I figured I might as well make a discord server where you can talk to me, ask things about the game, or do whatever else. Oh and it would be a more reliable way to contact me about any bugs you find while playing the game. So if you want that; here is the link to the Everyone Fights Discord server!
The past never truly fades away. Some melodies continue to echo, waiting for the right moment to be played again.
Soo-ji abandoned music to escape the haunting memories. But when a mysterious voice calls her back, she faces hidden truths and promises broken by time.
Now, she must decide: confront her past or let it fade away forever?
The music you create can be either a lament or a redemption. Are you ready to hear the notes of the past?
💡 Colors of the Past is coming soon! Add it to your wishlist and get ready for this emotional journey. 🎼
Danton has been very hard at work in this big patch full of fixes and a few smaller changes, like being able to tell a certain character to shut up. Thanks, Danton! Now back to work on Peanut Park. Anton's Dog and Annie's Cat are also out of the clinic and are now functional members of society(?) again. Brulo feels a bit bad about the situation (and other things too) so he's offering them on a 75% discount to make you feel a little better!
Added new attract demos to the title screen.
Added new options menu for first time players that allows you to change the game's audio volume level and screenshake settings before the game begins.
The "Speech Volume" setting has been renamed to "Dialogue Volume" to better reflect the audio that it actually changes.
Fixed missing apostrophes in some splash screen messages.
Added high score display when standing in front of a stage's Brulo Elevator in the Casino.
Changed requirement for the randomized spraycan to show up in Brulo's Shop: it now shows up only if there are more than 3 available spraycans to purchase.
Added a new graphic to the spraycan select menu that highlights newly-acquired spray cans.
Fixed pets being stuck to the floor, limp and useless. They are now on a 75% discount, for the time being.
Fixed Brulo's Shop not being randomized when you booted up the game and started a new file.
Fixed an issue where you could get stuck inside walls if you ran into specific fogs of war in Brulo's Casino at specific angles.
Made the player no longer be considered airborne during the first frame they spawn, so you do not hammer vault if you were pressing the attack button when respawning.
Fixed suspicious magenta box appearing if you tried re-entering the spraycan select room too quickly. It's gone now.
Rolling 8-Balls will now violently (but harmlessly) explode if you get stuck in them for more than a few seconds.
Fixed speech bubble pointers extending past the speech bubble sometimes.
Fixed issue where acquiring the Golden Beet, starting a combo chain, then losing the Golden Beet would still lock you out of achieving CRACKED status until you exited the stage.
Fixed crash if you restarted Time Trial or Combo Chain right after picking a time freeze or combo chain.
Fixed glitch where you could still be warped after using a layer jumper that leads to a warp and restarting Time Trial or Combo Chain before you got warped.
Fixed stage timer and damage counter for boss fights not having the correct values sometimes.
Fixed camera zoom not being restored if you restarted or exited stages while the camera zoom is altered.
Fixed typo that made the room name for "Cinnamon Citadel" (Cinnamon Springs) not show up.
Fixed invisible wall in "The Home Stretch" (Cinnamon Springs) not being tall enough.
Fixed collision softlock in the rooms "Asinine Aqueduct" (Cinnamon Springs) and "Roly-Poly Alley" (Bomb Candy Mines).
Fixed incorrect water layering in "The Core" (Bomb Candy Mines).
Removed transition in Bomb Candy Mines runback from "Four Walls One Anton" to "This is Fine."
Fixed softlock when using the ladder in the room "Bomber Run" (Bomb Candy Mines).
Fixed glitch with Jewel Ghoul's ending sequence still playing after restarting from checkpoint if you timed it well.
Corrected player animations during the beginning of Jewel Ghoul and Freako Dragon's boss fights.
Fixed being able to control the player during the beginning of Jewel Ghoul and Freako Dragon's boss fights.
Fixed background layer jumper in Tallbuster's fight being covered up by the pool noodles sometimes.
Made layer jumpers in Tallbuster's arena unusable as soon as he reaches his final hit.
Fixed music volume not being restored if you restarted or exited the fights against Tallbuster and Smallbuster.
Fixed getting super high jumps if you bonked something while too close to a grind rail.
Fixed rail grind sound not stopping in certain occasions.
Removed offscreen ceiling in the room "Meet Biggiebuster" (Concrete Jungle).
Removed a bit of floor that was sunk inside mud in the room "Upward Climb" (Pinball Mire).
Added a new graffiti to the room "Irritating Camera Room" (The Mad Mall), to help players figure out that they can slide into throwable objects in order to give them a different launch curve.
Corrected layout at the beginning of "The Balcony Arcade" (The Mad Mall).
Fixed issues in The Mad Mall when restarting Combo Chain/Time Trial after failing any of the goblin locks.
Potentially fixed game crash that could occur when entering the room "Jetpack Climax" (Crimson Factory).
Shortened one of the ladders in the room "Central Atrium" (Crimson Factory).
Corrected the black color of Maulbuster's curtains.
Fixed inconsistencies with player health when you get pelted with tomatoes.
Altered rage meter build-up during Maulbuster's first phase. Perfect rounds now fill the meter enough such that you only need to face one easy wave, one medium wave and one hard wave before going into phase 2.
Sped up Mysterious Glasshouse's irrigation sequences a bit.
Fixed crash if you picked up an irrigation valve, then a checkpoint, and then spawned at that checkpoint.
Altered the ceiling above the final Big Bert in the room "Under the Glasshouse" (The Mysterious Glasshouse).
Slightly repositioned some obstacles in "The Metaphorical Sewers" (The Mysterious Glasshouse) to be better aligned with your spawn point in that room.
Disabled Slackjaw's camera panning mechanic during the runback areas.
Fixed Ring-a-Ding's background during his third phase being inconsistent with his first phase, and reappearing after you respawned.
Corrected cannon layering in room "The Tower of Babble" (Devilled Gardens).
The dialogue for Moonits can now be skipped by pressing the menu confirm or menu cancel buttons while he is speaking. The Par Time for the stage has been reduced by 50 seconds to compensate.
The dialogue for Moonits is now affected by the dialogue volume setting.
Fixed mispositioned floating bricks in room "Believe It or Not!" (Devilled Gardens).
Fixed hedge blocks in Devilled Gardens coming back if you returned to the room after breaking them.
Added a few Brulo Chips to the room "Rest Stop" (Devilled Gardens).
Softened the difficulty adjustment curve slightly in stages 1 (Boiler City), 2 (Slowroast Sewer), and 12 (Hell Manor).
Fixed checkpoint positioning at the beginning of Hell Manor being slightly inconsistent.
We're finally at the last step with the final missing scene: Grace’s scene.
Once this is done, we’ll do a final round of translations (most of them are already completed) and a beta testing phase on our Patreon to make sure everything runs smoothly with all the new content. Then, we’ll be good to go!
As for the release date, with Steam hosting the VN Festival next week and then sales two weeks later… we have to wait one more month to launch the episode. So, if everything goes well, it will be available at the end of March! I’ll set up an event when we lock in the exact date.
No more teasing, we're getting back to work and bringing you this update soon!
The Pantheon: Rise of the Fallen community has long awaited one of the final classes to be added to the game. The Druid is finally announced to be arriving in an upcoming patch. Check out this short trailer to get the details and be sure to stop by the recently updated Druid class page for the class highlights.
HOTFIX 1 - Steam Fest! Here comes the first hotfix for the Steam Fest, based on the feedback and bugs we've spotted on this first day of the open demo!
Changelog: - Army tutorial improved: It’s now an interactive event that explains all the basics. The essentials are covered… the rest is up to you to figure out! - Camp rest enabled: You can now recover units. For now, ambushes aren’t a thing… but watch out, I might enable them anytime without warning. - Better feedback for disabled camp buttons to make it less confusing when something isn’t available.
And that’s it! We’ll keep adding tweaks and fixing bugs. I took a day off for now, but we’ll keep polishing things up for the final release. Thanks for your support!
Agents are now tasked to track Kelso’s whereabouts in DC, to locate her and bring her in. She is leaving a trail for us to follow, paved with intel and reveals about Lau’s recruitment and the Cassandra mission. We know Schaeffer is the key, but the key to what?
Sip on that Kerman coffee, get comfortable, and let’s break down everything Y6 Season 3 has in store.
CONTENTS
Modifiers
Global Modifier
Active Modifiers
Passive Modifiers
Hostile Countermeasures
Expanded Stash Space
Gear, Weapons & Talents
Rework and Updates
QOL Changes
Season Pass
One Time Offer
MODIFIERS
Global Modifier
Rogue Momentum is all about skill, bending the rules, and using dirty tactics to dominate in high-risk, high-reward combat. The more enemies you eliminate, the more Momentum you build—but keeping it is just as crucial as gaining it.
Momentum builds up through combat actions, with different kills granting different amounts. Standard enemies give a small boost, while headshots, skill-based eliminations, multi-kills, and explosive takedowns provide even bigger gains.
Elite targets offer even greater Momentum, making them high-priority threats. As you take down enemies, your Momentum Meter fills, pushing you through different Tiers—each unlocking powerful combat bonuses.
Momentum Tiers & Bonuses
Higher tiers mean faster movement, better reload speed, increased weapon and skill damage, and even faster rate of fire. At the top tier, you gain Skill Overcharge, letting you use abilities more often.
Tier 1 "Calculated"
Tier 2 "Swift"
Tier 3 "Ruthless"
Tier 4 "Savage"
"Unstoppable"
Weapon Damage
+5%
+10%
+15%
+20%
+20%
Skill Damage
+5%
+10%
+15%
+20%
+20%
Movement Speed
+10%
+15%
+20%
+20%
Reload Speed
+5%
+10%
+15%
+20%
Rate of Fire
+15%
+20%
+25%
Skill Overcharge
Yes
However, Momentum doesn’t stack. You only benefit from the tier you’re currently at, and if you lose Momentum, you drop to a lower tier.
Momentum Decay
Momentum slowly fades over time, both in and out of combat. Taking damage also slows down how quickly you can earn more Momentum.
To slow down decay, stay active! Sprinting for at least 2 seconds slows the decay rate, and using Pulse stops it entirely for 5 seconds.
Blacklisted Enemies
Keep an eye out for Blacklisted enemies—randomly marked foes with a slashed icon. Taking them down gives a huge Momentum boost:
Standard Blacklisted Enemy → +7% Momentum
Elite Blacklisted Enemy → +10% Momentum
As a bonus, eliminating a Blacklisted enemy grant Energized, a 15-second buff that increases weapon handling and critical hit chance by 10%.
But be careful—if you don’t take them out quickly, they can drain your Momentum fast, so make them your top priority and eliminate them as soon as possible.
Active Modifiers
The active modifiers enhance the aggressive playstyle and high-stakes theme, where performing well grants powerful bonuses, while failure might even lead to reductions in Armor and health.
Overdrive: Instantly maxes out Momentum to 100%, granting powerful combat bonuses for a limited time. After wearing off, Momentum is gained at a rate of -70% for 150 seconds.
Vendetta: Activating Vendetta marks several enemies. Killing these enemies using primary, secondary, skill, or pistol grants stacking tank bonuses. Failure to eliminate them imposes armor and health reduction penalties.
Tactical Supremacy: Doubles the effects of all equipped Passive Modifiers for a limited time. While active, Momentum gain from Passive Modifiers is frozen, but it also prevents Blacklisted enemies from draining your Momentum.
Passive Modifiers
Players can choose from 12 Passive Modifiers, divided into skill-specific and general modifiers. Up to 3 can be equipped at any time.
Explosive Amp: Seeker Mine deals 100% more damage against Blacklisted enemies.
Critical Recovery: Performing a critical hit restores 5% of your maximum armor.
Critical Momentum: Critical hits have a 50% chance to grant 1% Momentum.
Momentum Surge: Kills with skills double Momentum gain.
Explosive Expertise: Explosive skill kills reduce the cooldown of that skill by 30% if you score a multi-kill.
Reaper Scan: Enemies scanned with the Pulse have a 25% chance to receive a Blacklist Mark.
Aggressive Drone: Increases the Striker Drone's damage by 50%, but reduces its duration by 40%.
Fortified Shield: Strengthen any equipped Shield base health by 100%, allowing you to stay on the front lines longer.
Reactive Reinforcement: Heals 5% of your maximum armor when your Shield takes damage (cooldown: 10 seconds).
Overclocked Projector: The Decoy emits a bright flash when destroyed or deactivated, Blinding up to 2 enemies targeting it. Receive 5% bonus Momentum for every affected hostile.
Microwave Coils: Up to 4 enemies affected by Pulse have a 50% chance to receive a Burn status effect. Receive 5% bonus Momentum for every affected hostile.
Rigged Battery: Drones that are destroyed or dismantled applies Shock to 2 nearby enemies. Receive 5% bonus Momentum for every affected hostile.
Hostile Countermeasures
Enemies push back against Momentum with Frenzy:
Enemy Frenzy: enemies gain rate of fire, movement speed, and armor/health regen.
Enemy Frenzy Scaling: the number of enemies and the amount of Rage applied scales as players progress though the Season Chapters.
EXPANDED STASH SPACE
This season introduces a highly requested feature—expanded stash space, giving you more room to manage growing collections of gear. And there’s more to come, with additional stash upgrades planned for the future.
50 extra stash slots for Warlords of New York (WONY) Expansion owners.
50 extra stash slots for Year 1 Pass holders.
The stash space obtained on standard characters will also be available to hardcore characters.
GEAR, WEAPONS & TALENTS
This season introduces two new Named Weapons and several new Talents, along with a new Gear Set and Brand Set. Exotic collectors can look forward to a new Exotic SMG, Exotic Gloves, and an exclusive Exotic Backpack awarded for completing the Climax Mission.
NEW EXOTIC WEAPON
Oxpecker Exotic SMG
Talent: Symbiosis
While having a Shield deployed, lose Shield Health at a rate of 10% per second. Your Shield receives repairs of 25% of the damage dealt by this weapon.
For PvE: On armor break, drop a Smoke Bomb at your feet, concealing you from enemies for 3s. Cooldown 40s. For PvP: On armor break, drop a Smoke Bomb at your feet, receive 100% Pulse Resistance and hide your nameplate for 2s. Cooldown 40s.
Attributes Red Core Critical Chance Critical Damage
NEW GEAR
Refactor Gear Set
2 Pieces equipped give +15% Status Effects 3 Pieces equipped give +25% Skill Damage 4 Pieces equipped unlock a new unique talent.
Talent: Return to Sender For PvE: Receive repairs of 10% of the damage dealt by your Skills. Your allies will receive repairs of 20% of the damage dealt by your Skills. For PvP: Receive repairs of 5% of the damage dealt by your Skills. Your allies will receive repairs of 10% of the damage dealt by your Skills.
Chest and Backpack Talents: Chest Bonus - Talent "Increased Interest" For PvE: Increase the repairs received from Return to Sender from 5% to 15%, and from 10% to 20%. For PvP: Increase the repairs received from Return to Sender from 10% to 25%, and from 20% to 35%.
Backpack Bonus - Talent "Over-engineered" While at full Armor, repairs received from Return to Sender will provide Bonus Armor, up to 80% of your Total Armor. Does not apply to allies.
Named Gear Pieces: Named Backpack "Axel" - Talent "Perfect Energize" Using an armor kit grants +1 Skill Tier for 15s. If already at Skill Tier 6, grants Overcharge. Cooldown 30s.
Named Kneepads "Grease" - Talent "Perfect Attribute" +16% Status Effects
Players can obtain the Refactor Gear Set through seasonal caches, by progressing through the final three chapters of the Seasonal Journey, or by exploring the Open World. It can also be farmed through targeted loot for those looking to complete their set. Additionally, Blueprints for the set will be available exclusively through the Seasonal Journey.
NEW NAMED WEAPONS & TALENTS
Rusty Classic RPK-74
Talent: Perfect Pressure Point
Amplifies Weapon Damage by 20% to enemies under Status Effect.
Goalie FAL
Talent: Perfect Pressure Point
Amplifies Weapon Damage by 20% to enemies under Status Effect.
Talent: Pressure Point
Amplifies Weapon Damage by 15% to enemies under Status Effect.
MASTER CLIMAX MISSION
Successfully completing the Master Climax Mission for the first time guarantees players the Exotic Backpack "Birdie's Quick Fix" as a special reward.
"Birdie's Quick Fix" can drop as a reward from any difficulty, with higher difficulties offering better chances. There is no requirement to complete the Master Climax Mission first to unlock this chance---however, lower difficulties will have reduced drop rates.
Birdie's Quick Fix Exotic Backpack
Talent: Combat Medic
+50% Revive Speed; -50% Weakened debuff time;
Provides 50% damage Resistance to both agents while reviving or being revived, and for 5s after a successful revive. Successful revives provide +1 Skill Tier for 30s. Revives at Skill Tier 6 grant Overcharge for 15s.
Note: An improvement to functionality is under investigation to improve its effectiveness with the Revive Hive.
REWORK AND UPDATES
Exotic Weapons
Unchanged: Ouroboros, Strega, Chameleon, Bullet King, The Ravenous, Diamondback.
AR
Unchanged: FAL
SMG
Unchanged: Vector 45, The Sleigher.
LMG
Unchanged: L86
RIFLE
Unchanged: M1A Variants, 1886
PISTOL
Unchanged: M45A1
QUALITY OF LIFE CHANGES
Modifiers
Modifiers have been removed from Priority Objectives and are now available as rewards in the Season Journey.
Active Modifiers now trigger without ADS.
Clearer visibility of Active Modifier duration and cooldown.
Progression and Objectives
Players receive a 10% Season Pass progression boost for having Seasonal Modifiers active.
This bonus also stacks with the additional progression boost granted to Season Pass Premium owners, helping you level up faster.
Season Pass XP is now available as a reward for completing select in-game activities, including Main Missions, Countdown, Conflict, Descent, Summit, LWAs, and DZ Landmark activities.
Rewards are granted upon completing objectives, not for individual eliminations.
Warhound Convoy, Elite Resource Convoy and Elite Territory Control objectives have been removed from the list of priority objectives.
Priority Objective reroll bars now automatically refill to 3 every 24 hours.
Scavenger Points
Scavenging Points rewards on the Watch have been rebalanced to ensure a consistent "resource per point" ratio.
Material
Y6S2
Y6S3
E-Credits
10000
11500
Ceramics
50
100
Polycarbonate
50
100
Steel
50
100
Carbon Fiber
25
75
SEASON PASS
The optional Season Pass is available for all The Division® 2 players starting at Level 1, priced at 1000 Premium Credits ($9.99 or your regional equivalent) in the in-game store and does not require ownership of the Warlords of New York DLC. While the Season Pass is accessible from Level 1, some of the rewards will be usable only when you reach Level 40.
Additionally, players can opt for the Premium+ option, available for $29.99 or your regional equivalent, which bundles the Premium Season Pass with multiple rewards, offering even greater value.
Players with the Season Pass can gain access to the following premium track rewards:
10 gear dyes
9 weapon skins
2 outfits
2 new Prestige Arm Patches
Moreover, players can earn 600 Premium Credits by progressing through the Season Pass on the premium track.
The free track will include 1 outfit and 1 weapon skin, allowing every Agent to gear up and stand out in the streets of D.C.
ONE TIME OFFER
Don't miss out on this exclusive One Time Offer, available for $19.99 or your regional equivalent. It includes 2000 Premium Credits plus a bonus 400 Credits. Plus, you'll get rare Clawed Helmet, because standing out in the chaos is just as important as surviving it.
That's the brief completed, and intel shared for all the events and content we have coming with Y6 Season 3: Burden of Truth.
You can also track some of the top-level investigations being conducted by the team over on our Known Issues Board.