HEY. ARE YOU READY FOR PATCH NOTES? BECAUSE WE ARE. 06/28 UPDATE - 2.4 is now LIVE - enjoy! 06/25 UPDATE - New changes have been made to the 2.4 update which will be reflected in this color. We've been working non-stop to bring you one of our biggest updates yet! In fact, we're still putting the finishing touches on it, so you shouldn't expect this update for another couple of weeks - we're currently looking to release it before the end of the month! You can find these update notes in Spanish, courtesy of the lovely folks running the Skullgirls Español Facebook page, here: https://www.facebook.com/SkullMobileEs/posts/1844345865622115 You can find these update notes in Korean, courtesy of @Fel who has graciously translated them, here: http://forum.skullgirlsmobile.com/threads/2-4-버전-업데이트-공지.3177/ Without further ado, let's dive in~ MARQUEE ABILITIES Marquee Abilities make a return from our Skullgirls beta days! Remember them? No? That's okay. After fully upgrading a Fighter's Skill Tree, you will have the option to unlock and use one of the two Marquee Abilities available for that Character (i.e. all Big Band Fighters have the same Marquee Ability options). You can upgrade both simultaneously, but you can only select and use one at a time. Choose wisely and consult with your fellow players before you invest your hard earned Skill Points and Canopy Coins! Some Marquee Abilities are better suited for certain Fighters and certain Playstyles. Changed your mind? You can always switch between the two available Marquee Abilities for a bit of Theonite. After unlocking a fighter's Marquee Ability, they will also receive a little extra flair on their portrait! PRIZE FIGHT CHANGES We have received tons of feedback (thank you!) regarding our new Prize Fights system ever since we introduced it in 2.2, and we are happy to report a number of refinements designed to directly address a number of your concerns: Fight Harder Opponents Earlier For the first 15 or so fights in any given Prize Fight, you will now be able to choose from three opponents with very different Fighter Score ranges depending on your difficulty preference: EASY - The standard opponent difficulty for that streak that everyone is used to in 2.3. For those who appreciate the current Prize Fights' difficulty progression, this is is the option for you! MEDIUM - These fights are noticeably harder than the EASY option -- good if you want to earn XP more quickly without taxing your team too much. HARD - This fight will be MUCH harder than the other two fights. By choosing this option, players can immediately start getting significant chunks of XP for their fighters right off the bat. Once you reach streak 15, your opponent difficulty will balance out (alongside the introduction of stat modifiers). As a result, there are now options for every type of player depending on your Prize Fight goals (points + high streaks, maximizing XP gain per fight, etc). Decisions, decisions! Bonus Experience For Win Streak Modifiers By popular request, you will now also receive scaling bonus experience once Win Streak Modifiers kick in at streak 15. Maintaining those 30+ streaks will be a lot more rewarding, so bring your A game if you want to hold on to it and maximize your experience gains for your Gold, Silver and Bronze Fighters! Streak Recovery Sometimes, all it takes is one small mistake to cost you everything at a high streak. It's heartbreaking! Now, we'll be giving you the option to "recover" your streak to what it was before for a bit of Theonite (the price will scale depending on the streak you are looking to restore). WiFi went down? Phone battery died? Got caught in a nasty combo? When these things happen, you'll have a way to get back on track! TIER SPECIFIC SHARDS We've all been there -- you go to open a Relic hoping for a Gold and, alas - it's Bronze or Silver instead. No closer to a Gold than you were before. Introducing... Tier Specific Shards! Every time that you obtain a new Bronze or Silver Fighter, it will grant you 40 shards towards either a Silver or a Gold Fighter Relic. Bronze Fighters grant Silver Shards, and Silver Fighters grant Gold Shards. After you collect 1000 Silver or Gold Shards, you'll be able to get a FREE Silver or Gold Relic. Now, every pull that is not a Gold will get you one step closer to acquiring a Gold! NOTE: This will replace the Shard to Get Relic. All Shard to Get Relic Shards will be auto-converted to SILVER Shards after the 2.4 update. Any Shard to Get Relics you have purchased (but not opened) will safely stay in your inventory until you open them. MASTER DAILY EVENTS Finished Story Mode and have nothing to spend your Energy on except Expert Daily Events? Fear not, a new challenge awaits! Master Daily Events are much harder than Expert Daily Events, but they are not quite as intense as Accursed Experiments. Each Master Event will feature a new devious modifier on every node that has been designed to fit the character - be prepared! In addition to providing a great source of renewable experience and standard Daily Event rewards (Moves, BBs, Skill Points, etc), they will also have the chance to drop the all new, and extremely rare, Elemental Essence Shards! ELEMENTAL SHARDS, ESSENCES AND RELICS A new EVOLUTION currency has entered the fray (more on that below)! Elemental Shards now exist for every element, and with 1000 Shards, you can craft a full Elemental Essence. The main source of earning Elemental Shards (and even full Elemental Essences if you're lucky) is through brand new Elemental Relics: Radiant Shining Relic (Go alliteration!) Scorched Relic Sunken Relic Shrouded Relic Stormy Relic You can view the alternate names we drafted for "Stormy" in our work chat (because they are amazing) here: Spoiler Green Well Ventilated Zephyrean Drafty Whispering Huff’n’Puff Windy Gassy Breezy Windsheared Poorly Insulated Fart Frogblasted Thunderous Jetstreamed Meteorological (sponsored by Weather.com) "Thesaurus.com says you can just use Zephyr" Each Elemental Relic costs 300 Theonite (or 3000 Theonite for a 10+1) and will grant you two rewards: Fighter of that Element Type. Essence Shards of that Element Type (10, 50, 100, or 1000) Outside of Prize Fights and Offers, one Elemental Relic type will be available every weekend (on a 5 week rotation). Snap 'em up while you can! ELEMENTAL EXCLUSIVE VARIANTS As a bonus, these Elemental Relics are also the ONLY way to get these five new Elemental Variants! ELEMENTAL PRIZE FIGHTS Another great way to earn Essence Shards & Essences is through Elemental Prize Fights. Each of these Prize Fights will have a modifier that provides a bonus to its corresponding element. For example, the modifier for our LIGHT Elemental Essence Prize Fight is: All LIGHT Fighters cycle between IMMUNE, UNFLINCHING, INVINCIBLE, and FINAL STAND. Landing a HIT will transfer negative COMBAT EFFECTS to the opponent. Elemental Prize Fights will provide Elemental Relics, Elemental Shards, and even Full Elemental Essences as part of their rewards. ... "Okay Liam, you've been popping off about these Herbal Essences and Eevee Evolution Stones for three pages now, what do they even do...?" DIAMOND EVOLUTION Behold - DIAMOND TIER FIGHTERS! Right now the only way to get a Diamond Fighter is to EVOLVE one, which will require: A Max Level 50 Gold Fighter 5x Gold Fighters of that Character Type 3x Elemental Essences of the Evolving Fighter's Element For example: To evolve your Gold Armed Forces to Diamond, you'll need to get her to maximum level (L50), sacrifice 5 Gold Cerebellas, and use 3 Full AIR Elemental Essences. Evolving a Fighter to Diamond will raise their max level capacity to 60, and it will dramatically increase their maximum stats. BUILDING YOUR FIRST DIAMOND FIGHTER As you might expect, Diamond Fighters will require a lot more experience to level up compared to Gold Fighters, but with our Prize Fights experience changes and Master Daily Events, XP will be much more abundant for everyone to feast on. Have a Gold Fighter in mind for evolution, but not enough Gold Fighters of that type to evolve them? Use these new XP opportunities to level up and evolve some Silver Fighters to use as food! Diamond Fighters require a lot of investment to attain - they are intended to be rare and special. Choose carefully! ACCURSED EXPERIMENTS FIRST TIME CLEAR REWARD When you 100% Accursed Experiments for the first time after the 2.4 update, you will acquire 3 FULL Elemental Essences of one type (chosen randomly) - enough to fulfill the Elemental Essence requirements for one Gold → Diamond evolution. For our most dedicated end-game players - this should help you get your first Diamond relatively quickly! THE STASH You'll notice that we've added a new button to the main menu - the STASH! Ever wanted to know how many Skill Points you have for each Character at a glance? Your prayers are answered! You can use this screen to view all of your items and currencies (including Elemental Shards and Essences). EVOLUTION IMPROVEMENTS The evolution process also got a new makeover, take a look! We've also updated the character details screen to better show when a character is at max level, and we're making it more apparent when a character is ready to be evolved. WARNING!!! COMING SOON - EXTREMELY DANGEROUS CONTENT!! In our next few updates we will be releasing some new content soon with unprecedented difficulty - for which a good Diamond Fighter (or two or three!) will go a LONG way. Furthermore, as we release more collaborative and competitive social features in the coming months, Diamond Fighters will be even more valuable to you and your allies. Be prepared! PALETTE EFFECTS In 2.4, you'll notice a few new spiffy colorful effects while you're playing. That's because we've added in most of the cool palette effects featured through Skullgirls 2nd Encore (Console and PC). Here are two examples: These effects will pop up as you fight, giving some extra visual oomph. SQUIGLY FIGHTERS ADDED TO ALL RELICS Squigly Fighters are no longer exclusive to the REANIMATED Relic. You can now find Squigly variants in Premiere, Bronze, Silver, Gold, Silver Lining, and Shard To Get Relics. NECROBREAKER SQUIGLY VARIANT For those of you who visited us at Combo Breaker, you'll be receiving the Necrobreaker Squigly variant through the mail after the 2.4 update is live. You can see her in action here! https://twitter.com/sgmobile/status/1010340784346812416 JP / KO LAUNCH In case you missed it, we'll be launching in Japan and Korea later this month! We've set up some new Japanese and Korean forum sections, but please remember to only post in the respective language there if you are a native speaker. NOTE: For those asking about when Skullgirls will launch in China - we're working on it! It all comes down to finding the right partner. Thanks for your patience! MASSIVE MEMORY IMPROVEMENTS We mention this every update, but this time we've made huge improvements to how we handle loading and unloading character art and data. You should expect to see far fewer crashes related to memory usage. If you experienced crashes after only a handful of matches in 2.3, let us know how this update affects you! PARASOUL ORIGIN STORY TEASE #2 We know, we know -- BUT WHAT ABOUT PARASOUL'S ORIGIN STORY?! Stay tuned for our next update and find out! Until then, here's another blast from the past: Spoiler: Actual Spoilers! ADJUSTMENTS Evolution Flow Evolution screen now filters by default to only show available characters. Changes to results screen to better communicate when a character is at max level and ready to be evolved. New visual effects will be applied to fighter cards when they are ready to be evolved. Music is heavily dampened during the new evolution animation. Rewards Blockbusters and Special Moves in rewards preview now reflect their rarity tier. (Bronze, Silver or Gold) Gold and Silver Relic progress bars are displayed during Relic opening rewards flow. Fights Added "NO DIAMOND" constraint to fights where "NO GOLD" is present. Adjusted Prize Fight streak matchmaking to account for new Diamond Fighters. Enemy teams will now have their total fighter score present on the Prize Fights selection screen. Social Features Disabled Silver Relic pull notifications from chat room. Updated chat join message to remind players of our firstname.lastname@example.org email. Updated chat join message to include a link to the official Skullgirls Discord server. (discord.gg/skullgirls) You can now use non-English characters for Display Names. Economy Slightly reduced Theonite payout for Story Mode 100% completion rewards. Origin Stories are unchanged. Relics Daily & Hourly Relics offer a chance to grant Element Shards. Relic odds popup is now more precise, and supports decimal values. (VALENTINE) Pyro-Technique Signature Ability now inflicts two stacks of Wither, up from one. Character Details Removed "class" descriptor from the character details screen in favor of better communicating level cap. (Control, Attacker, Disabler, Defender, etc) AI Higher level AI will be smarter at dealing with charge attack unblockables. They will intelligently use Blockbusters, Special Moves (when appropriate), and Tag-ins to avoid these attacks. Fixed scenario where the AI would back-dash infinitely attempting to taunt. Looking at you, Eliza! Big Band Daily Events Unstoppable Force (Expert Modifier) Now only triggers if benefiting from UNFLINCHING. INVINCIBILITY duration increased from 3 seconds to 5 seconds. Taser (Advanced Modifier) Has been replaced by IMMOVABLE OBJECT. Immovable Object No longer grants permanent UNFLINCHING. The new description is as follows: 15% chance when HIT to gain UNFLINCHING for 10 seconds if benefiting from ARMOR. Also gain UNFLINCHING for 10 seconds at the beginning of the match. The above changes have reworked the flow of Big Band's modifiers to be more linear. Here are the results: When hit, % chance to gain ARMOR. When hit, % chance to gain UNFLINCHING if you have ARMOR. When hit, % chance to gain INVINCIBLE if you have UNFLINCHING. Filia Daily Events Lacerate Increased proc chance from 2% to 10%. BUG FIXES We're still fixing bugs as we speak - so this list is likely to grow! That said, here's what we've fixed so far: MODIFIERS Double Tap Fixed an issue where characters would revive after the round was over. Final Stand Prevents KO from Immoral Fiber's SA, and DOOM. Hex Correctly prevents Immoral Fiber's SA from triggering. Misc Fixed some edge cases where some modifiers weren't correctly removing other modifiers. CHARACTERS Cerebella No longer displays damage numbers on the first hit of Pummel Horse. Parasoul Canopy Bounce no longer soft locks the game if used against a tagging in Cerebella. Squigly Fixed an issue where the game would soft lock if the enemy died during player BB3 activation. Fixed an issue where the game would soft lock if the enemy queued a Blockbuster during Silver Chord or Tremolo. Fixed an issue where the game would soft lock if the enemy got behind Squigly (and other characters) during BB3 activation. Removed debug text from BB3 - "RAGE OF THE DRAGON". Fixed several infinite combos with Wrym's Tail. Fixed issue where Squigly could use Silver Chord multiple times per combo. (Sorry, OozyGamer) MISC Accursed Experiments Now properly grants Squigly Skill Points on completion. Chat Chat text is now visible when resolution slider is set to less than half way. Announcer Announces Beowulf's presence again when he is added to the team. Localization & Text Fixed many translation errors. Thanks to everyone who continues to help point these out to us! Fixed variant names overlapping other text in some languages on the match preview screen. Significant improvements to Squigly related text - including Variant names, etc - in German. Fixed issue where variant quotes would sometimes go off screen. Previously, we errantly listed that the odds to receive a Gold fighter from a Elemental Relic were higher than Premiere and Character Relics, but they are in fact comparable. Our apologies for the miscommunication. We're hoping to get this update into your hands ASAP, and we'll keep you all posted on the release status as we go. To those who create threads on our forums generating discussion, who spend countless hours a day providing feedback in our Discord, who send us bug reports and share suggestions with us, who simply play the game and tell their friends about it - we can't thank you enough for all of your support. Skullgirls is a project we developed for YOU, and your enjoyment is our top priority. As always, please continue to share your feedback and suggestions with us on the forums here. Everything you post helps shape Skullgirls into the best experience it can be. - All of us at Hidden Variable Have a question? Leave it down below and we'll do our best to respond when we can.