There are a few things to interact with in the Secret Alpha build of Brigador Killers that generate a small amount of reactivity for the player. For this month we’ll look at the two main ones: the braintape, and the carmine suit parts. Please note that these systems are still a work in progress and what is detailed in this post is not necessarily indicative of the final product.
Both of these interactive elements have the following things in common:
They are ITEM_PICKUP resources* in the game
They have a condition assigned to them in SJTiled**
They change state because of a Lua function***
[expand type=show more]* Resources are the game’s various .json files arranged by type; ITEM_PICKUP is new to BK ** SJTiled is a fork of Tiled, a map-making tool used by several games *** Lua is a scripting language that allows the game to execute code; a Lua function is a self-contained module of code[/expand]
WHY THE BRAINTAPE DISAPPEARS
To jog your memory, this is what the braintape looked like placed on its own:
This is what the data for the tape looks like in the Data editor tab of the debug panel:
The two things to note here are the resource path i.e. assets/data/pickups/kipple/pkp_braintape_01.json, and what’s contained in the on_pickup field i.e. UnlockTape. From here we go look at the same scene, but in SJTiled.
The three elements to pay attention to here are:
The green key icon that is currently selected named “Braintape 01”, which is a scripting object
The asset field under Custom Properties
The disable_if field under Custom Properties
The scripting object is placed on an object layer within the map in SJTiled. When the map file is exported as a .json file that the game engine can read, this file allows the game to know where to place what assets, be they enemy spawns, building props or pickups like our braintape as well as what states they should be in.
The asset field tells the game what asset to use for that object. Since it’s using the same asset path as the braintape in the data editor screenshot earlier, this means the game knows to use the assigned sprite for the braintape. If no asset was assigned to this object, the game would not render any sprite at all (or possibly crash in the attempt to load the map) and the player would not be able to interact with it.
The disable_if field contains the text __IS_UNLOCKED__. This field means that the object will not appear if the object has been unlocked by the player. Recall that the on_pickup field in the Data editor tab contained the text “UnlockTape”. Reversing the idea, this means the braintape will always appear in game until the player interacts with it. This begs the question: how does the game know to do this?
The bridge between SJTiled and the game engine is a Lua function called by the ITEM_PICKUP resource. Here is the relevant Lua function in Notepad++:
This function is titled UnlockTape. In case you missed it, the text that was inserted in the on_pickup field is referring to this exact function. In other words, we can insert functions into the data of ITEM_PICKUP resources in order to execute a module of code. What this module does when the player interacts with the braintape is:
Increases by one the gvar labeled “tapes_delivered”*
Executes the relevant code to change the gamestate
Unlocks the resource according to the indicated filepath in the resource that is calling the function
Saves that unlocked state to a local Lua file called gvar_data
So, once the braintape is picked up, it will be “unlocked” by the game engine. In SJTiled, we assigned this object to be disabled when it is unlocked. This means that when we come back to the same location…
…the tape is gone. Now that we understand how the braintape appears and disappears, we can look at the suit parts.
ONE MORE LAYER OF COMPLEXITY
Unlocking the carmine suit follows the same path as the braintape but with a couple more steps. Going back to our test level, all three suit parts are laid out in a line and have the same disable_if condition as the braintape to stop them from reappearing after being interacted with. Here is what the parts look like in SJTiled:
While this is what the parts look like in the game:
And all the resource data for the carmine suit parts looks something like this:
An additional field to pay attention to here that the braintape did not have filled out is menu_unlock. When the function unlocks this resource, the intel entries on these items also become available to read. Until the pickups are interacted with, they will look like this in the game’s Intel section accessed from the main menu:
The function being called in the Data editor for all the carmine suit parts is UnlockItem. Here’s what this Lua function looks like in Notepad++:
Simply put, this function unlocks the resource that is calling it (the three carmine suit parts), and saves that state information to the gvar_data Lua file.
When this map that contains the carmine suit is being loaded, two other things are going on. The first is another function called HandleItemUnlock, which looks like this in the file called mapstates.lua:
There is also a reference script called pickup_ref.lua which contains this:
In this reference script we can see the filepaths for the three ITEM_PICKUP resources that are also placed in the map in SJTiled, and we can see the filepath for the carmine suit itself.
The reason why this script is referenced is because of something called BRIGAHACKED. This is another object layer in SJTiled that has a custom property called luaload assigned to it which contains a string called, you guessed it…
…pickup_ref.lua. Combined with HandleItemUnlock, this reference script gives the layer of this map a list to check off when it is loaded. This reference script is also meant to be copied and modified to unlock other items on other maps.
So what about the suit itself? We already know how the suit parts disappear when interacted with - how is the suit being handled?
Returning to SJTiled, the suit is just sitting there, but when we look at the custom properties for it…
…Instead of disable_if, we have the custom field enable_if with __IS_UNLOCKED__ in the field. In other words, until the three parts are acquired and trigger the UnlockItem requisites, the suit is disabled from appearing on the map. When all three suit parts are acquired and the map is revisited…
…The three suit parts are gone as we would expect, but the suit is now available for use. It should be noted that for demonstration purposes, all three suit parts and the suit itself were placed on the same test map – but they do not have to be. Since the unlocks system is being handled by these Lua functions, which are entirely separate from the maps, the unlocks can be made to appear wherever we want them.
If we look at the “Fort” map that you see when you start the Secret Alpha build, the suit is placed there in SJTiled.
However, it is only until the player ventures out and finds all three carmine suit parts that they will find this reward waiting for them back at the fort.
WHAT’S IN IT FOR ME?
This unlocks system for Brigador Killers is how we are responding to some of the feedback the previous game Brigador has received over the years. While the quality of action and writing in lore entries was fine for enough players, Brigador’s unlocks system was found lacking. This doesn’t come as a surprise to us as developers, because very little time was available for that aspect of the game’s design.
Brigador Killers is in a different position and we think this new system of unlocks will address the criticism of there being “nothing to do”. Players will have reasons to return to certain locations, as opposed to the previous method of earning arbitrary sums of money to unlock pieces of text in a menu that was too many clicks away from the action.
We’re also exposing these details to give our modding community advance notice. Those who have made Brigador maps and mods in the past will likely have already thought of ways to go one step further with what’s been detailed in this post. After all, why give someone a carmine suit as a reward and have nothing to fight against? Why not place something more lethal in a map that can only appear in-game once the carmine suit itself has been unlocked? Or if entire layers of a map can be given custom properties, why not change that map entirely?
In a later post we will revisit the topic of gvars, predicates and storylets. We already talked before about how they handle dialogue, but what we weren’t able to say back then is we are also able to use those narrative systems to effect changes on gamestate in the much same way that ITEM_PICKUP resources can.
It’s time for an update on the game, where it’s currently at, and how we’re going to proceed from here. If you followed our previous posts you’ll know that after the issues we’ve had with Unity DOTS, we decided to switch engines in order to fix the instability and constant crashes DOTS was causing. While the port is largely finished now, because of how fundamentally different DOTS is to normal programming paradigms we essentially had to rewrite the entire game from scratch.
The UI was completely redesigned and reworked for higher efficiency and better visuals.
Reproducing over a year’s worth of work in less than half the time is a pretty big thing to ask for, but the fact we managed to do it (and while maintaining higher levels of quality/stability to boot) is a good sign that ditching DOTS was the right choice to make. While the rate of progress is much faster, it still took us a considerable amount of time, meaning we didn’t have any time left to work on new major features as compared to the demo.
Taking stock of our starting position and assigning work priorities through the new interface.
Our original plan was to port over the demo features and release it with some minor additions, along with the added polish and improved stability of no longer relying on DOTS. This would have made for a very rudimentary initial build with very little content, which would have felt very underwhelming for a lot of players when it first dropped.
Using the new designation system to mark grown trees for chopping.
That’s why over the past month we’ve put some work in behind the scenes to secure an additional round of funding. We’re still ironing out the details, but as of right now development funds have been secured for at least another year. Instead of being forced to rush out a sub-par version for lack of money, we’ll be able to take this time to make sure the first launch is a success.
What’s Next
Since we’re no longer putting all of our resources towards recreating what we had before, and we’re largely done with the basic engine architecture, going forward we’ll be able to concentrate on implementing some of the major features we have planned for the game. You can expect more dev logs with updates coming soon as a result.
A simple shelter being laid out.
While we think getting the extra dev time for a fleshed-out release is necessary and will benefit the game in the long run, we also understand that many of you were pretty excited to finally get to play it in April. We’re already working on some ideas for how to alleviate that, but the details depend on how certain things shape up within the next few weeks. We’ll announce specifics as soon as we can on that front.
Using the resources we harvested to build.
We hope that despite the delay, you’ll understand why we chose to do things this way. After all, quality can’t be rushed and you only get to make first impressions once. That’s why we want to make sure when you first get to play AoA, your experience will be a good one. Stay tuned for more progress updates soon.
v0.9.0 - Allow to configure rally point of Shipyards and Market Terminals - Add black hole at the center of the galaxy - Improve system creation time for systems with many ships - Improve precision of galaxy map mouse clicks, camera icon position and ships distribution cells - Improve control borders player names looks - Fix displayed production rates not updating immediately after a storage ship enters a new system - Fix production rates not updating when a storage ship or shipyard is bought from the market
We're excited to announce that a Gothic boutique based off Markus' infamous store in Red Embrace: Hollywood, Blood & Roses, is now coming to life!
While it won't be an adult-themed shop like the original store, the real life Blood & Roses aspires to be a welcoming haven for Goths. Not only will it feature an array of dark goodies to appeal to all vampire fans--but also characters from Red Embrace: Hollywood in the flesh! Actors/models will be cosplaying RE:H stars at Blood & Roses for your entertainment, and modeling the Gothic styles that the shop will have to offer.
B&R needs some funding to get off the ground, so if a new, affordable, queer-friendly, flamboyantly vampiric shop sounds up your alley, please check out the shop's GoFundMe! (You can also read more about what B&R will feature, and its progress!)
(Note: This endeavor isn't run by AG, but rather by a wonderful, business-savvy RE:H fan named Loki. They have our blessing and full support!)
Thank you so much for your love for RE:H over the years! 🖤
When you look into the rift, the rift looks back. Will Lithia blink as an Achlys, a pioneer of the rift who is fascinated by taboo. Summon forth creatures that inhabit the rift to attack your enemies as Lithia aims to finish the research her Joy started. Check out all the events coming out along with Lithia's 3rd Path Release!
2024-04-24 00:00 ~ 2024-04-24 3:00 AM PDT
Lithia 3rd Path
Secret Dungeon ED Reward Adjustment and Pattern Improvement
★ Secret Dungeon Reward ED Adjustment Announcement
As stated in the 3/27 Announcement, the Secret Dungeon ED adjustments will be applied as follows.
Stage
Required Combat Power
Reward ED (Before)
Reward ED (After)
1
500,000
2,000,000
2,000,000
2
1,500,000
10,000,000
10,000,000
3
2,500,000
20,000,000
14,000,000
4
5,000,000
30,000,000
21,000,000
Certain mechanics in secret dungeons have been adjusted.
Stage
Dungeon Name
Adjustment
1
Wally’s Underground Laboratory
- For Nasod Inspector, the defense increase from the Physical/Magical Barrier pattern will be reduced.
Transporting Tunnel: CA
- For Alterasia TYPE-H, invincibility while casting Storm Blade will be removed.
2
Temple of Trials
- Mid boss Helputt appearance animation will be shortened. - Feature to skip boss monster exit animation will be added.
3
Grand Cavern: The Source of Demonic Energy
- The monster spawn count for Stage 1 Area 2 will be reduced. - For Mutated Evil Form, invincibility for patterns triggered by HP thresholds will be removed.
4
Deep-Sea Passage: Emergency Crisis
- For A.M.P.S Type – Archelon, attacks will knock players back instead of knocking players up. - Berserk A.M.P.S Type – Gerstalker will prioritize strong attacks when able.
★ New Character: Lithia 3rd Path
Lithia 3rd path, who summons the being across the rift and uses gems to become stronger and deal damage to a larger area, is updated!
Path Finder – Rima Clavis – Achlys
★ Lithia El Search Party Collection
Lithia 3rd path collection is added.
Synergy will be added at a later date.
Lithia 3rd Path Collection
Collection Stage
Collection Effect
Stage 1
Hyperactive Skill Damage +3%
Stage 2
Hyperactive Skill Damage +4%
Stage 3
Hyperactive Skill Damage +5%
★ Lithia Unique Dungeon Difficulty Adjustment
With the 04/24 maintenance, Lithia unique dungeons will receive a difficulty adjustment.
Adjusted damage reduction of the boss monster in Port Town Denice.
Fixed bandits in The Kelruk in Chaos to be hit by ‘Hyperactive: Transcendent Skill’ when they are affected by the strange energy.
Adjusted the Tenacity/Bravery/Strength devices in the Society Research Facility to be activated by all Special Active skills.
★ Elrios Pass Season 7
Clear missions every day and receive various rewards with the Elrios Pass Season 7 update! Season Pass will go on for 12 weeks. Once the season ends, you will no longer be able to receive the rewards.
‘Elrios Pass Season 7’ will be from 2024/04/24 After Maintenance – 2024/07/17 Before Maintenance.
How to Use Elrios Pass
Click on the Elrios Pass UI at the top of the screen to enter. - Clear Daily/Weekly/Season missions to gain Season Pass EXP. Achieve specific levels to obtain Normal (Free)/Premium reward.
Elrios Pass Item Mall Item
Item Name
Item Effect
Elrios Pass Season 7 (Premium)
- Elrios Pass Season Mission Added. - Obtain even more special rewards such as Elrios Pass Season 7 Mark, [Luriel] Abyss Mystic Stone Support Cube, [Luriel] Elrios Pass Season 7 Special Support Cube (Contents: [Luriel] Title Count x2 Medal - Abyss Raid (3 Days), [Luriel] Title Count x2 Medal - Pruinaum Raid (3 Days), [Luriel] Title Count x2 Medal - Ruben~Tirnog (3 Days), [Luriel] Path of the Martial Arts Master Custom Motion Cube - x2 daily special reward available 1 time per dungeon every day.
Pass 2000XP Ticket
- Obtain 2000 EXP on the current Season Pass.
* [Luriel] Title Count x2 Medal - Abyss Raid (3 Days), [Luriel] Title Count x2 Medal - Pruinaum Raid (3 Days), [Luriel] Common Title Count x2 Medal - Ruben~Tirnog (3 Days) items’ same medal effects are not stacked.
★ Ann’s Growth Support Pass
Ann’s Growth Support Pass is added to help beginning adventurers obtain useful items to grow. Ann’s Growth Support Pass will go on for the same duration as the Elrios Season Pass, and the rewards can be obtained separately from the Elrios Pass rewards.
Ann’s Growth Support Pass’ will be from 2024/04/24 After Maintenance – 2024/07/17 Before Maintenance.
Once the Ann’s Growth Support Pass season ends, you will no longer be able to receive the rewards.
How to Use Ann’s Growth Support Pass
Click on the Ann’s Growth Support Pass UI at the top of the screen to enter.
Clear Daily/Weekly/Season missions to gain Ann’s Growth Support Pass EXP. Achieve specific levels to obtain Achieve specific levels to obtain Normal (Free)/Premium reward.
★ Ann’s Growth Support Pass Item Mall Item
Item Name
Item Effect
Ann’s Growth Support Pass (Premium)
- Additional Ann’s Growth Support Pass season missions are added. - Obtain even more special rewards such as Ann’s Growth Support Pass Mark, [Luriel] Vestige of Soul – Weapon of Requiem Only Magic Amulet Lv.10, [Luriel] Amethystine Prophecy Reforge Amulet Lv. 21, [Luriel] Amethystine Prophecy Reforge Amulet Lv. 18, Elrios Pass El Resonance Potion 2, [Luriel] Ann’s Growth Support Pass Special Medal Cube (Contents: [Luriel] Title Count x2 Medal - Pruinaum Raid (3 Days), [Luriel] Weapon Growth Quest Count x2 Medal - Vestige of Soul (3 Days), [Luriel] Ann’s Shining Mystic Stone Support Cube.
Ann’s Growth Support Pass 2000XP Ticket
- Obtain 2000 EXP on the current Ann’s Growth Support Pass.
* [Luriel] Title Count x2 Medal – Abyss Raid (3 Days), [Luriel] Title Count x2 Medal – Pruinaum Raid (3 Days), [Luriel] Common Title Count x2 Medal - Ruben~Tirnog (3 Days) items’ same medal effects are not stacked
★ Character
[Common]
Fixed unnatural graphics for certain characters in the character window when equipping the Heart El Shining Change Gloves.
Adjusted character detailed stat to display up to two decimal places.
Fixed unnatural appearance when equipping Ghostly Pale Pajamas, Soulmate, Mood Night, When Spring Comes under certain circumstances.
[Elsword]
Fixed unnatural graphics on the torso while moving when equipping Dragon Knight – Abaddon Top Piece.
[Aisha]
Adjusted clapping motion in the Wedding Hall to hide the weapon.
[Rena]
Fixed unnatural graphics when equipping Charming Maid Shoes and bottoms of another costume.
[Daybreaker]
Fixed Advanced Stigma to be removed with debuff removal effects.
[Raven] [Reckless Fist]
Fixed Exploding Nasod Hand to activate when using Devastating Strike in the air.
Fixed tooltip typo in Devastating Strike enhancement of Exploding Nasod Hand.
Before: Exploding Nasod Hand Enhancement: 100% Activation for 3 seconds
After: Exploding Nasod Hand Enhancement: 100% Activation for 4 seconds
Please note the enhancement currently lasts for 4 seconds and the tooltip typo will be fixed.
[Eve]
Fixed unnatural graphics when equipping Overdrive Top and using custom motion in the Item Mall.
[Chung]
Fixed unnatural graphics when equipping Brand Elfenium or Ocean Pearl Bottoms with other certain costume shoes.
Adjusted feet size when equipping Little Lamb Outfit.
[Ara]
Fixed unnatural graphics on thighs when using ELSTAR Idle Motion while equipping Fairy of Dark Clouds Shoes.
[Add]
Fixed unnatural appearance on ankles when equipping Scientist Shoes.
[Lu/Ciel]
Fixed results screen upon clearing dungeon not showing the portrait of the current character.
Fixed unnatural graphics on leg when equipping Lu GFRIEND ‘Rough’ Shoes.
Fixed unnatural graphics when equipping Royal Servant Shoes and [Luriel] Ciel Promotion Bottom Piece on Ciel.
[Laby]
Fixed Oi! skill where leaving dungeons or sparring before the throw left the target grabbed.
Fixed purple appearing as blue when equipping Forgotten Golden Necklace.
Fixed unnatural graphics on slippers when using motions where the foot leaves the ground when equipping Little Lamb Outfit.
[Noah]
Fixed purple appearing as blue when equipping Forgotten Golden Necklace.
[Hazy Delusion]
Fixed certain monster attack effects being covered by Lullaby of Cloudy Night skill effect.
[Lithia]
Fixed unnatural location of bubble blown when equipping Mana Mint Chewing Gum.
Fixed 2nd job playing voice lines from Lithia 1st path and Lithia 2nd path transcendence.
Fixed Lithia 2nd path job advancement quest completion not playing voice lines.
★ Dungeon/PvP/Field
Fixed The Great Steel Wall 3rd Phase where connection between charged rod and character did not display properly if a party member leaves when the charged rod mechanic is starting.
In Challenge Mode – Fixed not starting in the party area when Haivan enters under certain circumstances.
Fixed a bug where certain skills and equipment effects healed characters after they died in dungeons.
★ Item
[Enhancement] Blessed Aura weekly quest reward item duration is refreshed.
Before: April 24, 2024, 00:00 Pacific Time
After: August 14, 2024, 00:00 Pacific Time
Fixed unnatural graphics on the inside of [Luriel] Spiral Glasses.
Fixed the look of Rena’s Bad Girls Leather Coat Costume Icon to match with the look when equipped on the character.
Fixed accessory effects not being displayed when using Run! Run! Hamster Wheel! Custom Motion.
Fixed the meerkat on the Meerkat on Top of the Forest Friends! having different sizes when equipped on certain characters.
★ ETC
‘[Cobo] Blessed Flourite Ore’ and ‘[Cobo] Blessed Restoration Scroll’ obtained from ‘[Enhancement] Blessed Aura’ weekly quest will be deleted on April 24, 2024, Maintenance.
Fixed certain players being unable to skip cutscenes in dungeons under certain circumstances.
Fixed Bond skills where entering certain fields or dungeons and swapping the bond skill for another skill caused the skill in the bond skill slot to have the cooldown of the bond skill.
Fixed custom window where using the hide avatar button caused the face custom to become basic face.
Fixed Epic Quest Summary where if the mouse is on top of a skill slot or quick slot a click was processed.
Fixed party list not updating when certain stats are changed.
Fixed 1 vs 1 duel request where decline popup would repeat if the target left the map.
Fixed Magic Stone Enchant where [You do not have enough items.] popup would repeat when enchanting while locking all sockets except 1.
Fixed unnatural behavior when using the next page arrow quickly in the guild window.
Fixed unnatural display when trying to click on world map in locations where world map is unable to be used.
Fixed being able to equip owned equipment on pet inventory by mouse drag.
Fixed 3D sound where using mount summon and moving away from the center caused the sound to get quieter.
Fixed unnatural border graphics when using Fluttering Heart Skill Cut-In (Lithia).
Magic Wardrobe store look capacity increased to 10,000. (Currently 9,000)
Changed some Ice Burners and Costume Hairs to be dyeable.
Item Name
Character
Evil Tracer 1
Elsword - Noah
Sacred Knights
Elsword - Noah
Trump Bunny
Elsword - Rose
Goatman
Elsword - Rose
April Fool’s Butler and Maid
Elsword - Ain
Fixed unnatural graphics around the illustration when talking with NPC Theodore in Elysion.
Fixed Altar of Invocation [Challenge Mode] image being displayed as Savage White-Ghost’s Castle [Challenge Mode] in Find Party.
Fixed certain accessories disappearing when the character dies while having the accessories equipped.
The bells of the arena toll, and the Rite beckons you yet again!
Prepare to blast your way into our latest patch, crafted to elevate the art of scoring to new heights. So gather your wits, hone your tactics, don your most fabulous regalia and embark on your journey to greatness.
Don't forget to jump into our Discord server to meet the team and share your thoughts and feedback.
Wanna have a direct chat with our streamer and narrative designer, as he displays his hilariously bad gaming skills? Then don't miss out on Alex's weekly streamswhere he answers your questions and takes you up on team-up challenges, every Thursday at 8 pm Cyprus time.
PATCH NOTES
CHARACTER CUSTOMIZATION SYSTEM 2.0:
The big star of this update is the refined character customization system. As before, each character is comprised of their Hero and Titan forms, with each receiving their own set of skins.
Universal shaders have been added to the game, allowing players to mix and match Hero/Titan form skins with other characters’ shaders.
Customization combinations are not limited to rarities, so any common skin can adorn any legendary shader and vice versa.
As before, there are four (4) tiers of skins and their corresponding shaders.
Common (default) skins and shaders.
Rare skins and shaders, possessing minor pattern variations.
Epic skins and shaders, possessing 3D material and texture variations.
Legendary skins and shaders, possessing fully re-envisioned models.
In the current version the following have been made available to players:
Zeno skins and shaders: 1 common set, 3 rare sets and 1 epic set
Niya skins and shaders: 1 common set, 1 legendary set
LilChi skins and shaders: 1 common set, 2 rare sets, 2 epic sets and 1 legendary set
Optima skins and shaders: 1 common set, 2 rare sets, 2 epic sets
All locked customization options can be obtained via purchases in the store or hero tabs.
Said purchases require currency that is acquired via career progression rewards, daily and weekly quest rewards, or the in-game store.
Please keep in mind that all paid content is hidden for the moment.
Please keep in mind that skins do not provide any gameplay advantages.
Zeno's Visual Update
NEW ANIMATIONS SYSTEM:
In patch 0.4 we are introducing a new animation system to provide a better player experience.
Zeno’s revamped model has had his animations fully updated and ready for playtesting.
Please feel free to provide us with as much feedback as possible following your experience.
CORE GAMEPLAY IMPROVEMENTS:
Most of the abilities’ feedback has been improved alongside their VFX and SFX.
Zeno’s primary [Q] ability now requires the Relic to be within the indicated radius around Zeno and the player to aim their reticle directly at the Relic in order to shoot it with a lightning bolt.
Niya’s primary [Q] ability has also been switched to a radius-style aiming format.
We are currently testing out the stamina’s design and impact on certain core mechanics of the game, so for the moment its gain has become slower, while its consumption has become greater.
AI BOTS IMPROVEMENTS:
The bots now feel far more sophisticated, capable of dribbling the ball and using their tackles more strategically.
USER INTERFACE:
Several screens and their UI elements have been reworked and polished.
MAPS:
Minor level design quality improvements in certain maps.
IMPORTANT NOTE:
With this major game update, we had to wipe out all player progress.
All accounts have been reset to level one (1).
ACKNOWLEDGEMENTS:
When disbanding a party, the status of players might not refresh and friends in one’s friend list may have their status appear as "In-Game”, which in turn does not allow players to form a party.
Workaround: Restart the game.
Skins don't show up in the “Match Results” screen.