May 22, 2024
Moonstone Island - the.sand
We pushed a fix for this issue in version 1995.1

Our latest update clashed with Steam Cloud Saves and caused an issue for some players leading to broken save files. These saves are not gone! Just hidden.

If for any reason the issue persists you can follow the steps below to retrieve your files.

Fix for PC/Mac
https://docs.google.com/document/d/1r7xGdU-bXG_P6X_7_GWZcoyFEUGEjYMj5pEpGdG0Qr0/edit


Fix for Steamdeck
https://docs.google.com/document/d/1Yp8TttN2Fvp-E4HW2Shs8RnVznS2KclEacC9sD-suEk/edit?usp=sharing


We sincerely apologize for this issue, unfortunately, it did not appear in any of our QA testing <3
Myth of Empires - ricoooo
Myth of Empires will undergo scheduled maintenance from 22:00 May 22th - 00:00 May 23th, 2024 UTC, lasting for one hour. Please manage your gameplay time accordingly to avoid any unnecessary losses. The exact time of server opening will depend on the progress of maintenance. We appreciate your understanding.

Optimization
1. When someone took the Magistrate position in the county, all NPCs in the county city will be leveled up to 60 and defense Siege Weapons in the city will be rearranged
2. Added lvl.60 chests in the county city
3. Adjusted the description for proficiency related items, added the tips for level requirements for characters and warriors
4. Adjusted the Archive for buildings will be saved for 30 days and maximum 100 lists for each archive
5. Characters will no longer able to climb Giant Animal Cage Door
6. Adjusted the behaviours of some NPCs in some camps, they will not get stuck in terrains
7. Lowered the decay rate for Vermilion Carriage, Dragon Carriage and Imperial Carriage while inside other player's boundary marker radius
8. Adjusted the count down timer at the Territory interface
9. Weapon Mold: Meteoric Long Hammer can be listed at copper coins trading post now
10. Adjusted the model for flags

Bugs Fixed
1. Fixed the translation at the Guild Depot
2. Fixed the wrong requirement for warriors using proficiency related items
3. Fixed the display issue for Gilded building skins when they are under freeze status
4. Fixed some stairs can be put above the beds
5. Fixed Two-handed Farming Sickle having different output in fields and Common Farmland
6. Fixed the display issue for Yellow Turban Armor
7. Fixed the problem where character can not be teleported to instances while mounted
8. Fixed that if some players left the instance earlier will make the rest can not be teleported
9. Fixed some scene and terrain issues
10. Fixed the wrong last ammo's damage for ranged weapons, throwables, bows and Crossbows
11. Fixed that the volume settings do not take effect sometimes
Armored Brigade II - Death
Greetings Commanders!

As we continue the development of our game, today we take a slight detour from our usual feature updates to delve deeply into the doctrines that shaped a tense period in modern history. In this developer diary, we explore the tactical and operational evolution of the formidable Soviet Army from 1965 to 1991.

Why start in 1965?
In the early 1960s, the assumption was that the war would go nuclear at the outset, either because NATO, undeterred by the weak Soviet nuclear arsenal, would attempt to offset its conventional inferiority with nuclear weapons, or because the USSR would resort to first use. However, as the USSR attained nuclear parity, the likelihood of immediate nuclear escalation decreased. While 1967 might be seen as a pivotal year due to major doctrinal shifts, including NATO's formal adoption of the “Flexible Response” doctrine, we chose to start our database in 1965 to encompass a broader range of older equipment. This period saw Soviet military strategy adapt to the potential for conflicts beginning with conventional warfare that could escalate to nuclear war after several days or weeks. The Dnieper-67 exercise, focusing solely on conventional warfare, marked a significant shift from earlier exercises like “Vltava” and “October Storm”, illustrating a growing recognition of the catastrophic consequences of nuclear warfare and the utility of nuclear weapons as mere political tools.


1970s: A Decade of Soviet Dominance
The 1970s could be seen as the zenith of Soviet military power relative to NATO. Despite the ongoing nuclear threat, Soviet military experts believed nuclear weapon use would be delayed by fears of Soviet retaliation. The high oil prices that depressed Western economic performance buoyed the Soviet economy and undoubtedly prolonged the duration of the Soviet regime. During this decade, the Soviet military fielded hardware, such as the T-64/-72/-80 family of main battle tanks, that was often a match for—or even superior to—their NATO counterparts. Artillery units also began to receive self-propelled howitzers, closing the qualitative gap with NATO. Moreover, this decade saw a reorganization of Soviet forces, particularly tank divisions, which transitioned from being predominantly tank-heavy to a more balanced composition with more motorized rifle battalions. This change enhanced their staying power but also highlighted a critical issue: increases in unit size were not matched by corresponding improvements in doctrine, training, or command and control capabilities, potentially slowing operational tempo.


1980s: Intensified Competition
The failure of détente in the 1970s led to an intense flare-up in Cold War tensions during the 1980s. This decade might have set the stage for the most significant armed conflict in history, had it erupted. The Soviet Union, similar to Germany in both World Wars, faced a potentially overpowering coalition of Western economies and militaries. The imperative was clear: win early or not at all. Despite impressive paper strength, the reality was that full mobilization of Soviet forces could cripple the civilian economy, as partially revealed during the 1968 invasion of Czechoslovakia. Furthermore, the late 1980s marked a critical period of lag in the quality of Soviet weapon systems compared to NATO advancements. The era of stagnation under Brezhnev severely affected military capabilities, leaving Soviet units increasingly equipped with outdated technology and hampered by poor command flexibility. In response to these challenges, Soviet military theorists experimented with new organizational structures and reforms aimed at enhancing combat agility. They proposed replacing the traditional "regiment-division-army" hierarchy with a "brigade-corps" structure, remarkably similar to the 1980s-era French Armée de Terre. This new organization featured large battalions operating semi-autonomously within self-sufficient brigades, which were, in turn, loosely controlled by the new corps headquarters. However, these organizational reforms were still in the experimental phase when the Soviet Union collapsed.


Principles of Soviet Land Warfare
Soviet military doctrine was distinctly characterized by its emphasis on offensive operations and mathematical methods—specifically the COFM (Correlation of Forces and Means) approach—in operational and tactical decision-making. This strategic orientation reflects a broader philosophical approach that viewed defense as a temporary and transitional phase, primarily serving to prepare and position forces for a counter-offensive to prevent war on Soviet soil. Despite the apparent rigidity of a highly centralized command structure, Soviet doctrine was flexible in execution, with operations meticulously planned but also adaptable to battlefield conditions. Commanders were expected to manage large formations in a synchronized manner, ensuring that all elements of the army worked towards a unified goal. This centralization supported the mass and tempo, allowing for coordinated strikes and maneuvers.

The essence of Soviet maneuver warfare rested on two tenets: rapid tempo and concentrated firepower. These principles dictated that Soviet forces concentrate overwhelming force rapidly at decisive points to break enemy defenses and maintain operational momentum. Maintaining a high tempo meant reducing the time the enemy had to react, thereby forcing them into a defensive posture. The Soviet Army aimed to dictate the pace of the conflict, leveraging surprise and operational speed to disrupt enemy plans and cohesion. Mechanized and armored formations, supported by aviation and artillery, were designed to seize the initiative, penetrate defenses, and drive decisively into enemy territories.


How does this apply in game?
In wargaming, the principles of Soviet military doctrine offer a compelling gameplay framework. By emphasizing rapid, offensive operations, players are encouraged to think aggressively. This approach not only challenges players to maintain an offensive mindset but also to skillfully manage resources and timing to sustain the momentum. This means that even when positioned defensively, players should plan counter-offensives that exploit any lapse in the enemy's operations. Deploying forces in a concentrated manner at decisive points allows players to overwhelm specific sectors, mimicking the Soviet strategy of achieving overwhelming local superiority. This tactic, combined with an echeloned attack structure—where the initial forces engage and fix the enemy, allowing subsequent forces to exploit openings—mirrors operational art and brings depth to gameplay. Moreover, recognizing the inherent limitations and strengths of Soviet artillery in the game—its power versus its responsiveness—encourages players to pre-plan artillery strikes, shaping the battlefield in their favor before major assaults. This necessitates a proactive rather than reactive approach to combat, urging players to think several moves ahead. Additionally, strategic use of terrain is crucial, not only for masking movements in offense but also for defense and setting ambushes. Players must leverage mass and positioning to counteract technological superiority, turning numerical or operational advantages into a winning strategy against better-equipped foes. By integrating these elements, you will ensure that each decision is impactful and each victory satisfying.
May 22, 2024
Quatro! - CyberMakesGames


  • Emoji support actually works now
  • Updated networking backend
May 22, 2024
Uncover the Smoking Gun - kimb
Hello Detectives!

I can finally give you some details on when the Demo will be available for play!
The Rude Robot in the video will let you know when the Demo will be available, check out the video!

Link to YouTube

In the mean time, let us introduce another specialty of Uncover the Smoking Gun


Hope you get to see what it's like in the game. See you tomorrow for the next update!

Franchise Hockey Manager 10 - JeffR
There have been a few lingering issues reported following the 10.5.54 update that we felt were a little too serious to be left unfixed and could be corrected with minimal risk of causing new problems, so we've decided to release a late maintenance update to take care of them. The list of fixes is fairly short, but should clear up a few irritating problems. There are no changes to rosters or other related data.

Your existing savegames will be compatible with the updated game, but some of the update's fixes may not retroactively correct certain problems in existing saves; this normally happens when the problem is inherent to data created at the start of the save.

Changes:
-fixed error that was causing some custom multi-level promotion/relegation setups to move promoted/relegated teams up or down multiple levels instead of just one
-tournaments in some custom league setups will no longer keep adding an additional tournament section to the league menu after every season (and the excess menu entries will also be fixed in existing games)
-fixed misalignment of columns after ROW on the standings screen in leagues leagues without conferences or divisions
-fixed potential crash during USports playoffs if the user is controlling a team in them
-USports standings will now appear correctly on the Sim screen when that league is selected
-corrected error in the Class B bonus definitions that was leading to players requesting a bonus and then demanding it be changed because it was unachievable
-added some additional credits information regarding Qt (required for a transition we're planning to make with FHM11, no gameplay effects yet)
-minor text/typo corrections
May 22, 2024
Synergy - Thomas Goblinz
Hello everyone!

This is a quick hotfix about korean language, since there was a blocker during the tutorial that would happen very often.
More updates to come, we're namely cooking one that should be out tomorrow or on friday!

Thanks a lot to everyone!
-Thomas

Hotfix #1 - 22/05/2024
  • Fixing an issue in korean language that would lead to a blocker when reaching a certain textbox
Goblin and Coins II - NB264
Hello friends,
The free DEMO for the next adventure in the series is here now. It's been prepared for the upcoming Steam NextFest June2024, but before the press and public get to check it out, you have the opportunity to byte in first.

https://store.steampowered.com/app/2677680/Goblin_and_Coins_II_The_Lost_Recipes/

If you have any comments or questions, you can leave feedback in the dedicated thread in the game forums right here on Steam.

Thank you for the support!
Goblin and Coins - NB264
Hello friends,
The free DEMO for the next adventure in the series is here now. It's been prepared for the upcoming Steam NextFest June2024, but before the press and public get to check it out, you have the opportunity to byte in first.

https://store.steampowered.com/app/2677680/Goblin_and_Coins_II_The_Lost_Recipes/

If you have any comments or questions, you can leave feedback in the dedicated thread in the game forums right here on Steam.

Thank you for the support!
Brawlhalla - Starkiller


Relive the fall of the Order of the Exalted Lion like never before! Unlock 85 Tiers worth of new and classic rewards by playing Brawlhalla and completing missions. 

Behold an all-new story that puts Octavius Mordex at the center of an epic quest to topple the OEL once and for all, in the first ever Brawlhalla cutscenes, all unlockable in the free Battle Pass track!

All players automatically gain access to the Battle Pass free track and all Weekly Missions with an option to purchase the Gold, Deluxe or Bundled tracks for even more rewards.To learn more about this Battle Pass Classic season, check out brawlhalla.com/battle-pass-classic-faq.

And that’s not all! Get ready for the hottest festival in Valhalla to kick off the summer: the first-ever Brawlhalla Fest starts May 29th!


To catch the latest Brawlhalla news and content, be sure to follow us on Twitch, TikTok, Discord, YouTube, Reddit, X, Instagram, and Facebook!

Witness the fall of the Order of the Exalted Lion once again in Battle Pass Classic 4! Soulbound Diana has taken to the magic powers of Helheim to exact revenge on the powerful Octavius Mordex. Claim 85 Tiers worth of exclusively available content by playing Brawlhalla and completing missions.

Introducing the first ever Brawlhalla Cutscenes unlockable in the Battle Pass! 

Unlock the Deluxe Pass to gain 25 Tier skips & access to new exclusive items:
  • Deacon of Rapture Sidekick
  • The Order’s Lordly Roar Emote
  • “Survivor of Helheim” Title
Those who unlock the Deluxe Pass after completing a minimum of 70 tiers will be granted Mammoth Coins.




Phase in and out of visibility to take advantage in the battle at the Fortress of the Lions! Queue up with a teammate in this intense 300% damage match while you and your opponents go invisible when not using powers. Last team standing wins!
  • 2v2
  • Queue alone or with a friend!
  • 3 Stocks
  • 300% Damage
  • Last team standing wins!



Get ready for the hottest summer festival this side of Asgard. Brawlhalla Fest starts NEXT WEEK on May 29th. 😎

Brawlhalla Fest is the first installment of a new kind of seasonal event that’s all about celebrating our community, bringing new timed missions, Double XP weekends, and exclusive rewards, like a brand new Color Scheme: Bifrost and an Emoji featuring the upcoming Epic Skin: Void Zenith Artemis 👀

For TWO WEEKS we’re featuring all 62 Legends in the free rotation. This gives everyone a chance to complete the Timed Event Mission to unlock the Bifrost Color Scheme for All Legends present and future. How fast can you unlock them all? Hop in a queue today and let the festival begin! ☀️


Win matchmade games to earn this exclusive iridescent Color Scheme for the Legend you played as. Win with all 62 Legends to unlock the Color Scheme for all future Legends! The only way to earn the Bifrost Color Scheme is to participate in this Timed Event Mission. This Timed Event Mission runs for three weeks, from May 29th through June 18th.



Earn 10,000 XP by playing matchmade games in Brawlhalla to earn this Emoji Skin inspired by a soon to be available Artemis Epic Skin. The only way to earn the Void Zenith 1 More Emoji Skin is to participate in the Timed Event Mission from May 29 to June 18. Void Zenith Artemis Epic Skin launches June 12.



May 29:

Brawl of the Day (BOTD): 3v3 Skirmish!

Queue solo or as a team for some 3v3 brawlin’ action![/i]
  • Team 3v3 with stocks!
  • Each player has 3 stocks!
  • Queue alone or with friends!
  • Last team standing wins!
Sale – The Headliners: 
  • Vraxx the King
  • Streetwear Vivi
  • DJ Ada
  • Starlet Munin
  • Chel
  • Guitar Solo (Emote)
May 30: 

BOTD: Platform King!
Who is the platform king? 4 Players face off on a map with 6 platforms. Stay on the red platform to score points. Stun your opponents to keep them from scoring. Watch out, the platform switches around the map! The Player with the most points at the end of 2 minutes wins!
  • 4 Player FFA
  • 2 minutes
  • Stay on the platform to gain points
  • Most points at the end wins!
Sale – Imperial:
  • Shin Sekai Koji (Epic Skin)
  • Wanderer Seven
  • Shogun Jiro
  • Kabuto Orion
  • Kunoichi Val
  • Nightblade Hattori
May 31:


BOTD: Ghost Brawl
Ghost Brawl is back!  Quickly go invisible when you don’t use any powers in this tense game mode. If you stay invisible too long or use any power (including dodge), then you’ll be visible once more!  (Pro Tip: dust clouds from jumps and dashes are still visible even when an opponent is not.)
  • 1v1
  • 3 Stocks
  • 200% Damage
  • 8 Minute Timer
Sale – Legacy
  • Beardvar
  • Masked Hero Cassidy
  • Dark Age Orion
  • Vraxx the Viking
  • Team Spirit Gnash
  • Gothic Warhammer (Weapon Skin)
June 1:

BOTD: Betrayal!
Three is the magic number for Betrayal! Queue up against 2 other Players in a 3 minute FFA game. Score 2 points for KOing an enemy, lose 1 point for being KO'd. Can you survive the ever shifting alliances and score the most points at the end to win?
  • 3 Player FFA!
  • Most points at the end wins!
Sale – Felines & Friends
  • Feline Fait
  • Gra Mestra Batista
  • Baron Azoth
  • Lynx Asuri
  • Dander (Sidekick)
  • Butterscotch (Sidekick)
June 2:

BOTD: Strikeout Mania!

Pick your best 5 Legends and face off against your opponents best 5 Legends in this intense 300% damage battle! When you lose a stock the next Legend in your list spawns in ready to fight. Damage KO your opponent 5 times to win!
  • 1v1 Strikeout
  • 5 Stocks
  • 300% Damage
  • Legend changes after each stock!
Sale – High Elysians
  • Archangel Zariel
  • Celestial Ragnir
  • Celestial Mordex
  • Eclipse Artemis
  • Seraph's Message (Scythe Weapon Skin)
  • Flaming Oath (Axe Weapon Skin)
June 3:
 


BOTD: Bounty Hunting


Track down the score of a lifetime in this timed, 200% FFA mode. The first person to get a KO becomes the Bounty and will take 2x Damage until they are KO-ed. Whoever KOs the Bounty scores more points and becomes the new Bounty. Score the most points in 3 minutes to win!
  • 3-minutes, FFA
  • 4 Players
  • 200% Damage
  • KO first to become the Bounty.
  • The Bounty takes 2x damage.
  • KO-ing the Bounty scores more points and makes the player become the Bounty.
  • Score the most points to win!
Sale – Mad Science

  • Mad Genius Scarlet (Epic Skin Bundle)
  • THNX Researcher Loki
  • Shark Heart Barraza
  • Nightmare Scythe (Weapon Skin)
  • Nightmare Slicers (Katars Weapon Skin)
  • Sniffles (Sidekick)
June 4:


BOTD: Gamemaster’s Doom

Be prepared for anything in this 3 minute, 4 player Free-for-All match! Withstand the dangerous, random conditions set by the Gamemaster’s dice roll as you work to KO your opponents from all sides. Score 2 points for KOing an enemy, lose 1 point for being KO'd. Score the most points to win!
  • Dice & Destruction Game Mode
  • 4 Player FFA
  • 3 Minutes
  • Most points at the end wins!
Sale – Spiritual
  • Inari Yumiko (Epic Skin)
  • Perfect Wu Shang
  • Dragon's Fury (Greatsword Weapon Skin)
  • Divine Dragoneers (Battle Boots Weapon Skin)
  • Onisan (Sidekick)
  • Nian Shou (Sidekick)
All Legends available in the Free Rotation
  • Wednesday, May 29th – Tuesday, June 11th



We’ve overhauled Mallhalla’s UI on PC! This is a first preview and ongoing process of updating our UI. Now you can search the store, filter each tab, and sort Items by release order, coin price, or alphabetically. 

Some examples of filters: Skins can be filtered by the Legends you own, Epic, and/or Sale. Crossovers can also be filtered by Epic and/or Mythic. Skins & Colors can be filtered by “Limited Time” when a seasonal Event is active, and all of these have an option to hide owned Items.

Let us know what you think in the official Brawlhalla Discord in the #mallhalla-feedback channel.




Now when you reach level 100 on a Legend, that Legend’s name will display in Gold!

The Gold Legend name will appear only on the following screens:
  • Pre-match loading screen
  • Podium display in all game lobbies, including post-match screen, Ranked, custom games, Brawl of the Week, etc.
  • Meet the Legends
This only affects you, players playing as a Legend you have level 100 for will display in the standard color.



Post Hitstun Dodge Consistency has graduated from Test Features! Follow-up attacks are made more consistent across all Weapons by making Dash no longer able to get a player out of a combo earlier than a Dodge would. Certain attacks that proved to benefit too greatly from this feature have received adjustments that can be found in the Balance section.

The Dodge/Dash input already forces a Dodge when pressed while coming out of hitstun for 4 frames.
  • A special case allowing players to bypass this with a Dash using a down-diagonal input has been removed.
The Dash input is now locked out for 4 frames while coming out of hitstun.
  • This prevents players from being able to escape a dodgeable combo while their Dodge is down in some cases.



We have made a number of adjustments aimed at providing more appropriate risk to certain pivotal attacks on overperforming weapons and Legends, while reducing the risk or providing additional reward to attacks that have fallen behind the curve. This patch also contains Vivi's first round of balance changes, which makes her legal for use in official Brawlhalla tournaments.


Axe

The Axe Ground Pound now has less threat coverage at the rear of the user during ground collision to provide a more consistent avenue for countering or escaping from this sizable attack.
  • Axe Groundpound: Greatly decreased threat coverage on ground collision.


Battle Boots

We have increased the Minimum Charge time of the Battle Boots Ground Pound to better match its relatively wide threat coverage and to grant a slightly larger Dodge Window when used as a follow-up attack.
  • Battle Boots Ground Pound: Increased Minimum Charge time from 18 to 21.


Blasters

While the Blasters Down Light is a combo starter that can lead to another attack, the Damage dealt by the Down Light itself was highly subject to positioning. We have focused most of the Damage into the final hit of the attack and slightly increased the total Damage to provide a much more consistent reward when striking from farther distances.
  • Blasters Down Light: Increased total Damage from 12 to 13; Focused most of the Damage into the final hit.


Cannon

The Cannon Neutral Air could rotate into other attacks too quickly when performed close to the ground, so we have increased the minimum Recover time on ground collision and reduced the window for ground detection to allow for more consistent counterattacks against this quick aerial option. The aerial Recover time and maximum Recover time on ground collision remain unchanged.
  • Cannon Neutral Air: Increased total Recover time on miss after ground collision from a range of 10~21 to a range of 15~21; Decreased window of ground detection from 12 to 7.


Greatsword

We have delayed the attack and movement cancel windows for the Greatsword Side Light Opener on miss to provide a greater window to maneuver around the user and begin a counterattack against this far-reaching Opener. This also brings the Side Light Opener's risk closer in line with its more reliable reward due to Post Hitstun Dodge Consistency's graduation from Test Features. The Greatsword Neutral Air now has less allowed acceleration during the attack and Recover time on miss to better match its overall speed and size.
  • Greatsword Side Light Opener: Increased time before you can cancel into a bridge on miss from 12 to 15; Increased time before you can cancel into a Jump, Dash, or Dodge from 18 to 21.
  • Greatsword Neutral Air: Decreased the amount of allowed acceleration during the attack and during the Recover time on miss.


Katars

With Post Hitstun Dodge Consistency graduating from Test Features, we have increased the Recover time on miss for the Katars Down Air on ground collision to better match the more reliable reward that can be gained from this air-to-ground string starter.
  • Katars Down Air: Increased total Recover time on miss for the ground version from 9 Fixed/10 Variable to 11 Fixed/10 Variable.


Rocket Lance

The Rocket Lance Side Light now has slightly less Recover time on miss to better keep pace with the game's increased movement options on the ground and better match the risk with its relatively thin threat coverage.
  • Rocket Lance Side Light: Decreased Recover time on miss from 12 Fixed/14 Variable to 10 Fixed/14 Variable.


Scythe

The Scythe Down Light now has greater Recover time on miss to better match its more reliable use as a follow-up attack and more reliable reward from the graduation of Post Hitstun Dodge Consistency.
  • Scythe Down Light: Increased total Recover time on miss from 8 Fixed/16 Variable to 10 Fixed/16 Variable.


Bödvar

We have greatly increased the Stun time of Bödvar's Neutral Hammer and Side Hammer, and slightly increased the Stun time of his Down Hammer, to provide greater positional reward at low and mid health ranges. This also removes a number of cases where these attacks could be punishable on hit.
  • Neutral Hammer: Increased Stun time from 18 to 28.
  • Side Hammer: Increased Stun time from 18 to 28.
  • Down Hammer: Increased Stun time from 25 to 26.


Kor

Kor's Neutral Hammer now has slightly less Minimum Charge time for greater responsiveness as an anti-air attack and to better offset its relatively slow bloom in threat coverage.
  • Neutral Hammer: Decreased Minimum Charge time from 10 to 9.


Nix 

We have reduced the Minimum Charge time and Recover time for Nix's Side Blasters to better match its lengthy total duration and relatively slow travel speed.
  • Side Blasters: Decreased Minimum Charge time from 10 to 8; Decreased total Recover time from 21 to 19.


Scarlet

We have greatly increased the Stun time of Scarlet's Neutral Hammer and grounded Side Hammer to provide greater positional advantage at low and mid health ranges, as well as reduce the number of cases where these attacks could be punishable on hit. We have also increased the Damage and Stun time of Scarlet's Down Hammer to better match its total duration and reduce the number of cases where it could be punishable on hit.
  • Neutral Hammer: Increased Stun time from 18 to 26.
  • Side Hammer: Increased Stun time of the ground version from 20 to 28.
  • Down Hammer: Increased Stun time from 18 to 27; Increased Damage from 23 to 25.


Tezca

Tezca's Side Gauntlets now has less vertical and horizontal threat coverage during the spin, providing a wider avenue to interrupt Tezca and rescue a grabbed teammate.
  • Side Gauntlets: Decreased maximum horizontal and vertical threat while spinning a grabbed target.


Ulgrim

Ulgrim's Down Axe now has greater Minimum Charge time to better match its generous threat coverage and utility.
  • Down Axe: Increased Minimum Charge time from 11 to 14.

Vivi

We have increased the Minimum Charge time of Vivi's Neutral and Side Battle Boots to provide greater windows to Dodge these attacks. The wall version of Vivi's Neutral Blasters now has less Force to bring its knockout range in line with other spiking Signatures.
  • Neutral Battle Boots: Increased Minimum Charge time from 6 to 8.
  • Side Battle Boots: Increased Minimum Charge time from 3 to 6.
  • Neutral Blasters: Decreased Force of the wall version from 45 Fixed/38 Variable to 45 Fixed/36 Variable.


UI
  • Shin Sekai Koji and Inari Yumiko have updated UI Signature FX swap background images and animations in Mallhalla.
  • Added a dark backing for better readability of the health bar.

UX
  • The Image render tool now supports rendering Light Attacks and “Movement” animations, which are in-game animations like running, dashing, dodging, and more!
  • On Mustafar, the camera will now only zoom out when the lava level changes and only enough to show where the current lava level is.

Bots
  • Improved Bots ability to Dodge Sticky Bombs.
  • Improved Bots ability to follow up attacks that require a jump, and greatly reduced the percentage that a Bot will attempt a Weapon throw at Medium and above difficulty.

Gameplay
  • Added Esports V.1, Black, Charged OG, and Haunting to the color exclusions for Mishima Dojo.
  • Added Team Yellow as team color possibilities for Fortress of the Lions and Miami Dome.

Art & Animation
  • Added custom animation for SpongeBob on the Guitar Solo & Fly a Kite Emotes.



Gameplay
  • Fixed a bug with the Bots pathing and their navigation on Dracula’s Castle Map.
  • Fixed a bug that allowed players to aerial attack during a Chase Dodge animation without displaying the aerial attack animation. (Credit: HowsVee & Sub_Lemon_)
UI
  • Fixed a bug where spectators of Brawl of the Fates would not see the correct player name for Darth Maul.
  • Fixed an occasional bug where “Custom Light Attack FX” was listed twice on Asgardian Lightsaber Weapons Skins’ store descriptions.
  • Fixed a bug on Mobile where sale items in Mallhalla didn’t display a timer.
  • Fixed a bug where the letters "ğ” & “ş" were not displayed in Turkish.
  • Fixed an issue where the top left of the Map select menu would get slightly obscured on PC and Console.
  • Training settings in the top left of a “Training Room” matchmaking waiting room are no longer obscured by the “Searching for players…” UI.
  • Fixed a bug on Mobile where the "This matchmaking queue no longer exists" pop up caused the top right menu to disappear.
  • Fixed a console bug where the Soul Crush Emote was displaying in the wrong place on Apocalypse Mirage’s store page.

UX
  • Fixed a bug where non-party leaders can add or remove Bots in a custom online game when using a controller.
  • Fixed a bug on Mobile where replays displayed on page 2 and beyond weren’t watchable.
  • Fixed a bug where every sound that happened before joining would play at once when someone would start spectating a match that had already begun. Also fixes this issue for those skipping through a replay.
  • Fixed a bug on Android where in-game music and audio wouldn’t be cut off when the app is moved to the background.

The free-to-play Legend rotation for this week features: Vector, Ada, Volkov, Onyx, Arcadia, Jhala, Tezca, Thor, and Lucien.
  • Vector – Transforming into a jet with his Rocket Lance and wielding his Bow to fight, Vector travels through time and space to battle crime!
  • Ada – Armed with Blasters and Spear, this nano-tech, elite combat hacker aims to win in the Grand Tournament.
  • Volkov – The Vampire King of Batavia has unexpectedly found Valhalla and has brought his Scythe and Axe to battle.
  • Onyx – The powerful Guardian and Protector of Castle Batavia, Onyx has been offered a place in Valhalla and now defends it ruthlessly with her Cannon and Gauntlets.
  • Arcadia – The humble beetle farmer turned Glorious Queen of the Faefolk. Arcadia, the great champion of the Fangwild, fights in the Grand Tournament with Orma - the singing Greatsword, her Eldritch Thorn Spear, and trusty beetle companion Domo. 
  • Jhala – Given the title “Exalted Lion” by Apollo himself, Jhala “The Unbroken” takes the glamor of Valhalla in stride while having fun slaying her foes with Axe and Sword.
  • Tezca – The greatest luchador in the world who also became an ancient god. Tezca makes his own rules in the ring with his Gauntlets & Battle Boots!
  • Thor – Finally entering the ring, Thor, God of Thunder, makes his appearance in the Grand Tournament with his trusty Hammer, Mjölnir, and his powerful Orb.
  • Lucien – This mysterious highwayman is always scheming for gold, and now has come to Valhalla to take part in the tournament wielding Katars and Blasters!
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