The following Mashup Tracks have been added to Mashup Mode:
AQUA BEAT x Never cry for you
AQUA BEAT x Spray
AQUA BEAT x 時計台の記憶 -reminiscence-
abrasive disc x Can You Feeeeeel It
abrasive disc x Let's remember August
abrasive disc x Save The Night
New Features and Improvements
Players are now able to change their icon on their Ghost Board on the Ghost Battle Home screen. We will be adding more customization options to the Ghost Board, so please keep an eye out for them in future updates!
Bugfixes
Fixed a bug that caused song previews to still play during the Mashup Mode tutorial.
Thanks to the positive feedback and suggestions, we've been working non-stop to fix, and here's the update for v1.3.9 -
Optimization & Bug fixes:
Fixed multiplayer mode where 2P wouldn't get [Gold Dragon Statue] gold
Optimized the issue that enhancement [King of the Hill] could not trigger [Spikes of Tycoon] [Jellyfish Callus]
Optimized the multiplayer mode handle placing cluckmechs and moving too quickly
Optimized the new version of mutation mode compatibility issue
Optimized some text descriptions
Weekly Mutation——Traditional TD Attack
What will be the combination of traditional tower defense and endless mode? What kind of sparks will new characters and Caven area spark?
'After mutant plants many failed attacks, they decided to change strategy that ignore poisiton and Attack mobile base directly! But the problem is: they are too rigid in their execution...'
Very different experience!
In [Traditional TD Attack], Feel free to plan the enemy's route of travel
Utilize the mutation mechanic, either by carefully laying out "nine turns" to make the enemy's path long, or by weaving in and out of obstacles to trick the boss, or by using the blocking mechanic to focus the enemy! More ways to do this?
More challenging difficulty
Mutations in plants can't be controlled!
At level 15, the Health of mob enemies gradually increase as the adventure progresses
The mutation was so violent that some plants turn stupid: <color=#49F64D>Flying enemies slowdown 50%</color>.
In addition, other characters were also enhanced in version 1.3.5-1.3.7: Craftsman Mole:
The active skill [Maintenance Tech] is changed to a special screw with infinite penetration, which grants attack damage bonus to all units in the mission!
[Captain Mech Gorilla] will no longer be destroyed if it takes excessive damage
Qin's Active skill [Get over here] can now summon all types of [Mech Gorilla]
Gascoon:
The talent [Firearms Modification] will now also speed up the reload time
[/list] Jelly Knight:
Active skill [Mecha Combine] Block conversion rate 25% → 50%
Initial Talent [Ironclad] A bonus 10 → 12 S bonus 16 → 24 SSS bonus 48 → 72
BunnyHachi:
Initial Talent [Fish Mint Mania] When Canned Fish Mint attacks, all deployed cluckmech +3 Attack → When Canned Fish Mint attacks, all cluckmech +3 Attack(include spawn etc.)
Initial Talent[Fish Mint Mania] When Canned Fish Mint attacks, gives Hachi an additional +5% Attack Damage
Talent [Berserk Bunny] Changed to: BunnyHachi's attack is always at the highest Attack Damage, but bullet spread is increased by 10%
Hungrygator:
Talent [False Meal] Can now devour the same unit repeatedly
* Attention! Online you need to check that both versions are the same (current version: 1.3.9) * Due to the online use of Steam P2P, 1P hosts are recommended to choose players with higher computer configurations as well as better networks. * Don't worry even if you drop out in the middle of the journey! Everyone can re-enter the adventure with the following process -
1. Reorganization of the room by the original host (1P)
2. When the 2P players are in position, the owner clicks “Reconnect”.
Time DEC 27-29,17:00 - 24:00 in Los Angeles time and Frankfurt time locally. The servers are also based in the cities
How to Join Click the Playtest button on our Steam page
If you haven't played yet, this is your chance to dive in, explore the game, and share your thoughts with us! We are beyond excited to share this journey with you and can’t wait to hop in game with y'all. Feel free to ask questions, share your experiences, and spread the word!
We are doing our best to develop more new content for our full release in early 2025, including new modes, characters, events, etc. Stay tuned for more!
Map Feature Updates! Slope Replaces Stair Platform: The "Stair" component has been updated to "Slope." Slope Adjustments: Customize slope height to change its gradient. Optional railings are available; characters within the railings will not fall. Ruler and Alignment: Added measurement tools for slopes and platforms to help with alignment and positioning. Direct Object Selection: Objects can now be selected directly by clicking, regardless of their elevation from the ground.
Event Updates! Three new events have been added: Game Parameter Settings: Adjust game parameters during gameplay. Soundtrack Menu: Open a music playlist in the game to play all or unlocked tracks. Menu Options: Open a UI options menu in-game. The menu includes option descriptions displayed at the bottom of the screen.
Arcade Mode Updates! Countdown Timer: A countdown function has been enabled. Classic Arcade UI Option: Added a classic arcade-style UI. Coin Sound Effect Option: Added the ability to enable or disable coin insertion sounds. Character Selection: Players can now choose whether duplicate character selections are allowed. Score Display: Game scores are now synchronized and displayed during gameplay. Timer Adjustments: The countdown timer limit and time bonus cap have been increased to 999 seconds. Bug Fixes: Addressed several issues within arcade mode.
Action and Hitbox Updates! Collision-Based Attack Destruction: Added an option for attacks to be destroyed upon collision with solid objects such as walls or terrain.
Battle UI Updates! Enemy Health Bar Option: Added the ability to display health bars for enemies. Customizable Health Bar Settings: Adjust the alignment and length of health bars in the character UI module. Character Selection Updates: Improved functionality for character selection. Boss Health Bar Display: Enabled a feature to display Boss health bars.
Dialogue Feature Updates! Added 11 new comic-style bubble box images. Added animation effects for bubble dialogue boxes. Added 7 new information window images. Added 8 new comic-style dialogue box images.
Editor Updates Updated character part selection functionality. Optimized scroll bar adjustments and improved mouse wheel support. Fixed various popup-related bugs.
Engine Updates Data Structure Optimization: Enhanced the performance and efficiency of data handling. Collision Interaction: Added interactions between map objects and characters during object movement. Battle UI Integration: Enemy health bars now use the settings from the Battle UI module. Texture Fixes: Resolved a bug related to horizontal texture mapping.
On December 27th 00.00 PST - December 31st 23.59 PST, 2024, we updated the Cash Shop item. There are new that will be available, check the details below.
Account Bound. A package that allows you to choose one of three costumes to celebrate Christmas. Choose one of these costumes:
Costume Snowman Hat Costume Winter Night's Bells Costume Santa Teddy Bear Doll
Weight : 0
Select the costume you desire from the package.
Kafra Buff (7 Days) (Account Bound)
Account Bound. Special buff that increases Base EXP and item drop rates. Characters who use this item will receive the buff effect for 7 days.
- Base EXP +50%. - Item drop rate +50%.
The buff is applied to each character individually.
Costume Detail
Item Name
Description
Costume Preview
Costume Snowman Hat (Tradeable) (Enchantable)
A snowman hat on a snowy Christmas day. ------------------------ Class : Costume Equipment Defense : 0 Position : Upper Weight : 0 Required Level : 1 Usable by : All Jobs
A costume that captures the sound of bells ringing on a winter night at Christmas. ------------------------ Type : Costume Def : 0 Location : Middle Weight : 0 Required Level : 1 Class : All Job
Costume Santa Teddy Bear Doll Bag (Tradeable) (Enchantable)
A doll bag inspired by a cute teddy bear wearing a Santa hat. ------------------------ Class : Costume Equipment Defense : 0 Position : Garment Weight : 0 Required Level : 1 Usable by : All Jobs
Costume Night Sky of Lutie (Tradeable) (Enchantable)
A costume that evokes the peaceful winter night sky of Lutie. ------------------------ Type : Costume Def : 0 Location : Lower Weight : 0 Required Level : 1 Class : All Job
Costume Autumn Fullmoon (Tradeable)
enchantable after January 7th, 2025 Maintenance
A costume that embodies the colors of the evening sky in autumn. ------------------------ Class : Costume Equipment Defense : 0 Position : Lower Weight : 0 Required Level : 1 Usable by : All Jobs
Other Limited Item Offers
Item Name
Description
Price
Maximum Buy Per-Account
(Limited) Survival Package (Account Bound)
Account Bound. Special Package contains these items:
I have implemented the following updates for HoloParade:
■ Implementation of New Talents
Five new talents from the 2nd Generation have been added. They can be obtained through the newly introduced 2nd Generation gacha. Each talent possesses unique abilities!
■ Implementation of Hololive Members’ Original Song Arrangements
Added new BGM tracks for stages, featuring five Holoparade arrangements of Hololive members’ original songs. These tracks are newly composed and arranged by Yamada Kuriko.
■ Addition of New DLC
Released costume DLC with songs for Minato Aqua and Usada Pekora! You can set Pekorandombrain! and #Aqua Iro Palette as the BGM during talent parades, with the original vocals included. Each DLC also includes a gift code to scout the corresponding talent.
■ Addition of New Stages
- New special stage series, "UR Only Parade," limited to UR Hololive members, added. - Available after clearing Story Chapter 2, accessible from the Events tab. - Added high-difficulty stages to the "Mascot Parade," where only mascots can be deployed. - New event stages, "Trial of Black" and "Trial of Gold," added. - Additional floors have been implemented in the Endless Trials.
Surprises await in Levels 2 and 3 of the Member-Exclusive Parade, so don’t miss out!
■ Implementation of Status Effects
The following status effects have been implemented: Poison, Burn, Freeze, and Stun. A help page detailing these effects has been added to the menu on the left side of the Home screen.
Poison: Inflicts HP damage per attack based on the poison stack value. Poison stacks gradually decay and are removed when depleted. Reapplying poison before it’s cleared adds to the stack. The amount of poison applied depends on the attacker’s attack power and poison application rate.
Burn: Inflicts HP damage per second based on the burn stack value. Reduces healing effectiveness by 50% during the burn duration. Stack application and decay mechanics are the same as Poison.
Stun / Freeze: Renders the target unable to act during the effect duration. Cancels attacks if applied mid-attack. New effects overwrite existing ones (effects do not stack).
Poison deals more damage than Burn at the same stack value, but since it triggers with each attack, it is particularly effective against fast-attacking enemies. Burn provides consistent damage over time and hinders healing, making it versatile against all enemies.
Status effects are applied even if the attack is blocked, making them an effective counter against guard-heavy enemies, including those with black or gold auras. These abilities are displayed in the status screen and can be filtered for easy access.
Freeze, which was previously limited to certain talents, has been strengthened and reintroduced as a formal status effect.
With this update, status effect application abilities have been added or adjusted for some existing talents.
■ Changes to the Skill Obtain System
Previously, only three skills could be equipped, making it difficult to switch them freely. With this update, skills that have been unlocked will be permanently learned and selectable at any time, regardless of the three-slot limit. This allows players to customize their talents with skills suited for each stage.
Up to five skill combinations can be saved, and each team configuration remembers its associated skill set. Unlocked skills are now acquired randomly from “unlearned skills,” enabling players to progressively enhance their talents. Higher-ranked skills may still be acquired randomly depending on luck. The cost of unlocking skills after reaching max level has been adjusted from 1000 to 2000 coins, ensuring no wasted currency due to randomness. Additionally, skills already equipped are more likely to evolve into higher-tier versions.
■ New Skills Implementation
Poison Stack Ratio: Increases the poison stack applied during attacks.
Avoid Poison Rate: Grants a chance to nullify incoming poison.
Poison Specialist: Greatly increases poison application at the cost of reduced attack power.
Burn Stack Ratio, Burn Avoid Rate, Burn Specialist: Same mechanics for Burn effects.
Lifesteal: Recovers HP based on a portion of damage dealt. For area attacks, recovery is halved. When HP is below 50%, recovery increases proportionally (up to 2x).
Knockback Avoid Rate: Grants a chance to nullify knockbacks.
Poison and Burn-related offensive and defensive skills have been added. Lifesteal enhances the survivability of frontline attackers, while Knockback Avoid Rate strengthens shield roles to maintain the front line.
■ Coin Drops from Enemy Units and Tour Improvements
Coins now drop from defeated enemies, with the amount displayed next to the elapsed time at the top of the screen. Stronger enemies drop more coins, and defeating large numbers of enemies yields proportional rewards, benefiting players even in prolonged battles.
Coins dropped during Tours are quadrupled, making them a lucrative source of income. Tour BGM now features random HoloParade arrangements of Hololive members’ original songs added in this update. To accommodate the increasing uses for coins due to added characters, overall coin acquisition has been increased, particularly during mid-to-late game stages.
■ Miscellaneous Adjustments
- Increased the follower cap for Public Relations from 6 million to 10 million. - Raised coin rewards from mini-games. - Boosted coin rewards from the support card "Omikuji" (base value depends on the average level of deployed talents). - Updated boss defeat transitions to switch from boss BGM to normal BGM. - Adjusted HP recovery display to show the full recovered amount (e.g., recovering 100 HP from a 50 HP deficit displays "100"). - Added effects to certain stage backgrounds.
Dear Operators, Anti-cheat has always been a critical mission in any shooter game. The Delta Force G.T.I. Security team is committed to maintaining a fair playing environment. We'll continuously monitor for abnormal behaviors and data across multiple dimensions, and shall intensify our efforts to combat hard-to-detect kernel-level cheats. To minimize the impact of cheats on players, we're introducing the tracing of Teaming with Cheaters for both modes, and the Cheater Kill Compensation for Hazard Operation in the extraction mode.
1. New Feature: Teaming with Cheaters Penalty When a confirmed cheater is penalized, we also review and take action against players connected to them. If a player teams up with cheaters on purpose to gain unfair earnings, we will impose varying levels of penalties based on the severity, including but not limited to account bans and confiscation of previous gains. Example of a teaming with cheaters violation notification mail
2. New Feature: Cheater Kill Compensation for Hazard Operation in Extraction Mode To reduce losses caused by cheaters, if someone who killed you is later confirmed to have cheated and receives a 10-year ban, you'll receive compensation. The G.T.I. Security team will take the following actions: 1. Retrospective Analysis: We'll conduct a thorough review and analysis of the matches played by the cheater within a certain timeframe. 2. Compensation Mechanism: If you're killed by a cheater, your gear in the gear slots (gear and weapons) will be returned based on what you've brought into the match. Consumables and miscellaneous items (e.g., ammo) won't be returned. 3. Compensation Delay: Since handling cheats takes some time, compensation may be delayed accordingly. 4. Gradual Rollout: We're currently testing this feature in some matches to ensure stability and effectiveness, and we'll expand it to all matches as soon as possible. Example of a cheater kill compensation mail
3. Why the emphasis on the kernel-level anti-cheat? Standard cheats modify game memory or crack encrypted data, enabling easier-to-detect tricks like wallhacks and aimbots. In contrast, kernel-level cheats (VT, DMA, etc.) are far more elusive due to how they run, making them much harder to detect and combat. Since the Open Beta launched, kernel-level cheats have accounted for over 70% of all penalized cheats, and nearly 50% of those cheaters have received 10-year bans. Although Delta Force already has kernel-level anti-cheat measures in place, we still devote significant manpower to battling kernel-level cheats in the long term. Disabling kernel-level anti-cheat would severely harm the experience for fair players, which is the last thing we want to see. Examples of some kernel-level cheats
Our Delta Force G.T.I. Security team is dedicated to ensuring fair play and a healthy gaming environment. Our main goal is to protect rule-abiding players and minimize the negative impact of cheaters. We call on all players to join us in maintaining the game's fairness and integrity.