Quality of life and fresh new looks are inbound.
Everyone decided to patch their games at the same time it seems. Today we got the Guilty Gear Strive patch, bringing it to Version 1.50. This one mostly brings us fixes, but also has some nice changes and additions that you might get excited about.
For starters, we now have a whole set of collaboration colors based on David and Rebecca from Cyberpunk Edgerunners. Sol, Ky, Axl, Sin, and Unika get the David colors, while Happy Chaos, Bridget, Ramlethal, Elphelt, A.B.A, and May will be repping Rebecca.
Now, onto Quality of Life changes and overall improvements:
- Game now supports Brazilian Portuguese, vamo que vamo!
- Avatars now get 8 new skin color options.
- Lucy content is added to the Digital Figure mode.
- The amount of rollback frames required for the end match vote is now lower.
- Choosing to "search for another opponent" in ranked will now ensure that you can't be matched with the same player again for a certain time period.
- Fixes to freezes in training mode, multiple Delilahs appearing in Bedman?'s arcade mode, minor presentation issues, typographical errors, and some Trophy/Achievement descriptions.
Now, to the gameplay changes. These are mostly focused on minor improvements with a focus on visibility.
Universal
- Changed the visual effects when guarding against various Wild Assaults.
Guarding a Wild Assault will now display the same guard effect as normal attacks.
Sol
- Fixed an issue where performing certain inputs after landing a ground throw could cause the subsequent cinematic to display incorrectly.
Ky
- Adjusted the color tone of certain visual effects for Foudre Arc.
Axl
- Adjusted the color tone of certain visual effects for Far Standing S.
Happy Chaos
- Fixed an issue where multiple reticles could appear if the opponent’s health reached zero while Happy Chaos was in At the Ready and then performed Roll.
Venom
- Fixed an issue where balls would sometimes fail to collide with each other under specific conditions.
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▼Details
The following specifications regarding the behavior of the balls are intentionally implemented:
1. When balls collide with each other and one is deflected, that ball will have a certain period of “interval” during which it will not collide with other balls again.
2. This specification is intended to prevent situations where balls continue to collide with each other repeatedly in a short interval.
On the other hand, balls struck by Venom do not have this interval and can immediately collide with other balls.
In this issue, the property described in (1) remained even in case (2), causing balls deflected by Venom to also have an interval.
With this fix, balls struck by Venom will now, as originally intended, immediately collide with other balls.
When balls collide and are deflected by other balls, the interval will still occur as before.
Lucy
- Fixed an issue where, on certain stages, performing Live Wire on an opponent in the Short Nerve Circuit state and causing a Wall Break could result in an unintended visual appearance during the Wall Break sequence.
As a result of this fix, the opponent’s position upon being hit by Live Wire during Short Nerve Circuit may differ slightly from before.
That is it for this patch. However, they acknowledge that some issues are still being worked on, namely:
- In LOBBY MATCH and RANKED MATCH, when the Training Environment setting for Standby in Training Mode is set to [Previous Battle Environment], the WIN/LOSE count displayed on the results screen may appear incorrect.
- In certain cases, when initiating a RANKED MATCH search, the message “Server connection lost due to a network error” may be displayed, preventing players from playing.