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Patch Notes 2.481 – For Honor



[h2]IMPROVEMENT[/h2] [h3]FIGHTERS[/h3] Front Dodge Bash changes

In the previous patch, we've sped up our 500ms front dodge bashes to be 433ms. This introduced an unfortunate interaction where these attacks could reliably be dodged on a single timing. We've made the following changes to ensure there is no singular dodge timing to beat these attacks:
  1. All 433ms Front Dodge Bashes now lose tracking 100ms later during the attack against dodging opponents
  2. The following heroes have their Front Dodge recovery lowered by 100ms:
  • Conqueror
  • Jormungandr
  • Zhanhu

Additional changes
  • Medjay's Throne Room Tackle can now be performed starting at 300ms during their Front Dodge, up from 100ms
  • Tiandi's Palm Strike can now be performed starting at 366ms during their Front Dodge, up from 300ms
Dev comments: The changes to the way Front Dodge Bashes track opponents makes it to that delayed Front Dodge Bashes will now properly connect against early dodges. This should return to the type of play we had before the changes, where the intent was that opponents had to read between dodging early or late; due to how the changes were implemented, there was an issue where a single dodge timing could beat buffered bashes, delayed bashes and dodge to guardbreak; with these new timings, this type of situation should no longer happen.

To ensure this is also fixed on Conqueror, Jormungandr and Zhanhu, we've also lowered their recovery from Front Dodge so they can Guardbreak earlier and catch the outlier dodges that can effectively dodge both the buffered and delayed bashes.

Finally, we've also applied a change to Medjay and Tiandi; Medjay's Throne Room Tackle was too oppressive at their new timings, while Tiandi's new timings meant that players had one less option to beat Tiandi when the hero performed a dodge cancel from Light attacks into Palm Strike. With this new change, players should be able to trade with Palm Strike by using a Light Attack.


Hitokiri

  • Meikai Rift (Light Finishers) no longer have Uninterruptible Stance.
  • Hitokiri now gains Uninterruptible Stance at 100ms when performing Endless Myriad, down from starting at 300ms
*Dev comment: Hitokiri used to have Uninterruptible Stance on Meikai Rift to be used as an early trading tool, but this proved to be awkward as the hero needed to end their chain and pressure to trade with opponents. As the hero's identity is to be a relentless attacker and have strong mixups, we've adjusted the position of the Uninterruptible Stance so Hitokiri is able to use their chained Heavies more effectively in outnumbered situations and be more difficult to peel.*
  • Chain Link Timing changes from Opener Light attack to Rei Kick / Rei Sweep
  • On Hit and On Block, chain link timing now starts at 333ms, up from 200ms
  • On Miss, chain link timing now starts at 233ms, up from 100ms
*Dev comment: With Hitokiri's chained Heavy attacks getting better Uninterruptible Stance timings, we changed this chain link timing to give opponents more options after the hero's Light Openers; they can now interrupt Rei Kick with a Light attack on a successful read.*

  • Adjusted the Weapon Trajectories for all Heavy Attacks to have better range
*Dev comment: One of our goals for Hitokiri is to ensure players can effectively use the hero's Side Heavy attacks in outnumbered situations, in combination with Uninterruptible Stance. Their current values were underwhelming and made it too difficult to hit external opponents; with these adjustments, they should hit more reliably and give Hitokiri more offense-based defense in group fights.*

WHITE BONUS SPIRIT ARMOR
  • Improved the White Bonus Spirit Armor, adapted the model to better fit Body Type 1 and fixed a few clipping issues
LOCAL TONE MAPPING
  • Added new Local Tone Mapping Display Option
*Dev comments: Instead of using one average exposure value for the frame, we adjust it independently for different parts of the image. It means that we can get back details in very bright or very dark areas, without losing the overall quality.*

It's an option you can enable on other platforms in Quality Mode, and on PC. It's off by default, so you can choose to try it or not.

[h2]BUG FIXES[/h2] [h3]FIGHTERS[/h3] Shugoki
  • [Bug Fix] Fixed an issue that caused the Shugoki to have backward dodge animation on right stance and side dodges (FH-6073)
Nuxia
  • [Bug Fix] Fixed an issue that caused the Nuxia left dodge animation to trigger when on the left guard and performing a back dodge (FH-6160)
Ocelotl
  • [Bug Fix] Fixed an issue that caused the Ocelotl to instant kill an opponent using the ballista with Hunter's Snare (FH-5926)
Orochi
  • [Bug Fix] Fixed an issue that caused the Orochi's side heavy finisher animations to not be in sync with his sword (FH-3118)
UI
  • [Bug Fix] Fixed an issue that caused the Event and Hidden Gears to appear as not obtained and locked when equipped (FH-5759)
SOUND
  • [Bug Fix] Fixed an issue that caused the Jiang Jun to play Sifu's Swirl voice line on Sifu's Poise stance (FH-5921)
CUSTOMIZATION
  • [Bug Fix] Fixed an issue that caused the Zhanhu "Songshen" Arms to have "Wei Ling" visual on right arm on Alternate Body Type (FH-6104)
  • [Bug Fix] Fixed an issue that caused the Medjay's ornaments are misplaced on left arm (FH-6072/FH-6118)
  • [Bug Fix] Fixed an issue that caused the Conqueror "Dark Pellinor" shield to not apply Paint Patterns properly (FH-6027)
  • [Bug Fix] Fixed an issue that caused the "Zealous Zhu Que" effect to be delayed on idle emote (FH-5900)
  • [Bug Fix] Fixed an issue that caused the Peacekeeper shoulder pauldrons to be missing from Arms sets" Sapiencia" and "Horkos" during preview
  • [Bug Fix] Fixed an issue that caused the Kyoshin scabbard to be offset during neutral dodges (FH-4709)

Warrior's Den Recap - November 30th



Welcome back to the holiday season of For Honor! This article will highlight all the good content coming your way in Year 7 Season 4 and recap everything that took place in the Warrior's Den.

--

For more details we suggest checking out the VOD for Y7S4 TU1 Warrior's Den Livestream.



Y7S4 Roadmap

Here is everything you can expect this upcoming season. We've got a new Battle Pass and Battle Bundle landing on December 7th, which is the start of our new season: Treason. We also have an event going on titled Frost Wind Betrayal, which will run from December 7th - December 28th, featuring the return of the Limited-Time Event Gamemode, Ice Brawlers! A free event pass will also be included where you will be able to earn the following items:
  • Battle Outfit: Snowy Betrayal
  • Ornament: Tusks of Betrayal
  • Mood Effect: Betrayal Aftermath

Of course, we have our new, incredible Highlander Hero Skin, Oathbreaker Maddox, available starting on December 7th for 25,000 Steel. Testing Grounds will re-open on December 14th, focusing on three hero changes, and will run until December 24th.

The Hero Fests for Y7S4 TU1 will be as follows:

  • Highlander (Jan 4th - 11th)
  • Warlord (Jan 11th-18th)
  • Warmonger (Jan 25th - Feb 1st)

To wrap things up, we've got some Throwback Events coming up as well:

  • Realistic Elimination (Dec 28th - Jan 4th)
  • Justice of Pharaohs (Jan 18th - 25th)
  • Oathbreaker Maddox Highlander Hero Skin




The Highlander, Maddox, wears the skin of a sabertoothed tiger to identify himself as what he is: a survivor. Once a warrior without a home, he was welcomed into the village of Moldar by the people as one of their own. There, he found a new family and a place to belong. But when the Order of Horkos attacked, Maddox found himself torn. To prevent the slaughter of his people, he had to do the unthinkable. To survive, he had to break his oath to the Chimera Alliance - and to his family.

Oathbreaker Maddox Hero Skin will cost 25,000 Steel and will be available starting December 7th, along with his short stories that will be available on our website starting December 8th.

Patch Notes & Quality of Life Changes

Along with a few changes to some heroes, we've implemented something known as local tone mapping. The main goal of this is to enhance visibility and provide a better experience overall. During the Warrior's Den, we showcased some before and after footage and the results look great. The tone mapping option is available to pc and next gen consoles.

As far as hero improvements, there's been some changes to dodge bashes and Hitokiri received some changes as well. To hear the Dev Team comments on all the changes coming, we recommend you check out the VOD of the Y7S4 TU1 Warrior's Den.

Testing Grounds

During the Warrior's Den, we had a Testing Grounds segment where we showcased some theoretical changes to Medjay, Peacekeeper and Highlander.

We implemented new moves for Medjay and Peacekeeper:

For the Medjay, we implemented a new move called, "Mid Chain Zone Attack"

For Peacekeeper we implemented a new move called, "Iron Mountain"

For Highlander, our goal was to increase his Offensive Form Side Dodge attacks, as well as adding extra safety to entering Offensive Form.

Testing Grounds will be open from December 14th to the 21st , so please be sure to participate and let us know your thoughts.

If you would like a more detailed breakdown of the Testing Grounds, you can watch a VOD of the segment at Twitch.tv/ForHonorGame or read the Testing Grounds article here.

Tournament Recap

During this segment, we went over the winners of the finals of Into The Fray which took place back in October! Nemesis went undefeated, never dropping a game, and claimed first place. We had well over 300 participating teams and the games were casted by none other than Verbalosity and Norgoz. For full bracket results, visit our Battlefy page. The VOD of the Invitational Finals is also available on our twitch page, here.

We also had Pro-Ams wrap up recently on Nov 19th, which had over 200 individuals participating. Each member of the winning teams were given a Kensei statue while second and third place were given steel codes.

The winning teams for Pro-Ams were:

EU:

1st - RED MOON
2nd - Pasta Vodka
3rd - GibtKeinNamE

NA:

1st - Pro am team :)
2nd - TEAM SHAFT
3rd - i_have_memes is bad

A bragging rights match also took place between "RED MOON" and "Pro am team :)", which was also streamed on our Twitch Page here.

Although the first-place team in NA, "Pro am team :)", was captained by Blitss who won the previous NA Pro-Am Tournament, RED MOON ended up walking away with the victory! Interesting to see some familiar faces winning these tournaments as they continue to solidify themselves as competitive For Honor Legends.

This was a brief recap of what was presented on the Warrior's Den Livestream on Nov 30th! As a reminder, we invite you to check out the more in-depth VOD on our Twitch Page of all content mentioned above. Otherwise, see you on the battlefield on December 7th for our Y7S4: Treason TU1 Launch!

Patch Notes 2.47.1 – FOR HONOR




IMPROVEMENT
[h2]FIGHTERS[/h2] Front Dodge Melee Attacks

We are now integrating the results from a previous Testing Grounds, in which we tested slightly faster speeds on Front Dodge Melee Attack, into the Live game.

The intention of this change is to improve the viability of Front Dodge Melee Attack as an Opener, for all players. Certain Front Dodge Melee Attacks were significantly more reactable for certain parts of the population, so with this change we believe these moves should function successfully as Openers for all heroes who have them.

After analysis of the data received from the Testing Grounds, we have determined that 433ms is the most appropriate speed for Front Dodge Melee Attacks. There was a significant reduction in reaction times from 500ms to 466ms, and another significant reduction from 466ms to 433ms, but 433ms to 400ms saw no change in reaction times. We have therefore adjusted these attacks to all be 433ms.

We are keeping the timing at which you can perform them at 300ms into the Dodge. This should not have any impact on frame advantage and offers a significant input comfort over being able to perform the attacks later in the Dodge.

One exception to the rule is Medjay's Throne Room Tackle, which takes the 433ms attack speed buff, but also keeps its ability to be performed at 100ms after a Front Dodge, as the hero is currently underperforming while in Axe Mode. This buff should give the hero a better chance to open up opponents.

Finally, after investigating further, we have to slow down the Dodge Recovery Cancel timing on hit from Front Dodge Melee Attacks for Orochi and Tiandi so that they can be dodged by the opponent if repeatedly used. This only applies to the attacks on Hit, and has no impact on timings on Miss.

List of changes:

We have normalized the speed and the chain link timings for all non-charged Melee Attacks initiated from a Front Dodge. The following changes were made:
  • All non-charged Front Dodge Melee Attacks are now 433ms
  • Most non-charged Front Dodge Attacks are now performed from 300ms to 500ms


This applies to the following attacks:
  • Ocelotl's Jaguar's Grudge
  • Shaolin's Flying Monkey Variant
  • Jiang Jun's Mighty Kick
  • Tiandi's Palm Strike
  • Shugoki's Headbutt
  • Zhanhu's Subduing Blow
  • Shinobi's Reaper's Dance
  • Kyoshin's Sajin-Arashi
  • Orochi's Dust Devil
  • Warlord's Headbutt
  • Jormungandr's Jotunn Surge
  • Gryphon's Shove
  • Black Prior's Jawbreaker (from Front Dodge only)
  • Gladiator's Sucker Punch
  • Centurion's Legion Kick
  • Lawbringer's Shove
  • Conqueror's Shield Bash

Medjay's Throne Room Tackle received the following changes:

  • Is now 433ms (down from 500ms)
  • Can be performed at 100ms during Front Dodge

Additional changes:
Tiandi
  • Palm Strike Dodge Recovery on Hit: Can now recovery cancel from 333ms (up from 300ms)
Orochi
  • Dust Devil Dodge Recovery on Hit: Can now recovery cancel from 233ms (up from 200ms)
[h2]UI[/h2] Sorting & Filtering
  • Added Sorting and Filtering options in the Barracks that allows players to filter the customization

Inventory can be generally sorted by Alphabetical order or Release Date. Some content such as Gear can be sorted by Recently Looted, and Executions by Durations.

For Filtering, we allow players to select more one than option, and the items will show as long as they are part of one of the filters. Players will be able to filter Battle Pass or Event Pass content, Event Loot, Cross Brand, Sales, etc. Some specific content has their own filters, for example Emotes can be filtered by Paired, Unique or Shared.

[h2]BUG FIXES[/h2]
[h3]FIGHTERS[/h3]
Ocelotl
  • [Bug Fix] Fixed an issue that caused the Ocelotl to start a forward walking animation when exiting lock (FH-5899)
  • [Bug Fix] Fixed an issue that caused the Ocelotl Huntsman's Spirit to sometimes not work properly when entering Breaking (FH-5978)
Kyoshin
[Bug Fix] Fixed an issue that caused the Kyoshin scabbard to be offset during neutral dodges (FH-4709)

MAP
[Bug Fix] Fixed an issue that caused the players to fall through the map when respawning in the Forest Map in Skirmish (FH-5440)

SOUND
[Bug Fix] Fixed an issue that caused the Afeera and Ocelotl sound effect to randomly mute during 4v4 matches (FH-5906)

CUSTOMIZATION
[Bug Fix] Fixed an issue that caused the Kyoshin "Stellar Blaze" outfit to be locked even if the players bought it in the past (FH-6075)

[Bug Fix] Fixed an issue that caused the Shinobi "Sagasu Helm" to have paint patterns, symbols and embossings misaligned (FH-5951)

[Bug Fix] Fixed an issue that caused the Domain of the Wyvern effect (unlocked with Shield of Wyverndale illustrious outfit) to have lower bright eyes (FH-5908)

[Bug Fix] Fixed an issue that caused the Gladiator "Floriferum Chest" to have stretched textures on left legging for Body Type 2 (FH-5845)

[Bug Fix] Fixed an issue that caused the Warden and Warmonger sheathing animations to be glitching with any shared execution (FH-5188)

Warrior’s Den Recap – October 19th

It's Halloween in Heathmoor! In our Halloween Edition of the Y7S3 TU2 Warrior's Den livestream, we went over the spooky new content coming to For Honor in the upcoming title update on October 26th. In case you missed it, or want to refresh your memory, this recap article has you covered.

For more details we suggest checking out the VOD of our Halloween Edition Y7S3 TU2 Warrior's Den Livestream.



Theater of Bones - A Limited Time For Honor Halloween Event

The rules of the Ghost Festival were broken by poor warriors. Now the malevolent White Bone Spirit has risen from the lower realm to snare their souls. In twisted celebration, the ghastly creature is hosting a theatrical performance where the trapped warriors are forced to take part in the story. Warriors will have to face the White Bone Spirit's illusions, as she prepares to feed on their very souls. But the arrival of a surprise guest may change the fate of all...

From October 26th to November 16th, warriors can take part in a limited time unique Halloween PVE game mode event "Theater of Bones". Players will fight alongside Monkey King Wukong to defeat the menacing White Bone Spirit and save her captives. Also available during this period will be a free event pass filled with treats to be unlocked.

[previewyoutube][/previewyoutube]

Monkey King Wukong Shaolin Hero Skin



For Honor Y7S3’s hero skin drastically transforms Shaolin’s silhouette and design to embody a hero of legend, the Sun Wukong, made famous by the epic “A Journey to the West”.

Sun Wukong was a hero of legend known as the Monkey King. Eons ago, he stole the peaches of immortality from the gods and crashed down from heaven. Intending to share the fruits’ power with his fellow monkeys, Wukong was punished for his crimes. After spending centuries imprisoned in a mountain, he has now been freed. Devoted to protecting the people who can’t fend for themselves, the Monkey King has followed the trail of a terrible evil to Heathmoor.

Y7S3 TU2 Armor Variations



This season players can expect new armor variations for the Knights and Samurai factions. Also releasing this season are Sets 5 A&B for Highlander.



Patch Notes

For those of you dreaming of a "Barracks Sorting Filter", our latest title update on October 26th will be a treat for you. For more information on changes coming to For Honor, please check back on October 26th for the patch notes. For Dev Team comments on all the changes coming, we recommend you check out the VOD of the Y7S3 TU2 Warrior's Dev Livestream.

This was a brief overview of everything presented in our latest Warrior's Dev. If you are excited about For Honor's limited time Halloween event and want all the details, we encourage you to check out the VOD on our Twitch channel. Our Halloween event will begin next week on October 26th and last until November 16th. Looking forward to seeing you all on the battlefield!

Patch Notes 2.46.0

IMPROVEMENT
FIGHTERS


Reflex Guard Removal

  • Reflex Guard has been removed from all Assassin heroes as well as Shaolin.
  • Heroes that had Reflex Guard now have Static Guard


Dev comment: Reflex Guard's time has come to an end. It has been in the game since launch, and over time its presumed advantage (of attempting to hide the guard stance) became more and more outweighed by its disadvantages (failing to block attacks). So with this change, all Reflex Guard heroes now have the same Static Guard as regular heroes: so Assassins (and Shaolin) no longer have to refresh their guard between hits, and no longer have to worry about their guard disappearing for a small period of time when it expires. Note that these heroes keep everything else, including Deflects, and so this is purely a buff to every old Reflex Guard hero.

Lawbringer Revamp Integration

We're integrating the Lawbringer revamp with some significant changes to what was played in both rounds of Testing Grounds for the hero. We've opted for a middle ground - some changes were appreciated, while others were not, and so we've decided to address the more problematic issues with the hero while keeping some of more loved kit intact.

Some of the more significant changes to the hero are the following:
  • Impaling Riposte is now only guaranteed after Light Parries (as its damage potential was too high off Heavy Parries)
  • Swift Justice can now be accessed after Heavy Openers (to shortcut to Finishers)
  • Chained Heavy Attacks now have Uninterruptible Stance (to let Lawbringer use offensive tools in group fights more effectively)


Note that the changes listed here are what changed from the old Live version of Lawbringer compared to the new version of Lawbringer; if a change is not listed here, it means the move has not changed, even if we had tested changes in the Testing Grounds.

Stamina Drain, Stamina Pause, Stun
  • All instances of Stamina Drain, Stamina Regeneration Pause and Stun have been removed from Lawbringer's moves.
Shove
  • Front Dodge Shove's miss recovery now regains guard in the last 100ms of the recovery
  • Chain Shove's miss recovery now regains guard in the last 100ms of the recovery
Heavy Openers
  • Now deal 20 damage (down from 24)
  • Now chains to a guaranteed Swift Justice on hit when performed in the same stance
  • Top Heavy Opener recovery changes
  1. Hit and Block Recovery is now 800ms (down from 900ms)
  2. Miss recovery is now 800ms (down from 1000ms)
  • Side Heavy Openers recovery changes
  1. Hit and Block Recovery is now 800ms (down from 1000ms)
  2. Miss Recovery is now 800ms (down from 1100ms)


Heavy Chained Attacks
  • Now deal 26 damage (down from 27 on sides and 28 on top)
  • Now gain Uninterruptible Stance at 100ms
  • Chained Top Heavy is now 800ms (down from 900ms)
  • Recoveries are now 800ms on Hit, Block and Miss
Heavy Chain Finishers
  • Now deals 28 damage (down from 30 on sides and 32 on top)
  • Top Heavy Finisher is now 966ms (down from 1100ms)
  • Top Heavy Finisher can now be soft feinted into Guardbreak
  • Top Heavy Finisher now moves forward 1.25m more during the attack
  • Miss recoveries are now 900ms (down from 1100ms)
Swift Justice
  • Now accessible after a Heavy Opener hit as well as a Top Heavy Finisher hit
  • Now counts as the 2nd hit in chain and chains to Finishers
  • Attack is now 200ms and deals 4 damage
Parry Followups
  • Blind Justice and Impaling Riposte can now be performed from 600ms to 700ms after a Parry (down from 500ms to 666ms)
  • Blind Justice now deals 25 damage (down from 32)
  • Blind Justice now initiates chains and chains to Swift Justice on hit
  • Light Riposte is now 300ms (up from 200ms)
  • Light Riposte now counts as the 2nd attack in chain and chains to Finishers
  • Impaling Riposte is now 1100ms (up from 800ms)
  • Make Way now costs 30 stamina (down from 60)
  • Make Way now initiates chains
Long Arm
  • Can no longer be performed from Guardbreak
  • Now pins for 1333ms (up from 1200ms)
  • Chain link timing to Heavy Openers is now 1200ms for Top and 1300ms for Sides (down from 1600ms for both)
Zone Attack
  • Now costs 30 stamina (down from 60)
  • Now initiates chains
  • Miss recovery is now 600ms (down from 300ms)
Quality of Life changes
  • Front Dodge now lasts 900ms (down from 1000ms)
  • Chain link timing to Heavy Finishers is now 100ms to 300ms (down from 200ms to 300ms)
  • Side Light Finisher attack trajectories adjusted to better match weapon visuals
  • Back Throw distance is reduced by 1.25m
Medjay
  • All Staff Mode Chained Heavy Attacks now deal 28 damage (down from 30 on sides and 32 on top)
  • All Staff Mode Finisher Heavy Attacks now deal 30 damage (down from 32 on sides and 34 on top)
  • Adjusted attack trajectories to better match weapon visuals for the following attacks:
  1. All Staff Mode Light and Heavy Attacks
  2. Staff Mode Zone Attack


Dev comment: Medjay's Staff mode was overperforming in a lot of instances; the damage was too high, and the attack trajectories for a lot of their attacks did not match the weapon visuals, which caused situations where strikes would hit external opponents when the weapons were not colliding. This should now be fixed, and there should be a visual consistency with the weapon visuals and their collision timings. We've also adjusted the size of the trajectories - in most cases these are now slightly smaller, again to match the weapon visuals better. We've also lowered damage so it is more in line with other attacks.

Orochi
  • Storm Rush changes
  1. No longer pins opponents that are in states where they can't normally be pinned
  2. Hit reactions no longer allow the opponent to be pinned from other players
  3. No longer chains to guaranteed Double Top and Side lights (see Dev Comment below)
  4. Now deals 20 damage (up from 16) (see Dev Comment below)
Dev comment: Orochi's Storm Rush has problematic properties and enabled ganks that should not be possible. Specifically, it would both pin opponents that were in unpinnable states, its pins could also be pinned from other players, and the guaranteed lights after the pins put the opponent in a pinnable state, like every other normal attack in the game. We've made several changes to address these issues, but to compensate the fact that Storm Rush now effectively deals less damage due to the removal of guaranteed lights, we've buffed its damage output so it deals the same amount overall. Hitokiri
  • Zone Attack stamina cost now 20 (down from 60)
Dev comment: Hitokiri's Zone Attack still had an inflated stamina cost; we've reduced it to better match the costs of other zone attacks.

Pirate
  • Heavy Finishers now deal 24 damage (up from 22 damage)
  • Guaranteed Pistol Blast now recovers 100ms earlier and pins for an extra 33ms
  • Non-guaranteed Pistol Blast now recovers 33ms faster
  • Cavalier Dance changes

o Attack is now 700ms (down from 800ms)
o Uninterruptible Stance now starts at 433ms (down from 500ms)
  1. Grand Cavalier is now 533ms (down from 600ms)
Dev comment:* Pirate has been underperforming after a series of nerfs made to the hero in the past. We're readjusting the hero to raise her efficiency in fights, increasing damage from her Heavy Finishers slightly, speeding up her dodge attacks and adjusting the frame advantage of her Pistol Blasts so Pirate has one frame of frame advantage upon returning to neutral.*

BUG FIXES
FIGHTERS
Black Prior


  • [Bug Fix] Fixed an issue that caused the Black Prior camera to shake when performing Dodge Attack into Bulwark Stance (FH-5504)
Ocelotl
  • [Bug Fix] Fixed an issue that caused the Ocelotl Skull Smash to not feed the proper Revenge score
  • [Bug Fix] Fixed an issue that caused the Ocelotl Gained blessings visual effects to be visible while dead
  • [Bug Fix] Fixed an issue that caused the Ocelotl to not be able to cancel the Combat emotes into prowl stances.
CUSTOMIZATION

  • [Bug Fix] Fixed an issue that caused the Ocelotl Remnant Cape to not take paint patterns (FH-5917)
  • [Bug Fix] Fixed an issue that caused the Ocelotl's Remnant Chest to be missing a cloth piece under skirt like other chests (FH-5928)
  • [Bug Fix] Fixed an issue that caused some Ornament to clip with the shoulder armor of the Ocelotl
  • [Bug Fix] Fixed an issue that caused the Orochi I Bring War mask effect to be misplaced on Body Type 1
  • [Bug Fix] Fixed an issue that caused the Nuxia to hold the sword down during "I AM WAR!" emote
  • [Bug Fix] Fixed an issue that caused the Kensei's Kenka Arm shoulder armor to stretch and be offset (FH-3879)