Patch Notes v1.22

NEW TUTORIAL AND TRAINING

Replacing the existing How To Play menu, the new Training section contains the following features: Training Arena - Safe and controllable environment to practice the Art of Battle Apprentice Trials – Learn the core mechanics of the Art of Battle Warrior Trials – Learn the advanced mechanics of the Art of Battle Training Media - Contains all the tutorial videos and panels



Developer’s comment: We are always looking for new ways to improve how new players learn the mechanics of For Honor as well as new ways for our active players to master their main Heroes or learn new Heroes.

NEW PRACTICE MODE

Training Arena

The Training Arena introduces a suite of tools to help you master your Heroes. Use the Training Arena to practice the most efficient strategies in For Honor, in three new maps: The Ring, The Pit, and the Sanctuary. Select any Hero as an opponent and define it’s behaviour: Select up to 4 specific moves from their Move Set to perform Enable a preset of a common strategy or Meta of that Hero Use the default bot AI from level 1 to 3 Tag your Hero's moves to display them in the game interface for easily practicing and validating that they were performed correctly. Display the Damage values and Stamina costs of any moves performed in the Training Arena. Show visual feedback for Parry and Counter Guardbreak timing windows. Control Health, Stamina and Revenge independently for each Hero with increased granularity to better test different scenarios. Practice with Gear Stats on or off to test the best loadout.



Developer’s comment: The Training Arena can help you practice your heroes in depth like:

Practice against Hero fight Metas with the presets in the Arena

Recreate a situation (bot, move and/or series of moves) that you experienced in PVP and practice to counter that situation

Learn the specificities of certain moves or of the Hero Move Set

NEW TUTORIALS MODES

The Trials replace the existing Practice modes, providing deeper feedback and contextual scenarios to help players understand the mechanics of For Honor. Introduces contextual PvE training scenarios in order to learn the Basic and Advanced Skills of For Honor. Dedicated Retry Loops allow you to progress at your own speed, and to practice your skills in a safe environment. New scoring system provides real-time feedback on performance, and Grades evaluate proficiency with each skill. Timing Feedback for Opponent moves expose key skills and make them easier to master. Optional objectives bring extra challenge to the Trials and offer insight on different ways to use a specific mechanic. Earn exclusive Ornaments, Emblem Outlines, Steel and more by completing the Trials.



Apprentice Trials

5 training scenarios on the core of the Art of Battle: Guard Mode Attacking Dodge and Roll Basic Guardbreak Stamina



Warrior Trials

8 training scenarios on the advanced mechanics of the Art of Battle: Assassin’s Defense External Block Revenge Mode Zone Attack Execution Advanced Guardbreak Parry Feint and Openings



Developer’s comment: Since launch, we kept a close eye on the onboarding experience. Due to the unique nature of the Art of Battle and its depth, we wanted to make our onboarding tutorials more fun, deeper, and more accessible, an easier way to practice the basic and advanced mechanics that contribute to the complexity of the Art of Battle.

NEW MAPS

The Ring

Carved from Mount Ignis rock and overlooking mountainous vistas, the once forgotten arena has since been restored to its former glory. Nobility and commoners alike gather at The Ring to savour the thrill of warriors at the pinnacle of their craft.

Available in Duel, Brawl and Training Arena

The Pit

Deep and imposing, The Pit has hosted many ancient Viking rituals. Encircled by a braying and drunken crowd that can inspire or demoralize, The Pit represents the very warriors that fight within the intimidating walls: brutal, passionate and determined.

Available in Duel, Brawl and Training Arena

The Sanctuary

Located at the heart of the Myre is an ancient sanctum, a solitary place untouched by the ravages of war. Set in the shade of an indomitable fortress, warriors have journeyed from distant lands to discover their destiny in the fabled Sanctuary.

Available in Duel, Brawl and Training Arena

Developer’s comment: Since we needed the perfect space for players to practice for our Training Arena, we decided to create 3 new maps that would make you feel like you are practicing in the setting of our 3 factions. We also thought that they would make a nice addition to our Duel and Brawl modes.

ASSET PREVIEW

In the store, players can now preview the content of every bundles available. You will be able to view every items included in the bundle in a 3 dimensional representation, exactly as you can currently view your current Hero customization. Items that you already own are clearly identified.



Developer’s comment: We want to make sure you get to see up-close what you are investing in before you buy a bundle. It will be especially helpful during events, you can easily tell what already dropped for each character without needing to look all over your inventory.

IMPROVEMENTS

GEAR STATS

Reduced the Attack bonus from gear. The maximum total bonus goes from 30% to 22%. All smaller bonuses are reduced proportionally.

Attack penalties from gear have been reduced even more, going from a maximum total of -25% to -15%.

Reduced the Defense bonus from gear. The maximum total bonus goes from 23% to 17%. All smaller bonuses are reduced proportionally.

Defense penalties from gear have been reduced even more, going from a maximum total of -31% to -17%.

Reduced Damage Penetration from gear. The maximum total bonus goes from 20% to 15%. All smaller bonuses are reduced proportionally.

Damage Penetration penalties from gear have been reduced even more, going from a maximum total of -20% to -10%.

Developer’s comment: We observed in the data a trend giving too big of an advantage for builds focused on attack, defense penetration and defense stats. To make sure all builds are meaningful choices and give more opportunities for diverse playstyles, we compensated by reducing slightly the bonus for those stats and making the negative values less punishing.

ALL PLATFORMS

Custom Controller Layouts

Custom layouts can be created in the advanced controls options by selecting the “Controller Layouts” menu and navigating to the “Custom” option.

All actions assigned to one controller button can be swapped to a different button.

Developer’s comment: This is a heavily requested feature by the community, which will allow the creation of custom controller layouts. Due to technical limitations actions can only be swapped as groups, i.e. all actions mapped to one button (including HOLD actions) will be swapped to another button when assigned.

Latency Display in the Scoreboard

While being in a Dedicated Server session, the current latency of each player will be displayed in the scoreboard. As a reminder, Dedicated Servers are only available for PvP modes, excluding the Story, PvAI and Custom Matches.

PC

Controller Vibration on successful matchmaking

If the Matchmaking search is successful and the game is not focus, in addition to the sound and blinking taskbar icon, the controller will have a short burst of vibration.

FIGHTERS

All Heroes

[Adjustment] Back Dodge Normalized all characters’ back dodge movement to 1.75m Normalized the Back Dodge length to be 1100ms (which can be cancelled at 800ms).



Developer’s comment: Back dodge was too good, allowing players to easily and safely back out of combat. It also unfairly benefited fast Assassin characters. This nerf creates a standardized playing field for all back dodges across all characters, and makes it a tool that you now have to evaluate when to use.

[Adjustment] Deflect While performing a successful Deflect, you have the “Deflect Defense” property instead of "Normal Block Defense” property, now allowing you to follow with another Deflect. Slightly reduced the movement during the Deflect.



Developer’s comment:: We noticed that using Deflect against multi-hit moves like Berserker's Zone Attack didn't feel as good as we hoped, since you Deflect the 1st hit but then are forced to automatically Regular Block the next 3 hits. Now, if you Deflect the 1st hit you'll be able to Deflect subsequent hits, including incoming hits against external attackers.

We reduced the sideways movement so that you're more in-place, allowing you to count 4 Deflects against Berserker Zone Attack before launching your counter-attack.

Shinobi's Teleport was made slightly later so that it didn't get beaten by multi-hit attacks.

[Adjustment] Stance Change - Unlocking When we start a Stance Change, then unlock from our target, we now allow the character to immediately exit the stance change and start to unlock. This bug was most obvious with Reflex Guard Assassins, who were stuck for up to 1100ms.

[Adjustment] Stance Change – Reflex Guard Block We made some under-the-hood changes that should fix the problem where Assassins were unable to block fast chains properly. (This problem was most often experienced against the Aramusha's light chain).

[Improvement] Many more executions now ledge.

[Bug Fix] Fixed an issue that caused the Light Parry effect to be displayed when parrying Soldiers.

[Bug Fix] Fixed a timing issue where the Peacekeeper, Shaman, Nobushi, or Kensei could launch a locked Heavy then released Lock before hitting and killing the opponent, the Execution Button prompt would appear for a brief instant.

[Bug Fix] Fixed an issue that caused some cases of “Flicker” when cancelling a Heavy attack into a Guardbreak.

[Bug Fix] Fixed an issue that caused the camera to quickly turn around when interrupting an emote by moving backwards.

[Bug Fix] Fixed an issue that caused players to be unable to perform a “Drop Attack” on a player that is in an Unbalanced State.

[Bug Fix] Fixed an issue that caused the “Drop Attacks” to be interrupted by attacks.

[Bug Fix] Fixed an issue that caused the “Ledge Drop” state to be interruptible. (Ledge Drop is the state just before entering the Drop Attack sequence.)

[Bug Fix] Fixed an issue that caused the “Superior Block” property, like the Valkyrie and Highlander's lights, to not work while used Out of Lock.

[Bug Fix] Fixed some issues that caused animation issues when attacking right after sliding on a ladder.

Warden

[Bug Fix] Fixed an issue that caused the Warden hand to clip through the weapon during the “Sword Point” emote.

Conqueror

[Adjustment] “Charging Shield Crush's” hit now causes the opponent to spend 700ms falling (was 800ms).

Developer’s comment: This is so that “Charging Shield Crush” no longer guarantees a “Shield Bash” when the opponent stands up.

[Adjustment] “Shield Bash's” knockback distance reduced to 1.50m (from 1.75m).

Developer’s comment: This fixes issues where Conqueror would occasionally fail to connect a Light after a “Shield Bash”.

[Adjustment] All Light Attacks' damage reduced to 13 damage (from 15).

[Bug Fix] Fixed an issue that caused the Conqueror's “Full Block Stance” and “Charged Attacks” to not benefit from the Stamina cost reduction gear stat.

[Bug Fix] Fixed an issue that caused the Conqueror’s to not become Unbalanced when hitting an opponent in Revenge Activation with “Flail Uppercut”.

[Bug Fix] Fixed an issue that caused the “Zone Attack” to miss its Feint visual effect.

Peacekeeper

Lawbringer

[Bug Fix] Fixed an issue that caused the “Knock Knock” and “Off with their Head” executions to make the opponent fall of ledges too soon.

[Bug Fix] Fixed an issue that caused the Blood Splatter to be offset when using the Lawbringer's “Swift Justice Finisher”.

[Bug Fix] Fixed an issue that caused clipping when a Lawbringer performed a Guardbreak on another Lawbringer.

Raider

[Bug Fix] Fixed an issue that caused the Raider’s “Raider Fury” to incorrectly hit his target even during a successful dodge.

[Bug Fix] Fixed an issue that caused the Raider's "Stampede Charge" to bump the opponent instead of carrying him.

[Bug Fix] Fixed a visual issue with the arm during “Stampede Charge”.

[Bug Fix] Fixed an issue that caused the Female Raider hands to be offset from the weapon.

Warlord

[Adjustment] Reduced the Warlord “Full Block Stance” Stamina upkeep cost by 25%.

[Bug Fix] Fixed an issue that caused the Stamina cost gear stat to not affect the Warlord “Full Block Stance”.

[Bug Fix] Fixed an issue that caused the weapon of the Warlord to stutter during the “Nail Down” execution.

Berserker

[Adjustment] Adjusted the damage values of the “Slashing Rush” 1st strike's damaged reduced to 8 (from 15). 2nd strike's damaged reduced to 8 (from 10). 3rd strike's damaged reduced to 8 (from 15).



Developer’s comment: “Slashing Rush” was used as a strong an escape move. Now, it can still escape combat, but is not as safe as it used to be.

[Adjustment] Adjusted the behavior of “Slashing Rush” to make less efficient at evading combat First strike of “Slashing Rush” can now be parried. First strike of “Slashing Rush” no longer has backward movement (was 2m backward). Reduced all hit trajectories.

[Adjustment] Reduced the damage values of the “Zone Attack” 1 st strike's damaged reduced to 6 (from 9). 2 nd strike's damaged reduced to 6 (from 7). 3 rd strike's damaged reduced to 6 (from 7). 4 th strike's damaged reduced to 6 (from 7).



Developer’s comment: The damage on these needed to be reduced, because even with the high stamina cost the “Zone Attack” was still too strong a heavy parry punish. Coupled with Feats, they can still do very strong damage, even at these reduced values.

[Bug Fix] Fixed an issue that caused the “Side Light Openers' Hit” and “Block Recoveries” to be faster than intended. Now they are 600ms (from 500ms).

[Bug Fix] Fixed an issue that caused the “Side Light Openers' Hit” and “Block Recoveries” to gain their Block defense at 300ms. Now they gain their block defense at 400ms.

Developer’s comment: Berserkers have always had this odd timing on their “Side Light Openers' Hit/Block Recoveries”, where their input branches into Stance Change and into overlapped Attacks, and occasionally caused undesired stance changes instead of attacks. These slightly longer timings now mean that the input comfort should be improved.

[Bug Fix] Fixed an issue that caused “Brute Force” to be harder to perform than intended. It now allows you to input earlier and it buffers that input now.

[Bug Fix] Fixed an issue that caused “Brute Force” to cost 0 Stamina. “Brute Force” now costs 6 Stamina as intended.

Developer’s comment: Deflect is unchanged, it just allows you to press the Brute Force input earlier and it buffers that input now.

[Bug Fix] Fixed an issue that caused the "Cannonball Dropkick" execution to execute at 3500ms instead of 3400ms when used against an opponent who is facing backwards.

[Bug Fix] Fixed an issue that caused the Berserker’s “Skilled Slash” to not get auto-parried by Revenge activation.

Valkyrie

[Bug Fix] Fixed an issue that caused a floating shield to be visible during the “Shield Tackle” execution.

Kensei

[Bug Fix] Fixed an issue that caused the Kensei to be able to cancel the 2 nd “Top Heavy” or “Top Heavy Finisher” into Guardbreak while Out Of Stamina.

“Top Heavy” or “Top Heavy Finisher” into Guardbreak while Out Of Stamina. [Bug Fix] Fixed an issue that sometime caused an animation to not play while using dodge's “Superior Block”.

[Bug Fix] Fixed an issue that caused an animation to be missing while blocking an opponent's “Top Light” Attack with “Superior Block” using "Helm Splitter".

[Bug Fix] Fixed an issue that caused the “Superior Block” visual effects to remain visible if the Kensei interrupts the Dodge.

[Bug Fix] Fixed an issue that caused the Kensei to miss an animation when he performs “Swift Strike” and goes Out of Stamina.

[Bug Fix] Fixed an issue that caused the Feint feedback to be missing when cancelling the “Zone Attack”.

Shugoki

[Bug Fix] Fixed an issue that caused the Shugoki to regain health even if his target is killed before the “Demon’s Embrace” is completed.

Developer’s comment: The health regen was moved to fit with the hit on the shoulder. Now, if the target is killed before the Hit on shoulder happens, the Shugoki will release the target and does not gain health.

[Bug Fix] Fixed an issue that caused the Feint feedback to be missing when cancelling the 2nd Strike of the “Zone Attack”.

Developer’s comment: Feinting the “Zone Attack” was instantaneous, so to have time to play the specific feedback we added a 200ms to the Feint with the same properties as the “Heavy Attacks”. Now, the Feint is available from 0 to 500ms on the 2nd strike of the “Zone Attack” (before from 0 to 100ms).

[Bug Fix] Fixed an issue that caused the Shugoki to not play the proper animation when killing an opponent with “Demon’s Embrace”.

Nobushi

[Bug Fix] Fixed multiple animations issue that caused the Nobushi to not visually play “Stance Changes” while strafing.

[Bug Fix] Fixed an issue that caused the “Heavy Attack” to miss the Feint feedback while performed from Hidden Stance.

[Bug Fix] Fixed an issue that caused the Nobushi’s “Retreating Thrust” to always have the same animation regardless of the stance.

[Bug Fix] Fixed an issue that cause the Nobushi’s weapon to sometimes stutter while moving sideways.

[Bug Fix] Fixed an issue that caused the Nobushi’s “Snapmare” camera to not follow the movement properly when the opponent is facing away.

[Bug Fix] Fixed an issue that caused the Nobushi to be unable to trigger any feats while in “Hidden Stance”.

Shinobi

[Adjustment] Shinobi Backward strafe speed reduced by 30%

Developer’s comment: This is meant to be coupled with the global back-dodge nerf. We intend for characters to be less effective at avoiding combat.

[Bug Fix] Fixed an issue that caused the Shinobi to perform an Out of Lock attack after a “Tackle” even after locking on his opponent. In this case, the “Sickle Rain” was not available after a “Tackle”.

Developer’s comment: Now, when you lock during a “Tackle”, at the end of the “Tackle” the Shinobi will enter in his lock behavior. Therefore, if the Shinobi attacks, he will make his normal attack, which is the normal behavior when you enter into lock.

[Bug Fix] Fixed an issue that caused the opponent to not perform external parries after parrying the Shinobi’s “Charged Heavy’s”. When a character parries the “Charged Heavy”, he can now auto-parry an external attack.

Developer’s comment: Parry on the Shinobi “Charged Heavy” has now the same property than other parry. When a character parries the “Charged Heavy”, he can now auto-parry an external attack.

[Bug Fix] Fixed an issue that caused a “White Shield” feedback to appear on the Shinobi after parrying a “Charged Attack”.

[Bug Fix] Fixed an issue that caused the Shinobi to have no feedback when a Guardbreak fails due to the opponent being invulnerable (for example during an attack). We added the same feedback you have during a normal Guardbreak in the same situation.

[Bug Fix] Kick now correctly checks if the opponent should be put into the specific hit reaction.

Centurion

[Adjustment] Centurion health is increased to 120 (from 110).

[Adjustment] Added a new chain to the Centurion’s move set: Lion's Jaw can now be chained into Light - Heavy.

[Bug Fix] Fixed an issue that caused “Eagle Talon” to trigger on staggered opponent.

[Bug Fix] Fixed an issue that caused the Centurion’s “Light Left” to only do 10 damage instead of 15 damage.

[Bug Fix] Fixed an issue that caused the “Skull Crush's” last hit to do no damage when the Haymaker feat is equipped. It now does 10 damage.

[Bug Fix] Fixed an issue that caused the “Eagle Talon” specific animation to play on unbalanced targets.

[Bug Fix] Fixed an issue that caused the Centurion’s “Police Verso” execution to become offset when performed near a wall.

[Bug Fix] Fixed the Centurion’s move set to correctly represent that the Stun from the “Legion Kick” and “Legion Kick Combo” has been removed.

Gladiator

[Adjustment] Gladiator Backward strafe speed reduced by 12.5%

Developer’s comment: This is meant to be coupled with the global back-dodge nerf. We intend for characters to be less effective at avoiding combat.

[Bug Fix] Fixed an issue that caused the Gladiator’s Left Throws to instantly ledge, without proper animation, his opponent if a ledge is near.

Developer’s comment: Gladiator Left Throw allows the opponent to cross the ledge from the beginning of the throw. Now this option is deactivated from 0 to 900ms on the Left Throw and the target will only be able to cross the ledge when he is thrown on it. The Left Throw is now set up as the Right Throw.

[Bug Fix] Fixed an issue that caused “Bamboozle” to make an opponent get up instantly while he is unbalanced.

Developer’s comment: Gladiator cannot punch an unbalanced opponent. The behavior on the “Bamboozle” move is now the same as we have on the “Sucker Punch”.

[Bug fix] Fixed an issue that caused the Opponents hits by “Fuscina Ictus” to not play their specific “Hit Reaction” after being thrown into a wall or obstacle.

Developer’s comment: Now, the Gladiator is able to properly hit his target and make him play the right “Hit Reaction” when he throws him into a wall or obstacle before making the “Fuscina Ictus”.

[Bug Fix] Fixed an issue that caused the “Fuscina Ictus” to be interrupted if the opponent performed a Guardbreak. Normally, the “Fuctinas Ictus” must have the priority on Guardbreak like any other melee attack.

[Bug fix] Fixed an issue that caused the visual effect of the Feint to not play when cancelling the 2 nd strike of the “Zone Attack”.

strike of the “Zone Attack”. [Bug Fix] Fixed an issue that caused the Shield and the Trident to clip on the Coin emote.

Highlander

[Adjustment] Fixed an issue that caused the Highlander’s “Sprint Attack” to not be efficient at killing Soldiers. 2 nd Strike no longer starts when the previous Strike hits a target. Instead, it always starts when the “Miss Recovery” would begin. This allows the attack to better cleave through opponents (and be useful for killing Soldiers). 2 nd Strike can be aimed at a different target than the 1st. 2 nd Strike trajectory is slightly longer to better match the blade. 2 nd Strike rotation slightly increased.



Developer’s comment: Highlander's “Sprint Attack”, of all the heroes, is probably the “Sprint Attack” that is under-performing the most when it comes to clearing out Soldiers. Here, we are attempting to make it better to match the clearing ability you'd expect from a wide-reaching claymore.

[Bug Fix] Fixed an issue that caused the Highlander to be able to cancel the 2 nd strike of the “Sprint Strike's” too early. “Sprint Strike’s” can now be cancelled at 800ms (was at 200ms).

strike of the “Sprint Strike's” too early. “Sprint Strike’s” can now be cancelled at 800ms (was at 200ms). [Bug Fix] Fixed an issue that caused the Highlander’s to not be able to switch target for the 2nd and 3rd strike of the “Zone Attack”. The rotation speed of the “Zone Attack” has also been slightly increased.

Developer’s comment: Highlander's “Zone Attack” should do a much better job of clearing Soldiers, and may allow the Highlander to try to surprise heroes by switching targets between hits.

[Bug Fix] “Fomorian Kick's” trajectory timing has been adjusted to better match the kick visual.

Developer's comment: This change affects opponents who are dodging (otherwise, the result is the same). For example, in certain circumstances “Fomorian Kick” was hitting Shaman's “Wild Cat's Swiftness” at strange times, and missing at other times. Now it should be a better visual match.

[Bug Fix] Fixed an issue that caused the “Superior Block Lights” to not ledge the opponent.

[Bug Fix] Fixed cases where the Uninterruptible Stance visual feedback wasn’t properly visible to the opponent during "Celtic Curse Cancel" and "Banshee's Wail".

[Bug Fix] Fixed an issue that caused the Execution "Heave-Ho!" to sometimes ledge himself when he kills an opponent who is facing backwards.

Shaman

[Adjustment] If an external attacker hits the Shaman during “Predator's Mercy” and the opponent is freed, the opponent will be Cleansed of Bleed.

Developer’s comment: The Intention is that this removes the situations in which the Shaman use the pounce, then some external attacker hits to break you two apart, followed by another pounce. Because your bleed is now removed, this situation should happen much less frequently.

[Bug Fix] Fixed an issue that caused Out Of Lock's “Heavy Hit Reaction”, from Left or Right hits, to not allow the Shaman to fall over a Ledge.

[Bug Fix] Fixed an issue that caused “Predator's Mercy's” damage to not be applied if Bleed ticked at the same time.

[Bug Fix] Fixed an issue that caused “Predator's Mercy's” to be deflected by Assassin under certain rare circumstances.

[Bug Fix] Fixed an issue that caused the Shaman’s “Left Throw” to not allow a diagonal input. This is now fixed and in line with other heroes.

[Bug Fix] Fixed an issue that caused the Shaman's axe to not glow while in Revenge. Also reduced overall brightness of Revenge activation.

[Bug Fix] Fixed an issue that caused the animation of the “Heavy Cancel” into “Guardbreak” from Top or Right stance to not be as smooth as it should.

Aramusha

[Bug Fix] Fixed an issue that caused the Aramusha to be knocked back if the opponent is killed with “Ring the Bell”.

[Bug Fix] Fixed an issue that caused the Aramusha’s “Ring the Bell” to cost more Stamina then it should. It will now always cost 6 Stamina.

CONTROLS

[Bug Fix] Fixed an issue that caused PS4 Controller L2 Sensitivity to be less responsive that the Xbox controller. Player no longer has to fully release the trigger and press it back again to change the target; they can now do a partial release similar to the Xbox Controller.

FEATS

[Bug Fix] Fixed an issue that caused the “Bear Trap” Feat to completely remove any momentum when an opponent is thrown in its radius.

Developer’s comment: This means that when putting a bear trap on a ledge and throwing people on it, they will trigger the bear trap but fall right away instead of playing the reaction and then falling.

[Bug Fix] Fixed an issue that caused the “Bear Trap” feat Stamina Damage to be delayed.

Developer’s comment: The way the Bear Trap's reaction was setup created many issues like for example, blocking characters in mid air when a bear trap was placed on a ledge.

This new setup retains a bit of velocity for 200ms so it means that you won't be stopped right away when triggering a bear trap. Therefore, in the case of a ledge, you will fall instead of playing the bear trap reaction.

This also means that some players will be able to disable the bear trap if they have enough velocity and do not go directly in the middle of the bear trap trigger.

Known moves that can trigger the bear trap without being caught in it are the Shinobi's sprint and the Shugoki's “Sharge of the Oni”.

Players will also be able to do this using a speed boost.

[Bug Fix] Fixed an issue that caused the traps that drains stamina to deplete stamina while in revenge. Now, instead of draining “All Stamina”, the traps do 200 Stamina Damage. Affected Feats: “Bear Trap”, “Stun Trap”, “Nail Bomb”, “Fiat Lux” and “Kiai”.

Developer’s comment: This changes the behavior when a Stun Feat affects somebody while in Revenge Mode or using a Feat like “Centurion's March”. The previous method was bypassing the Unlimited Stamina State, this new method will not.

[Bug Fix] Fixed an issue that caused the “Nukebuki” Feat to regenerate Stamina when hitting friendly players.

Developer’s comment: It was possible to use this feat against allies, which was not the intended use.

[Bug Fix] Fixed an issue that caused the “Bloodlust” feat to not trigger after killing an opponent Hero.

[Bug Fix] Fixed an issue that caused the “Auto-Revive” feat to appear to be on cool down when it's not.

[Bug Fix] Fixed an issue that caused the “Heal On Block” feat to flash constantly when out of life.

[Bug Fix] Fixed an issue that caused Feats that use projectiles to consistently miss under certain environmental conditions.

[Bug Fix] Fixed an issue that caused Stun Trap to not affect friendly players.

[Bug Fix] Fixed an issue that caused the Conqueror’s “Fiat Lux” and “Pugno Mortis” to not reorient the character after throwing those feat while facing away from the camera.

MAPS

General

[Bug Fix] Fixed an issue that caused some inconsistency when trying to Lock on a opponent below while using the Zipline.

Santuary Bridge

[Bug Fix] Fixed an issue that caused the camera to not focus on the Spike Trap when the player takes control of a specific Lever in the Sanctuary Bridge map.

TRIBUTE

[Bug Fix] Fixed an issue that caused some Special Moves to interrupt and make the Tribute drop from an ally. The affect move: Conqueror's "Charging Shield Crush", Highlander's "Fomorian Kick" and Valkyrie’s "Shield Tackle"

[Bug Fix] Fixed an issue that caused the visual effect to not trigger when a Tribute is stolen.

[Bug Fix] Fixed an issue that caused some visual effects to be invisible for players who joined a match already in progress.

[Bug Fix] Fixed an issue that caused the camera to shortly focus on the wrong spawn point while the player respawns.

DUEL AND BRAWL

[Bug Fix] Fixed an issue that caused the scoreboard to wrongly display a “Tie” result in duel and brawl if the match is won by only 1 point.

REALISTIC DOMINION

[Bug Fix] Fixed an issue that caused the Execution penalty to be added to the respawn timer even if the player was not executed.

DUEL TOURNAMENT

[Bug Fix] Fixed an issue that caused the players to be unable to rejoin a Tournament game if he loses connection.

[Bug Fix] The Tournament flow now shows the rewards only once the user interface is ready so we will not see "No Loot Found" after rejoining because the loot has already been claimed behind the scenes.

USER INTERFACE

[Bug Fix] Fixed an issue that caused the players to be unable to see what Heroes their teammates have selected during the character selection phase.

[Bug Fix] Fixed an issue that caused the Loadout selection arrows to be missing on the Hero selection screen.

[Bug Fix] Fixed an issue that caused Player’s to remains stuck on the “Report Player” background window if the group leader cancels matchmaking.

[Bug Fix] Fixed an issue that caused the "Report Player pop-up" to remains displayed during gameplay and stuck if opened during the Hero selection screen or on pre-faceoff screen.

[Bug Fix] Fixed an issue that caused the wrong “Push” icon to be displayed in the Move Sets screen.

[Bug Fix] Fixed an issue that caused the message "Game Found Missing Players()" to be displayed to all group members in a party if any of the clients in that party leaves the group.

[Bug Fix] Fixed an issue that caused the message "Game Found Missing Players()" to be displayed to some party non-leaders.

[Bug Fix] Fixed an issue that caused a group members to become stuck in the menu if accessing a subpage of the main menu before the leader starts matchmaking, then cancels it.

[Bug Fix] Fixed an issue that caused the “Deploy War Assets” button to be inaccessible if the player invokes Main Menu button from Tournament lobby.

[Bug Fix] Fixed an issue that caused the Reputation level to not be displayed on the Hero Selection screen.

[Bug Fix] Fixed an issue that caused a recently unlocked Hero to appear as locked when backing out of the customization screen too quickly.

CUSTOMIZATION

[Bug Fix] Fixed an issue that caused the “I AM WAR” emote for the Peacekeeper to be missing the sword.

[Bug Fix] Fixed an issue that caused some color swatches to be set as neutral only even if they were in the defender or attacker's color. With this fix, we corrected the situation giving some of them the ability to be equip as attacker or defender as well.

[Bug Fix] Fixed an issue that caused the Peacekeeper’s daggers to sometimes be inverted in game.

[Bug Fix] Fixed an issue that caused the Orochi Zengo Helm to be missing details on the female version.

[Bug Fix] Fixed an issue that caused the Symbol “Apollyon 4” to be named “Apollyon 5”.

[Bug Fix] Fixed an issue that caused the Gladiator’s shield to not follow the camera during “Sweep Sweep” emote.

[Bug Fix] Fixed the inverted execution names of the Gladiator’s “Stop Squirming” and “Fighting Dirty”.

[Bug Fix] Fixed the inverted execution names of the Kensei’s “Quick Kill” and “No Look Kill”.

[Bug Fix] Fixed an issue that caused elements to be missing from the “Age of Wolves” Battle outfit for some Heroes.

[Bug Fix] Fixed that caused many Reputation outfits elements to remain locked even after reaching the required Reputation level.

[Bug Fix] Fixed an issue that caused Heroes to sometimes remain stuck while spamming the “Snowball” emote.

[Bug Fix] Fixed an issue that caused 3 Symbols to be missing for the Halloween and Winter Mythic Outfits.

SOUND

[Bug Fix] Fixed an issue that caused “The Forge” map introduction sound to be too loud.

[Bug Fix] Fixed an issue that caused various executions to have the wrong voice line or sound effect.

[Bug Fix] Fixed an issue that cause the audio lines of various Heroes to cut off before the end of the animations.

[Bug Fix] Fixed an issue that caused the Shaman’s “Missing the Mark” and “Spin Doctor” to be unsynchronized.

[Bug Fix] Fixed an issue that caused the Shugoki’s “Demon Embrace” move to plays the “Charged Heavy” sound.

[Bug Fix] Fixed an issue that caused the “Face Off” music to sometimes not play.

[Bug Fix] Fixed an issue that caused the Background music to stop playing if game is kept idle on Main Menu.

[Bug Fix] Fixed an issue that caused the Gladiator “Maximum Carnage” sound to be unsynchronized.

[Bug Fix] Fixed an issue that caused the “Salt Emote” to be missing sound for the Lawbringer, the Valkyrie, the Raider, the Berserker and the Orochi.

[Bug Fix] Fixed an issue that caused the “Cherry Blossom” sound to play continuously.

[Bug Fix] Fixed an issue that caused the “Down the Hatch” emote to be missing sounds

[Bug Fix] Fixed an issue that caused the Emote & Execution sound effect for “Eternal Damnation”, “Bog Witch” & “Soul Eater” to be missing in the Barracks after accessing the Hero menu on Ready screen.

[Bug Fix] Fixed an issue that caused the music to be missing from the all the loading screens during the Story Mode.

ARTIFICIAL INTELLIGENCE

[Bug Fix] Fixed an issue that caused bot to ooccasionally be unable to move or perform any actions after respawning.

[Bug Fix] Fixed an issue that caused the bots to be unabled to do “Drop Attacks” from Ziplines.

PC

[Bug Fix] Fixed an issue that caused the game process to not shutdown after selecting "Quit to Desktop".

[Bug Fix] Fixed an issue that cause the character to go out of “Full Block” or “Hidden Stance” mode after locking onto another opponent in “Full Block” or “Hidden Stance”.

[Bug Fix] Fixed an issue that caused the switch between mouse/keyboard and controller to not be fluent when using a Ballista.

[Bug Fix] Fixed an issue that caused Highlighting and Clicking with the mouse to not work on 4 th player of opposite team on the Scoreboard.

player of opposite team on the Scoreboard. [Bug Fix] Fixed an issue that caused players to be unable to access Player Profile Card of at least one player using Mouse Click during Group matchmaking.

[Bug Fix] Fixed an issue that caused an Empty World Map to be displayed when the player comes back from Steel Packs menu invoked from Orders Page.

[Bug Fix] Fixed an issues that caused the Frame Rate counter to not be displayed during the benchmark process after playing a Dominion session.

[Bug Fix] Fixed an issue that caused the game to starts on the secondary screen, instead of the main screen, with a random resolution.

[Bug Fix] Fixed an issue that caused the game to opens on the 3 rd monitor while booted on the main monitor.

monitor while booted on the main monitor. [Bug Fix] Fixed an issue that caused the screen to not be switched via the menu after docking the window.

For additional patch notes, visit www.forhonorgame.com/patchnotes