Time Patrollers,
A new update will be deployed shortly on STEAM to improve your experience and include the 1.03 patch released last week on consoles. In the addition of the 1.03 changes, this patch aims to improve several STEAM issues you have reported. This patch will be deployed on November 23rd at 17.00 CET.
1.03 update
- Fixed issue where a particular challenge quest could not be completed depending on the combination of the avatar race or build
- Fixed issue where player data is not successfully carried over
- Fixed issue where an error occurs when asking Shenron for a wish
Minor bug fixes
- Battle balance ajustements (list at the end)
STEAM Fixes
- Fixed issues showing wrong button prompts when playing with Mouse & Keyboard and with controllers
- Fixed Keyboards functionality issues
- Fixed jumping affected by framerate issues
- Fixed issues with minimizing
- Fixed issues with disconnecting/reconnecting controllers
- Fixed issues when random allies and enemies would move out of the “Saiyan Siege! Defend the Earth” mission.
- Fixed the issue when Geat Ape Vegeta would disappear after throwing the Gigantic Ki Blast
- Fixed the issue when enemies would get stuck out of the game environment after throwing the Gigantic Ki Blast during expert missions
- Distance Scaling will now be correctly saved when closing the game
- Boost/Step can now be correctly rebound on Keyboards
- Innocence Cannon Super Attack now works properly under some circumstances
- Several multiplayer improvements (such as infinite loading rooms)
- Several stability improvements and crashes fixed
- Several text, translations & cutscenes issues fixed.
Skills changelist
- Justice Combination: Adjusted the Z Vanish so that it is possible to dodge the final hit of a combo.
- Neo Wolf Fang Fist: The amout of damage that can be done has increased.
- Feint Shot: Hit rate of the Ki Blasts have been adjusted.
- Dragon Fist: The attack has been adjusted to hit the opponent, if launched after the first Hit of a combo.
- Saiyan Spirit: The attack has been adjusted to hit the opponent, if launched after the first Hit of a combo.
- x20 Kaioken Kamehameha: The attack has been adjusted to hit the opponent, if launched after the first Hit of a combo.
- Dust Attack: The recovery time needed to launch a Z Vanish after being hit by the attack has been shortened. Making it possible to dodge the opponent’s Heavy Smash by locking on to opponent and performing a Z Vanish.
- Solar Flare: The recovery time needed to launch a Z Vanish after being hit by the attack has been shortened. Making it possible to dodge the opponent’s Heavy Smash by locking on to opponent and performing a Z Vanish.
- All Clear: Adjusted the issue where the attack was counted as multiple hits, even when guarded.
- God of Destruction’s Anger: The opponent’s Stun Recovery time has been shortened.
- Meteor Crash: It is now possible to dodge the attack by performing a Z Vanish, while being blown away.
- Phantom Fist: The amount of Ki consumed when Phantom Fist is performed right after the first Phantom Fist, and the amount consumed when the Phantom Fist is performed after a combo, has been adjusted so that they are equal.
- Prelude to Destruction: The opponent’s Stun Recovery time has been shortened.
- Final Blow: Adjusted so that it is possible to perform a recovery, even when hit near the ground.
- Dodoria Headbutt: The opponent’s Stun Recovery time has been shortened.
Super Dragon Fist: Adjusted so that it is possible to perform a recovery, even when hit near the ground.
- God Breaker: The Ki is now consumed when the attack is launched, rather than when it hits.
- Flash Bomber: The amount of damage done has been reduced.
- Burning Spin: the attack will now blow away opponents when it hits, do more damage with one hit and the lock to the opponent will be kept after the attack.
- Reverse Mabakusenko: The Ki is now consumed when the attack is launched, rather than when it hits.
- Go-Go Gum: The amount of time needed to launch Go-Go Gum has been increased.