For Honor update 2.34 brings Year 6 content and crossplay

for honor year 6 season 1 header

Ubisoft is today launching a new For Honor update as the brutal fantasy fighting game advances into Year 6. There’s a fresh season of content awaiting warriors, as well as the previously announced online crossplay feature.

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For Honor update 2.34 is starting to roll out across all platforms including PS4, Xbox One, and PC (as well as PS5 and Xbox Series X|S via backwards compatibility). You will need to download and install this latest free patch to access the game once servers are back online.

Read more: Ubisoft on history and creating new heroes in For Honor

Dubbed “Lost Horizons” For Honor Year 6 takes a step back from the unending war between Knights, Vikings, Samurai, and the Wu Lin. Instead, players are invited to delve into the legends and mythology of Heathmoor starting with Y6S1, Golden Age.

For Honor Update 2.34 Patch Notes

CROSSPLAY

Crossplay Phase 1

  • Matchmaking is now enabled by default across all platforms (PC, PlayStation, and Xbox) for PVP and PVE mode. Crossplay Phase 2: Group Play with Friends to be released at a later date. With the introduction of Crossplay Phase 1 players can expect the following changes:

    • PC, PlayStation, and Xbox players can now matchmake together. This should improve matchmaking time and play session experience.

      • For technical reasons, ingame voice chat is disabled for all Crossplay matches

      • Player skill rating reset must take place at the start of the season (personal skill rating will be re-calibrated after a few matches)

      • Players who do not want to take part in Crossplay can opt out through the Settings Menu under the new ‘Online’ option

Developer’s Comment: Crossplay will not include Campaign Mode, Training Mode, Custom Match (Phase 1 only), Arcade Mode, and Rank Mode.

Ubisoft Account Username Report

  • Players will now be able to report Offensive Ubisoft Account Usernames on all platforms.

Developer’s Comment: Please note that we cannot act on an Microsoft or Sony Usernames only on Ubisoft Accounts Usernames.

Improvements

DOMINION

  • Through the previous two Testing Grounds phases, we’ve tested a variety of Dominion Game Mode changes. These changes are meant to bring 3 main benefits:

  1. Improve the Renown Gain of individual classes (for example, so Assassins’ ability to unlock their feats is no longer a feast-or-famine situation),

  2. shift the focus for Point Gain/Renown Gain from being too heavily focused on defending a Capture Point (to now be a better spread between Capture Points and the Minion Lane),

  3. remove the uncontrollable Renown Gain from Special Renown Bonuses (so that teams don’t spike or snowball their renown as much with kill bonuses)

These main Dominion changes are now integrated into the Live game:

  • Standardized Renown gains across all classes. All Renown gains are now equalized for all Heroes.

    • Hero Kill: 20

    • Kill Streaks: 8-20

    • Minion Kill: 2

    • Kill Assists: 10

    • Defend Zones (kill on friendly Zone): 0

    • Capture Zones: 10

    • Contest Zones (fight on a Zone):

      • Fight for ENEMY Zone: 30/min

      • Fight to KEEP YOUR Zone: 36/min

    • Boosting Zones (stay on friendly Zone): 42/mins

    • Revive: 20

    • Rally: 30

  • Special Renown Bonuses have been removed, apart from: Comeback, Revenge and Streak breaker.

  • Defender Renown, which gave renown to all allies in a Zone for each kill within it, has been removed.

Feat Unlock Thresholds are now:

  • Tier 1: 50 (was 58)

  • Tier 2: 120 (was 155)

  • Tier 3: 210 (was 265)

  • Tier 4: 320 (was 335)

Points rebalance:

  • Captured Zone: 0.9 Points/s (was 0.74 Points/s)

  • Boosted Zone: 1.5 Points/s (was 1.85 Points/s)

  • Captured Minion Lane: 1.5 Points/s (was 1.35 Points/s)

Renown Widget has been integrated!

  • All Renown gains will now be centralized in this widget right above your Renown bar.

CHANGES MADE BASED ON THE MOST RECENT TESTING GROUND:

Zone Capture Speeds

  • Reverted to old values, meaning multiple players assisting the capture will make it speed up, just as it always has.

Developer’s Comment: Although unified capture speeds had positives, these Testing Grounds helped us study the negative effects as well. Slower capture speeds made for matches where Zones would be contested for too long and never change hands, as well as less time for a victorious team to heal before having to weather another attack from full health Heroes. We preferred stepping back on this change for the moment.

Boosting and Contesting Zone:

  • Boosting: 42 Renown/minute (previous TG value was 30)

  • Contesting Zone with no Owner: 30 Renown/minute (previous TG value was 36)

  • Contesting Zone owned by opposing team: 30 Renown/minute (previous TG value was 36)

  • Contesting Zone your team owns: 36 Renown/minute (previous TG value was 36)

  • KNOWN ISSUE: The Renown tally shown in the Renown Widget will not be accurate when contesting a Zone; the values shown will be inflated. This is a display issue at this time.

Developer’s Comment: The high contesting and low Boosting renown gains of the Testing Ground had the unwanted effect of making contesting a Zone the best place to be at all times, as the removal of Defender Renown and equal gains from the other team made it so the risks of blindly assaulting an enemy Zone were too low. Not to mention Boosting an empty Zone yielded the least Renown, and thus felt unrewarding.

With these new changes where the team that owns a Zone gets more Renown for contesting and even more for Boosting, we hope to make trying to win back a Zone a more strategic decision with higher stakes, encouraging pushing as a team rather than jumping in head first by yourself.

AUDIO

  • Occlusion improvements to make interior sounds more muffled when the player is outside.

    • River Fort

    • High Fort

    • Temple Garden

    • Sentinel

    • Citadel Gate

    • Cathedral

    • Viking Village

    • Hallowed Bastion

    • Qiang Pass

BUG FIXES

FIGHTERS

Shinobi

  • (Bug Fix) Fixed an issue where Shinobi’s Front Roll was not target-swappable. (FH-3281)

Hitokiri

  • (Bug Fix) Fixed an issue where Hitokiri’s swinging weapon VFX lingers behind the axe during the side dodge animation. (FH-2147)

Kyoshin

  • (Bug Fix) Fixed an issue that made Kyoshin’s in-game idle animation appear unnatural. (FH-3121)

FEATS

  • (Bug Fix) Altered Nobushi’s Second Wind tier 3 feat animation to be consistent with other heroes. (FH-2836)

AUDIO

  • (Bug Fix) Fixed an issue that caused Pirate to repeat a specific voice line in repeated succession after successfully parring an attack. (FH-3388)

  • (Bug Fix) Fixed an issue that caused lowering of the sounds of battle when playing on Hallowed Bastion during phase 1 in zones 2 & 3. (FH-3321)

  • (Bug Fix) Fixed an issue when where Conqueror’s Full Block stance caused the shield shuffle sound effect to be heard by all players on the map. (FH-3241)

CUSTOMIZATION

  • (Bug Fix) Fixed an issue that caused weapons to reappear in hand after an emote. (FH-3025)

  • (Bug Fix) Fixed an issue that caused the Black Material to appear Blue. (FH-3383)

  • (Bug Fix) Added Seawater and Firewood Material to PIrate Queen’s customization options.

  • (Bug Fix) Fixed an issue that caused the Crimson Conquest effect SFX for Zhanhu and Tiandi to not be synchronized with the visual effect. (FH-3330)

  • (Bug Fix) Fixed an issue that caused Gyorin Chest to not appear correctly on Shinobi, if a paint pattern is selected on Chest and Back. (FH-3218)

  • (Bug Fix) Fixed an issue that caused Berserker’s ‘Move It Along’ Execution to have excessive camera shake. (FH-2783)

  • (Bug Fix) Fixed an issue that caused a grey texture to appear on Death’s Shadow or Satsuki helms when they are equipped on Shinobi. Part of (FH-2703)

  • (Bug Fix) Fixed an issue when Kensei performs the Yasuraka execution and no SFX can be heard when they stab the opponent. (FH-2733)

  • (Bug Fix) Fixed an issue that caused The Orochi execution “Seijuro’s Finesse” to heratic camera movements. The issue is only occurring with this execution, with Vertical sync off and refresh rate to 60hz. (FH-2551)

PC

  • (Bug Fix) Fixed an issue that caused irregularities of fps when streaming FH on one monitor, whilst playing FH on another monitor. (FH-3135)

What can warriors expect to see in For Honor Y6S1? There’s a brand new event mode called Oath of Wyverndale. This time-limited mode offers a spin on your traditional Dominion matches as you gain points from capturing control points and proving yourself in combat against an AI-controlled Ramiel.

for honor year 6 season 1 roadmap

Lord Ramiel, the first Warden, appears elsewhere in For Honor Year 6 Season 1. He is the first unique character skin available in-game, sporting his own dynamic armour set and weapon. Ubisoft plans on adding a new hero skin with each upcoming season.

Of course, there’s more. Expect a fresh battle pass loaded with themed cosmetics to unlock as well as new unlockable armour variations and discount/XP events. Ubisoft has also opened the doors to its Testing Grounds once more with plans to rework the Conqueror and Shaolin.

If you were expecting a new hero to join the roster, then you’ll have to wait. For Honor has only just added the Pirate to its ranks though promises that two more heroes will rise up during Year 6.

What’s changed since For Honor launched in 2017? If you’re a lapsed player, is it worth getting back into? Read our For Honor 2022 review.

Source: Reddit

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Written by
Senior Editor bursting with lukewarm takes and useless gaming trivia. May as well surgically attach my DualSense at this point.