Hey everyone,
Update 4.8 has arrived!
We’re halfway through 2021 and this update is loaded with new features and enhancements as we continue working through our
2021 Roadmap plans! Let’s not waste more time with this intro - check out the new stuff below!
NEW ADDITIONS
PRIZE FIGHTS
Prize Fights will see some significant changes in 4.8, the most important being the introduction of Diamond Prize Fights and Mutual Difficulty Exclusivity.
Diamond Prize Fights
As players’ skills and collections have grown, many players have requested that Prize Fights do the same. We’ve been listening! Starting with Eliza, every Character Prize Fight will now have a brand new Diamond difficulty. This means there are
15 new Prize Fights with devilish new Modifiers now in circulation for you to sink your teeth into.
These Diamond Prize Fights are designed with high level players in mind so there’s some important caveats that separate them from lower rated Prize Fights.
- Your Defense Teams need to be made up of Golds or Diamonds. This is both to make sure you’re a high enough leveled player to be able to compete in Diamond Prize Fights, and it makes sure all the teams you fight will have high Fighter Scores.
- There are no restrictions on what Fighters you can put on your Attack Teams. Have a lot of Bronze Fighters you want to level up quickly? Bring them along into your Diamond Prize Fight runs!
- You will encounter more powerful Defense Teams more quickly. In all Prize Fights, as your streak increases you will encounter more and more powerful enemy teams. The rate at which you encounter higher Fighter Score teams in Diamond PFs will be faster than in Gold PFs, letting you hit higher score thresholds faster!
- Milestone and Event Rewards are increased. Lots more Theonite, Canopy Coins and Skill Points are awarded for completing all Diamond Prize Fight Milestones. If you can rank high enough you’ll also earn Gold Fighters, Gold Relic Shards, and Diamond Keys!
Increased Viability of Gold Prize Fights for Mid Level Players
When Gold Prize Fights were first created, one of their main goals was to give all players a reliable way to earn their first Gold Fighters. As time has gone on, the points required to earn a Gold Fighter have climbed substantially. These high scoring requirements mean Gold Prize Fights are no longer serving their purpose as a gateway to Collection growth.
As such, the inclusion of this new tier of Prize Fight serves a dual purpose: to give end game players challenging new content, but also to lower the points required in Gold Prize Fights by encouraging high level players to try this more rewarding mode.
This leads us to...
Mutually Exclusive Prize Fight Difficulties
Starting in 4.8, you will no longer be able to enter all tiers of Prize Fight during a single event. When a Prize Fight begins you can choose either Bronze, Silver, Gold or Diamond.
Once you have chosen a difficulty, you can only compete in that difficulty for the remainder of the event.
With so many Prize Fight difficulties to choose from now, we wanted to avoid spreading players too thinly between the modes. Also, one of the major contributors to unattainably high points in Prize Fights is high level players entering events not designed for them. With this new difficulty restriction expect the points required for Prize Fights to drop significantly!
To accommodate this change, and to generally clean up the Prize Fight menus, Character Prize Fight Difficulties are now shown on a single card. You can cycle between difficulties in the same way you would change difficulties in a Story Chapter. The card border will change color to make it clear what difficulty you’re about to enter.
Due to some unavoidable timing with the planned release of 4.8,
Eliza’s Prize Fight will start on Tuesday July 6th (once 4.8 Maintenance is complete) and finish on Saturday July 10th. This means it will overlap with Annie’s Prize Fight, which will start on Thursday July 8th as normal.
A bonus Medici Shakedown Prize Fight will run Monday-Tuesday to cover the time period where the Eliza Prize Fights would normally be available.
HOLODECK HAZARDS
Stanley’s improvements to Holodeck Hazards continue! Starting in 4.8 there will now be BASIC, ADVANCED, EXPERT and MASTER difficulties for Holodeck Hazards.
Now regardless of what level you are, you’ll be able to tackle this Daily Event for all that sweet, sweet XP.
A shark’s work is never done, so expect more upgrades to this mode in the future!
FILIA UPGRADES
In 4.7 we dipped our toe in improving older characters by enhancing Valentine’s Checkmate Incision. This time Filia has been given an upgrade and she’s got LOTS of new toys to play with!
Here are the full details of her adjustments:
- Tuned the hit reaction for the last hit of Gregor Samson. Gregor > Drill Tempered should now work against every character, whether on the ground or after a juggle.
- Drillationship now causes knockback (like Fukua’s version).
- Hairball can now be used in the air.
- Remember, you will need to unlock Filia’s Advanced Juggle before you can use this!
- Ringlet Spike now comes out one spike at a time, each time you tap the move (similar to Peacock’s “Bang! Bang! Bang!). The spikes now also stay on screen, even if used right in the corner.
- Widow's Peak now causes floor bounce. The camera shake has also been reduced.
- French Twist is now safe on hit.
These changes should make Filia a lot more fun to use, with LOTS of new combo routes available to her. We’re excited to see what you can come up with using these new abilities!
Stay tuned for more pre-existing character upgrades in future updates!
ECONOMY CHANGES
CoC ADJUSTMENTS
- Prism Plumage has been added to the Trinkets tab of the Cabinet of Curiosities at a premium price.
OTHER CHANGES
MISC
- Adjusted the color grading of NPCs on Soundstage 15.
- Medici Tower now features animated neon signs and moving searchlights, including a new billboard teasing Umbrella’s Boardwalk stage.
- Added new internal/external link functionality to the in-game mail. Look out for notifications for giveaways and other events on Twitch in the future!
- Adjusted the filters in Team Select to not display Deployed Fighters when filtering by available Fighters.
- Future Club’s logo has been added to the title screen.
FIXES
- Fixed an issue where Miasma could errantly drain HP from Invincible opponents.
- Fixed an issue where players could get stuck in the Rift Battle tutorial
- Fixed an issue where Filtering by Shiny Fighters would not display Shiny Fighters correctly.
- Fixed an issue where Fighters currently on Deployments could be sacrificed.
COMING SOON
NEW USES FOR DUPLICATE FIGHTERS
You’ll have to stay tuned for more details, but get ready for a new feature in an upcoming update that will give you another use for all those duplicate Fighters you have in your collections. Keep an eye on our social media pages for info!
UMBRELLA
You may have heard that we’re working on another Brand New Character for Skullgirls Mobile and 2nd Encore. Umbrella still has a long way to go, but she is shaping up to be a wild addition to the cast! We’ll have more news to share about her
very soon!
Leave a comment below if you have any questions, and let us know what you think of this update, and any features you want to see included in 4.9.
Also, keep an eye out on our
social media accounts to stay up to date on new developments, giveaways and contests in the coming weeks!
As always, thanks so much for all your support!
- Hidden Variable