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WARRIOR'S DEN RECAP - OCTOBER 15



Greetings, Warriors!

We're well into October, which in case you've forgotten, means there's a new roadmap to feast your eyes on:



Extra XP Fest on the 16th? A 3 week Extra Loot Fest? Y4S3 - TU2?

There's a lot on our plate this month, and that's before we even mention For Honor's plans for Next Gen consoles.

Dominion Series




ICYMI, the For Honor Dominion Series is a 4v4 tournament beginning on October 24th. You and your friends can register now for a chance at $35,000 in prize pool money! We look forward to seeing which team emerges as the greatest force in competitive For Honor after the Core Combat Update.

If you're interested, but unsure whether you and your crew are ready for the big stage, we'd highly recommend checking the For Honor Trials Discord.

There are no skill requirements and players from all platforms are welcome. Coaching from experienced players in single-pick scrimmages is available - though remember, you need to be proactive, reach out, and ask questions in order to schedule scrimmages and coaching.

Competitive For Honor is just approaching the game with a teamwork-orientated mindset. Playing competitively does not necessarily mean you have to stick to a strict, 100% optimal style when you scrimmage. We definitely encourage you to give it a try!

Extra XP Fest




You get Extra XP...and YOU get Extra XP! Hop into the Extra XP Fest madness this week and cash in big by completing your contracts and orders! You have until October 19th to Rep up.



Deck your favorite heroes out in the new threads! Head on over to the in-game store and check them out!

Thank you for joining us, and we’ll see you again at the next Warrior’s Den Recap!

If you haven’t already, join the For Honor Community on Twitter, Twitch, and Reddit.

Stay safe, and we’ll see you on the battlefield!



FOR HONOR DOMINION SERIES



Hello Warriors!

The time has come – we are excited to fully announce that the For Honor Dominion Series kicks off on October 24th! This is an official competitive program by Ubisoft, where PC players face off against each other in 4v4 Dominion matches, for a chance to be crowned as Champions and compete for an overall prize pool of $35,000!

For more information on how to sign up, official rules, prize breakdowns, and further details about the program structure, head over to battlefy.com/DominionSeries.

The program format compromises the following:

  • 4 Weeks of Online Open Pools
  • 1 online Qualifier with 4 teams
  • 1 day of Last Chance Qualifier (LCQ) pools
  • 1 online LCQ tournament with 4 teams
  • 1 online Final


The Dominion Series is currently online-only and region-locked, for NA and EU players who are at least 18 years of age. Players can begin to register for open pools starting today!

ONLINE POOLS


These are online tournaments that are open to everyone (unlimited teams). There is a tournament each week, for a duration of 4 weeks. The format will be using double elimination brackets, with each match a Best-of-3. The winner of each weekly tournament earns a spot in the qualifiers.

If you win an Open Pool tournament, you will not be able to participate in the remaining Open Pool tournaments.

QUALIFIERS


A Qualifier is a 1-day online broadcasted tournament, held in both North America and Europe separately. It brings together the 4 winning teams from open pools, who will play in a GSL format (5 matches, random seed). The first and second placed teams are invited to the Finals, while the third and fourth teams automatically advance to the LCQ tournament.

LAST CHANCE QUALIFIERS


The LCQ pools are a 1-day online tournament, following the Qualifiers. This is once again, open to all, except those who have already advanced to the finals. The top two teams will make it to the 1-day LCQ tournament, joining the third and fourth placed teams from the Qualifier.

In the LCQ tournament, following after LCQ pools, the 4 teams will play in another GSL format, which will be broadcasted. The first and second place teams are then invited to the Finals.

FINALS


The Finals are a 1-day online, broadcasted event. The 4 teams will play in a GSL, Best-of-3 format with the Grand Finals being a Best-Of-5, which will crown one team as Champion of the Dominion Series in their respective region.

Good luck and have fun, Warriors!

FOR HONOR NEXT-GEN PLAN



Hello Warriors!

Today, we are happy to announce that For Honor will be headed to next-generation consoles. We can now confirm our next-gen backward compatibility and are very excited to provide, through it, an enhanced For Honor experience to next-gen players as we enter this new chapter for the gaming industry.

Below is all you need to know about For Honor and its Next Gen plan!

Graphical Enhancements available at launch of Next Gen Consoles


Next-gen console players will be able to experience the highest-level of graphical enhancements that For Honor has to offer. These enhancements, carried over from the Xbox One X and PS4 Pro are now available, without compromises, on all next-gen consoles:

  • Improved Water Reflections
  • Improved Distance Level of Detail
  • Improved Shadow Resolution
  • Improved Texture Filtering
  • 4k Resolution (Xbox Series X, PS5) / 1080 p (Xbox Series S)


Free and Seamless transition for Current Console Players


If you currently own For Honor on PS4 or XBox One, your profile, including all purchases and inventory is automatically shared with its Next Gen counterparts (ex: PS4 and PS5).

For Honor at 60 FPS on Next Gen Consoles for the start of Y4S4


The team is happy to announce that For Honor will be playable at 60 FPS on all next gen consoles for the beginning of next season Y4S4, early next December.

Stay tuned for more details and updates on For Honor from now until then.

We’ll see you on the battlefield!


-For Honor Dev Team

TEAM IDENTIFICATION UPDATE



Hello Warriors,

Today we’ll be going in depth on a long-awaited improvement: an update to our Team Identification system. Overall, the goal of this update is to improve team-related user interface and grant character customization without any color restriction!

Before the team Identification update


Since For Honor has launched, you can either be on the Defender (blue) or the Attacker team (orange).

While developing the game, we saw in many tests that players tended to quickly tell allies and enemies apart based on the colors they were wearing. Without color restrictions, confusing situations occurred in close quarter fights, with players wearing colors of the opposite teams on their armor (Defenders wearing orange; Attackers wearing blue) To avoid these issues, we decided to categorize the color palettes. This way, players would only be able to wear colors that would match their current role (Defender or Attacker) on their armor in team-based game modes.

Of course, this choice came with drawbacks – as a player you were constrained to color palettes respecting blue and orange tones depending on which team you were on.

With this update, that is no longer the case. The changes made will shift team identification to a function of user interface elements, allowing for an unrestricted use of colors in customization.

Here are the details of what we will develop in this post:

  • The removal of the color palette categorization
  • The new team color paradigm
  • The changes in the user interface
  • What will change on patch release date


The update in details


[h2]Color palettes’ categorization removed[/h2]

The priority of this update was to remove the Attacker/Neutral/Defender color palettes separation and allow for more customization options in the future.



As you can see, you now only have one tab for your customization freeing you to use any colors no matter the team you are on (attacking or defending). All existing palettes are now in this one tab. You can also expect more varied materials as seasons progress and content is added given that the update removes color constraints.

Consequently, with this update, we’ve made some significant changes to the way we feedback allies and enemies visually through the User Interface to ensure proper team identification remains intact.

Changing the team color paradigm


The first and most visible change: You’ll always be in team blue from now on. No more switching from blue to orange team regardless if you are attacking or defending!



This change was intended to simplify the players’ visual cues: Blue elements are always your team’s; orange elements are always the enemies’. This makes Team Identification easier and more consistent across the board.

This change also laid the ground for the second part of our update:

Highlighting your allies


We’ve taken several steps to increase the differences between allies and enemies by focusing more visual information on your allies as opposed to your enemies. Doing so shifts the paradigm of visual identification: While it used to rely mostly on team color before, the amount of information you get on a player is now an additional tool to help with identification.

These changes also give more information to help you better coordinate with your teammates during a game.

[h3]Allies outlines[/h3]

We’ve added a blue outline to all your teammates. This helps mitigate “cross-color” customization and acts a strong differentiation element: No outline = enemies.

This change also lets you see your allies from any point on the map. This allows you to better know what situation you and your teammates are in and adapt more efficiently.

This outline can be disabled in the option menu, for players who feel comfortable relying on other elements for Team Identification.

[h3]Modifying Allies’ and Enemies’ UI[/h3]

Allies’ name will now be displayed all the time, which should also help you spot groupmates. You will see enemies’ emblem the same way as before, but their detailed information (name, health, stamina) will now only be displayed when engaged in fight with them.

We’ve also colored health bars to emphasize teams: Allies’ health bars are now colored in blue, enemies’ are now orange.

Adapting current feedback to the new system


As all these changes are pretty significant, we had to adapt several elements of the game to be compliant with the new system:

[h3]Offerings, War Banners, and reveal feedback[/h3]

As we’re now using outlines to highlight allies, we had to update the way we feedback several elements in the game.

Players revealed by Feats (such as Scout) or by the Oracle Offering in Tribute will have both an outline and a fill based on their team color.

Players bearing Offerings in Tribute or the War Banner in Breach will now be shown as a pulsing fill based on their team color.

[h3]Custom matches[/h3]

Now that team color is based on friends/foes rather than on teams, we’ve removed colors in the team selection screen in Custom Matches. Team icons are still there to tell you on which side Attacker and Defenders are.

What to expect on release date?


Now that there is no need for Attacker/Defender/Neutral palettes anymore, on the release day of the patch, the Neutral customization of each of your loadout will be the one kept.

We have also changed the default equipped palette on non-customized characters to feature a grey & yellow palette (Radioactive decay). The original “Exotic” palette will stay unlocked, as before.

Finally, to celebrate the release of the Team Identification Update, we will be releasing a brand-new red material: the flashy Cinnabar!

See you on the (fashion) battlefield!

Thank you,

The FH Team




PATCH NOTES 2.22.0



PATCH NOTES 2.22.0 – FOR HONOR


You may notice that we skipped 2.21.0. This is due to technical difficulties that we encountered in preparation of this season’s release. This in no way impacts the content, features and bug fixes planned for the release of Year 4 Season 3.

[h3]Patch Size:[/h3]


  • PS4: 1.75Gb
  • Xbox One: 2.05Gb
  • PC: 2.05Gb


NEW MAP: THE BELVEDERE


  • After entering a Wu Lin pavilion, one may discover a Belvedere with a scenic view. Time to duel in this brand-new map!
  • This new map is available in Duel, Brawl and Ranked Due


TEAM IDENTIFICATION


Developer’s Comment: Time to bring your hero's customization to the next level! No more distinctions between Attacker, Defender or Neutral colors: you can now wear any color palette you want, no matter which team you are in!

To support this update, we’ve made major changes to the User Interface. You will always be in the blue team following this patch. This smoothens identification: blue elements are always your team’s; orange elements are always the enemies’. We've also added an outline to your teammates so you can spot them in the blink of an eye on the battlefield and plan your next moves.


Please visit our blog post for more details on this update!

  • Removed the Neutral/Attacker/Defender color palettes tabs. All color palettes are available in the same page and can be used in any game mode, no matter which team you are in. The neutral customization of each loadout will be kept once the patch is released
  • You will now be in the blue team from now on, even if you are playing Attackers
  • Added an outline to your teammates, visible at all times. This outline can be turned off in the User Interface option
  • Teammates’ names are always displayed on-screen
  • Health bars are now team colored
  • Enemies detailed information (Name, Health, Stamina) is only displayed when engaged in a fight with them
  • Players revealed by Feats or the Oracle Offering in Tribute will be shown as team colored outline and fill
  • Players bearing Offerings in Tribute or the War Banner in Breach will now be shown with a team colored flashing fill
  • Changed the default color for non-customized character to “Radioactive Decay”. The “Exotic” palette will still be unlocked by default



IMPROVEMENTS


[h3]GENERAL[/h3]

  • Replaced all dodges effects with a new "dodge shadow effect" for all Heroes
  • All the Heroes now have their own base avatar when they dodge


[h3]MAP[/h3]

[h3]Sentinel[/h3]

[h3]Capture Zone A[/h3]


  • The back staircases leading up to the zone have been doubled in width along with the extension of the capture zone area itself, which removes the path that ran along behind
  • A brasero has been added in the middle of the Capture Zone area, which will protect Players from the Ballista


[h3]Capture Zone C[/h3]

  • The entire 2nd floor is no longer part of Capture Zone C anymore. Instead, the 1st floor now is, and has been enlarged considerably
  • The outdoor balcony area has been reduced in size
  • The interior staircases leading to the outdoor balcony area (from spawn) have been widened by 0.5m
  • Ziplines have been added at each tower, to the left and right of the 2nd floor Ballista, connecting to the Lower Ruins
  • Ballista sightlines have been tweaked


[h3]Duel[/h3]

  • The duel arena located in the Defender Courtyard has been moved to the 1st floor of the Tower Interior
  • The trap door located on the Exterior Roof of the tower has been removed


[h3]Brawl[/h3]

  • The brawl arena has been moved from the Tower to the Defender Courtyardr


Developer’s Comment: Sentinel is the map that introduced Ballistas into PvP gameplay in For Honor. Its original design intent was to maximise the use of the Ballistas on the battlefield. Although it provided a very unique experience compared to other maps, it over-relied on camping strategies and navigation between objectives became secondary. With this update we wanted to bring speed and ease of navigation between objectives back to the forefront. It wasn’t our intention to simply remove the Ballistas but make them less attractive as a main strategy.

Capture Zone A was not only one of the smallest Capture Zones in the game but also one of the most dangerous ones, with a prominent ledge and in direct line-of-sight from a Ballista. The back area of the zone was also very underutilized. The new open space allows Players to further distance themselves from the ledge and now provides added cover from the opposing Ballista. The other important change is that the run-distances between the Mid-Lane and Capture Zone C have been shortened considerably by moving the capture area to the entire first floor. Which in turn, no longer allows Players to interact with the ballista on the 2nd floor while still holding the zone. Our aim is to have the Ballista be a choice to consider and not a default action. Up until now, those who were using the ballista but no longer had any targets in sight, felt trapped on the 2nd floor with no easy means to move on to another area. This is where the newly added ziplines come in handy. Enjoy!



[h3]Temple Garden[/h3]

  • Removed the doors at the entrance into the Tomb at Capture Zone A
  • Replaced the standing torches near the two outdoor pillars with wall torches


[h3]Harbour[/h3]

  • Closed off a ledge on the deck of the Trireme (Mid-lane). Dominion only


[h3]Gauntlet[/h3]

[h3]Capture Zone C[/h3]


  • The staircase entrance, coming from the Attacker spawn, has been doubled in width
  • The actual zone has now also been extended in to the dual-entry corridor


[h3]BOTS[/h3]

  • All Bots should now have improved Stamina management behaviors when fighting in the lane, stopping to regain Stamina before going Out of Stamina and, if Out of Stamina, waiting to have Stamina again before resuming their attacks


[h3]RANKED[/h3]

  • Decreased the amount of placement matches to 8 (from 15)



[h3]USER INTERFACE[/h3]

  • Orders are now accessible in the pause menu. The LB shortcut in the World Map is still active


Developer’s Comment: We’ve made Orders accessible from anywhere, as it can be useful to have a reminder of what you need do to complete your currently selected Orders before or even during a match. Please note that Orders will not progress in the menu while a game is ongoing as the update is done at the end of the match.

  • Improved the Podium User Interface to better showcase player’s names and emblems
  • Added new icons for players above Reputation 100 and Reputation 1000


BUG FIXES


[h3]GENERAL[/h3]

  • [Bug Fix] Fixed an issue that caused most Heroes Feint visual effect to be missing or have very low visibility


[h3]FIGHTERS[/h3]

[h3]Warden[/h3]

  • [Bug Fix] Fixed an issue that caused the Warden’s Side Light Combo animation to skip some frames


[h3]Hitokiri[/h3]

  • [Bug Fix] Fixed an issue that caused the Hitokiri's "Rei Kick" to be undodgeable if the kick is done on the right after a light attack


[h3]Centurion[/h3]

  • [Bug Fix] Fixed an inconsistency that caused Centurion's fully charged Jab after a Heavy Finisher to have a tighter dodge window than intended


[h3]Shugoki[/h3]

  • [Bug Fix] Fixed an issue where Shugoki’s Guard Break counter window was 200ms rather than 300ms


[h3]MAP[/h3]

[h3]Canopy[/h3]

  • [Bug Fix] Fixed issue in Duel that allowed players to sometime pass through fire



[h3]ARCADE[/h3]

  • [Bug Fix] Fixed an issue that caused some Modifiers to not be displayed in the User Interface


[h3]AUDIO[/h3]

  • [Bug Fix] Fixed an issue that caused the Hitokiri to be missing effort grunts on certain moves



[h3]USER INTERFACE[/h3]

  • [Bug Fix] Fixed issue that caused a white flash when opening and closing the social menu during the faceoff


[h3]CUSTOMIZATION[/h3]

  • [Bug Fix] Fixed an issue that caused the Warden’s “Vengeful Instigator Helm” to be slightly offset
  • [Bug Fix] Fixed an issue that caused the Shaolin “Qiongqi Chest” side pads to move
  • [Bug Fix] Fixed an issue that caused to “Horkos Sigil” effect to not always play properly
  • [Bug Fix] Fixed an issue that cause the Hitokiri’s “Kamaitachi” execution to be missing visual effects
  • [Bug Fix] Fixed an issue that cause the Nobushi's “Snapmare” execution to be offset
  • [Bug Fix] Fixed an issue that cause the Valkyrie "Get the Horn" execution to be offset