All Platforms
Control Changes
Developer comments: Dead zone of the right stick guard mode switch is now configurable. (Range 10). The default value is 10, decreasing it will make the guard switch more sensitive. Choosing too low values could potentially result in less accuracy when selecting a guard direction.

Fight
“Soft feints”
Developer comments: The ability to cancel out of Guard Break or Light attacks with another attack, also known as soft feints is something the community identified pretty quickly. We’ve taken note of your observations about how it might help improve the defensive meta. However, for now, we’re fixing it because it’s an unintended and most importantly, unreliable mechanic. The timing window to cancel out into a soft feint is not only very short, it also doesn’t trigger reliably. So no matter how hard you try to master the timing, if the window of opportunity doesn’t open, you won’t be able to soft feint. This is why we’re fixing it for now. If we ever were to make an actual gameplay mechanic with soft feints (no promise!) we’d implement it so that you could use it reliably.
Unlock exploit
Developer comments: This is another big exploit that the community has identified quickly. As you attacked your target in Guard mode and released Guard very quickly at the beginning of the attack, a bug caused the attack to lose target, making it unparryable for the opponent.
Revenge
Sprint
Developer comments: We’ve already updated how Sprint attacks work in order to make sure they trigger only after you’ve initiated Sprint. We had one remaining issue allowing players to Sprint, pull back slowly on the left stick to return to center position, causing characters to maintain Sprint state while not actually moving.
Moveset
Fighters
RAIDER
Stunning Tap Mix Ups
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All Heavy attack startups can be cancelled into Stunning Tap.
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Raider Fury and Zone Attack startups can be cancelled into Stunning Tap.
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Stunning Tap can chain into Raider Fury.
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Stunning Tap can chain on Miss Recovery.
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Animation transition improvements to accommodate new mix ups.
Zone Attack
Stampede Charge
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Stamina cost reduced to 40 (from 60).
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Target’s stamina drains while being carried by the Raider:
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Target’s stamina regeneration cooldown increased to 2.7 seconds (from 1.8) after completion of the attack.
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[Bug Fix] Target no longer regenerates stamina while being carried by the Raider.
Stampede Charge into Wall
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Recovery after Knee can flow into attacks 100ms earlier.
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Knee damage increased to 15 (from 0).
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[Bug Fix] Victim’s stamina regenerate after the entire attack is over, not before.
Throw Back
Damage
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Chop and Poke second Light attack damage increased to 15 (from 10).
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Chop and Poke Light finisher damage increased to 15 (from 12).
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Winding Slashes Light attack damage increased to 15 (from 10).
Stamina
Developer comments: Raiders already had some mix up opportunities with the ability to cancel Heavy openers with Stunning Tap, and the ability to use Raider’s Fury inside chains. In order to buff Raiders and make them more fun to play, we’re improving their mix ups by allowing them to cancel any Heavy attack, Raider’s Fury, and Zone Attack into Stunning Tap. It will make the guessing game on Raider offense harder for the opponent.
Raider is a good grabber but his Guard Break throw game was a bit lacking in 1v1 situations. So we are improving his different throws. For instance, Stampede Charge now drains enemy stamina while the Raider is running. We’re also making sure the enemy’s stamina doesn’t start regenerating until the move is over. This should make the throws stronger overall, and allow the Raider to play more with enemies’ stamina. Another thing we’ve done to make Stampede Charge stronger is to add damage to the Knee after Stampede into Wall. All of these changes should reinforce the decision making around Stampede Charge based on situational awareness: with a wall nearby, Stampede into Wall will cause more damage on the target, if not, you can still get a big stamina drain out of it.
PEACEKEEPER
Stab
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First Stab Bleed reduced to 8 damage over 8 seconds (from 15 damage over 8 seconds).
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Second Stab Bleed reduced to 8 damage over 8 seconds (from 12 damage over 8 seconds).
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Third Stab Bleed increased to 16 damage over 8 seconds (from 9 damage over 8 seconds).
Developer comments: We’re tweaking the Bleed stacks on the Peacekeeper’s Stabs in order to introduce a more interesting trade off mechanism. You can decide to apply only the first two Bleed stacks in order to connect a throw after the second Stab, or you can apply the three Bleed stacks with no follow up option after the third Stab. Overall, we’ve also slightly reduced the max Bleed damage the three Stabs can apply for balancing reasons.
LAWBRINGER
Movset
Shove
Swift Justice Finisher
Long Arm
SHUGOKI
Out of Guard mode attacks
Developer comments: Some attack timings were inconsistent across Guard and Out of Guard modes. As we don’t want to incentivize Out of Guard mode combat we’re making sure that Out of Guard mode attacks are setup the same as their Guard mode counterpart. For the Shugoki, we’ve fixed inconsistencies on the Light and Heavy openers.
NOBUSHI
Out of Guard mode attacks
Developer comments: Some attack timings were inconsistent across Guard and Out of Guard modes. As we don’t want to incentivize Out of Guard mode combat we’re making sure that Out of Guard mode attacks are setup the same as their Guard mode counterpart. For the Nobushi, we’ve fixed inconsistencies on the Light opener and Poke the Nest.
WARDEN
Shoulder Bash
Developer comments: We accidentally disabled the ability to switch target on the Warden’s Shoulder Bash startup in our latest title update. This was unintended so we’re restoring the functionality. Sorry Wardens!
KENSEI
Execution
WARLORD
Moveset
Miscellaneous
Conqueror Feat
Spectator Camera
Ladders
Communication Beacon
Game Modes
All Modes
Skirmish
Meta Game
Online
Error Messaging
Presentation
Custom Match
General
Progression and Economy
Bug Fixes
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Fixed a bug where Attacker/Defender color palettes all use the default blue and orange
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Fixed a bug where all players were in the middle position of the "Your Ranking" leaderboard.
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Fix a bug where war asset count not updating correctly in post-game screen.
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Fixed occurrences where Placing first place in the faction war during a round will reward the player with the 3rd's place rewards.
Increase XP income from matches
Developer comments: Our analytics showed that players took longer than expected to level up their reputation levels. Because of that, we increased all the XP income from matches to better reward player’s involvement.
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Base XP gained on a Dominion (PVP) match won increased from 400 to 500.
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Base XP gained on a Dominion (PVP) match lost or tied increased from 300 to 380.
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Base XP gained on a Dominion (Private) match won increased from 200 to 250.
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Base XP gained on a Dominion (Private) match lost or tied increased from 150 to 190.
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Base XP gained on a Dominion (vs. AI) match won increased from 320 to 400.
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Base XP gained on a Dominion (vs. AI) match lost or tied increased from 240 to 300.
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Base XP gained on a Skirmish (PVP) match won increased from 400 to 500.
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Base XP gained on a Skirmish (PVP) match lost or tied increased from 300 to 380.
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Base XP gained on a Skirmish (Private) match won increased from 200 to 250.
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Base XP gained on a Skirmish (Private) match lost or tied increased from 150 to 190.
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Base XP gained on a Skirmish (vs. AI) match won increased from 320 to 400.
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Base XP gained on a Skirmish (vs. AI) match lost or tied increased from 240 to 300.
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Base XP gained on an Elimination (PVP) match won increased from 310 to 400.
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Base XP gained on an Elimination (PVP) match lost or tied increased from 230 to 300.
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Base XP gained on an Elimination (Private) match won increased from 150 to 200.
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Base XP gained on an Elimination (Private) match lost or tied increased from 110 to 150.
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Base XP gained on an Elimination (vs. AI) match won increased from 240 to 320.
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Base XP gained on an Elimination (vs. AI) match lost or tied increased from 180 to 240.
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Base XP gained on a Brawl (PVP) match won increased from 230 to 300.
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Base XP gained on a Brawl (PVP) match lost or tied increased from 170 to 220.
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Base XP gained on a Brawl (Private) match won increased from 110 to 150.
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Base XP gained on a Brawl (Private) match lost or tied increased from 80 to 110.
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Base XP gained on a Brawl (vs. AI) match won increased from 180 to 240.
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Base XP gained on a Brawl (vs. AI) match lost or tied increased from 130 to 170.
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Base XP gained on a Duel (PVP) match won increased from 200 to 260.
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Base XP gained on a Duel (PVP) match lost or tied increased from 150 to 190.
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Base XP gained on a Duel (Private) match won increased from 100 to 130.
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Base XP gained on a Duel (Private) match lost or tied increased from 70 to 90.
[Gear] Add Stat Bundles to default gear (Data)
Developer comments: We observed difficulties for certain players to play with new heroes without gear with the new gear values. To help this, default gear now has stats. To note, this does not apply when gear stats are disabled.
New gear rarity
Looting rules tweak to accommodate new gear rarity
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Rare gear loot rules changed from reputation 01 up to end of reputation 06 to reputation 01 to end of reputation 04
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Heroic gear loot rules changed from reputation 03 until reputation 30 to reputation 03 to end of reputation 06
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Epic gear loot rules added to reputation 05 until reputation 30
Developer comments: To accommodate the addition of the new gear, we tweaked the way the gear is looted. To make sure the progression is comfortable, we reduced the amount of levels at which could be looted Rare and Heroic gear.
[Gear] Overall Gear Stats revamp (remove, merge and re-arrange stats) and update existing stat bundles.
Developer comments: To support all our balancing changes, we removed, merged and moved stats to better focus on interesting and varied builds, with more meaningful choices.
New gear stats values
Developer comments: Common gear wasn’t impacting the gameplay as much as we would have liked. With higher starting values, gear of all levels now feels more satisfying.
Developer comments: Players advising each other on gear strategies always said the same thing: Save your steel for Heroic gear. This means that many players saw very little gear progression until they got their first hero up to Reputation 3. Something that takes a long time. So by making the curve steeper at the low end and flatter at the top, we hope that players will see it as valuable to buy and craft gear of all rarities.
Developer comments: Players were hard pressed to even notice the effect of their penalties at anything but the highest gear levels. We hope that by increasing the size of the penalties and removing skills that are of limited use we’ll make all your future gear decisions that much more interesting.
Developer comments: We needed to offer a more moderate option for players regarding gear, for players that liked the initial balance of the hero and didn’t want to upset it with powerful bonuses and penalties.
So we have introduced new types of stat bundles that take a more balanced approach. Instead of one strong bonus, one medium bonus and one penalty they have three very moderate bonuses.
[Gear] re-design of how we represent visually the gear stats
UI change to represent gear stats.
Developer comments: While gauges are excellent at showing relative strengths and weaknesses of the gear, it was hard to decipher the impact they would have on the gameplay. To actually allow players to make meaningful choices and know the effect of their gear, we changed it to numbers.
Developer comments: To allow to choice gear at a glance and evaluate gear quality, we added arrows right of the gear stat values when comparing gear.
[Gear] Attack Stats should not affect feats
Developer comments: Having gear affect feats and bleed was both hard to understand and very powerful at higher levels.
[Crafting] Review Crafting prices (Steel and Crafting Materials)
Developer comments: Our data showed players had a hard time to level up new heroes and would not craft early gear as much while having an excess of crafting material at higher levels. To improve this, we changed the cost of steel and crafting material as well as salvage value for gear. We hope to offer a smoother curve while keeping higher level gear a long term goal for high level players.
Update to Salvage Material cost to improve gear
Update to Steel cost to improve gear:
Update to salvage value given by dismantling
PC Specific
General Changes
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Added an icon override option for controllers in the user interface options.
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Players are now able to select which controller Icons they want to see in the in-game prompts.
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FPS now is locked to 60 while being in the Main Menu by default.
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The Task bar icon now blinks if matchmaking is successful when the game is not in focus or is minimized.
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Further Improved Multi GPU Performance.
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Scaling the window in windowed mode now only updates on mouse release.
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Fixed an issue with controllers not being recognized while playing the steam version and having the steam “Xbox/PS4/legacy gamepad configuration” active.
Control changes
UI Changes
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Added actual cost Information to the "Change look" confirmation pop-up.
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"Ready" button on the rematch screen does not require confirmation anymore, "ready" status is applied instantly.
PC Bug Fixes
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FIXED: Heroes - wrong hero can be selected if the selection is moved quickly after selecting a hero.
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FIXED: UI Flicker when hovering over the "Recruit" button.
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FIXED: Hovering over feats in the customization menu make icons disappear.
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FIXED: User cannot close the 'Stats Overview' page with mouse on Hero customization menu.
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FIXED: Mouse indicator moves down when entering turtle stance with M+K (while it is assigned to its own button)
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FIXED: Entering social while in the emote tab puts a hold action on one input.
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FIXED: Key mapping Page does not show conflicts in red after reentering.
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FIXED: Win Ratio/KDA information box overlaps with 'Loadout' box if user clicks 'Hero Overview' screen after highlighting the 'View Progression' option.
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FIXED: Vram usage does not take Triple Buffering into account.
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FIXED: Title get stuck in multiplayer session if user become AFK on move set screen.
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FIXED: Users are unable to use another controller if Steam controller is plugged in on Steam Version.
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FIXED: Valkyrie Shield Tackle widget is not shown correctly in the fight widget with M+K controls as full block stance.
LIVE UPDATE
Game Mode
Elimination
Fight
Warden
Developer comments: We caused a regression on target switching in Patch 1.06 when we made other adjustments to Shoulder Bash. This fix will help Warden once again in group fight situations.
For additional patch notes, visit www.forhonorgame.com/patchnotes