Что изменилось
Patch Notes for Apr. 24
Коротко
Переработаны враги и элитные враги: изменена система Guard Break, оптимизирована спаун-механика и AI. Добавлены новые способности персонажу ICEY и исправлены проблемы с комбо и вводом.
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Advanced Enemies & Elite Enemies Adjustments
- Adjusted the Super Armor coverage for enemies' idle states and reduced the Super Armor levels during the recovery frames of certain moves.
- Standardized the low-HP Guard Break rule for Elite Enemies, which now triggers uniformly at 20% HP.
- Increased the Max HP limit for Elite Enemies and added new combat mechanics for specific Elite Enemies.
- Optimized the spawn mechanics in Elite Combat Spaces: platforms will now automatically disappear after any Elite Enemy spawns or is Guard Broken, improving combat fluidity.
- Fixed an issue where monsters would abnormally continue to spawn after certain Elite Enemies were defeated.
- Fixed an issue with excessive enemy numbers on the field, and corrected an anomaly where defeating a charging \[Raiju] would cause another one to spawn continuously.
- Adjusted the Guard Break mechanics for \[Take-Mikazuchi]: changed from a part-based Guard Break system to triggering at a 50% HP threshold per phase.
- Optimized \[Take-Mikazuchi]'s hit detection: if the character successfully blocks the phase-transition slam without entering a passive hit state, the Stun negative effect will no longer be applied.
- Increased the startup frames and damage for certain moves of \[Take-Mikazuchi].
- Removed \[Take-Mikazuchi]'s random fire meteorite drop and mouth-thrusting attack moves.
- Optimized general enemy AI logic.
- Adjusted the cooldowns and mechanics of enemies' barrage-type moves.
- Adjusted the mechanics of \[Izanami]'s energy orb move during the \[Take-Mikazuchi] battle: the orbs will now detonate upon approaching the character, dealing only explosion damage without leaving a persistent AoE damage zone. Also made visual and numerical adjustments to her phase two mass-orb move.
- Optimized \[Izanami]'s combat mechanics: her hit-escape will no longer interrupt the character's actions. Increased the decay rate of her shield and removed its collision detection.
- Increased the startup frames for most of \[Izanami]'s moves and optimized attack warning indicators; additionally, increased her Max HP and move damage.
- Optimized \[Izanami]'s interactions with Block and Super Armor levels, allowing characters to handle more combat situations utilizing Super Armor or Block.
- Redesigned the logic and visual performance of certain moves for \[Izanami].
Combat System & Operation Optimizations
- Fixed the input overlapping issue when characters consecutively cancel moves.
- Fixed abnormal move connection detections after a character performs a drop-down action.
- Further reduced the hitstop (frame freeze) duration when a character takes damage while in the Super Armor state.
- Added system mechanic descriptions for \[Super Armor] and \[Ultra Super Armor]. Successfully blocking an enemy's grab skill utilizing \[Ultra Super Armor] now triggers exclusive visual effects and audio cues.
- Added multiple Character Customization settings to accommodate different player control preferences.
Character Optimizations & Fixes
ICEY
- New Mechanic: Aerial \[Electron Flow] can now be charged, and \[Shadow Dance] can now be cast in the air.
- Optimized combo interruption logic: \[Regeneration] and Dash will no longer interrupt standard move combos.
- Optimized the casting feel of specific moves after normal attack combos and dash cancels, fixing input loss caused by displacement deviations.
- Enhanced Armor/Guard Break capabilities for ICEY's specific strong moves:
- \[Regeneration] breaks enemy Guard upon trigger.
- The final hit of \[Overload] breaks enemy Super Armor.
- \[Resonance] and \[Shift] break enemy Guard.
- Successfully casting moves with charging properties now increases their Super Armor break detection level.
Added effect description for the Potential combination \[Electron Flow]: successfully casting the enhanced move can break Super Armor.
Adjusted \[Brutal Blade] mechanics: the character enters a Dodge state during the attack, and the original suction-on-hit effect has been removed.
Adjusted \[Neutralize] mechanics: the character enters a Block state during the attack.
Adjusted \[Bounceback] mechanics: the character enters a Dodge state during the attack.
Split and reconstructed Potential combinations; \[Sweep]-related combos are now \[Electron Flow]-related combos:
- Hitting enemies with \[Electron Flow] slightly recovers MP.
- The moment \[Electron Flow] attacks, the character briefly enters an Invincibility state.
Optimized visual stuttering when ICEY continuously attacks enemies.
Comprehensively optimized combo controls, including: additional slash for \[Skewer], clone positional swap for \[Shadow Dance], aerial follow-ups for \[Divide], and the casting speed of \[Surge] and \[Shift] after entering their respective stances.
Optimized aerial normal attack combos and the feel of transitioning into normal attacks or \[Pummel] after dashing.
Fixed an issue where the unenhanced \[Pummel] would incorrectly trigger skill tear effects upon hitting an enemy on the third aerial hit.
Fixed an issue in Phase 6 stages where \[Shadow Dance] clones would incorrectly track destructible objects; \[Shadow Dance] can now normally track and hit \[Take-Mikazuchi]'s head.
Fixed an issue where the hidden effect of \[Electron Flow] (\[Sweep] and \[Sweep(Air)]) failed to maintain full invincibility during casting while possessing a shield.
Fixed an issue where landing from a diagonal downward dash would abnormally cancel dodge invincibility frames.
Fixed abnormal MP recovery mechanics during jump cancels.
Fixed an issue where ICEY's clones could not properly lock onto \[Take-Mikazuchi]'s head.
Fixed an issue where hitting an enemy with aerial \[Sweep] would fail to trigger the bounce action if the fall height was too high.
Fixed an issue preventing smooth transitions from aerial dashes to jumps.
Fixed an issue where casting \[Brutal Blade] after a double jump and inputting further skill commands would incorrectly cast the unenhanced \[Pummel].
Fixed an issue where skill derivations following a grounded enhanced \[Skewer] failed to receive enhancement effects.
Fixed an issue where normal attacks could not be used after casting an aerial \[Surge] and transitioning into a dash.
Fixed an issue where the character could still be hit by enemy throws despite successfully triggering a block during \[Neutralize].
Mai Natsume
- Fixed an issue where the first hit of the aerial normal attack did not properly receive the \[Moon Blossom] damage buff.
- Fixed an issue where \[Floral Blizzard Blossom] could not be cast when connecting skills from a Down+Dash at specific heights; this action can now connect to \[Moon Blossom] earlier.
- Optimized the control logic for aerial \[Floral Blizzard Blossom], allowing an earlier transition to the Special button \[Moon Blossom].
- Adjusted the damage composition of \[Sylvan Hurricane Assault].
- Adjusted the pursuit control logic for \[Sylvan Hurricane Assault]: it now requires inputting the Special button before the Normal Attack button to cast.
- Optimized the hidden effect detection of \[Sylvan Hurricane Assault]; an early transition to \[Moon Blossom] no longer strictly requires a successful pursuit.
- Optimized the casting logic for the Special button \[Moon Blossom]; it can now be cast directly without directional inputs.
- Added an option in Character Settings to "Disable Spear Throw on Dash Hold."
- Fixed missing dodge frames for a short duration when immediately following a dash with \[Sanzashi].
- Fixed missing dodge frames for a short duration after landing from an aerial dash transitioning into \[Floral Blizzard Blossom].
- Fixed an issue where an aerial dash might not connect to a jump after a single upward jump.
Hakumen
- Fixed an issue where connecting a normal attack after \[Shiden] under specific circumstances would cause incorrect combo count calculations.
- Increased the interrupt priority of Hakumen's jump actions over certain normal attacks.
- Fixed an issue where the Super Armor damage reduction from \[Universal Enhancement] did not properly apply to \[Kokuujin: Shippu].
- Optimized the damage immunity mechanics for \[Renka]: after gaining the immunity effect, it will now be maintained throughout the falling period of an aerial Down+Normal Attack.
- Reworked the animation for Hakumen entering the \[Overload] state.
- Adjusted the normal attack combo counts when connecting after \[Kokuujin: Shippu] and a successful \[Yanagi] grab.
- Fixed an issue where the character could not turn normally when connecting to other moves after landing from a downward normal attack.
- Fixed an issue where taking damage while in a damage immunity state failed to trigger the on-hit SP recovery effect.
Λ-No.11-
- Optimized the input feel for \[Legacy Edge], and the character now gains damage immunity while charging.
- Optimized the mechanics of \[Sword Summoner EX], allowing its final hit to recover MP.
- Enhanced the mobility of \[Exiga Nail] and \[Corsair Sabre], upgrading their dodge effects to Invincible Dodge status.
- Optimized skill chain mechanics: casting \[Corsair Sabre] and \[Act Parcer Tri: Cavalier] in the air will now reset the aerial normal attack count.
- Fixed an issue where the 2nd and 3rd dash segments could not be used to cancel move recovery after connecting an aerial skill to a normal attack.
Ragna
- Optimized move connections: releasing the Down directional key and inputting a skill before landing from an aerial Down+Normal Attack will now directly cast \[Gauntlet Hades].
- Reduced the startup frames for connecting \[Inferno Divider] to an aerial \[Carnage Scissors].
- Fixed an issue where Down+Dash could not be input during dash attacks and \[Blood Scythe].
- New Hidden Effect: The character gains a dodge detection state during the startup frames of a dash attack.
- Adjusted the control logic for dash attacks: holding the dash key will no longer trigger continuous dash attacks.
- Reduced the hitstop effect on the character when \[Blood Scythe] hits an enemy.
Jin Kisaragi
- Adjusted the invincibility mechanics of the \[Time Freeze] Talent: changed from Invincibility to Damage Immunity. The invincibility effects during generic knockdown recoveries and mid-air recoveries have also been synchronized to Damage Immunity.
- Fixed an issue where residual invincibility from a successful block failed to clear properly when switching moves.
- Fixed an issue where the exclusive block visual effect was missing for the \[Hirensou] move after acquiring the "Draw Sword Block" Potential.
- New Mechanic: Successfully blocking will now grant an additional damage boost.
- Optimized the control feel of connecting a jump from the 2nd hit of the aerial normal attack.
- Optimized pursuit mechanics: after hitting an enemy with certain moves, casting the 1st hit of grounded enhanced normal attack or the 2nd hit of aerial enhanced normal attack within a short time will trigger a pursuit effect, granting Damage Immunity for the duration.
- Added Character Customization: Players can now freely choose to disable "Freeze/Slow" effects (excluding specific moves).
- Optimized the performance and hit detection of the SP Skill \[Rengoku Hyouya].
- Adjusted the command input for \[Musou Senshouzan] to "Up/Down + Dash".
- Optimized sheath state retention logic: holding the directional key to enter a running state after a grounded \[Musou Senshouzan \[Extend]] will no longer cancel the sheathed state.
- Added "Sheath Enhanced" branch versions for \[Musou Senshouzan \[Extend]], \[Musou Tosshougeki \[Break]], and dash attacks. The sheathed version of \[Musou Senshouzan \[Extend]] can now trigger a ground bounce effect.
- Optimized the animation for \[Musou Tosshougeki \[Break]]: reduced total action time, and adjusted fall speed and sheathing timing.
- Optimized the hitboxes for all dash-type moves, increasing the success rate of dodges and blocks, and reducing the probability of being hit by undodgeable attacks.
- Optimized move connections for all \[Hyouten Danka] variants, allowing faster transition to jump commands after casting.
- Fixed an issue where an aerial "Normal Attack + Skill" could not smoothly transition into ground skills.
- Fixed an issue where the 2nd hit of \[Touga Hyoujin] could not connect to \[Hiyoku Getsumei].
- Increased the damage multipliers when connecting an Issen from \[Sekkajin \[Ki]] / \[Sekkajin], and when inputting a skill during a grounded \[Kokuujin: Yukikaze].
- Reduced the command startup for connecting an Issen from \[Sekkajin \[Ki]]. \[Kokuujin: Yukikaze] can now cast active Issen faster, and transition into jumps or dashes more swiftly after an Issen.
- Optimized the chaining logic for \[Fubuki] and \[Sekkajin] within normal attack combos, allowing for freer integration.
- Fixed an issue where a sheath-enhanced Issen would fail to hit targets at point-blank range.
- Fixed hit detection offsets for sword aura visuals during dash attacks.
- Fixed an issue where enemy freeze duration was insufficient when casting prolonged SP skills at max SP.
- Fixed an issue where enemies would abnormally launch vertically if Jin used continuous freezing attacks after hitting them with Naoto Kurogane's Legacy Skill 1.
- New Hidden Effects for Jin Kisaragi:
- Successfully executing a Draw Sword Block resets available mid-air jumps and dashes.
- A Draw Sword Block recovers MP/SP; doing so from a sheathed state significantly increases the recovery amount.
- A successful \[Kokuujin: Yukikaze] block recovers SP.
- Casting Special or "Normal Attack + Skill" while sheathed recovers MP; executing a Draw Sword Block simultaneously grants extra MP.
- Casting \[Hyouten Danka] by any means recovers MP.
- Hitting Frozen/Slowed enemies grants extra MP recovery.
- Jumping or dashing while sheathed retains the sheathed state and grants corresponding enhanced derivations.
- Consecutive hits from \[Hiyoku Getsumei] on the same enemy no longer trigger damage decay.
- Holding the input while dashing seamlessly connects to \[Fubuki]/\[Sekkajin].
- When dashing at the exact moment of sheathing and maintaining the hold input: pressing Normal Attack while releasing the Left/Right directional keys casts a Sheath Enhanced Normal Attack; pressing Normal Attack while holding the Left/Right directional keys casts a Sheath Enhanced Dash Attack.
Es
- Fixed an issue where the attack animation for \[Type:Slasher "Galahad"] would abnormally interrupt under certain conditions.
Bullet
- Fixed an issue where quickly pressing Normal Attack or Down+Jump after an aerial dash would abnormally trigger a downward dash.
Naoto Kurogane
- Adjusted the mechanics for "Universal Enhancement 3," adding a damage decay mechanism upon consecutive triggers.
Taokaka
- Fixed an issue where overlapping visual effects of ground electrical skills caused screen overexposure.
- Fixed several known input/control anomalies.
Hibiki
- Fixed a series of anomalies triggered by extreme inputs.
Noel
- Fixed an issue where immediately connecting an aerial \[Overload] after a dash could incorrectly derive a dash detection.
- Fixed an issue where transitioning to different directions or segments of normal attacks shortly after an aerial \[Overload] would only release the first segment of the aerial normal attack.
- Optimized the connection feel of aerial normal attacks and uppercuts; dashing into a normal attack and releasing the button now smoothly casts the second segment of the aerial normal attack.
Other Fixes
- Removed poorly placed aerial and platform traps that severely hindered combat fluidity in certain stage scenes.
- Optimized the Covenant & Cost system: removed negative costs that caused a poor experience, and added/optimized several positive Covenant effects.
- Refined the UI presentation of the Black Market Tactics system: unified the icons and effect names of \[Trial] options to match Black Market Covenants.
- Enhanced collection feedback in the Tactics Tree: players can now visually distinguish unlocked Tactics during combat.
- Enhanced visual feedback and stage prompts when the clear reward is \[Exchange Points], \[Max HP], or \[Max MP].
- Optimized the visibility of \[Reki]'s Phase 2 arena, allowing players to clearly identify her position and current action.
- Optimized the Infinite Shop interaction before the final Vanguard in Mind Training: attempting to buy "Remove Negative Effect" when lacking any will now trigger an un-purchasable prompt.
- Optimized the UI for the room selection in \[Extreme Difficulty]; the "Double Rewards" indicator for regular combat spaces is now more prominent.
- Fixed an issue preventing the unlocking of specific achievements, restoring their acquisition methods.
- Fixed an issue in the \[Sweeper] stage where model collisions on the elevator could trap the character beneath the scene geometry.
- Fixed an issue where visual effects on the character would abnormally loop during stage transitions.
- Fixed an issue where humanoid Vanguard enemies could bypass standard recovery animations and forcefully trigger attacks while knocked down.
- Optimized the hit visual feedback for \[BFW-3000] and regular monsters, and completely fixed an issue where \[BFW-3000] would lock its HP and become unkillable in certain states.
- Optimized the visual effects when using \[Compound No. 5].
- Fixed an issue where \[Observer] could be juggled infinitely to death due to abnormal juggle hitboxes.
