[12.0.0] Patch Notes [LIVE]


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12.0.0 Patch Notes

New Features

Combat Mods

  • Combat Mods allow players to meaningfully customize their characters and team composition
    – Stat Mods boost character stats: Attack, Defense, HP, and Crit Chance
    – Trait Mods increase or reduce the damage against specific Traits
    – Resist Mods allow characters to resist enemy skills and effects
    – Auxiliary Mods enable special effects that can trigger when attacking or being attacked.
  • Combat Mods can be upgraded to increase their power
  • Material can be converted to Mod Scraps in the Machine Shop
  • Mod Scraps can be used to upgrade and unequip Combat Mods
  • Unused Mods can be sold for extra Mod Scraps
  • Powerful stat boosts are unlocked when equipping unique Mod Sets
  • Combat Mods can be unequipped for a scrap cost and equipped to new characters
  • Mod Boxes give out rare Mods

Bug Fixes

  • The issue where players receive 1 War energy when attacking an empty stronghold if another faction takes it over first has been resolved
  • The issue where the Nightmare Mode banner overlaps the team name in the Team edit UI has been resolved
  • The issue where a player could be sent to a town when opening a stage that as an intro without a dialogue has been resolved
  • The issue where 6-Star Allies in Story Dungeons do not have maxed out Active Skills has been resolved
  • The issue where weapon effects via an active skill were unable to cure status effects has been resolved
  • The issue where the Armory might not refresh after crafting to the current state of any Territory buffs that affect crafting in the Armory has been resolved
  • The issue where locked weapons could still be reset in the Armory has been resolved
  • The issue where enemies in Faction Assault stages that had a leader that would give increased HP and would not always have their HP set properly when re-entering the stage has been resolved
  • The issue where upgraded special weapon stats might not be shown when viewed inside the character dossier has been resolved

Combat Fixes

  • The issue where Burn could appear to stack when 1 enemy died during an AR that applies Burn multiple enemies has been resolved
  • The issue where targeted enemy characters could briefly appear deselected when taking damage has been resolved
  • The auto-combat issue where an AR or Active skill could be used against a character where it could apply an effect that already exists and would waste the turn has been resolved
  • The issue where characters could face the wrong direction after attacking a teammate has been resolved
  • The issue where the AP fill bar might not properly represent the amount of AP a character had has been resolved

👊 New Feature! Combat Mods [NOW LIVE]
:alert: :tough: :fast: :strong: Combat Reference Guide [Updated w/ Weapon Effects]
The Gigantic Thread of Patch Notes - [Patch 2.1 - 13.0 (beta)] - Updated 12 Aug 2018
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12.0.1 update...what is different