The 1.5.0 update is now LIVE! ANDROID 8.0 SUPPORT As promised, Skullgirls now officially supports Android OS 8.0 - thanks for your patience! ORIGIN STORY - PAINWHEEL Poor Carol Like the Peacock and Big Band Origin Stories: Requires Player Level 20 to Unlock Every Fight within an Origin Story requires that you use a Fighter of that story’s character type Origin Stories are NOT EASY, especially in Advanced and Expert mode. Get ready for a challenge! UP NEXT: Valentine, Cerebella and many more! NINE NEW GOLD FIGHTERS! We’re excited to announce NINE NEW GOLD FIGHTERS to add to your collection! With this set of Fighters, we wanted to add more tactical variety to the way you build and use your Fighters, including providing tools to help counter some of the more prevalent Fighters you’ll encounter in more end-game content. Overviews of each of the new Fighters below (using SPOILER tags to ensure the page loads quickly for those on mobile connections). NOTE: Each of these Fighters is at max level with their Skill Trees (and thus Signature Abilities) maxed out. Spoiler: CEREBELLA - BRAIN FREEZE Spoiler: PEACOCK - ULTRAVIOLENT Spoiler: BEOWULF - DRAGON BRAWLER Spoiler: PARASOUL - REGALLY BLONDE Spoiler: PAINWHEEL - FIREFLY Spoiler: VALENTINE - SURGEON GENERAL Spoiler: BIG BAND - GI JAZZ Spoiler: FILIA - WINDSWEPT Spoiler: ELIZA - RED VELVET NEW FIGHTERS ADDED TO ALL STANDARD RELICS Itching to get your mitts on these new Fighters? Luckily, they will be added to ALL Gold Tier-appropriate Relics: Premiere Relics Character Specific Relics (only the Fighter of that Character Type) Shard to Get Relics Silver Lining Relics (from Login Bonuses) Newly Minted Relics Wait… what’s this?! Funny you should ask... SPECIAL NEW GOLD FIGHTER PRIZE FIGHT! We will be releasing a new HOT OFF THE PRESSES Prize Fight (currently planned for Monday Oct 2nd, the final date will depend on our final release date) that will grant the top 10% of players a Newly Minted Relic, which will GUARANTEE ONE of the nine new Fighters above! Let us know what you think of the new Fighters! MISSION PROGRESS NOTIFICATIONS Ever wanted to know how close you were to closing out a particular Mission? You’re in luck! Now, whenever you make progress towards one of your Daily Missions, a little notification will appear on the Results screen to let you know how close you are to your goal UX IMPROVEMENTS Increased Move Multi-Sell Limit Increased the Move Multi-Sell Limit from 10 to 50 Fight Timer Updates Fixed bug preventing Timer from turning red and pulsing as it ticks down below 1:00 Misc Improvements Improved Fighter positioning on Match Preview for various team-size layouts Fixed issue where non-permanent modifier icons would stack onto permanent ones in the HUD Fixed issue where cards would stack in an odd order if you were holding a card while transitioning between screens CHARACTER SPECIFIC UPDATES Big Band Fixed bug in which Resonant Evil's SA could trigger on blocked hits Cerebella SM Merry Go-Rilla can now be interrupted during its startup frames Fixed bug with BB1 Diamond Dynamo that prevented bonus damage from SA’s from being applied to the final hit Eliza Fixed a bug where Eliza's launcher would sometimes confer the wrong hit reaction allowing an infinite combo Filia At long last, added Shampoo VFX for the launcher portion of BB2 Widow’s Peak Painwheel Fixed bug with Twisted Mettle’s SA that would cause it to trigger and confer Bleeds on Blocked Hits Valentine Removed knockback on the last hit of Valentine's advanced ground combo to guarantee transition to launcher and improve overall combo-ability GENERAL COMBAT UPDATES NOTE: All these changes apply to players as well as AI opponents Improved Outtakes Move Cost reduced from 3 to 2 Cooldown time reduced (L1 > L15) from 30>20 to 20>10 Outtakes now work on Fighters with Unflinching AI Improvements Opponents will now clear their action queue on get up, preventing them from performing close range actions (like certain Blockbusters) from the other side of the stage after being knocked down AI opponents with Multi-Tap moves (like Peacock’s SM BANG BANG BANG) will now be more likely to use the full Multi-Tap attack Increased Recovery for Missed Throws All characters now have an extended recovery window after missed Throws, making it easier to punish with a Tap or Dash Attack Increased Recovery for Charge Attacks All characters now have an extended recovery window after a Charge attack, making it easier to punish with a Tap or Dash Attack Fixed Non Progression tied to Queued Blockbusters Made fixes for potential non-progression issues that could be caused by queuing Blockbusters (particularly Beowulf, Valentine, and Eliza) Updated Modifier Timer Logic Made updates to Modifier Timer logic to ensure that the duration of effects would persist consistently regardless of device performance Misc Bug Fixes Fixed issue where modifier timers would pause during SuperFlash at the start of a Blockbuster, but their effects (Bleed, Regen, etc) would persist Fixed bug that made Armor Break remove Invincible OTHER FIXES & IMPROVEMENTS Energy Bug Fixes Fixed bug where purchasing an energy cooldown would locally set your energy cooldown to zero, making it seem like you never run out of energy (and leading to other Energy presentation bugs) Fixed bug where energy cooldowns might be set incorrectly for characters when starting the game up if the characters have energy cooldown nodes purchased. Decreased Difficulty of Early BASIC Story Mode Fights Fishbone To Pick and Who’s the Boss BASIC fights reduced slightly in difficulty Premiere Relic Preview Fix Fixed issue where Bloodbath (only obtainable via Eliza's Character Relic) was being shown instead of Diva Intervention Localization Fixes Russian Increased scale of TRAINING on Title screen Fixed translation for UNLOCK on Skill Tree screen Spanish Fixed some inconsistent translations of “New Meridian” As always, please share your feedback about what changes you like, and what you’d like for us to add next. We’re listening!