Eternal Return update 0.37.0 is here and it's lookin' good!
My name is Aesop - I'll be your host for tonight's event as we look at all the changes, new additions, and updates to your favorite game. There's some wonderful stuff in this patch, so let us begin. Servers will be down for approximately 4 hours to apply the maintenance – July 21st 18:00 to July 21st 22:00 (PT).
[h3]
[Patch Notes Changes][/h3]
- Alpha's spawn point will be revealed on the minimap at game start.
- Nathapon's normal attacks can not deal critical strikes.
[h3]
[Remaining Bugs][/h3]
- Acceleration Influx Perimeter regenerates after 5 seconds.
[h2]
Quick Look[/h2]

[h2]
Season 2 End & Preseason Start[/h2]
Season 2 is finally ending, and we're kicking off the preseason! We might even make some experimental changes!
Season 3 will begin on August 5th (KST) after 2 weeks of preseason.
Your LP for Season 2 will be finalized once maintenance begins.
All season rewards, including Cadet Sua, will be distributed based on your final Season 2 LP. You will be able to collect rewards on August 5th. (KST)
Your preseason rank will not affect season rewards, but your LP will undergo a soft reset based on your final LP in the preseason when Season 3 starts.
[h2]
New Character - Nathapon[/h2]
*Snap*
That's going in my Lumia collection
Nathapon will cost 9,900 A-Coin for 2 weeks and he will be available in ranked matches starting from Monday, July 26th 11:00 PM (PT).
Slow Shutter(Passive)Nathapon's attack speed is fixed but his Normal Attacks deal 40/80/120(+0.2 per 1% Extra Attack Speed
) Extra Skill Damage.
Combining Surveillance Camera and Branch will create a Trail Camera with Infiltration effects.
Trail Camera: Enters infiltration mode after 3 seconds and is revealed to enemies when they come within 4m.
Amount crafted : 2
Snapshot(Q)Passive: Dealing damage to an enemy applies Picturesque.
Each stack of Picturesque increases Nathapon's damage by 3/4/5/6/7%, up to 3 times.
Enemies lose all stacks of Picturesque when they disappear from Nathapon's vision
Duration: 6s
Nathapon snaps a photograph at the targeted area, dealing 70/90/110/130/150(+Attack Power 40%) damage
.Enemies with 3 stacks of Picturesque are slowed by 99%, decaying over 0.3 seconds.
Range: 8m
Skill area: Rectangular 2m - 1.5m
Cooldown: 5/4.5/4/3.5/3s
SP Cost: 70
Time-Lapse(W)Nathapon takes a Timelapse in the targeted area, dealing 70/90/110/130/150(+Attack Power 40%) damage per second to enemies and slowing them by 30%.
The final photograph deals 60/80/100/120/140(+Attack Power 80%)
extra damage and roots subjects in frame for 2 seconds.
Range: 6m
Skill area: Rectangular 3m - 4m
Cooldown : 20/18.5/17/15.5/14s
SP Cost: 100
Panorama(E)Nathapon takes a photo with his telephoto lens in the targeted direction. Photographed enemies take 10/30/50/70/90(+Attack Power 30%) damage and are slowed by 50% for 1 seconds.
If the photo captures an enemy, it will leave a mark. After 1.5 seconds, Nathapon's next normal attack within 3.5 seconds will deal 10/30/50/70/90(+Attack Power 30%) additional skill damage to the enemy and knocks them back to the mark.
Nathapon's Attack Range is increased up to 10m and extra damage from Slow Shutter is applied to the enemy marked by Panorama.
The mark disappears when the enemy is knocked back or moves more than 8m away from the mark.
Range : 8m
Projectile Width : 1.2m
Cooldown: 24/23/22/21/20s
SP Cost: 50/60/70/80/90
F-Stop(R)Nathapon snaps a photo of everything in the targeted area after channeling for 1 second.
All photographed units are put into stasis for 2.5 seconds and are unable to perform any action.
Photographed enemies gain 3 stacks of Picturesque.
Range : 10m
Effect Radius : Circular 3m
Cooldown : 180/120/60s
SP Cost : 120/110/100
Camera Weapon Skill - Flash(D)The camera flashes in the targeted direction, dealing 80/160(+Attack Power 50%/100%) damage.Enemies facing you take 100/200 additional damage and are blinded for 1.5 seconds.
Radius: Cone shape 4m
Cooldown : 30s
Camera
Attack Range : 5.1m
Nathapon - Camera base attack speed (0.66 per second)
Skill amplification 3.3%, Cooldown reduction 0.5% per Mastery level
[h2]
New Skin & Emotes[/h2]
Midnight Breeze Silvia will be available for purchase!
Arbiter Chiara will be available for purchase July 27th! (KST)
Emma emotes will be available for purchase!




[h2]
System[/h2]
[h3]Alpha & Omega[/h3]
Two new objectives are infiltrating Lumia Island.
Created as a result of Aglaia's Geppetto Project, Alpha & Omega are androids artificially brought to life through the infusion of Vital Force (VF). They still tend to be a bit… unstable and incomplete at the moment.
The androids drop Mithril & Force Core, making them important objectives to fight over.
-
Alpha
Spawns 340s after Game Start (Day 2 Morning)
Randomly spawns in either Uptown or Alley (Location is announced 1 minute before spawn)
Skill: Ark Blade
Swings blades in a semicircle dealing damage and knocking back enemies. Being knocked into walls stuns enemies.
Drops Mithril, Recon Drone, and 1 Rare or Uncommon material (Excluding Moonstone).
-
Omega
Spawns 640s after Game Start (Day 3 Morning)
Spawns in either Uptown or Alley, depending on where Alpha did not spawn.
Skill: Ark Blade
Skill: System Overload (Passive)
Takes more damage when hit with a skill. (Cooldown 8s)
Mechanism to decrease difference in objective-farming ability between characters
Skill: VF Pulse
After channeling, releases a surge of VF and knocks enemies into the air, dealing damage.
Enemies hit lose 30% Attack Power for 5s
Drops Force Core, EMP Drone, and 1 Rare or Uncommon material (Excluding Moonstone).

[h3]Acceleration Influx Perimeter[/h3]
All borders between areas now have a Acceleration Influx Perimeter.
Acceleration Influx Perimeters now work as a way to evade early-game chasers and reduces travel time between areas without hyperloops.
Passing through an Acceleration Influx Perimeter will cause it to disappear and increase the movement speed of the subject by 30% for 2s.
The movement speed increase buff will disappear with any action besides moving.
Acceleration Influx Perimeters will reappear after 7s.

[h3]Major Objective Placements & Extended Map Indicators[/h3]
Spawn timers for major objectives have been changed.

The changes can be seen as the following:
Day 1 length increased (160s → 180s)
Initial Bat spawns have been pushed back by 20s.
2 Trees of Life will spawn on Day 1 Night. (Hotel → Hotel, Cemetery)
Tree of Life will no longer spawn on Day 2 Morning.
2 Trees of Life will spawn on Day 2 Night. (Cemetery → Forest, Hospital) (A new Tree of Life has been added to Hospital)
Alpha & Omega have been added. (Alpha - Day 2 Morning, Omega - Day 3 Morning. See above for more info)
There are more Meteorites and they will spawn more frequently.
A total of 4 will spawn. One will spawn every day/night cycle change starting from Day 1 Night.
The 3rd & 4th Meteorites spawn 20/40s later than the cycle change due to complications in the code. This will fixed in a future patch.
Wickeline spawn: (Day 3 Morning → Day 3 Night)
Wickeline no longer drops Force Core.
Wickeline, Alpha, Omega, Tree of Life, Meteorites will be displayed on the Map (M).
If Wickeline or Alpha & Omega are alive, they will be displayed on the map.
Tree of Life and Meteorites will show up on the map if they are collectable.
These features will be implemented in the Match Status / Scoreboard (Tab) map in the future.
[h3]Vision Improvements[/h3]
Vision and Fog of War have been improved more accurately all over the map.
Vision will now be much clearer than before. Objects such as high walls and trees will now block vision accurately.
The decrease of load on vision should also help improve optimization.
With the increased ability to actively block vision, we're hoping to see more play-making by using vision creatively.
Example 1: Vision behind the tree is now concealed.
Example 2: No longer granted vision of Pond Bear Plateau when beneath it.

[h3]HP Bar Color for Team Modes[/h3]
Check if the enemy is alone at a glance.This will be on by default but can be turned off in the settings. Turning the feature off will only differentiate HP bars between your allies and enemies, like before.
[h3]Hyperloop After-Use Effects[/h3]
Hyperloops are inherently dangerous, but getting absolutely instantly exploded isn't a great feeling. This should make them safer but shouldn't make them overly advantageous.
After Hyperlooping, the hyperlooper is untargetable and negates all damage for 1s.
After Hyperlooping, the hyperlooper is unable to use any normal attacks, skills, or items and is slowed by 30% for 1.5s.

[h3]Gameplay Main Improvements[/h3]
Critical Strike Damage: 175% → 165%
Vision Range at night: 60% → 70%
Item Skills have been changed to be Unique Passives.
Equipping multiple items with the same Unique Passive will result in only one of the effects being active.
If the effect is the same, the option with the superior stats will have higher priority.
Equipping an item with Attack Range +1.25 while wielding another item with Attack Range +1 will result in only the Attack Range +1.25 stat being applied.
Rest Recovery & Recovery Intervals
Recovery intervals while resting is now shorter and the healing efficiency is increased.
Recovery Interval: 1s → 0.4s
HP Recovery per tick : 20 + Level + Max HP 2% → 10 + Level - 0.5 + Max HP 1%
SP Recovery per tick : 15 + Level - 0.5 + Max SP 2% → 8 + Level
- 0.3 + Max SP 1%
QoL Improvements
Displays the item currently being crafted in Fast Crafting to reduce accidental crafting.
Improved visibility items in inventory.
Unusable items such as ingredients, unequippable weapons, etc will not display an item slot number.
Slots will darken when the item is unable to be used.
[h2]
Character[/h2]
Nicky
Nicky's overall gameplay should now feel smoother. Using Pure Rage Uppercut!! now allows for better skill queueing. RQDQ!
A-Coin Cost reduced
Base Defense 20 → 24
Base SP Regen 2.4 → 2
SP Regen per Level 0.1 → 0.06
Guard & Reverse(W)
Damage 20/40/60/80/100(+Attack Power 20%) → 50/75/100/125/150(+Attack Power 25%)
Cooldown 20/18/16/14/12s → 16/14/12/10/8s
Cooldown Reduction on hit 50% → 30%
Can queue skill during Slugfest (Q) dash
Knockout Punch (E)
Can now be queued while using Pure Rage Uppercut!!(R)
Fury Jab!! (Enhanced E)
Damage 90/165/240/315/390(+Attack Power 40%) → 100/160/220/280/340(+Attack Power 40%)
Pure Rage Uppercut!!(R)
Target Damage 150/250/350(+Attack Power 70%) → 200/300/400(+Attack Power 70%)
Damage for enemies in Path 75/125/175(+Attack Power 35%) → 100/150/200(+Attack Power 35%)
Delay after hit is slightly decreased.
Lenox
Base Attack Speed 0.12 → 0.14
SP per Level 16 → 19
Leon
Maintaining the utility of the skill but slightly toning down the burst.
Cannonball(W)
Damage 10/15/20/25/30(+Attack Power 30%) → 10/15/20/25/30(+Attack Power 20%)
Rozzi
Rozzi was dying very easily in the late game as of recent.
Luke
Neat 'n Tidy (P)
Slaying Alpha or Omega grants 5 stacks of Tidy.
Li Dailin
Dailin was a bit too agile.
Spirited Kick (Q)
Cooldown 12/11.5/11/10.5/10s → 13/12.5/12/11.5/11s
Rio
Stacking a lot of defense was proving to be a challenge for Rio to overcome.
Hassetsu (P)
Base Defense Reduction 5/7.5/10% → 5/10/15%
Magnus
Heavy Strike knocked enemies back a little bit further than it seemed. This will bring it more in line with the animation and perception of him and enemies hit.
Barbara
Maxing Magnetic Cyclone / Particle Storm was a bit too effective.
Magnetic Cyclone (E)
Stun Duration 0.75s → 0.6s
Shield gain based on dealt damage 30% → 20%
Isol
Guerilla Warfare (P)
Trap Setup Time Reduction 0.3/0.4/0.5s → 0.1/0.25/0.4s
Alex
Giving Alex pros a little bit of a reward for playing him well.
Base Movement Speed 3.15 → 3.1
(NEW) +15% Attack Speed when maintaining both 2 stacks of Incursion(Melee Q) & Gauss Rifle(Ranged Q)
William
The Fireballer relies on baseballs for mobility. This should give him some more utility.
Base HP Regen 0.6 → 0.9
Balls for Signature Fireball (R) will be more widely spread out.
Hyunwoo
This should help Hyunwoo's survivability when brawling, allowing him to proc Dogfight more often.
Base Attack Speed 0.12 → 0.14
[h3]
To be continued in Part 2[/h3]