XI
you are not logged in
News

For Honor Patch 1.09 Addresses Revenge System And Adds Colourblind Support

Plus Creative Director leaves.

For Honor received a new patch in the form of update 1.09 a couple of days ago, with the main area of focus being the Revenge syste. After a lot of testing Ubisoft have altered the system in a few ways including increasing the score of a melee hit from 10 points to 30 points after entering Revenge, as well as removing damage incurred over time from being counted towards the Revenge meter.

In addition the Time Snap has been removed. Time Snap basically made action snap to 100ms to allow for better synchronised contacts. However in For Honor this came at the cost of input latency. Now inputs should be much better than before the patch. Furthermore support for those with colour blindness has been added. Those who have Protanopia, Deuteranopia or Tritanopia colour blindness will be able to activate the relevant option on multiplayer. However single player does not support the colour blind options.

The full list of patch notes can be seen by clicking the arrow on the right.

For Honor 1.09 Patch Notes

  • Revenge score after a melee hit increased to 30 (from 10).
  • Added a 1v2 group fight multiplier set to 0.5.
  • Added a 1v3 group fight multiplier set to 0.75.
  • Group Fight timer reduced by 50%.
  • Damage over Time no longer feeds Revenge meter.
  • Outgoing attacks are no longer used to determine Group Fight multiplier.
  • [Bug Fix] Dead entities instantly lower the Group Fight multiplier.
  • [Bug Fix] Berserker and Ninja Parry multipliers increased from 1 to 1.5 to be consistent with other Assassins.
  • Time Snap has been disabled
  • On respawn, players are invulnerable to Guard Break and Melee Attacks.
  • [Bug Fix] Shadow Strike can now hit external targets.
  • [Bug Fix] Tackle can no longer knock down allies.
  • [Bug Fix] Tackle hit detection fixed.
  • [Bug Fix] Sickle Rain now maintains current guard position.
  • [Bug Fix] Sickle Rain’s last 3 light attacks no longer display the Unblockable icons.[Bug Fix] Removed Unblockable icons from Moveset description of the following moves: Grab, Grab Kick Mix Up, Back Flip Grab.
  • Stampede Charge startup duration reduced to 500ms (from 700ms).
  • Stampede Charge tracking improved.
  • [Bug Fix] Orochi can no longer use Top Light Attack to snap to locked target after an external Wind Gust or Hurricane Blast.
  • [Bug Fix] Conqueror will no longer be able to perform Minion-dedicated chained attacks on a Player.
  • [Bug Fix] Heavy Charge animation cycle no longer stops playing after blocking an attack at full charge.
  • [Bug Fix] Zone Attack will now display a Full Block Stance on PC when playing with the mouse and keyboard.
  • [Bug Fix] Stamina cost reduction Gear Stat now works with Charge of the Oni.
  • [Bug Fix] Shugoki will no longer be able to perform Minion-dedicated chained attacks on a Player.
  • Added the Uninterruptible Stance Icons on Eagle’s Fury and Eagle’s Fury Alternate movesets.
  • [Bug Fix] Centurion’s Charged Heavy cannot pin an enemy already pinned by another Centurion.
  • Added Menu options to set rules for exiting Guard Mode when it’s set to Toggle.
  • Disabled Stamina Regen while using Ladder.
  • Pressing B now forces the player into a Ladder Slide for 300ms.
  • Stamina cost of 25 has been moved from the Ladder Slide Hit to the Ladder Slide attempt.
  • [Bug Fix] Fixed an inconsistency causing players not to be able to reach their opponent while in fights on uneven ground.
  • [Bug Fix] Fixed the aim assist on Ballista in Story mode.
  • Thick Skin Feat: Added a 3 second cooldown when hit.
  • Flesh Wound Feat:  Added a 3 second cooldown when hit.
  • Deadly Feat: Added a 3 second cooldown when hitting an enemy.
  • The positioning of the information and options have been adjusted in the Multiplayer Menu
  • Visual, wording and icon location adjustments made on the Scavenger Page
  • The player expression tile for the Back of the Ninja said ‘’Chest and Back’’, yet only modified his back. This has been edited to only indicate “Back”
  • Improved legibility of the Orders Page
  • On PC: Right-clicking on a binding in the Key Mapping page will unbind
  • Visual adjustments in the Map Vote tab were made to improve clarity. Now it’s easier to understand when the Mode will also change (and not only the map).
  • Before a match, during Face-Off, players will now be able to see their skill relative to their allies and the enemy team.
  • The relation is calculated from the team and opponent Skill average against player’s skill rating.
  • Before a match, during Face-Off, the Reputation Score of each player (sum of all Reputations Levels reached on each Hero) is now displayed by default.
  • All players’ Hero Reputation Level and Gear Stat Level are still available on the page “Hero Overview” that can be triggered during the same Face-Off phase.
  • The 3 different types of colorblindness are now supported by the game: Protanopia, Deuteranopia and Tritanopia.
  • Colorblind support is now available on the Faction War Interface, all Multiplayer modes and the fight feedback.
  • Colorblind is not supported in Story Mode.
  • Battle Instance: When the Centurion’s Kick and the opposing Raiders Stampede Charge collide, the Raider’s attack would land, yet he would still receive the Guardbreak icon. This has been resolved, and the Raiders faster ability will land without him receiving Guardbreak.
  • Super Armor icon is now properly on Head Slicer, and not on Spin Chop.
  • Swapped the order of the two, so all the Super Armor moves are nicely in a row.
  • Getting killed by the environment will no longer show the damage taken by the enemy prior.
  • The visuals displayed when killed in Dual Mode by the sawblade in The Shipyard Map have been adjusted.
  • Added the option to use many neutral color swatches as Defenders or Attackers
  • Updated Ornaments to increase team identification and make sure the material type of the ornament adapts to the material type of the helmet.
  • [Bugfix] When the timer runs out in the End of Match Lobby and a user is browsing the Heroes Menu, the match couldn’t proceed. This issue has been solved.
  • To avoid confusion, the title for the Multiplayer Activity Settings page has been replaced by “Parameters”.
  • For easier access, the Key Mapping Menu has been moved from the Controls Page to Options Page
  • When flipping on an axis in the emblem editor, the rotation value will be refreshed
  • Added the option to use any of the saved Emblems in the Hero Customization.
  • More balanced rewards based on Order completion difficulty and time
  • A better distribution of objectives and difficulty
  • More stackable orders
  • The rewards to complete the orders was rebalanced to match the average time it takes for each objective to be completed:
  • Daily Order 1: From 400 steel and 300 XP to 300 steel and 200 XP (less rewards, but easier goals)
  • Daily Order 2: From 400 steel and 300 XP to 500 steel and 400 XP (more rewards, standard goals)
  • Easy Order: From 150 steel and 500 XP to 100 steel and 750 XP
  • Medium Order: From 150 steel and 1000 XP to 150 steel and 1250 XP
  • Hard Order: From 150 steel and 1500 XP to 200 steel and 1500 XP
  • The contract distribution system was improved, making it easier to combo different objectives and complete them faster, without a lot of constraints.
  • Kill streak orders requires you to kill 5 enemies instead of 8 and can be completed in any game mode.
  • Overall requirement to reach the goals was decreased.
  • To make it simpler to upgrade secondary heroes, we are shifting from 3 Faction Salvage currency to a single Salvage currency.
  • All the different Faction Salvage you currently have will be summed up and transformed to Salvage.
  • This Salvage can be used in any hero from any faction.
  • PS4 PRO Update: In order to maximize the power of the PS4 PRO console, we added specific graphic mode setting so the player can choose between higher resolution (4K) and higher graphic details.
  • [Bug Fix] Enabled AFK Kick in private matches. Custom matches are unaffected.
  • [Network] Added more detailed tracking for error 6000139
  • [X1] Game Session state optimizations
  • [X1] Reduced the impact of the game interactions with Microsoft’s achievements system during multiplayer matches.

PC Improvements:

  • Added the ability to “Double Tap to Dodge”
  • Added a notification sound when matchmaking is successful and the game is minimized/not focused.
  • Added the option to open the Text chat input with a specific scope (Group/Team/All) based on specific key bound to that chat scope. (Default T = All, Y = Team, U = Group).
  • Text Chat History will no longer be cleared when transitioning between Menu to Game or Game to Menu.
  • Added a secondary Mapping option in the Keyboard Mapping screen.
  • Added the option to unbind a key in the Keyboard Mapping screen using Mouse Right Click.
  • Added the Aspect Ratio for each resolution option in the Display menu.
  • Added the “Native” description for the current monitor’s native resolution.
  • Improved the Screen Space Reflection for Water.
  • Added support for Tobii Eye Tracking
  • Players with a Tobii Eye Tracking device are now able to use the “Extended View” feature in For Honor to expand their view of the battlefield
  • Eye Tracking enabled devices include Alienware 17, Acer Predator 21X, Acer Aspire V17 Nitro and MSI GT72; monitors: Acer Predator Z271T, XB251HQT and XB271HU; peripherals: the Tobii Eye Tracker 4C, Tobii EyeX, and SteelSeries Sentry.
  • [Bug Fix] Fixed an issue where some meshes appeared broken when the geometry detail is set to low
  • [Bug Fix] Fixed an issue where the Event log disappeared by unplugging an XINPUT controller
  • [Bug Fix] Unsupported characters should no longer be present in the news tile
The patch is already live on PC and is set to go live on PS4 and Xbox One on July 20th. In related For Honor news on a livestream one of the community developers, Eric Hope, stated that For Honor had a lot of players, responding to the news that the playerbase had dropped. And in further news the Creative Director for For Honor Jason Vandenberghe has left Ubisoft after nine years at the company.

Source: Ubisoft/PvPLive/GameRant

Read more: #

Comments are closed.

Latest Comments