News Liste Idol Showdown

Koyori Update v5.0.0
Idol Showdown
1 Tag 00:00 Community Announcements

Release times

Fri, June 6th 3PM PST

Fri, June 6th 6PM EST

Fri, June 6th 10PM GMT

Sat, June 7th 5AM WIB

Sat, June 7th 7AM JST

New Features

New Character

[p]Genius of Two Disciplines: Hakui Koyori[/p][p]Koyori is a tricky fighter who switches between two stances. She can control space with the power of chemistry, or blast through the opponent with the power of her gadgets.[/p]

Profiles

[p]Players will now have the ability to customize their own unique profile with backgrounds, banners, titles and oshi marks that can be bought from the shop. You can view your opponents’ profiles during online play.[/p]

Reward Codes

[p]A new screen where codes can be entered to receive unique rewards. Codes will be given out to winners of major community tournaments, at Idol Showdown events, or on social media accounts. Keep an eye out for them![/p]

Character Select

[p]The character select screen has been revamped. The new version features a cursor for character selection, as well as updated collab and cosplay selection of panels that offer better visibility and navigation.[/p]

Audio Changes

[p]The following new tracks have been added:[/p][p]- Expired Mayo (Unbalance by Hakui Koyori)[/p][p]- Bejeweled Cavern’s Glow (MOOM: Last Promise)[/p][p]- Ground Zero (MOOM: Last Promise)[/p]

Shop Items

[p]New character cosplays, online stickers, banners and titles can now be found in Kiara’s shop![/p]

Training Mode

[p]Random Playback[/p][p]Training mode now lets you set the opponent to a ‘random playback’ option. This mode will cause the opponent to choose randomly between the actions you have saved in your dummy recording slots, letting players train their reflexes.[/p][p]Auto Grab Tech[/p][p]This new option will cause the training dummy to automatically tech any grabs.[/p][p][/p]

Changes to Existing Content

Bug Fixes

Input

[p]- Resolved issues with multiple controllers and controller rebindings that would lead to the game being softlocked.[/p][p]- Fixed issue where a single input would process as a double input on some menus.[/p]

Training Mode

[p]Fixed issue where setting the bar value for STAR meter would lock you at that number of bars (thus providing functionally infinite meter). The meter will now reset to the specified bar amount after a short period of time.[/p]

Archive

[p]Due to this patch being a major update, replays from previous patches will no longer work. There was previously an issue where old replays from non-major updates would be unplayable; this has been fixed.[/p]

Virtual Frontier

[p]- Resolved multiple softlocks and unintended gameplay behaviors related to final bosses.[/p][p]- Removed or reworked several fights that could result in the game softlocking.[/p][p]- Fixed issue where the rewards menu would not show up after the first fight.[/p][p]- Resolved bug that would cause you to lose fights if you won while at 1 HP.[/p][p]- Fixed issue where Shion’s shop would sometimes display text in Japanese even when the game language is set to English.[/p]

Visuals

[p]- Fixed visual bugs related to several character cosplays.[/p][p]- Minor adjustments made to various animations.[/p]

Online

[p]- Reworked the demo system. This should allow for easier resolution of desyncs in the future.[/p]

Battle

[p]- Added the round start input buffer to offline matches to match online behavior.[/p][p]- Adjusted corner physics to prevent multiple corner steal setups.[/p][p]- Fixed bug where buffered jumps would sometimes come out 1 frame late. This would previously result in some characters being grabbed out of their first frame of jump startup.[/p][p]- Fixed bug where all armored moves had infinite armor. The moves will now have the intended number of armored hits. New armor values for moves are marked under their respective characters in the “Battle Updates” section.[/p][p]- Fixed bug where losses were not properly recorded. Win/loss information has been reset.[/p]

Battle Updates

System changes

[p]Distance between round-start player positions has been increased.[/p][p]Collabs can no longer be summoned while performing a command grab.[/p][p]Blockstun buffer increased 3f -> 4f.[/p][p]Universal overheads:[/p][p]- Proration reduced 0.85 -> 0.7.[/p][p]All air normals:[/p][p]- Star Meter reward upon contacting the opponent increased 25 -> 28.[/p][p]All specials:[/p][p]- Removed star meter reward for performing the move.[/p][p]- Doubled star meter reward for contacting the opponent.[/p][p]Nearly all projectiles: [/p][p]- Halved star meter reward for contacting the opponent. [/p][p]- Exemptions to this change are listed under their respective character sections.[/p][p]Throws:[/p][p]- Command throws no longer cause ‘grab clashes’, and instead both whiff if they occur on the same frame.[/p][p]- Command grabs will now beat regular grabs on clash.[/p][p]- Grab supers will now beat non-super command grabs and regular grabs on clash.[/p]

Character changes

[p]Aki[/p][p]22M:[/p][p]- Mukirose fall speed decreased.[/p][p]- Damage increased 100 -> 120.[/p][p]236L:[/p][p]- Buffed version has spaced out hits with hitstop in between.[/p][p]236M:[/p][p]- Buffed version has spaced out hits with hitstop in between.[/p][p]236H:[/p][p]- Buffed version has spaced out hits with hitstop in between.[/p][p]- Buffed version attack level increased 1 -> 2.[/p][p]- Buffed version damage per-hit decreased 60 -> 35.[/p][p]214L:[/p][p]- Pushback on block decreased to be the same as 236L.[/p][p]- Buffed version has spaced out hits with hitstop in between.[/p][p]- Buffed version damage per-hit decreased 45 -> 40.[/p][p]214M:[/p][p]- Buffed version has spaced out hits with hitstop in between.[/p][p]- Buffed version damage per-hit decreased 45 -> 40.[/p][p]214H:[/p][p]- Buffed version has spaced out hits with hitstop in between.[/p][p]- Buffed version attack level increased 1 -> 2.[/p][p]- Buffed version damage per-hit decreased 60 -> 35.[/p][p]22S:[/p][p]- Move length decreased 56f -> 48f.[/p][p]- Now buffs the next three projectiles used (1 -> 3).[/p][p]- Removed projectile invulnerability.[/p][p]236S:[/p][p]- Damage increased 205 -> 250.[/p][p]Backdash:[/p][p]- Recovery increased by 6f.[/p][p][/p][p]Ayame[/p][p]214L:[/p][p]- Now high-profiles low attacks.[/p][p]- Hitstun increased by 1 frame.[/p][p]214H:[/p][p]- Projectile invulnerability starts up 2f earlier; frame 8 -> 6.[/p][p]22S: [/p][p]- Ghost initial contact blockstun decreased 12 -> 10.[/p][p][/p][p]Botan[/p][p]New move added:[/p][p]- j.236X; an aerial hitgrab that knocks down.[/p][p]2H:[/p][p]- Hurtbox increased.[/p][p]- Recovery increased by 5 frames.[/p][p]j.S: [/p][p]- Attack level increased 4 -> 6.[/p][p]j.2H: [/p][p]- Hurtbox increased.[/p][p]- IPS limit reduced 6 -> 4.[/p][p]4HHH: [/p][p]- Chip damage removed.[/p][p]236L: [/p][p]- Chip damage reduced 20% -> 10%.[/p][p]236M: [/p][p]- Chip damage reduced 20% -> 10%.[/p][p]236H: [/p][p]- Head invulnerability starts up 2f later; frame 1 -> 3.[/p][p]22S:[/p][p]- Armor bug fix; infinite -> 3 hits. [/p][p]- Recovery increased by 5f.[/p][p]Backdash:[/p][p]- Distance decreased.[/p][p][/p][p]Coco[/p][p]Burn: [/p][p]- Decay decreased to 1/4 of its previous speed (now lasts 4 times longer).[/p][p]5L: [/p][p]- Horizontal knockback increased.[/p][p]5M: [/p][p]- Projectile armor bug fix; infinite -> 1 hit.[/p][p]2L: [/p][p]- Horizontal knockback increased.[/p][p]2H: [/p][p]- Low profile moved frame 1 -> 5.[/p][p]j.H: [/p][p]- Bug fix: move can now be performed out of j.S irrespective of height.[/p][p]j.2H: [/p][p]- Reduced landing recovery by 1 frame.[/p][p]214L:[/p][p]- Base burn damage decreased 70 -> 30.[/p][p]- Attack level decreased 4 -> 3.[/p][p]214M:[/p][p]- Base burn damage decreased 120 -> 40.[/p][p]- Exempt from projectile meter nerf.[/p][p]22H: [/p][p]- Base burn damage decreased 75 -> 50.[/p][p]236M:[/p][p]- Armor bug fix; infinite -> 1 hit. [/p][p]- Low profile moved frame 1 -> 5.[/p][p]236H: [/p][p]- Damage decreased 160 -> 100.[/p][p]22S: [/p][p]- Superchat decreased 5 -> 4.[/p][p]236S: [/p][p]- Fixed bug where the recovery could maintain momentum from prior movement.[/p][p]Backdash:[/p][p]- Recovery increased by 4f.[/p][p]Added new memes![/p][p][/p][p]Fubuki[/p][p]SSR: [/p][p]- Pity counters have been consolidated from 7 (one for each strength of special) to 3 total for 236X, 22X, and 214X sequences, with j.214X now included in the 214X counter. EX moves and SSRs from 22S remain exempt from gaining pity.[/p][p]- Color-coded status effects added for when a pity threshold is about to be reached for a guaranteed SSR.[/p][p] - 236X: Green[/p][p] - 22X: Red[/p][p] - 214X: White[/p][p]- All pity thresholds decreased 10 -> 7. Status effect will appear on 6th special use and carry over between rounds.[/p][p]5M:[/p][p]- Removed visual slide.[/p][p]- Recovery increased by 3f.[/p][p]- Extended hurtbox during recovery lingers for 3 more frames.[/p][p]- Pushback on block decreased.[/p][p]3H:[/p][p]- Vertical hitbox increased.[/p][p]- Attack level increased 1 -> 3.[/p][p]236L:[/p][p]- Recovery increased by 3f.[/p][p]- Extended hurtbox during recovery lingers for 3 fewer frames.[/p][p]- Juggle stun increased 25f -> 29f.[/p][p]- Vertical knockback on juggle increased.[/p][p]- SSR projectile durability decreased 2 -> 1.[/p][p]- SSR chip damage increased 20% -> 25%.[/p][p]- SSR damage increased 100 -> 110.[/p][p]- SSR now launches upward and causes a knockdown on grounded hit.[/p][p]236M:[/p][p]- Recovery increased by 2f.[/p][p]- Extended hurtbox during recovery lingers for 2 fewer frames.[/p][p]- SSR projectile durability decreased 2 -> 1.[/p][p]- SSR chip damage increased 20% -> 25%.[/p][p]- SSR damage increased 100 -> 110.[/p][p]- SSR now launches upward and causes a knockdown on grounded hit.[/p][p]214L:[/p][p]- Recovery increased by 2f.[/p][p]- SSR damage increased 55 -> 65.[/p][p]- SSR now has 3f earlier projectile invulnerability compared to normal 214L; frame 6 -> 3.[/p][p]214M:[/p][p]- Recovery increased by 2f.[/p][p]- SSR damage increased 90 -> 110.[/p][p]- SSR now has 3f earlier projectile invulnerability compared to normal 214M; frame 9 -> 6.[/p][p]j.214X:[/p][p]- SSR damage increased 55 -> 65.[/p][p]22L:[/p][p]- SSR damage increased 125 -> 135.[/p][p]22M:[/p][p]- SSR damage increased 145 -> 155.[/p][p]22H:[/p][p]- Recovery increased by 5f.[/p][p]22S:[/p][p]- Removed time limit on burger status effect.[/p][p]Backdash:[/p][p]- Recovery increased by 4f.[/p][p][/p][p]Ina[/p][p]New move added:[/p][p]- 22S; an EX move that summons 2 longer-lasting Takodachis.[/p][p]22S/214S:[/p][p]- Now moved exclusively to 214S.[/p][p]- Adjusted Takodachi animation to better track time remaining on screen.[/p][p]5H:[/p][p]- Pushback on block decreased.[/p][p]- Extended hurtbox during recovery lingers for 4 more frames.[/p][p]\[4]6L: [/p][p]- Pushback on block decreased.[/p][p]\[4]6M: [/p][p]- Pushback on block decreased.[/p][p]\[4]6H: [/p][p]- Hits spaced out with hitstop in between.[/p][p]- Attack level decreased 6 -> 3.[/p][p]3M: [/p][p]- Proration reduced .85 -> .7.[/p][p]Korone[/p][p]Walk/Forward Dash/Backwalk:[/p][p]- Speed increased.[/p][p]22H:[/p][p]- Startup decreased 10f -> 6f.[/p][p]- Horizontal hitbox extended.[/p][p]214L: [/p][p]- Added 3 more frames of hitstun to the final hit.[/p][p]22S:[/p][p]- Duration decreased 25f -> 22f.[/p][p]Backdash:[/p][p]- Recovery increased by 4f.[/p][p][/p][p]Ollie[/p][p]New move added:[/p][p]- 22\[L]; an air-actionable hop.[/p][p]5M/2M: [/p][p]- Star Meter reward for contacting the opponent increased 25 -> 28.[/p][p]j.M: [/p][p]- Star Meter reward for contacting the opponent increased 25 -> 35.[/p][p]236M: [/p][p]- No longer launches on hit; now inflicts extended grounded hitstun.[/p][p]236H: [/p][p]- No longer launches on hit; now inflicts extended grounded hitstun.[/p][p]214M: [/p][p]- Armor bug fix; infinite -> 3 hits on both the charge and tackle.[/p][p]214H: [/p][p]- Armor bug fix; infinite -> 3 hits.[/p][p]- Both hits now have the hard knockdown property.[/p][p]- Recovery increased by 5f.[/p][p]3H:[/p][p]- Startup decreased 13f -> 11f.[/p][p][/p][p]Pekora[/p][p]2M: [/p][p]- Startup decreased 11f -> 7f.[/p][p]- When this move hits TNT, it can now be canceled as though it hit the opponent.[/p][p]2H:[/p][p]- When this move hits TNT, it can now be canceled as though it hit the opponent.[/p][p]6H: [/p][p]- When this move hits mortar or TNT, it can now be canceled as though it hit the opponent.[/p][p]jM:[/p][p]- Hitbox extended further downward.[/p][p]22L: [/p][p]- Red TNT duration increased 120 -> 180.[/p][p]214L: [/p][p]- Recovery increased by 2 frames.[/p][p]214H:[/p][p]- Bug fix: the mortar can no longer be reflected.[/p][p]- Number of mortar shots fired increased 2 -> 3.[/p][p]- Maximum tracking range decreased.[/p][p][/p][p]Sora[/p][p]Health: [/p][p]- Decreased 1000 -> 975.[/p][p]236M: [/p][p]- Recovery and juggle stun both increased by 3 frames.[/p][p]214H: [/p][p]- Now disappears without exploding when Sora is hit.[/p][p]22H:[/p][p]- No longer disappears when A-chan comes into contact with ‘inactive’ projectiles (e.g. Pekora’s blue TNT).[/p][p]236H:[/p][p]- Now disappears when Sora is hit.[/p][p]- Duration increased to travel indefinitely until reaching the corner of the stage.[/p][p]22M:[/p][p]- Exempt from projectile meter nerf.[/p][p][/p][p]Suisei[/p][p]Universal overhead:[/p][p]- Removed frame 1 low crush.[/p][p]236L:[/p][p]- Attack level increased 3 -> 5.[/p][p]- Recovery increased by 4 frames.[/p][p]- Sprite adjusted slightly.[/p][p]236M:[/p][p]- Proration reduced 0.85 -> 0.7.[/p][p]- Sprite altered to distinguish it from j.S.[/p][p]236H:[/p][p]- Armor bug fix; infinite -> 1 hit.[/p][p]22H:[/p][p]- Proration reduced 0.85 -> 0.5.[/p][p]2M:[/p][p]- Damage decreased 60 -> 45.[/p][p]- Now has extended hurtbox on startup 2f before becoming active.[/p][p]22L:[/p][p]- Airborne recovery on hitgrab increased by 16 frames; now recovers on the ground instead of in the air as a result.[/p][p]- Startup increased 5 -> 8.[/p][p]22M: [/p][p]- Now has head invulnerability on frames 5~13.[/p][p]236S: [/p][p]- Increased recovery on whiff by 10f.[/p][p]kyou mo kawaii ☆⌒(≧▽​° )[/p][p][/p]

Collab changes

[p]Amelia[/p][p]Call-in:[/p][p]- Screen freeze removed.[/p][p]- Startup increased 20f -> 37f. (Due to the screen freeze removal, the move will seem much faster than before.)[/p][p]- Attack level decreased 5 -> 4.[/p][p]- Hitstop removed.[/p][p]- Spawn location moved forward for better visibility.[/p][p][/p][p]AZKi[/p][p]Call-in:[/p][p]- Bug fix: removed issue where after the pin hit or was blocked, another AZKi could be immediately summoned before the first AZKi disappeared.[/p][p]- Adjusted spawn location in the corner for better visibility.[/p][p]Off-collab:[/p][p]- ERROR effect duration increased 400f -> 460f.[/p][p][/p][p]Fauna[/p][p]Call-in:[/p][p]- Increased spacing between sapling spawn locations.[/p][p]- Now spawns further back when near and facing the corner.[/p][p]- Adjusted trigger range to misfire less often on aerial opponents.[/p][p]Off-collab:[/p][p]- Bug fix: gray health can no longer revive you after death.[/p][p]- Startup decreased 36 -> 25.[/p][p]- Gray health effect duration increased 300f -> 420f.[/p][p]- Gray health percentage increased 0.6 -> 0.75.[/p][p][/p][p]Iroha[/p][p]Call-in:[/p][p]- Scaling and proration reduced 0.85 -> 0.7.[/p][p]Off-collab:[/p][p]- Adjusted spawn location in the corner for better visibility.[/p][p][/p][p]Kaela[/p][p]Off-collab:[/p][p]- Adjusted spawn location in the corner for better visibility.[/p][p][/p][p]Kanata[/p][p]Call-in:[/p][p]- Bug fix: removed the 1 frame link that allowed the grab to be confirmed into a combo.[/p][p]- Bug fix: removed issue where some characters could get grabbed by Kanata during their own throw’s recovery.[/p][p]- Range increased.[/p][p]- Damage increased 250 -> 350.[/p][p]- Can no longer OTG after the grab.[/p][p]- Now disappears sooner after connecting/whiffing.[/p][p]Off-collab: [/p][p]- Adjusted spawn location in the corner for better visibility.[/p][p][/p][p]Kiara[/p][p]Call-in:[/p][p]- Screen freeze removed.[/p][p]- Spawn location shifted upward and backward slightly.[/p][p]- Initial velocity on startup decreased; now accelerates to original speed after startup.[/p][p]- Effective startup due to travel time increased 21f -> 37f.[/p][p][/p][p]Marine[/p][p]Call-in:[/p][p]- Screen freeze removed.[/p][p]- Startup increased 20f -> 27f.[/p][p]- Blockstun on final cannon shot reduced 30f -> 18f.[/p][p]- Final cannon shot is now air-techable.[/p][p]Off-collab:[/p][p]- Damage removed; 65 -> 0.[/p][p]- Disappears while ‘clinging’ when the user gets hit.[/p][p][/p][p]Miko[/p][p]Off-collab:[/p][p]- Can now be called while airborne.[/p][p]- Spawn location shifted forward to the center of the Miko Zone.[/p][p]- Miko Zone range reduced slightly.[/p][p]- Duration increased 300f -> 420f.[/p][p]- Walk speed increased.[/p][p][/p][p]Moona[/p][p]Off-collab: [/p][p]- Gravity strength increased.[/p][p]- Duration increased 300f -> 320f.[/p][p][/p][p]Mio[/p][p]Off-collab:[/p][p]- Can now be called while airborne.[/p][p]- Repeated debuffs will now stack in duration instead of resetting the duration.[/p][p]- ‘Crow’ chip damage debuff ratio decreased 40% -> 20%.[/p][p]- ‘Poison’ damage over time decreased 75 -> 50.[/p][p]- Adjusted spawn location in the corner for better visibility.[/p][p][/p][p]Risu[/p][p]Off-collab:[/p][p]- Duration increased 300f -> 360f. The number of nut uses remains the same.[/p][p]- Adjusted spawn location in the corner for better visibility.[/p][p][/p][p]Roboco[/p][p]Call-in: [/p][p]- Hitstun on each laser hit increased 25f -> 27f.[/p][p]- Blockstun on each laser hit increased 15f -> 47f.[/p][p]- Laser is now air-untechable.[/p][p]Off-collab: [/p][p]- Now deals chip damage 0% -> 10%.[/p][p]- Adjusted spawn location in the corner for better visibility.[/p][p][/p][p]Subaru[/p][p]Call-in: [/p][p]- Now spawns further forward.[/p][p]- Now disappears when the user gets hit.[/p][p]- Added a vertical hitbox with additional hits during startup while the sausage is growing.[/p][p]- Blockstun reduced on far range hit 22f -> 12f.[/p][p]- Now causes knockdown and a large amount of knockback on hit at far ranges.[/p][p]- Reduced damage at close ranges.[/p][p]Off-collab:[/p][p]- Increased space between Subaru and the criminal she’s chasing.[/p][p][/p]
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Release:06.05.2023 Genre: 2D-Plattformer Entwickler: Besto Game Team Vertrieb: Kaushal Joshi Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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Koyori Update v5.0.0
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Patch v4.0.13
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25.07.24 03:33 Community Announcements
Patch v4.0.12
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24.07.24 03:00 Community Announcements
Patch v4.0.11
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23.07.24 05:18 Community Announcements
Patch v4.0.10
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13.06.24 01:34 Community Announcements
Patch v4.0.9
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29.05.24 04:53 Community Announcements
Patch v4.0.8
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19.05.24 20:37 Community Announcements
Hotfix v4.0.7
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13.05.24 03:34 Community Announcements
Hotfix v4.0.6
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09.05.24 20:38 Community Announcements
Hotfix v4.0.5: Performance and networking
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09.05.24 19:35 Community Announcements
Hotfix v4.0.4
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09.05.24 14:51 Community Announcements
Hotfix v4.0.3
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08.05.24 03:22 Community Announcements
Hotfix v4.0.2
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07.05.24 00:05 Community Announcements
Hotfix v4.0.1 - Quickplay adjustments
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06.05.24 03:54 Community Announcements
Idol Showdown: Next Fes
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05.05.24 02:44 Community Announcements
Hotfix v3.0.15 - Networking adjustments
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10.02.24 21:58 Community Announcements
Hotfix v3.0.14 - Lobby and Networking fixes
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13.01.24 18:42 Community Announcements
Hotfix v3.0.13 - Audio bug fix
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10.01.24 01:03 Community Announcements
Hotfix v3.0.12 - Desync trigger fix
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09.01.24 06:09 Community Announcements
Hotfix v3.0.11 - Spectator Desync bugfix
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08.01.24 22:43 Community Announcements
Hotfix v3.0.10 - Archive bugfix
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29.12.23 03:54 Community Announcements
Hotfix v3.0.9 - Feature Cleanup and Quality of Life Updates
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28.12.23 03:37 Community Announcements
Hotfix v3.0.8 - More Lobby Bugfixes
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22.12.23 03:06 Community Announcements
Hotfix v3.0.7 - Lobby Bugfixes
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21.12.23 03:53 Community Announcements
Hotfix v3.0.6 - Lobby Spectator Stability patch
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20.12.23 02:31 Community Announcements
v3.0.5
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05.11.23 23:52 Community Announcements
Hotfix v3.0.4 Lobby Stability
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05.11.23 21:40 Community Announcements
Hotfix v3.0.3
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01.11.23 00:22 Community Announcements
Hotfix v3.0.2
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30.10.23 00:34 Community Announcements
Hotfix v3.0.1
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28.10.23 17:01 Community Announcements
Ollie Update v3.0.0
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27.10.23 23:00 Community Announcements
v2.2.2 Fixed Collab In-Between Rounds Issue
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23.09.23 04:38 Community Announcements
Hotfix v2.2.1 Bugfixes
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18.09.23 01:52 Community Announcements
Patch v2.2.0 - Input Rebinding Update
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11.09.23 02:34 Community Announcements
Hotfix v2.1.1
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26.08.23 07:22 Community Announcements
Hotfix v2.1.0
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26.08.23 01:50 Community Announcements