It’s time, ladies and gentlemen, for update 0.36.0. Let me, Aesop, be your guide through these patch notes. Nicky’s here, Black Rose Rozzi and Neon Huntress Nadine, we got a new tutorial, some new items, some new item effects, Nadja got a makeover, and MORE.
Let us begin.
Servers will be down for approximately 5 hours to apply the maintenance – July 7th 19:00 to July 8th 00:00 (PT).
Our entire Game Start Process is being structurally reorganized, so the maintenance will likely take longer than usual. We’re sorry for the inconvenience.
Patch Notes – Quick Look
New Character – Nicky
Nicky is ready to bring the stunt action to Lumia!
Nicky will cost 9,900 A-Coin for 2 weeks and she will be available in ranked matches starting from Sunday, July 11th 11:00 PM (PT).
Short Tempered(Passive)
Nicky converts damage taken by other characters into Rage, up to 100. Rage can be stacked up to Max 500.
When her rage meter is full, she becomes Enraged. When Enraged, her normal attacks deal 10 / 30 / 50 extra normal attack damage and 10 / 30 / 50(+Attack Power 40%) skill damage in an area around her target.
Fury Jab!!(E) and Pure Rage Uppercut!!(R) can be used while Enraged.
When her rage meter is depleted, Nicky becomes Calm for 3 seconds, and will not convert damage taken into Rage.
Rage Depletion Amount: Out of Combat 4 5 per second / Enraged 5 per second
Slugfest(Q)
Nicky puts her full strength into a punch, slowing her by 20%.
Reactivate the skill to let loose, knocking back the first enemy hit and dealing 30/55/80/105/130(+Attack Power 40%) ~60/110/160/210/260(+Attack Power 80%) damage. Hitting an enemy decreases the cooldown of Slugfest(Q) by 50%.
Distance and damage dealt increase based on how long she charges.
After the punch, Nicky can land a Body Blow within 3 seconds.
Body Blow (Q2)
Deals 25/50/75/100/125(+Attack Power 100%) skill damage, and gains 100 Rage for each enemy hit.
Range : 2m ~ 6m
Body Blow Effect Radius: Cone shape 3m
Cooldown : 18/16/14/12/10s
SP Cost : 50/60/70/80/90
Guard & Reverse(W)
Nicky guards in the direction of the mouse cursor, reducing damage taken by 60/65/70/75/80% for 0.75 seconds, and becomes immune to debuffs and crowd control.
Successful Guards reduce the cooldown of Guard & Reverse by 50%, Enrages Nicky, and allows her to Reverse.
Reverse : Nicky rushes forward, dealing 20/40/60/80/100(+Attack Power 20%) damage to enemies and roots them for 1 second. Reverse will not activate if Nicky is in an immovable state.
Reverse Dash Range : 3.3m
Width : 2m
Cooldown : 18/17/16/15/14s
SP Cost : 100
Knockout Punch(E)
Knockout Punch : Nicky throws a knockout punch in front of her, dealing 60/110/160/210/260(+Attack Power 40%) damage and slowing enemies by 30% for 2 seconds.
Fury Jab!!(Enhanced): While Enraged, Nicky can use Fury Jab!!, dealing 90/165/240/315/390 (+Attack Power 40%) damage, slowing enemies by 30% for 2 seconds and stunning them for 1 second. Fury Jab!! does not have a cooldown and does not share a cooldown with Knockout Punch. Using Fury Jab!! will Calm Nicky.
Knockout Punch(E) and Fury Jab!!(Enhanced) can be used consecutively.
Range: Straight Line 5m * 2m
Cooldown: 14/12.5/11/9.5/8s
SP Cost : 100
Pure Rage Uppercut!!(R)
Nicky can only use Pure Rage Uppercut!! when Enraged. Using Pure Rage Uppercut!! will Calm Nicky.
Nicky dashes to the targeted enemy player, becoming unstoppable, and uppercuts them, dealing 150/250/350(+Attack Power 70%) damage and knocking them airborne for 1.1 seconds. Nicky knocks back other enemies in the way, dealing 75/125/175(+Attack Power 35%) damage.
Range : 5.5m
Cooldown : 100/90/80s
SP Cost : 120/100/80
New Skin & Emotes
Black Rose Rozzi will be available for purchase!
Adriana emotes will be available for purchase!
System
Tutorial Improvements
The tutorial has been totally redesigned. We’ve made it a little easier for new players to get started, guiding them, and trying to make it more fun to get to know Eternal Return during the tutorial phase.
- The new tutorial will be led by Yuki and Hyejin, both with flashy ultimates.
- If you have not progressed through the original Jackie/Aya tutorials, the character rewards will change to Yuki and Hyejin. If you already own the new reward characters, you’ll get 8,020 A-Coin.
- There will be a new introduction cut-scene for new users who are launching Eternal Return for the first time.
- To help get new players focused, the tutorial order has been changed to start with the Battle and Controls and putting Plans and Looting in a later chapter.
- Chapter 1 – Experiment Site : This chapter contains the basic elements to survive Lumia Island. (Basic Controls, Crafting, Fighting, Surviving)
- Chapter 2 – Body Enhancement : This chapter contains the elements to win battles by raising mastery levels and increasing skill levels. (Mastery Level, Skill Level, Weapon Skill, Collecting, Restricted Area)
- Chapter 3 – Equipment Enhancement : The final chapter contains the most unique part of Eternal Return, ‘Crafting items and Equipment’. (Saved Plans, Targeted Items, Hyperloop, Air Supply)
- There will be side tutorials in the near future to address the remaining, more advanced, elements that were left out from the three chapters: Team modes (Duo/Squad), Resurrection, Wickeline, Final Restricted Area, Vision, Crafting Food, Crafting Traps, Force Core Guide, TAB key usage, Sound cues, Advanced Mastery Course, Advanced Saved Plan Course etc.
Character Selection Improvements
Yeah, waiting to pick a character/weapon and then waiting again to pick an area was a total pain. Guess what? We redesigned it!
You’ll now be able to work out more strategy in the preparation phase. You can see other player characters, weapons, etc. It looks nicer.
It’s just better. So much better.
- The game preparation process will be reduced by one step. Players will be able to select characters, weapons, and saved plans all at the same time.
- Character, weapon, and
saved plansthat you used in your last match will be saved and used again. If you do not make any changes, the match will begin with your same character/plan as the previous match. - If players leave/disconnect during the planning phase, the match will still begin if there are enough players left in the match.
- If there is server problem, dodging, or teammates selecting the same characters when the timer ends, the team will be excluded from matching.
- Minimum:
- Solo – 15 players
- Duos – 8 teams
- Squads – 5 teams
- We added a Sort by Character function and will display warnings when there are more than three of the same characters.
- Unfortunately, it takes a little longer to get into Practice mode now due to these changes. We are planning to add an immediate start function to the practice mode in the future.
Scoreboard/Match Status (Tab) Improvements & Addition of Object Timers
Scoreboard(Tab) will now show a bunch more stuff, like the match status, timers, and map.
- You can now check routes and items that are needed to be looted in one quick overlay.
- (Object Timer) – Shows when and where objectives (Tree of Life, Meteorite, Dr. Wickeline) will spawn.
- The impact location for Meteorite will be displayed when 1 minute is left.
- Displays the current location of Dr. Wickeline.
- In the future, real-time locations of objects will also be displayed on the map.
- You can always minimize the scoreboard to display similar to the previous version.
CCTV Lights
I always feel like… somebody’s watching me.
- CCTVs will glow green when activated by your team, and will glow red if activated by the enemy.
- If activated by both sides, they will only glow red.
- We’ll add a timer overlay in a future update.
Return of Dr. Nadja
The doctor is back from vacation! She looks… different.
- We’ve finished the redrawing for Dr. Nadja, so she’ll replace Meiji in the victory/defeat screen.
Character Model Selection Improvements
We received some feedback regarding the feet of the character models. (No, not like that.)
The ‘clickable range’ around the feet/bottom parts of character models in game was too small, leading to misclicks and missed skills.
We’re widening the area a bit for a bit more of a familiar feeling and ease of use.
GeForce Now Support
Your Games. Your Devices. Play Anywhere, July 2nd
- With a keyboard, mouse, and good network connection, you can play Eternal Return anywhere on low spec computers/laptops, MacOS PCs, TVs, and more.
- For more information, check out the GeForce Now homepage.
Faster Cooking Time
Mommy’s in the kitchen, cooking up something good. This should make food a bit more accessible in the early game.
- Uncommon Food : 1.5s → 1s
- Rare Food : 3s → 2s
- Epic Food : 4.5s → 3.5s
Healing Reduction
- Healing Reduction (Ranged)
- 30% for 4s → 35% for 4s.
Game Start Sprint
- 30% for 5s → 70% for 5s
Toggle Information Overlay Lock (F8)
F8 now allows you to lock information overlays that are displayed by holding ALT
Try it out! Quickly see the Cathy is 3 mastery levels up on you and run!
Character
Luke
Dirty Work(E) was a big SP drain but didn’t really do much for the cost.
- Dirty Work(E)
- SP Cost 70/85/100/115/130 -> 70/75/80/85/90
Lenox
We’re adjusting Lenox’s to be more aggressive early. Without any dashes, Lenox relies a bit more on mobility than most, but also benefits a lot more from it. We’re tuning down that mobility a tiny bit but compensating by giving more CC to Whiplash(E).
- HP per Level 78 → 74
- Attack Power per Level 2.7 → 2.9
- Base Movement Speed 3.25 → 3.2
- Whiplash(E)
- Movement Speed Reduction 20/25/30/35/40% → 30/35/40/45/50%
Leon
Leon is still splashing around and causing a bit too much damage.
- Base Attack Power 33 → 29
Rio
Rio can poke away thanks to her high attack range – which is especially effective in team modes. We’re adjusting that a bit.
- Hanare(W) Daikyu
- Cooldown reduced when hit 70% → 50%
Magnus
Nobody can stop that body’s speed. We’re toning down his durability in general but bumping up his base attack speed so that he succeeds with some more aggressive builds.
- Base Attack Speed 0.14 → 0.16
- Tough Body(P)
- Defense Increase per 1% HP lost 0.2/0.6/1.0% → 0.2/0.45/0.7%
- Heavy Strike(E)
- Stun duration on wall hit 1.3s → 1.2s
Bernice
Bernice’s normal attack animation frames were adjusted, improving his overall feel, and adjusting his base attack speed accordingly. This should reduce situations where normal attacks might miss.
- Normal Attack Delay 0.33 → 0.14
- Base Attack Speed 0.24 → 0.16
Xiukai
We need to put this big boy on a diet. Juggernaut Chef(P) now has a max stack cap and gives additional stats and features based on how much he cooks.
- Juggernaut Chef(P)
- Max Hp per stack 7 → 3
- Max stacks 150
- Bonus stats depending on the number of stacks.
- 50 Stacks
- Defense +10
- 100 Stacks
- Attack Power +15
- 150 Stacks
- Max HP +150
- Burnt to a Crisp(R) Extra “dish out fire” (6 times for 4s → 7 times for 4s)
- 50 Stacks
Sissela
We’re reducing both risk and reward for Go Get ‘Em Wilson! (Q).
- Go Get ‘Em Wilson!(Q)
- Damage upon arrival 60/90/120/150/180(+50% Attack Power) → 60/90/120/150/180(+40% Attack Power)
- HP Consumption 50/60/70/80/90 → 55/60/65/70/75
Silvia
Silvia just needs a little touch to refuel more easily.
- Lumia Grand Prix(P)
- Fuel gained when visiting a new area every 30s → Fuel gained when visiting a new area every 25s
Aya
Aya has been showing quite poorly in high tiers (excluding the skill amp sniper builds). We’re tuning up her base stats and adjusting some of her weapons to help.
- Base Attack Speed 0.14 → 0.16
- Base HP 640 → 665
Isol
Isol has been showing high results due to his pure area control using traps, MOK Operational Mines, and high survivability. We’re increasing the cooldown for MOK Operational Mine(R) and giving more strength to EMP Drones for late-game area control. An adjustment to Camouflage(E) should also reduce his survivability.
- Camouflage(E)
- Cooldown 22/19.5/17/14.5/12s →22/20/18/16/14s
- MOK Operational Mine(R)
- Cooldown 30/25/20s → 30/28/26s
Alex
We’re changing Alex’s mechanics for the weapon swap play style, and we plan to implement a part of the changes first during this patch. In addition, we’re adjusting his CC focused play style revolving around Double Agent(E) due to its oppression in team modes.
- Incursion(Melee Q)/Gauss Pistol(Ranged Q)
- Original: Shared Max 3 Stacks (Attack Power Increase up to 12%)
- Changed: Can now obtain Melee 2 stacks, Ranged 2 stacks separately (Max 4 Stacks, Attack Power Increase up to 16%)
- Double Agent(Melee E)
- Taunt Duration 1.2s → 1s
William
William’s warmed up, so he’s ready to be a starter. We’re also adjusting Fastball(Q) to not be too strong with his changes.
- A-Coin Cost reduced
- (9,900 → 8,020)
- Base Defense 20 → 24
- HP per Level 61 → 65
- Movement Speed 3.05 → 3.1
- No Hitter(P)
- Stack Duration 12s → 15s
- Fastball(Q)
- Extra Attack Speed 20/25/30/35/40% → 10/15/20/25/30%
- Windup(W)
- Cooldown 20/18/16/14/12s → 18/16.5/15/13.5/12s
Yuki
Yuki has been showing low average kills regardless of his weapon or tier.
- Perfect Fit (P)
- Extra damage 20/35/50 → 25/40/55
Eleven
Eleven is not doing great anywhere. We’re giving her a bit more love and giving her a damage reduction when she taunts enemies.
- Base Defense 26 → 29
- SP Regen per Level 0.04 → 0.07
- Eleven Set
- Max Stacks 5 → 6
- HP Recovery 950 → 980
- Burger Queen(Q)
- Movement Speed Reduced for 2s 25/35/45/55/65% → 50/55/60/65/70%
- Enhanced Hammer Damage +48/52/56/60/64% → +48/54/60/66/72%
- (NEW) Food For Thought(W)
- (Max Charged) Reduces Damage Taken by 15 % for 2s.
- On Air!(E)
- Drops faster when charged for a short time.
Zahir
Zahir is whooshing out early, so we’re touching up his early game survivability.
- Base Defense 20 → 23
Jackie
Jackie is showing a very high average placements due to her ability to pick fights with high mobility. She’s always so fast.
- Adrenaline Burst(W)
- Movement speed increase 5/8/11/14/17% → 5/7/9/11/13%
Cathy
Cathy’s surgeries are going well in every tier. We’re just toning her down a tiny bit.
- Under the Knife(P)
- Additional Critical Strike Damage 10/25/40% → 10/20/30%
Chiara
There’s a big difference in average placements & win rate between Chiara’s Tank build and Crit build. We’re adjusting Attack Power ratios and base stats to tone down the Tank builds and give some strength to aggressive builds.
- Depraved Prayer(W)
- Damage 60/100/140/180/220(+Attack Power 60%) → 40/80/120/160/200(+Attack Power 80%)
- Shield HP 60/100/140/180/220(+Attack Power 85%) → 40/80/120/160/200(+Attack Power 105%)
Hart
Following adjustments to Delay(Q), my Hart was kinda broken (in a bad way). We’re giving her an overall stat boost to help her out.
- Base Attack Power 22 → 24
- Delay – Evolved(Q)
- Movement Speed Decrease 15~30%/25~50% → 15~35%/25~60%
- Flanger(E)
- SP Cost 25/30/35/40/45 → 25
Hyunwoo
Hyunwoo was bursting down people late and wasn’t punished a lot for it.
- HP per level 74 → 71
- Haymaker(R)
- Damage 200/300/400(+Attack Power 70%)~600/900/1200(+Attack Power 210%)
→ 200/300/400(+Attack Power 60%)~600/900/1200(+Attack Power 180%) - Cooldown 70/65/60s → 65/60/55s
- Damage 200/300/400(+Attack Power 70%)~600/900/1200(+Attack Power 210%)
Weapon
We’re adding a couple new items and buffing some that are left by the wayside.
Glove
- Per Weapon Mastery Level
- Attack Speed 3.3% → 3.6%
- Normal Attack Amplification 2.7% → 2.9%
- Skill Amplification 1.5% → 1.1%
- Bloodwing Knuckles
- Max HP 225 → 240
Pistol
- (NEW) Glock 48
- Rarity : Epic
- Recipe : FN57 + EMP Drone
- Stats
- Attack Power 70
- Attack Speed +20%
- Movement Speed +0.1
- Attack Range +0.5
- Max Ammo 8
Dagger
- Cloak and Dagger(D)
- Cloak Movement Speed Increase 20%/35% → 15%/25%
- Dagger Confirmed Crit (REMOVED)
- Fragarach
- Attack Power 85 →82
- Movement Speed 0.2 → 0.18
Axe
- The Juggernaut
- Attack Range -0.35 → -0.2
- Parashu
- Cooldown Reduction 12% → 14%
- Harpe
- Extra Skill Damage 33 → 35
Assault Rifle
- Type 95
- Attack Power 79 → 83
Rapier
- Per Weapon Mastery Level
- Attack Speed 2.8% → 2.5%
- Normal Attack Amplification 3.8% → 4%
Hammer
- Hammer of Dagda
- HP Regen 200% → 150%
- Attack Power 95 → 98
- Extra Normal Attack Damage 22 → 25
- Weight of the World
- Attack Power 88 → 91
- Focused Impact
- Cooldown 4s → 3s
Bat
- Vajra
- Attack Power 100 → 96
Crossbow
- Skill Amplification per Weapon Mastery Level 2% → 2.2%
- Ballista
- Attack Speed -6% (REMOVED)
- The Golden Ghost
- Attack Power 68 → 71
Dual Swords
- Dioscuri
- Attack Speed 40% → 48%
Nunchucku
- The Smiting Dragon
- Extra Skill Damage 20 → 22
- Cerberus
- Attack Power 45 → 48
Shuriken
- Wind and Fire Wheels
- Skill Amplification 23% → 25%
- Petal Torrent
- Attack Power 70 → 67
- Extra Skill Damage 25 → 20
- Charging Time 66s → 60s
Two-handed Sword
- Arondight
- Extra Normal Attack Damage 25 → 30
- Excalibur
- HP Regen 150% → 125%
- Attack Speed 10% → 15%
Sniper Rifle
- The Deadly Ray
- Skill Amplification 33% → 28%
Spear
- Blazing Lance
- Attack Power 90 → 100
Throw
- Attack Speed per Weapon Mastery Level 0.9% → 1.2%
- David’s Sling
- HP Regen 200% → 150%
- Extra Normal Attack Damage 33 → 36
- Fireball
- Extra Skill Damage per Level 3 → 3.5
- High Explosive Grenade
- Extra Normal Attack Damage 60 → 50
- Grenade of Antioch
- Extra Normal Attack Damage 55 → 50
- Max Charges 15 → 18
- Charging Time 30s → 24s
- Dyadic Prism
- Attack Power 108 → 102
- Attack Speed 25% → 33%
Tonfa
- Attack Speed per Weapon Mastery Level 1.8% → 2.1%
- Plasma Tonfa
- Defense 24 → 21
Bow
- Normal Attack Amplification per Weapon Mastery Level 3% → 2.8%
- Ancient Bolt
- Extra Normal Attack Damage 33 → 16
- +1 → +2 Extra Normal Attack Damage per Level
Armor
Too many characters have been making it to the late-game, to help lower the effectiveness of just running away we’re adjusting the survivability of characters with high average placement, adjusting Defense Mastery, and reducing the effectiveness of Defense items in general.
Two Unique effects have been newly added. (Swift Strides, Thorns)
Damage coming from most items is a new type of damage, Cellular Damage.
- Cellular Damage is reduced by Defense and is not affected by Critical Strike, Skill Amplification, Normal Attack Amplification, or Extra Skill/Normal Attack Damage.
- Smolder and Thorns apply True Damage instead of Cellular Damage.
Chest
- Rocker’s Jacket
- Attack Power 28 → 25
- Battle Suit
- Normal Attack Damage Reduction 15 → 12
- Amazoness Armor
- Skill Damage Reduction 20% → 17%
- Tuxedo
- Defense 30 → 32
- Blazing Dress
- Flame Barrier
- Damage 3%(Melee) / 2.5%(Ranged) → 3.5%(Melee) / 3%(Ranged)
- Flame Barrier
Arm
- Sword Stopper
- Defense 36 → 33
- Normal Attack Damage Reduction 12 → 9
- Burnished Aegis
- Defense 20 → 15
- Max SP 250 → 300
- Creed of the Knight
- Attack Power 25 → 22
- Movement Speed -0.03 (REMOVED)
- Cube Watch
- Defense 20 → 25
- (NEW) Nightingale
- Rarity: Epic
- Recipe : Squad Leader Armband + Healing Potion
- Stats :
- Attack Power 10
- Max HP 120
- Augmented Recovery: 20% increased recovery effects (except kill bonuses)
- Bracelet of Skadi
- HP Regen 1.5 → 1.2
- SP Regen 1.5 → 1.2
Leg
- Boots
- Rarity: Rare → Uncommon
- Killer Heels
- Movement Speed 0.18 → 0.22
- Feather Boots
- Attack Speed 35% → 30%
- Maverick Runner
- Movement Speed 0.33 → 0.35
- Bucephalus
- Attack Power 10 → 5
- Critical Strike Chance 15% → 18%
- Glacial Shoes
- HP Regen 1.5 → 1.2
- SP Regen 1.5 → 1.2
- Red Shoes
- Recipe Change: Killer Heels + VF Blood Sample → High Heels + VF Blood Sample
- Attack Power 5 → 20
- Movement Speed 0.35 → 0.38
- Critical Strike Chance 15% (REMOVED)
- EOD Boots
- Trap Damage Reduction 8% → 10%
Head
- Mohawk Headgear
- Normal Attack Damage Reduction 7 (REMOVED)
- Healing Reduction (Normal Attacks) (REMOVED)
- (NEW) Thorns
- When hit by a normal attack, reflect 7% of the received damage to the attacker.
- Inflicts Healing Reduction (Melee 45%, Ranged 35%) to the opponent.
- Mithril Helm
- Attack Speed 12% → 17%
- Movement Speed 0.2 → 0.12
- Chinese Opera Mask
- Biotic Infusion Damage
- Your Level*10 → Your Level*9 (Melee)
- Your Level*8.5 → Your Level*8 (Ranged)
- Movement Speed 0.2 → 0.18
- Biotic Infusion Damage
- Helm of Banneret
- Defense 28 → 24
Accessory
- Gilded Quill Fan
- Healing Reduction (Skills) (Melee) 30% → 45%
- Magazine
- Max HP 330 → 300
- (NEW) Jolly Roger
- Rarity : Rare
- Recipe : Feather Duster + Decorative Flintlock
- Stats
- Attack Power 12
- Life Steal 12%
- Unique Effect: Not As Swift Strides
- Charges when moving (Fully charges after moving 24m)
- Gain additional movement speed up to 0.12 based on charged stacks.
- On next Normal Attack
- Consume all stacks and inflict up to 120 Cellular Damage.
- Applies 15% slow for 2s if used when fully charged. (Melee Only)
- (NEW) Sanguine Gunbai
- Rarity : Legendary
- Recipe : Gilded Quill Fan + VF Blood Sample
- Stats
- Healing Reduction (Skills) (Melee 45%, Ranged 35%)
- Cooldown Reduction 12%
- Unique Effect: Swift Strides
- Charges when moving (Fully charges after moving 20m)
- Gain additional movement speed up to 0.2 based on charged stacks.
- On next Normal Attack
- Consume all stacks and inflict up to 200 Cellular Damage.
- Applies 30% slow for 2s if used when fully charged. (Melee Only)
Consumables
- Bun
- HP Recovery 650 → 700
- First Aid Kit
- HP Recovery 950 → 1000
Trap and Other
- Recon Drone
- Max Stacks 5 → 6
- EMP Drone
- Cast Time (REMOVED)
- Max Stacks 5 → 6
- Remote Mine
- Recipe Change: Spiked Plank + Force Core → Enhanced Mousetrap + Force Core
Mastery
- Defense Mastery
- Defense from Normal Attacks per mastery level 0.8 → 0.6%
- Skill Damage Reduction per mastery level 0.8% → 0.5%
Mode Balancing
Team Mode Damage Adjustments
- Leon (Glove)
- Damage dealt in Duo 94% → 92%
- Damage dealt in Squad 90% → 87%
- Alex (All Weapons)
- Damage dealt in Duo 94% → 92%
- Damage dealt in Squad 92% → 89%
- Yuki (Dual Swords)
- Damage dealt in Duo 96% → 94%
- Damage dealt in Squad 94% → 91%
- Jackie (Dual Swords)
- Damage dealt in Duo 95% → 92%
- Damage dealt in Squad 92% → 88%
- Hyejin (Shuriken)
- Damage dealt in Duo 100% → 95%
- Damage dealt in Squad 97% → 91%
Features on watch
On Watch
- Shuriken Hyejin (We’re still watching her!)
Planned Improvements
- Weapon Skills
- Axe, Sniper Rifle, Dual Swords
- Team Modes Restricted Area Timer
- Apply a kill bonus similar to Solos
- Differentiate base Restricted Area Timer time per mode
Bug Fixes & Improvements
Main Improvements
- Suggest recommending the saved plan after winning a game if you haven’t recommended the plan yet.
- Auto-loot now decreased from 1s to 0.9s
- An announcement popup about LP deduction will be displayed when trying to leave the game when team rank has not been finalized.
- The store UI design has been updated.
- Tooltip descriptions (Attack power, defense, attack speed etc.) have been modified for new players to easily understand.
- The HP bar position has been slightly adjusted to make the character more visible.
Gameplay Improvements
- HP recovery is summed and displayed correctly when HP recovery effects are stacked.
- Characters who are affected by ‘Smolder’ now properly take damage by traps.
- The announcer voice for the final/temporary safe area announcement has been added.
- Fixed an issue where only the first team/character in the list are forced to stop resting when final and temporary safe areas are activated.
- You selected emote for Death will now correctly play upon death.
- Characters will now look in the correct direction when using certain skills on the Hotel swimming pool wall
- Wickeline’s Health Bar is now correctly displayed when max level in Squad Mode.
- Animations for installations now display properly when destroyed.
- Character voices are now triggered properly when leveling weapon skill.
- Character voices are now triggered properly when walking by a corpse.
- Death animations are now triggered correctly when killed after reconnecting to the game.
- ‘Resting disabled in final safe area’ will be longer displayed when trying to rest in temporary safe area.
- Only weapon mastery will be displayed on information overlay (Alt) for Observers.
- An option to enable/disable emotes in custom games has been added.
- The top UI bar will display the correct current location when spectating after death.
- Reconnecting after being killed will correctly start team spectator mode in team modes.
- Wickeline’s current location is now shown properly on the expanded map(M) when spectating.
- Placements for teammates that died earlier in Team Modes now work correctly.
- Dealing Skill damage no longer automatically changes the normal attack target.
Character/Weapon Improvements
- Nadine – Inflicting damage with Squirrel Trap(W) no longer gives experience to trap mastery but correctly gives experience to weapon mastery as intended
- Nadine – Using Rain of Arrows(D) while charging Bullseye(Q) will no longer cause the indicator for Bullseye(Q) to disappear.
- Leon – Leon will correctly stop channeling after hitting enemies and pushing them into walls with Surf’s Up(R).
- Rozzi – Semtex Bomb Mk II (R) is no longer shot further than intended when fired at unmovable areas.
- Luke – Luke’s Clean Sweep(Q) second activation can no longer be evaded by movement skills.
- Li Dailin – Spirited Kick(Q)’s first kick no longer displays a red effect.
- Li Dailin – No longer becomes Inebriated when using the Recover SP function in Practice Mode.
- Barbara – When bunnymorphed by Emma’s Bunnymorph(E) while using Photon Resonance(R-W), the animation of the Turrets on Barabara’s back now play properly.
- Bernice – Bernice no longer fires his normal attack towards boxes when opening.
- Shoichi – Shoichi now properly throws daggers at Barbara’s BT Sentry Gun Mk.II(Q) using Phony Deal(P).
- Sissela – Sissela can now properly use all skills after getting revived.
- Adriana – Adriana’s lighter no longer blinks when Adriana dies after getting downed.
- Isol – The slow debuff icon forRebel Assault(W) is now displayed correctly as the right icon.
- Alex – No longer recovers HP irregularly during combat after revival.
- Alex – Dead Drop (Melee W) no longer looks like Alex is throwing 2 mines
- Emma – Using Change★(R) on Dove no longer deals damage twice.
- William – The baseball that bounces off of No Hitter(P) will properly disappear along with its effect.
- William – Sliding Catch (E) is fixed to not be usable while casting Signature Fireball(R).
- Eleven – Fixed an issue where the hit timing doesn’t align with the animation when using Burger Queen(Q).
- Eleven – When jumping using On Air! (E), Eleven no longer lands mid-air.
- Eleven – Eleven no longer shakes up and down when jumping over terrain with an elevation difference.
- Cathy – Continuously normal attacks on enemies that are ‘Severely Wounded’ from Under the Knife(P) no longer accumulate the % increase for Critical Strike Damage.
- Chiara – Effects for Hand of Corruption(Q) are now displayed properly when charged.
- Hart – When hit by Peacemaker(R), Hart’s movement speed in the character info panel will correctly display the decreased movement speed.
- Dagger – Using Cloak and Dagger(D) during a normal attack will now correctly cancel the normal attack.
Lobby Improvements
- The ‘Recommended’ tab has been deleted. (Recommended plans will still be displayed when you do not have any saved plans.)
- Entire key settings will now be saved to the server. (To prevent the quick crafting key update problem from recurring).
- Status for Practice Mode in the friends list is now accurately displayed.
- Sound for Character skill videos can now be adjusted properly with the Master Volume.
- Tooltips are now displayed correctly when promoted in ranked modes.
- The Regeneration Cuff icon no longer covers the number of players starting in an area during the saved plan selection phase.
- Custom Games in Duo/Squad modes can no longer start without enemy teams.
- Trap damage is no longer recorded as True Damage in the results screen.
- Event mission counts now work correctly even after the daily missions are completed.
- Item tooltips are now shown correctly with 2560 * 1440 resolution.
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