(184) to 200(160)/220(176). *The figures in parentheses are the corrected damage.
  • Fixed a bug in which the display position of the character was misaligned during face-up KO.

Chō'un
  • Changed 5A's reach from 200 to 220. Changed the reach of lower attack judgement from 180 to 170.
  • Add 370 to the attack judgement on the lower side of 5B (height 160-220). Foot hitting judgment is unified to 100. Changed to make it easier for hitting judgment to remain after the attack.
  • Changed 2B reach from 420 to 470. Changed the height of hitting judgement from 11F from 180 to 170, reduced upper hitting judgement after an emergence from 120 to 170, and changed overall frame from 42F to 44F. Changed counter frame to 32F. Changed to make it easier for hitting judgment to remain after the attack.
  • Changed counter hit of the near B to C derivation to a collapse strike.
  • Changed the near C emergence interval from 280 to 300.
  • Changed 623EX's flying behavior to be similar to that of 623A.
  • Uniformly changed emergence of 22A/B/C to 6F, attack judgment from 200 to 180, and the upper attack judgment from 360 to 400. Changed to allow a user to choose a landing position after a hit, depending on a button used. EX only lands on the spot. Uniformly changed the first-stage damage to 40 regardless of a button.
  • Fixed a bug where 3C voices were not playing.

Bachō
  • Added 160 points of attack decision reach for 5A to the lower position.
  • Increased the gauge of 5C from 7 to 10.
  • The height of the hit judgment of 2B from the 7th F was changed from 180 to 170.
  • 2C damage increased from 60 to 70 and gauge increased from 7 to 10.
  • 3C's hit judgment is now maintained at 180 while it is sustained. Changed to allow sustained hits. Total frame changed from 52F to 48F, hit +47F to +43F, -15F after guard to -19F. Fixed a bug where the voice was not playing.
  • Aerial 623EX onset changed from 24F to 16F. Changed to be able to crouch guard. The same applies when derived from 214.
  • When canceling 236A/B/C→D, the return frame is changed from 20F to 22 only if the attack has not yet made contact with the enemy.
  • 214A/B/C→D button can be used to interrupt the attack. When canceling D, the counter frame will last 5F after canceling.

Sōsō
  • Added 170 attack judging reach point of 5A to the lower side.
  • Changed the height of 2B's bite judgments from the 7th F from 220 to 170.
  • The damage of close 5C was changed from 45 to 50, and the gauge increase was changed from 4 to 5.
  • Increased the height of 5C's bite judgments from the 11th F from 220 to 170, and increased the advantage on the 3rd hit by 6 F. Hit +1F when landing all hits -> +2F.
  • Changed the bite judgment on the front side of 6C from 11F to 40 (so that it retracts to the front side).
  • The height of the bite judgment from the 11th F of 2C was changed from 220 to 170. Changed the onset from 16F to 14.
  • Changed landing hardness so that the frame after J2A/B/C is guarded can be +1F instead of +-0F even at the lowest level.
  • Gauge increase for 236A/B/C (in air) increased from 10 to 15.
  • Changed the onset of 236EX (airborne) from 22F to 16F. Changed so that if a jump tool reaches the ground without hitting, it will remain on the ground for 30F. Reduced hardness of landing except when guarded. Changed so that it can be guarded in a crouching position.
  • Changed the upper bite judgment of 214EX to 200 (the same height as the attack judgment). Removed the bite judgment that protrudes from the top.

Kakōton
  • 5A reach 260 -> 280. 160 points of lower attack judging reach added.
  • Changed height of 2B's bite judgments from 7F from 180 to 170.
  • Added a process to extend the hitshake time when 5C is counter-hit. Advantage remains unchanged at +4F.
  • The bite judgment on the front side of the upper body from 10F for 6C was changed to 40.
  • 236A/B/C - changed the damage of derivation to 55 uniformly.
  • 623EX, changed behavior so that if the enemy is in the air, the ground attack judgment has not yet occurred, and the attack is not in a combo, it becomes an anti-air move that immediately jumps up. Damage is 180 for a single hit in the air.

Kakōen
  • Added 170 attack judging reach points of 5A to the lower side.
  • The height of the bite judgment of 2B during the duration of the attack was changed from 220 to 170.
  • The height of the bite judgment of 2C from the 11th F is changed from 180 to 170, and the onset is changed from 16F to 14F.
  • 236A/B/C maximum tame gauge increase from 15 to 20, A/C maximum tame damage from 140 to 150, maximum tame A/C shaving damage from 10 to 20, maximum tame B shaving damage from 10 to 15.
  • Damage of 236A/C changed from 120 to 130.
  • Gauge increase for 236A/B/C (in the air) increased from 15 to 20, damage increased from 120 to 130.
  • Aerial 236EX generation increased from 24F to 16F and can be blocked by crouching.
  • Changed JC to a flying attack. Attack level 1. 60 damage.
  • J2C's guard hardening frame on hit and guard changed from 12F to 16F. Changed frame to make it easier to gain an advantage when guarding, as with normal jump attacks.
  • 214A/B/C/EX now move to the back of the enemy's side. 214A/B/C/EX can now be canceled by moving the hard landing when successfully canceled by D.

Gakushin
  • Added 160 attack judgment reach points on the lower side of 5A.
  • The bite judgment of the foot of far B is changed from 120 to 100.
  • The bite judgment of the foot of far C is changed from 260 to 100, the bite height from 240 to 220, and 260 to 240 after the duration.
  • The forward bite judgment of the near C at its onset is changed from 80 to 70. The forward bite judgment before the duration is removed.
  • The judgment of the upper part of 2B from 7F is changed from 180 to 170.
  • Changed 2C's forward speed from 6 to 8.
  • 2C on Normal Cancel transition changed from 24F to 22F, forward speed changed from 6 to 12.
  • 214A/B/C gauge increase from 10 to 15.
  • Damage of 236 Derivative B changed from 70 to 80.
  • Damage of 3rd stage of 236EX hit changed from 50 to 60.

Jyokō
  • Added 160 attack judging reach points of 5A to the lower side.
  • Changed the judgment of the upper part of 2B from 7F from 180 to 170.
  • Changed so that the bite judgment of 214A's derivation is more likely to remain.
  • Changed so that the first → second step of 214A/B/C becomes a continuous guard.
  • Changed so that the reach of 214A/B/C is fixed at (A)470, (B)490, and (C)510 from the first step.
  • Changed the second level of tame C from 40F to 45F.
  • Changed the first level of 236 to a jumping tool so that the attack judgment does not follow the jump of the main body; the attack judgment of the first level jumping tool of A/B/C is +100 to the side; overall frame 63F→67F
  • Aerial 236EX generation changed from 23F to 16F and can be blocked by crouching.
  • 623A/B/C/EX's upper attack detection was reduced so that it can be avoided by jumping.
  • Changed the attack duration of 623EX from +59F to +51F when it hits.
  • Fixed a bug that 2C's voice was not playing.
  • Fixed a bug where the opponent would receive knockback at the edge of the screen on a 214EX hit.

Sonken
  • Added 160 attack reach points of 5A to the lower side.
  • Changed the reach of 5A from 260 to 280.
  • The upper bite judgment of 2B from 7F was changed from 220 to 170.
  • 2C's front side bite judgment from 7F was changed from 70 to 40, and the height of the bite judgment when sustained was changed from 220 to 180.
  • The far C's front side bite point when it is activated has been changed from 120 to 70.
  • The advantage of the second step of the close C was changed from +1F to +2F, and the damage was changed from 80 to 90.
  • Added judgment to JB so that the lower side of the attack is judged from the 1st F of JB's duration.
  • Extended JC's attack judgment to the lower side.
  • Damage of 236A changed from 75 to 80.
  • Changed the value of the jump up when 236EX hits in the air to make it easier for all 4 stages to hit consecutively. Changed the first 2f of attack judgment from 360 to 300, and increased the movement speed of the second transition.
  • 22A/B/C gauge increase from 10 to 15, damage increased from 100/110/120 to 120/130/140.
  • 22A/B/C (airborne) gauge increase increased from 10 to 15.

Kannei
  • Added 170 attack judgment reach of 5A to the lower side of the body.
  • 5B's sustained foot bite judgment was changed from 140 to 120.
  • 2B's sustained 1F upper bite judgment changed from 280 to 220.
  • 2C changed from 7F to low (170). Changed onset from 16F to 14F.
  • 3C is now maintained at 180 during its duration. Changed to allow sustained hits. Total frame changed from 52F to 48F, hit +47F to +43F, -15F to -19F after guarding. Fixed a bug where the voice was not playing.
  • Changed recognition interval of close C from 240 to 280, and attack detection from 200 to 240.
  • Advantage after throw +23F → +25F.
  • 214A/B/C gauge increase from 10 to 15.
  • The reach of the 236 derivative A was changed from 400 to 420, and the height of the bite judges at the time of the derivative was changed to 170.
  • 236Derivative A's bite judgment when hardened is reduced.
  • Damage of 236 Derivative C was changed from 50 to 55. Added invincibility to the lower part of the body after jumping.

Sonshōkō
  • Added 160 attack decision reach points for 5A to the lower side.
  • Changed the reach of 5B from 470 to 420 and the lower side from 420 to 370. Added 370 to the attack judgment on the lower side (height 160 to 220). Overall frame changed from 42F to 41F.
  • Changed the reach of 2B from 420 to 470, the height of the bite judgment from the 11th F from 180 to 170, and the overall frame from 41F to 43F. Changed so that the bite judgment remains after the attack.
  • 236A/B/C first stage hit +1F→+2F, distance after hit changed so that hitting at close range will bring it closer to a close B. Second stage hit +1F→+2F, distance after hit changed so that it will be at a distance where a far B will appear.
  • 236A/B/C first stage damage changed from 60 to 65, Derivative 2 damage changed from 40 to 50, Derivative 3 damage changed from 40/40/40 to 45/45/45.
  • Changed 236A/B/C first to second step to be continuous guard.
  • Decreased the attack judgment inside the first step of 236EX by 20.
  • Damage of 623A/B/C first step changed from 60 to 45.

Shūtai
  • Added 160 attack reach for 5A to the lower side.
  • Changed the interval between the onset and recognition of 5C from 240 to 280.
  • 6C's bite judgment at the foot until hardness is changed from 180 to 100.
  • 2B's upper bite detection from 7F is changed from 220 to 170.
  • 2C's onset changed from 15F to 13F, counter frame changed from 31F to 33F.
  • Changed the onset of 5C from 10F to 12F, -10F to -12F when guarded, and the overall frame from 44F to 48F. Changed counter-hit to a collapse strike.
  • 5B/5C -> Damage of return blade changed from 60 to 70.
  • 2B→Changed the damage of the return blow from 100 to 110.
  • 2C/Kinko C→Changed the damage of the return blow from 90 to 110.
  • 236A/B/C increased gauge when a flying tool occurs from 10 to 15.
  • 236 Derivative Cancel Acceptance Frame changed from 14F to 12F.

Ryofu
  • Changed 2B's attack reach from 420 to 470, height of bite judgments from 11th F from 180 to 170, and overall frame from 42F to 44F. Changed the counter frame from 28F to 32F and the bite judgment to remain after the attack.
  • Changed the lower attack judgment of 5B from 420 to 370 (height from 160 to 220).
  • Changed the recognition interval of close C from 360 to 425, so that it does not move forward.
  • Removed the pool of far 5C.
  • Changed damage of 236A/B/C from 130/135/140 to 140/145/150.
  • 214ABC's 2nd stage advantage +1F -> +2F. 1st -> 2nd stage changed to be a continuous guard.
  • 623A/B/C are now judged upward from the first frame when the attack is judged. Damage of first stage changed from 40/50/60 to 30/35/40, damage of second stage changed from 180 to 170.
  • Fixed a bug that caused the attack to land slightly further away from the edge of the screen after 623 hits than expected.

Chōryō
  • Added lower attack judgment of 160 for 5A.
  • Changed the upper bite judgment of 2B from 7F to 220 to 170.
  • 2C's onset 15F→14F, duration 2F→4F, hit +2F→+4F, total frame 46F→45F. Shake frame on hit changed from 16F to 14F. Counter frame changed from 31F to 34F.
  • Changed the attack detection of the close C from 220 to 240.
  • Advantage after throw changed from 22F to 29F.

■Changes to the strategists

Ryomō
  • Adjusted appearance probability. Changed the behavior of the dark weapon, which was difficult to hit at a distance, to a parabola that is easier to hit.
  • Changed the hit shake of the chikuwa from 20F to 24F and the guard from 12F to 16F.

Jun'iku
  • Changed onset from 13F to 11F.
  • The duration of the hole was changed to +20F.

Chinkyū
  • Changed the frame in which Chinkyū appears in the screen from 30F to 35F. Changed so that it appears in the screen in 10F if called while the enemy is in a hit state.

Kakuka
  • Changed to disable invincibility of flying props.
  • Changed the passive disable frame to 30. Ground hits are unobstructable, but when hit slightly higher in the air, it is possible to passive.

  • Other bug fixes.

Direction of adjustments in version 3.5

This is also a duplicate of the announcement made during the beta test, but we have made some additions to it.

The basic policy of this upgrade was to revive as much as possible the techniques that had been the core of the characters' performance in the many past versions.

The main changes include 470 reach techniques, sustained hit of some striking techniques, and techniques that allow a fighter to dive low to an enemy's attack.

While incorporating these factors, we have made adjustments to raise the overall performance of the characters based on the characters that were considered to have higher performance in the previous Version 3.10.

We have not adopted techniques whose performance deviates too much from that of the current version, or which are faulty, or whose graphics have been completely changed, but we have restored as much performance as possible for techniques whose performance is acceptable.

However, please be aware that the information may include subjective perceptions from the producer's point of view.

In this version, the invincibility frame for throws after getting up has been changed to a numerically acceptable value, but we feel that the balance between guards and throws needs further review, regardless of throw invincibility frames alone.

We hope that long-time players will remember the performance of this technique from past versions, and new players will be able to experience how this technique performed in past versions.

Thank you for your continued support of Koihime-Enbu.
Flash Party - Chen Shangyu
Greetings, Party Stars! We are carrying out a Scheduled Maintenance for Flash Party on Wednesday, March 29th, from 08:00 AM to 11:00 AM (UTC+8), during which the service will be temporarily unavailable. Here are the details of the update:
[New Content]
[New “Dojo” System]
The highly-anticipated Dojo System has finally arrived! You can now assemble a Dojo that belongs to you and your friends with exclusive chat channels and the ability to show it off on the Leaderboard and your Personal Information. Please don't forget to complete the Dojo Mission "Rise of Rookies" together for great rewards!
More information about Dojo is coming soon, so keep an eye out!
[Weekend Login Rewards for E-Sports Fans]
To celebrate the opening of EVO Japan 2023, the world's largest fighting game event, we're offering weekend login rewards! From March 31st to April 2nd, you will receive 1 Aura Chest per day just for logging in.
As an official sponsor of EVO Japan, we're dedicated to supporting the fighting game community by participating in major events and player competitions. Our aim is to help foster continued growth and development in this exciting gaming genre.
[New S9 Season]
New Season: Wheel of Destiny is here, and S9 Party Pass is about to be released!
Purchase the New Party Pass to receive Alice’s Recolor Skin: Andromeda. Complete the Party Mission to unlock loads of Resources, various Costumes, and Sivi's Alter Verse Challenge Skin Set: "Vibrant Red" when you reach Level 30. Don’t miss these super-value rewards!
[New Skin Set: Wheel of Destiny]
Legend has it that Tarots possess the power to glimpse into the future and delve deep into the inner workings of people's hearts.
The Heroes were astonished to uncover a whole new personality when the card was revealed.
New Skin Set: “Wheel of Destiny” is being released on March 29th!
[Tina’s Legendary Skin: Strength]
Tame the lion of your heart and master your true strength.
Tina’s New Legendary Skin: “Strength” is being released on March 29th!
[New Skin for Sophia: Justice]
The Princess has donned a suit of knightly armor and embarked upon a journey of self-discovery.
New Skin for Sophia: “Justice” is being released on March 29th!
[New Skin for Mr.5: The Hermit]
Sinking into the darkness of solitude, The Hermit was finally able to comprehend the ever-shifting nature of the battlefield.
New Skin for Mr.5: “The Hermit” is being released on March 29th!
[New S9 Party Pass]
New Season: Wheel of Destiny is here, and S9 Party Pass is about to be released!
Purchase the New Party Pass to receive Alice’s Recolor Skin: Andromeda. Complete the Party Mission to unlock loads of Resources, various Costumes, and Sivi's Alter Verse Challenge Skin Set: "Vibrant Red" when you reach Level 30. Don’t miss these super-value rewards!
[S9 Arena Exclusive Skin - Cupid: Angel of Love]
Just Cupid being himself, the angel of love!
During the new season, reach Level 20 Intensity in the Arena to receive S9 Arena Exclusive Skin - Cupid: Angel of Love!
[Magician’s New Recolor Skin: Astrologer]
Would you like to experience a captivating glimpse of his Starlight Magic?
[New Story Event: Finding Soul Energy]
A series of strange occurrences are happening in the Metropolis as fortune-telling starts to gain popularity. What secrets lie behind?
[Adjustments]
Dojo System Details
• The cost to establish a new Dojo is 100 Lucky Coins;
• Each Dojo can have up to 30 players;
• Dojos include missions such as helping new players reach 2000 stars and unlocking the Team Relay Mode. We encourage the Dojo Master to assist new players in learning and improving their gaming skills.
Other Content
· Aura Chest has been added to Watch Ads for Great Rewards.
· We have updated some of our Hero Skill Description screens showing the latest Skill Effect following the re-balancing.
· The Local Versus post-battle screen on PC now displays the winner's Hero instead of being restricted to the 1P character.
[Battle Adjustments]
General Adjustments:
• Hold your shield during Edge Climb will initiate Block without any Start-up lag.
• We have modified the Status Immunity mechanism, so Heroes are now invulnerable to Frozen and Paralysis when grabbed. This immunity will remain active briefly after they escape the Grab.
• The action effect for Short Hop is now optimized to make the take-off timing slightly earlier.
• When the Bomb background mechanism is hit in Sivi's Studio, reduce Hitlag for both parties.
[Mikko Adjustments]
________________________________________
Problem Fixes:
• Characters performing Aerial Forward Attacks and Aerial Back Attacks under certain circumstances will unexpectedly change their facing direction. This issue has been fixed.
[Magician Adjustments]
________________________________________
Objective:
• To improve Crouching Move's controls, adjusting his moves' usability.
Adjustments:
• “Impersonation” - Colorful Sticker: We have slightly expanded the Reflect detection range so that even Projectiles slightly higher than the Hero will not go undetected.
• “Crouching Walk”: We have improved the command input by requiring a greater horizontal movement of the Left Joystick to enter Crouching Walk. We can now drop through the platform during Crouching Walk.
• “Dash Attack”: Improve the stability of melee combos to reduce the number of lost combos.
• “Down Special”: We have slightly expanded the on-hit detection range of Projectiles.
Problem Fixes:
• We have resolved the issue where equipping the Sticker "Impersonation" would increase defense when Crouching.
• Under certain conditions, the Magician’s Neutral Special would always throw hats first, regardless of the situation on the platform. This issue has been fixed.
[Heracles Adjustments]
________________________________________
Objective:
• Balancing the usability of moves.
Adjustments:
• “Aerial Froward Attack”: Slightly reduced the horizontal hit detection range.
[Cupid Adjustments]
________________________________________
Objective:
• To make certain moves more playable.
Adjustments:
• “Blue Notes”: Blue notes fired with a Ground Attack, Aerial Forward Attack, or Aerial Back Attack will pierce through their targets instead of disappearing upon impact.
[Alice Adjustments]
Objective:
• To reduce knock-out abilities that surpass design expectations.
Adjustments:
• “Side Special”: Slightly reduces the knock-out power of up-throws when performed in the air; up-throws on the ground remain unaffected.
[Tina Adjustments]
________________________________________
Objective:
• Adjust the detection duration of certain moves and reduce knock-out abilities surpassing design expectations.
Adjustments:
• “Aerial Attack”: Slightly reduced the detection duration of backward hits.
• “Neutral Special”: The horizontal hit detection range of attack phase-one has been reduced, slightly decreasing the fallback distance on a miss.
• “Up Special”: We slightly shortened the detection duration of the phase-one attack and weakened the knock-out effect of phase-two.
Problem Fixes:
• “Down Special”: Impact effects are added to the Best Hit zone.
[Chilli Adjustments]
________________________________________
Objective:
• Enhancing the usability of certain moves and synchronizing the visual effect of these moves with their underlying mechanisms.
Adjustments:
• “Down Special”: Rust’s bullets will be generated closer to the barrel, and the explosion range is adjusted to be more consistent with their visual presentation.
• “Side Special”: Grandma gains a small displacement forward when she appears.
[Sandy Adjustments]
________________________________________
Problem Fixes:
• Problems fixed: Fixed the issue where multiple Down Special can be used mid-air under certain circumstances.
[Mr.5 Adjustments]
________________________________________
Objective:
• Adjusting Trade detection to prevent unforeseen circumstances.
Adjustments:
• “Neutral Special”: When the drone hovers around, the melee attack will no longer trigger a Trade with other attacks.
Problem Fixes:
• When Mr.5 is charging his Charged Attack, he could unexpectedly go through some collision detection. The problem has been fixed.
[Kamiki Yuri Adjustments]
________________________________________
Problem Fixes:
• The action effects of mid-air Neutral Special and Landing during ending lag have been optimized.
[Seaya Adjustments]
________________________________________
Objective:
• Making moves more playable.
Adjustments:
• “Side Special”: The Side Special can go beyond the platform's edge when sliding.
[Thanatos Adjustments]
________________________________________
Objective:
• Making moves more reliable.
Adjustments:
• We have reduced the knock-out power of the Up Attack’s unoptimized hits, making them consistent so the move would provide a more stable hitting result.
[Derek Adjustments]
________________________________________
Problem Fixes:
• We have fixed the abnormal behavior that might happen during a Dash.
[Tarara Adjustments]
________________________________________
Problem Fixes:
• We have fixed an issue where her Side Special would not terminate automatically after exceeding the maximum displacement.
• We have fixed an issue where her Side Special would not terminate automatically after bumping into walls or landing on a target.
• We have fixed an issue regarding her Block could be blown by the wind after the upgrade.
[Lan Adjustments]
________________________________________
Objective:
• To enhance the visual presentation.
Adjustments:
• Improve the visual effects of Aerial Attack, Aerial Forward Attack, and Aerial Back Attack.
[Cookie & Can Adjustments]
________________________________________
Objective:
• Adjust the usability of certain moves and stickers.
Adjustments:
• “Dash Attack”: Reduced knock-out power, changed to knock-out upward, less Ending lag, and more follow-up options.
• “Down Attack”: Increased the push-back distance when hitting the shield.
• “Neutral Special”: Pulling Left Joystick left or right + Shield during Ground Charge now derives rolling ground action instead of a dodge.
• “Homing Missile” - Colorful Sticker: The target would recover more quickly after being hit.
• “Barrel Heating” - Colorful Sticker: When the Down Special score a hit and triggers the special Sticker effect, performing the Down Special again would start a Score action even if the move lands on a Shield.
________________________________________
Comprehensive Problem Fixes:
• We have fixed the issue where some Heroes’ reverse Side Specials come out as Neutral Specials.
• We have fixed the issue where badminton was missing its hitting effect in Olympus.
• We have fixed the issue where Sticker "Hard as Steel" would not nullify certain Projectiles' damage.
[Other Bug Fixes]
• We have fixed the issue where Macalon’s “RoboT-Rex” was showing the wrong animation effect when he makes an entrance from the right-hand side.
• We have fixed the issue where the Party Sweets Badge cannot be claimed even when the set is fully collected.
• We have fixed the abnormal Character level display that could happen after Friendly Battle.
• We have fixed an issue regarding certain Skins missing their lighting effects in the Lobby and came out quite dim.
• We optimized the UI’s compatibility with multiple devices.
• We have fixed the issue where Emoji would occasionally overlap in Chat.
• We have fixed an issue in our Steam version regarding Monthly Pass showing incorrect prices for certain currencies.
• We have fixed the issue where PC Local Versus occasionally assign the same Hero to 1P and 2P when they use random characters.
• We have fixed the issue where in Swipe Mode, Sandy's Colorful Sticker "Swallow Kick" would sometimes turn into a Neutral Speicial when quickly connecting Up and Down Special after the Side Special hitting the enemy in the air.
• We have fixed the issue where the snow of Mikko's Colorful Sticker "Snowfield Roaming" would not stay on the moving platform.
• We have fixed the issue where the flame of Macalon's Colorful Sticker "BBQ Feast" would not stay on the moving platform.
• We have fixed the issue where in 2v2 - Sivi Studio, the second team would have wrong spawn and respawn positions.
• We have fixed the issue where the bombs in the multiplayer mode - Sivi Studio would not be knocked away when attacked upon landing.
• We have fixed the issue where some of Derek's skins had no sound effects when throwing grenades.
Please download the up-to-date game client in the App Store/ Google Play/ Steam and TapTap after the maintenance is complete. After the update, you will receive a gift of 3 Star Chests (valid for 30 days). Please check your email for the gift.
RED MAN FOLLOWS - Ravvberry
Thank you to everyone who has supported RED MAN FOLLOWS !!

I am very happy that so many people are enjoying the game. I wanted to let you know that I really appreciate all your feedback :)

Thank you - Ravvberry.
Alien Planet Survival - hewei
Add 3 days of early acceleration to refresh you
Armello - Chan


Greetings, Armellians!

Dropping in here to let you know we have just cycled the Dice in Armello.

🎲 For Steam players, the Spoils of War is now live!

The Dice in the Spoils of War are:
[Common] Wine, Auburn, Blood, Apricot
[Uncommon] Crimson Bleed, Sanguine Bleed, Peach Bleed
[Rare] Trusty, Boulder's Might
[Epic] Morning Star
[Legendary] Heart's Fire

Enjoy!

<3 LoG Team
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