Connectivity
Network
Data exchanges
between players are now more resilient to network fluctuations.
Reduced the
footprint of data exchanges to improve match experience under limited
networking conditions.
Performance
Multiple
performance improvements increasing the framerate both in game menus and during
matches.
The LODs (Level
of Detail) on ambient FX are now dynamically adjusted during matches, when
required, to help ensure optimal performance.
[Bug Fix] Fixed
a performance degradation when the XBOX One home panel was being opened which
sometimes triggered a simulation resynchronization.
Developer
comments: We’ve established that in certain situations, when game performance
drops below a certain threshold, the simulation could suffer and eventually
halt and end the match because it has reached a point that is unrecoverable
(often seen as errors 06000018 and 06000021). These network and performance
optimizations were prioritized because they target areas of the game that are
susceptible to cause an impact to game stability. While these errors can still
occur, we hope to have addressed a good portion of its root causes.
Furthermore, the networking optimizations will help reduce the impact that a
player with a bad connection has on the other players in the match.
Session/Match
Reduced the
rematch timer from 90 to 60 seconds.
We are now able
to activate Join-in-Progress at the end of the match. When we activate it at a
later date, players leaving the session will be replaced by new players during
the End Lobby. This will allow new matches to occur more frequently without the
need to quit lobby and go back to matchmaking.
[Bug Fix] Fixed
a bug causing a session to split, during matches under certain conditions,
leaving each player in its own session with bots.
Developer
comments: When too many players leave the session after a match, it is not
possible to start a new match and the session is disbanded. Following the
upcoming activation of Join-In-Progress during the start-flow (capacity
introduced in V1.05), activating it during this phase will enable
Join-in-Progress during the complete rematch flow as we aim to lower rematch
times. This is also the reason why we lower the rematch timer to 60 seconds.
Messaging
Improved resync
messages displayed during matches to clearly display the cause of the resyncs.
Game Operations
Added
server-side networking configurations to allow faster stability tweaking.
Added
monitoring of simulation edge cases to improve our ability to further diagnose
certain types of problems.
Developer
comments: These will help us reach deeper understanding of the root cause of
precise aspects of game stability and help us bring further improvements faster.
Fight
Bleed
[Bug Fix] Bleed
should no longer be applied without contact.
Developer
comments: We fixed this bug for the Nobushi in our latest TU but it was still
present on the Peacekeeper. We’ve looked at all the Bleed attacks on all
characters in order to make sure this is resolved globally. We’ve also made
similar changes on Stun attacks even though we hadn’t identified bugs on these.
Fighters
Peacekeeper
Light Attack
Miss recovery branching into Chained Light Attack delayed by 100ms.
Chained Light
Attack recoveries on Interrupt Block increased to 700ms (from 600ms).
Chained Light
Attack recoveries on Hit increased to 700ms (from 500ms).
Developer
comments: The current light > light spam of the Peacekeeper is annoying
and it’s very hard to react on the second light. We didn’t want to fix this by
making the second light slower as we want to keep some fast attacks. Instead,
we’re increasing the second light’s recoveries on Block and Hits in order to
put the peacekeeper at frame disadvantage if she doesn’t commit to the chain
finisher. She will lose the initiative and will get hit by fast attack if she
continues spamming light.
Lawbringer
[Bug Fix] Light
attack after Shove can no longer be blocked if opponent changes stance
Updated Shove
attack’s area of effect
Updated
post-Shove Light attack’s area of effect
Developer
comments: In our latest update, we’ve introduced an issue with the light post
Shove that’s unblockable if you’re in the correct stance but blockable if you
switch stance. We’re fixing this so that it’s never blockable. However, the
light is still dodgeable. The area of effect updates should make Shove and the
Light Attack post Shove easier to dodge.
Warden
Shoulder Bash
cancel timing into Guard Break reduced to 300ms before end of startup (from
100ms before end of startup).
Uninterruptible
Stance timing on fully-charged Shoulder Bash startup reduced by 100ms in order
to match the revised Guard Break cancel timing.
Cancelling
Shoulder Bash into Idle now causes a 200ms recovery with no defense (Wardens
used to cancel out of Shoulder Bash instantly into Idle).
The
fully-charged visual and audio effects, will now only play once the cancel
window is closed.
Non-charged
Shoulder Bash recovery on Miss increased to 800ms (from 700ms)
[Bug Fix] Fixed
an issue causing the Warden to spin around on hit with Shoulder Bash
[Bug Fix]
Shoulder Bash ability to bump external target no longer overlaps with locked
target
Developer
comments: Warden’s Shoulder Bash was cancellable by Guard Break very late,
allowing Wardens to wait for the enemy to dodge and then get a free Guard
Break. We want Wardens to put a lot of pressure on their opponent with this
move, but we don't want them to have such an advantage that they can force a
response, react to the response, and punish the response. Now, the opponent can
wait to dodge the Shoulder Bash until after it could still be cancelled into a
Guard Break, but that window is intentionally very short to try to force
players to have to make a read on each other, rather than simply reacting.
Wardens still have a lot of power to choose what to do after initiating
Shoulder Bash, but will have to commit more.
Berserker
[Bug Fix] Fixed
issue on Throws causing opponents to get knocked down earlier.
Developer
comments: We introduced a regression in our latest update causing the
Berserker’s Side Heavy into Top Heavy after knock down not to be guaranteed
anymore on forward Throw. With this change, we’re restoring Throw follow ups to
their pre-patch 1.05.1 state.
Orochi
Hurricane Blast
has Uninterruptible Stance.
Added
Uninterruptible Stance Icon to Moveset page.
[Bug Fix] Fixed
rotation so that victim of Hurricane Blast always faces the Orochi when stabbed.
Developer
comments: Hurricane Blast is a very slow and high damage move. While charging
Hurricane Blast, the Orochi has a bunch of options to mind the opponent: cancel
into Guard Break, cancel into Dodge, cancel into Wind Gust. Without
Uninterruptible Stance on Hurricane Blast, the window of opportunity to use
these options was often denied and made the move feel useless. We’re adding
Uninterruptible Stance now in order to give Orochis the opportunity to use
these options.
Shugoki
Charge of the
Oni no longer knocks down on contact
Charge of the
Oni’s 400ms startup is fully dodgeable
Charge of the
Oni trajectory can no longer be adjusted with the left stick
Shugoki cannot
regenerate stamina during Charge of the Oni
Developer
comments: Watching Shugoki play Duels out of lock in order to knock down their
enemy and get a free heavy is not really fun. By removing the knock down on
contact, we want to maintain Charge of the Oni’s core function as a disruption
move while neutralizing exploits in 1v1 situations, by For Honor official site.
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