With COVID rampant across the globe, I am sure everyone is experiencing individual struggles. The dev team is also facing many problems, but we will work together to overcome this crisis. Although our development speed has slowed down a bit, we will continue to strive to become a more enjoyable game.
There have been many changes to the journey mode. Creating a new mode fit for the new season came with more challenges than expected, and while testing the gameplay, new ideas to improve it is constantly popping up, making many alterations.
The initial focus of the Journey mode was in “path selection,” but we are now leaning more toward “choosing your opponents” and “challenging yourself.” Thus, the Journey mode’s unofficial title has been changed to “Season Challenge.” By adding brand new features like new bosses, difficulty of your choosing, and new systems that help you improve your Breaker like weapon modification, relic upgrade/disposal among others, the new mode is coming out to be a different yet fun and exciting mode.
We are also constantly working on fixing bugs and making the game more stable. We had a couple of updates through server patches that we hoped would fix the problems but there are still major issues that are unresolved. We are trying to make sure we solve this problem so that it does not reoccur, but this is taking longer than we anticipated.
We are working hard to keep our promise of what we planned for the March update.
Thank you.
Feb. Update patch note
Hello everyone,
The Feb. update can be considered a preseason update before the Season update in March. Players will be able to test out a new Breaker in advance and progress along the Season Pass more quickly with the boost-up event in place.
New Breaker Quake open-testing period
Players will be able to play Quake with the Feb. update. Quake will be available for free until the March update, so we hope to receive diverse feedback. Quake will have balancing adjustments before his official release in March and his skill effects and outward appearance will be upgraded. He will be an official Breaker with the Season 1 update in late March.
New weapon Drill Gauntlet added
Quake’s basic weapon Drill Gauntlet will be added to the weapon drop pool. Drill Gauntlets with new special effects will be added in future updates.
Season Pass VP experience boost up
VP experience gained until the Season 1 update will be doubled. Once the new season starts, the preseason Season Pass will no longer be available.
UI for galaxy season challenge mode added
The new mode UI that will be available in March has been added in advance. Please look forward to the season exclusive challenge mode!
Improvements to relic effects
Some relic effects have been altered so that similar build stats do not decrease.
Changed effect : 50% skill power increase, 20% weapon power decrease
Changes to UI
We are adjusting the UI in the long-term, leading up to full release. We will improve visual effects step by step every update to provide better user experience. We are currently changing the layout of UI in the lobby in preparation of new contents coming out in the future. This will proceed step-by-step every update.
Setting – Key change We had an issue with the Esc key being unable to be registered in key change settings, so we decided to change the key selection process in settings. To avoid confusion among players, we tried to make fewest changes possible, but making confirm/cancel key change to enter/esc is now possible.
Other changes in basic key settings include
Smart Ping: Shift -> 1 Emoticon 1: 1 -> 2 Emoticon 2: 2 -> 3 Emoticon 3: 3 -> 4 Press to Speak: V -> Shift Go to left tab: G -> C Go to right tab: H -> V
* We are trying to make all the keyboard interaction possible with just one hand.
Others
There were some issues with the Gold Hound distribution coupon, so we decided to give out Gold hound to everyone without the need of a coupon.
We fixed the issue where matchmaking would go on forever with no end. We made fixes to solve blackscreen error.
We changed the laser effect range of certain boss monsters showing differently than how it is.
We added UI and effects so that success and failure of exploration is more apparent.
Monster pathing logic has been updated so the tracking of Breakers by enemies is smoother.
Xbox rankings will be refreshed.
[Dev Blog] Breaker Stats
Hello, I’m Wonho Son, PD of ANVIL.
Thank you to those who participated in the Jungler event. We have heard a lot of feedback regarding Jungler during the event and have listed some improvements to be made in the future.
Today, I want to talk about the data accumulated throughout the event for each Breaker and different statistics including the clear rate.
The stats are from the most recent 2 weeks
Q. How many times was Jungler played?
Jungler was played 88,751 times during the event period across all galaxies. That is equivalent to around 6300 runs per day. This was about triple the numbers Jungler is usually played.
However, the Breaker with the highest number of games played is, of course, Lightning. With total of 93,074 times played, it is the most popular Breaker.
The least played Breaker was Bronte. Her unpopularity might be due to her difficulty in playing solo ^^
The graph shows the Czerny practice mode success and failure numbers. Jungler has a relatively high failure number which probably is the result of many new players beginning with Jungler.
In multiplayer mode, the exploration clear rate is higher. Game is easier and more fun when you have companions! As Czerny is played by many novice players, the play numbers for Breakers purchased with Crons are lower.
Q. Is Symphonia too difficult?
In Symphonia, the clear rate is drastically lower. Although we had several balance patches, the game still seems too difficult for many. Our goal is to patch so that the clear rate is more closer to double what it is now.
The average Symphonia clear rate is 20%. Only 1 of every 5 teams clear the 7th planet and can move on to Campanella. Jungler has around 15% clear rate (which calls for more buffs!).
The strongest Breakers in Symphonia are Fighter type Breakers like Rush, Mountain and Toast, not as people might expect Lighting. With their tanking abilities, they are a key member in multiplayer parties. Sandman that was buffed recently is also showing to be strong.
As for Jungler and Elsa…… Hmmm…… More buffs are planned…….
Q. Who is the strongest in Campanella?
For the number of play attempts, Lightning is by far overwhelming followed by Uzi, Jungler, Rush Mountain etc. But what about clear rate?
Although there isn’t a huge difference, Rush and Sandman have a higher clear rate. Will people clear more easily with a Rush, Sandman, and Lightning composition if we go by data? Maybe.
That is the data for now, but we will share more data such as relics purchased, weapons chosen, relics people start out with, upgrades per Breaker and others in the future. If people tell us what they are curious about the most, we can gather and share the information.
Thank you.
[Dev Blog] In-game Calculations breakdown
Basic rule to in-game calculations
All stats are distinguished into “Base stat” and “Additional stat.” The base stat is the unique stat that each Breaker has. For example, Jungler’s base health is 20,000 while Guillotine’s is 35,000.
Any additional stat from relic and other effects that stack are calculated as a sum.
Ex) If a player obtains two 20% HP Increase relics, this is the same as having a 40% HP increase. So if your base health is 30,000, your total HP will increase by 12,000. If you obtain 100% HP increase, your HP will increase by 30000 * (40%+100%) = 42000.
Attack Calculations
Attack Power
This is the basic damage parameter. The value is multiplied to weapon and skill damage for final damage.
When attacking with a weapon : Attack Power * Weapon Power When attacking with a skil : Attack Power * Skill Power
Crit Chance / Crit Damage
When a crit lands, the damage is multiplied by critical damage percentage.
Ex) Attack Power 200 * Weapon Power 200% * Critical Damage 300% = 1200
*In order to avoid excessive damage HUD appearing, ANVIL shows the sum of all the damage applied during a certain period of time. If a crit occurs at least once during this short period, the final damage appearing in HUD will be shown as crit damage (in yellow text).
Ex) Like the shotgun that fires 10 shots at once, if each bullet deals 100 damage and two of the bullets land as crit, damage will appear as 100 * 8 + 100 * 2 * 150(Crit damage) = 1100 in the HUD and will be shown in yellow.
Weapon Power
Only applies when you basic attack with a weapon. The power is shown in %. Additional weapon power acquired is added to the current weapon power.
Ex) When obtaining Weapon Power 10% relic, if you are using a 100% weapon power weapon, your weapon power will be 110%.
Attack Speed
The attack speed of your weapon increases by %. Only applies to basic attacks. Obtained attack speed is added to current attack speed. For cannon type weapons, the charge time is shortened by %. It does not affect reload time.
Skill Power
Only applies to skill attacks. The power is shown in %. Additional skill power acquired is added to the current skill power. - Fighter-type’s counterattack skill is affected by skill power
Skill Cooldown
Reduces skill cooldown by %. Although there is a max cooldown limit, the individual skill cooldown from skill upgrades will stack.
Ex) Skill cooldown 10% + Sandman’s Sniper Shot skill cooldown reduction by 30% This will result in Sandman Sniper Shot cooldown reduced by 30% then reduced by 10% (multiplied) - Base cooldown * 0.7 * 0.9
Survival skills such as dash and teleport are not affected by skill cooldown.
Defense calculations
Max HP
The final HP value after all effects of relics and others are applied to base health. When shields are activated, the shield amount is proportional to max HP so high max HP synergizes well with shields.
Ex) If you have Shield 10% of max HP and base HP is 30,000 and you have relic that gives 100% HP increase for a total of 60,000 HP, a shield of 6,000 will be made.
Defense
Defense decreases the amount of incoming damage by %. All breakers have a base defense. Fighter types have 40% defense while others have 30%. Defense increase relics and effects are applied to the base defense.
Ex) Acquiring Defense increase by 100% for fighter type will result in 40% + 40% * 100% = 80%
Melee / Ranged Damage Reduction
Reduces damage of incoming melee attacks or ranged projectile attacks(beams included) by %. Unlike Defense, this reduces the damage received, so it is efficient despite smaller values. It is applied after reduction of damage by defense.
Ex) Having Ranged Damage Reduction 10% and 50% Defense and getting hit by 1000 damage laser beam will deal 1000 * 50% * 90% = 450
Run speed and walk speed
Movement in ANVIL is distinguished into run and walk. While minute control is available on Xbox Game pad, typically basic movement is considered a run while moving while attacking or using a defensive skill is considered a walk. Movement speed increase is applied to both run and walk. Walk speed increase is only applied to walk. - Relic or effect that reduce walk speed to 0 means that you can move around in a run, but cannot move while shooting.
Status Effect
Reduce Status Effect duration
Reduces Status Effect on Breaker by %.
Increase Status Effect duration
Duration of Status effect applied to enemies is increased by %. Base status effect duration time Burn : 15 sec Shock : 7 sec Freeze : 5 sec Petrify : 7 sec Poison : 15 sec
Increase Damage to Status Effect enemies
Increase all damage to enemies under Status Effect by %.
ANVIL joins Steam Lunar Sale
Starting today, ANVIL will be available in the Steam Lunar Sale at 20% off regular price!
Invite your friends to play with you :)
Happy Lunar Holidays~ :)
Participate in 3 different Events throughout the Lunar Holidays!
Czerny(Single) Clear Event
How to participate
STEP1. Take a screenshot of ANVIL Czerny(Single) clear screen STEP2. Upload image onto 📷czernysingle-clear-event channel to participate * Make sure your game ID and Discord account is shown in the image STEP3. 50 players will be chosen at random to win 1,000 Cron coupons
Participants
STEAM user
Xbox user
Notice
Please make sure that your account name can be identified in the image.
Any multiplayer mode clear will be eligible for submission. Only players that directly submit on the discord channel will be able to participate.
Any participation of the event through dishonest means can lead to cancelation of the award
Coupons will be unavailable for use after expiration date.
Coupon expiration date is March 22, 2022
🗓️ Timeline
Event period: Jan 25(Tues) ~ Feb 15(Tues)
Winner announcement: Fed 22(Tues)
🎁 Prize
50 people through lottery - [1,000Cron]
Coupon expiration date is March 22, 2022.
Jungler Hunting Event!
How to participate
EVENT1. Use Jungler total of 1,000 times
STEP1. Log on to ANVIL and play Jungler during the event period (You don’t need to clear a planet) STEP2. If net use of Jungler for all users reach over 1,000, “Gold Hound” will be given to everyone
EVENT2. Jungler Symphonia clear
STEP1. Clear Symphonia as Jungler! (The more times you certify that you cleared, the higher the chance to win a prize!) STEP2. Upload image onto 📷symphonia_clear Channel to participate * Make sure your game ID and Discord account is shown in the image STEP3. 30 players will be chosen at random to win $30 Steam gift card
Participants
STEAM user
XBOX user
Notice
does not have a galaxy clear requirement.
The more times you clear Symphonia and upload to the channel, the higher the chance to win.
Event prize might vary depending on local currency exchange and tax..
Please make sure your game ID can be seen when participating in the event
Participating on a different account can lead to cancellation of prize
“Gold Hound” will be awarded as a global coupon if the requirements are achieved
Coupons will be unavailable for use after expiration date.
Coupon expiration date is March 8, 2022
🗓️ Timeline
Event period : Jan. 25(Tues) ~ Feb. 8(Tues)
Winner announcement : Feb. 15(Tues)
🏆EVENT1 Prize
Total number of Jungler use exceed 1,000 - Revelation of global coupon for “Gold Hound”
Coupon will ve available for use until March 8, 2022.
🎁 EVENT2 Prize(Jungler Symphonia Clear)
30 people through lottery - $30 STEAM gift card
Jan. update details
Hello, this is Wonho Son, PD of ANVIL.
The main content of the Jan. update is the addition of different galaxy difficulty levels. We want to explain our intentions as well as give details.
Galaxy difficulty diversification
We added Czerny practice mode so newcomers can play the game in a more friendly environment. We greatly decreased the difficulty level and gave starting gold to allow players to create builds more easily. However, to avoid difficulty in matchmaking due to having separate matchmaking pools, we will only make Czerny practice mode available as single player mode.
The current Campanella galaxy difficulty level will be set as the highest (Extreme), and two less difficult modes, normal and hard will be added. As clearing Campanella normal opens the fourth relic spot, we expect people can take advantage of this to clear Campanella Hard and Extreme more easily.
Specifically regarding Campanella Extreme, players will start out with 500 gold, allowing players to buy tier-3 weapons or with multiple relics. We hope players don’t see this mode as just a difficult mode but get a sense of “extreme” feeling and have fun. In addition, the number of planets will be increased to 9 and will have random bosses besides the two fixed ones, making a different play experience than the current Campanella structure.
The thing we were most concerned about for making many difficulties available was that with matching spots diversified, the time for matchmaking can become longer. To solve this issue, we decided this difficulty addition can be a mid-way solution and will constantly improve based on user feedback and stats.
Also, we deleted base status effect resistance of bosses so players can make use of status effects more and made diverse changes to controls and battle visual effects so that players do not experience unexpected deaths. Furthermore, we made fixing bug and crash issues an utmost priority and was able to fix many of them.
We thank you for all your interest and support. We will strive to repay everyone by becoming a better game. Thank you.
January update details
Diversification of galaxy difficulty
Czerny Practice (Single player)
Game description and guide added
No alert level monsters appear
Difficulty level decrease by 25% overall
150 starting gold added
Clearing the practice mode will not open Symphonia or the 2nd relic slot
Relic replication percentage is the same, but only 50% of VP earned compared to Czerny normal mode.
Campanella Normal (3 people)
Difficulty level decrease by 25% overall compared to previous Campanella
Clearing Campanella Normal unlocks the 4th relic slot
Campanella Hard (3 people)
Difficulty level decrease by 10% overall compared to previous Campanella
Relic replication percentage is the same, but VP earned increased by 25% compared to Campanella Normal.
Campanella Extreme (3 people)
Consists of 9 planets
Random boss monster spawn besides fixed boss monsters stages
Players start with 500 gold
While other stats are equal to the previous Campanella mode, monsters have 30% faster attack speed and movement speed
Relic replication percentage is the same, but VP earned increased by 50% compared to Campanella Normal.
Battle improvements
Players can now cancel Breaker skill using dash, shield, teleport etc.
Players can use survival skills (dash, shield, teleport etc.) when silenced
Fighter type Breakers no longer have cooldown for shields - Players can now use shield immediately
Improvements and changes to counterattack - Invulnerability after counterattack increased by 0.5 seconds - Range of enemy projectile destruction after counterattack doubled - Guillotine and Toast’s counterattack damage doubled - Counterattack now has an internal cooldown (excluding Toast)
Screen shake increase depending on damage has been added
Knockback on weapon fire that was added for hit effect has been removed - Effect only remains for Assault Handgun that had it as default effect
Decrease to alert level effect that increased attack and defense - Attack increase by 50% / Defense by 100% -> Attack 30% / Defense 50% - The silver shining shading effect has been removed as it was the same effect as Polychopper reflect. An appropriate shader will be added in the future
Status effect improvements
Status effect (freeze, burn etc.) on bosses now shown under boss health bar - Status effect icon images change for more visibility - Status effects blink for 3 seconds prior to removal
Boss base resistance changed from 50% to 0% - Ex) Previously, freeze lasted 5 sec on normal monsters and 2.5 sec on boss monsters - After change, boss monsters are also frozen for 5 sec
Shock duration changed form 15 sec to 7 sec - Fixed error where shock / bleed effect was not among boss resistance system
Fixed error when all bosses were not immune to stun - Fixed issue where battle pattern overlapped, allowing for clearer response to battle patterns
Visual effects of status effects such as shock, burn etc. improved to be more noticeable.
Emoticon added
Use of emoticon in matching lobby and in-game through the cross key on Game pad (1,2,3 on keyboard) added - Smile, tears, cold face - This update only provides basic features and will be enforced later with more diverse emoticons that can be edited
Button added after clearing galaxy instead of immediately going to stats page - Use the new emotes to complement each other!
Additional improvements
Improved alert level so that visual effect does not hinder battle visibility
Thai, Italian, and Vietnamese language added
Added screen shake control in settings
Changed “damage increase” and “damage decrease” on HUD to “+” and “–“ due to character length
Physical attack effect added to all monsters
Visual improvements to Root Guardian cannon barrage projectile skill so it can be seen more clearly
Crasher shotgun’s passive effect “Increase critical chance on use” added to description
Some gauntlet, gatling gun, etc. weapon animation effect added
Bonus relic stack effect from 3rd relic onward added in green letters
Major bug fixes
Fixed issue where players were locked out of boss lairs
Fixed where some skill effects remained when moving on to the next planet (Elsa ultra beam, etc.)
Fixed numerical value not appearing in upgrades for Chinese traditional / simplified
Fixed issue where Season Pass Rank would go up abnormally
Fixed issue of camera going off center when spectating allies after death
Fixed issue where 4 players could enter 3 people galaxies
Fixed major crash issues
Fixed certain relics not appearing in the Vaulty’s shop
Fixed where system asks to enter a coupon code on Game pad after entering a coupon
Fixed where monsters summoned by the Root Guardian remained after boss is defeated
Fixed issue where Sandman’s skill upgrade “decrease defense of enemies hit by 100%” was not applied correctly
Fixed issue where Sandman’s skill upgrade “increase weapon power when grenade lands” was not applied correctly
Fixed instance on Game pad where cannons fired toward the last aimed direction
Fixed issue where passive skill of gatling gun remained even after changing weapons
Other issues
Rankings will reset on both Xbox and Steam with the Jan. update
Uzi and Bronte skins that show their face have been added (Uzi: 300 Crons, Bronte: 200 Crons)
Known bugs
We are currently fixing an issue where Guillotine's Charge Skill does not deal damage to stationary boss monsters
Some lasers not being shown when Boss Destroyer and Machine Magician uses a star shaped laser pattern. The damage is dealt up to the star's apexes so players need to move far away or go to the center. We are currently fixing this issue as soon as possible.
The shining effect when Shuri is recharging cannon is excessive. We are fixing the issue.