BLACK STIGMA Update 1.2.8 – Oct 30
[p][/p][h3]- Maintenance Schedule -[/h3][p]■ Smile Sim: Adjusted the knockdown distance of the Shield Bash (Q) skill from 7m → 6m (movement distance adjusted to allow linkage with Heavy Smash (E)).[/p][p]■ Adjusted so that no delay occurs when using Roll or Dodge (Shift) skills and transitioning into movement.[/p][p] ㆍ Affected Characters: Nano, Kaira, Hand, Crush, Twin, Grasper[/p][p][/p][h3]\[Optimization][/h3][p]■ Optimized graphic resources for certain characters[/p][p][/p][h3]\[Bug Fixes][/h3][p]■ Fixed an issue where players crouching behind low cover could still be hit by skills used from outside the cover.[/p][p]■ Fixed an issue in Versus Mode where the “Stock Increase” effect disappeared after death when purchased in the Battle Shop.[/p][p]■ Fixed an issue where the reset timer in the Lobby > Mission Info window did not update immediately after switching tabs.[/p][p]■ Fixed an issue where Parabellum’s face was not displayed properly when aiming at close range while wearing the \[Old Brown] costume.[/p][p]■ Fixed an issue where part of Zero’s tie was not displayed correctly in the introduction video when wearing the \[Master Black] costume.[/p][p]■ Fixed an issue where Smile Sim’s “Shield” and Crush’s “Gear” did not take damage when hit by Hollowpoint’s “Electronic Needle(E)”[/p][p]■ Fixed an issue where leaving the area of One’s “Poison Gas” or Hand’s “White Phosphorus Grenade” caused continuous damage ticks even after being safe behind cover.[/p][p]■ Fixed an issue where firearm firing positions remained the same regardless of whether a Compensator or Suppressor was equipped.[/p][hr][/hr][p][/p][p]Thank you.[/p][p]BLACK STIGMA Team[/p]
- [p]OCT 30 (Thu) 07:00 ~ 08:30 UTC[/p]
[p]Type[/p]
[p]Combat Situation[/p]
[p]Changes[/p]
[p]Unchanged Elements[/p]
[p]Notes[/p]
[p]When attacking an enemy who is under a Duo Action[/p]
[p]When A is grabbing (or restraining) B, and a third party C attacks the restrained B[/p]
[p]11. When C attacks, only damage is applied without animation.[/p][p]- HP decreases without a hit reaction motion.[/p][p]- Skills with connected actions (combo-type skills) will not apply follow-up hits.[/p][p]- Example: Grasper’s Body Throw (E) → only the first hit is applied, subsequent hits are not applied.[/p][p]2. The kill count is attributed to the player who initiated the Duo Action (A).[/p][p]- This attribution remains for 2 seconds after the Duo Action ends.[/p]
[p]- Thrown weapon damage is applied (Axe, Knife, Bow, Bomb)[/p][p]- Firearm damage is applied[/p]
[p]Previously applied only to certain characters (e.g., Ten / Paper) → Now expanded to all characters[/p]
[p]When attacking an enemy performing a Duo Action[/p]
[p]When A is holding B, and a third party C attacks A who is holding B[/p]
[p]1. C’s attack skills function normally (animation and damage are applied).[/p][p]- Action skills with connected sequences are also applied.[/p][p]- In this case, the target (B) who was under the Duo Action will be released by the skill effect.[/p]
[p]- Thrown weapon damage is applied (Axe, Knife, Bow, Bomb)[/p][p]- Firearm damage is applied[/p][p]- Kill count rules remain the same[/p]
[p]Previously applied only to certain characters (e.g., Ten / Paper) → Now expanded to all characters[/p]