
Sonic Riders TE 2.4.5 Patch Notes

Changes that apply/are available when the PTR toggle is enabled are labeled with "(PTR)" or indicated as such in their title.
General Changes
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Added a scroll feature to the information box on the CSS for gears and characters. While an info box is opened, you can scroll up and down with vertical C stick inputs.
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Multiple gears description updated to match this change, ex. turbo star, d-pad gears describing what their inputs do, etc.
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NOTE: there is not an indicator currently showing if you can scroll the description for a gear. You can try to use the C-stick to see if there is more.
List of gears with descriptions you can scroll with the C-stick/changed:
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Turbo Star
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Speed Balancer
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Beginner
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Trap Gear
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Slide Booster
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Air Broom
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Power Gear
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Crazy Taxi
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Berserker
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G.U.N. Gear
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Air Tank
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Cover-S/F/P
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Hang-On
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Super Hang-On
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Darkness-II
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Advantage-P
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Neo Metal Mk.II (ex-load)
Other gear descriptions changed:
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High-Booster
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Auto-Slider
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Blue Star II
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Light Board
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Legend
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Hovercraft
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Gambler
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Heavy Bike
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Destroyer
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Advantage-S
Debug Menu
Developer Comment
The debug menu has been overhauled with many new toggles and features this patch. Scrolling the debug menu has been added as a result, so you can navigate the page easily. Please experiment with the new toggles, as one of them will be a major mainstay for the future of SRTE that will allow players to look into the future of development.
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You can now hold a direction to auto scroll through options.
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Using vertical C-stick inputs will scroll the menu up and down, revealing more options.
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Holding the R button with the C-stick directions allows faster scrolling up and down.
New Debug Toggles
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Public Test Release (PTR) mode: Enables experimental features, systems, gears, character and stage balancing, etc. Said changes under this toggle can change from patch to patch, so check back each patch for what's been added under this toggle. Features for every patch will be described in their respective patch notes. Off by default.
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Vanilla hazards: Can enable Sky road turbulence, Digital Dimension hands, or all listed hazards. Off by default.
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Disable attacks: Off (normal behavior), On (disables all attacks), Attackable in run state (adds the ability to hit opponents in run state). Attackable in run state by default.
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Disable fog: On (disables fog effect for all stages), Off (no effect). Off by default.
New Internal Changes
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Compilation process changed from using Dolphin SDK -> libOGC. This means we can use more system functions from the GameCube itself. Save data will come back in a future patch, as well as other special goodies too. Stay tuned.
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New special flag added: No boost speed boost chain. Allows boost chaining for gears without a set boost speed (decelerates back to top speed).
Bug Fixes
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Fixed a bug where Miku in time trial would cause infinite recursion (infinite loading).
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Metal City, Splash Canyon, and Dark Desert's possible "pop-up" spots have been fixed by lowering the bounding box check for terrain.
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Fixed tournament mode's test lap not resetting properly if not all players have completed their test lap.
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Fixed an oversight where a player could pop up into the air erroneously if they ignored a tornado in certain cases.
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Fixed a bug where an ex-load's gear or character model would not load in CSS.
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Fixed a bug where attacks can crash the game due to null pointers to attack data.
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Fixed a bug where gears that use "X/B" for some abilities (GUN gear, Super Tails, Gambler) will not use up that ability when they have control lock/are unable to boost.
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Fixed an oversight where boost archetypes could not JCBC on Adv-S.
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Fixed a bug where pressing the random button in CSS would clear every player's EX loads.
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Fixed a bug where placing a character in the dynamic character slot would not work and crash the game.
Overhauls:
Universal Systems
RNG changes
Developer Comments
Some basic but effective RNG changes were due for the latest patch. After some discussion about speed shoes, fuel types, and frequency, the team came up with these changes. The idea is to reduce getting constant item box types in a row, especially speed shoes.
As rings become of little value at maximum capacity, air gears also gain a new benefit for having the maximum amount of rings during the race.
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Magnet is back in the game (previously disappeared from the item pool)
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If you hit max ring capacity on an air gear, you can no longer gain rings from random boxes. (The percentage for all rings boxes including magnet get converted to air, speed shoe pick up rate stays the same.)
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Level 4 gears cannot get speed shoes from random boxes at level 3 at all.
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Air gears in 1st place are unable to pick up speed shoes.
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You cannot get more than 1 speed shoe in a row from any type of box.
RNG chance tables for this patch:
Speed shoe chances (for ring gears):
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0-20 rings: 0%
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21-40 rings: 10%
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41-60: 15%
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61-79: 20%
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80-max rings: 30%
Magnet chances (for all gears):
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0-29 rings: 20%
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30-40: 15%
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41-60: 10%
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61-79: 5%
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80-max rings: 0%
NOTE: for Cover-P, double the ranges (it has a maximum 200 ring cap).
Counterattack
Counterattack has been removed from all gears that have it:
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Fastest
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Magic Carpet
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Super Tails (tailwind)
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Fix: Gears that have berserker effect can no longer infinitely attack each other.
Fly Hoop Speeds:
The fly hoop calculation no longer uses a gear's top speed for extra speed on top of the final speed amount given. Instead, the top speed value is replaced, using a set speed amount as a bonus indicated below.
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Increased by +10 per level: 195/205/215.
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Only 205 if a ring gear.
Power Link Timer:
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Reduced to vanilla value: 90 -> 60 frames.
Rearview Camera:
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By holding down on the C-stick, you can now see behind you.
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Rearview camera is disabled on some QTE segments to prevent buggy looking camera instances. The camera can flip very fast on some trick rotations, but otherwise will work in most scenarios.
Trick Payout:
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Now gives a consistent amount of rings per trick.
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No types doubles the amount of MI bonus rings given.
The Crazy's payout amounts (per trick):
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C-rank: 2 rings.
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B-rank: 3 rings.
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A-rank: 4 rings.
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A+-rank: 5 rings.
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S-rank: 3 rings.
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S+-rank: 6 rings.
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X-rank: 10 rings.
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MI bonus: up to +10 rings.
Advantage-F payout amounts (per trick):
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C-rank: 1 rings.
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B-rank: 2 rings.
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A-rank: 3 rings.
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A+-rank: 4 rings.
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S-rank: 3 rings.
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S+-rank: 5 rings.
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X-rank: 7 rings.
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Mi bonus: up to +5 rings.
Trick systems (base game & PTR mode ON):
Developer Comment
Some adjustments were made to the main trick system of the game. When PTR mode is turned ON, a new trick system is enabled instead. More details about these changes are explained below:
Both trick systems changes:
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A+ rank landing speed buffed: 150 -> 200.
Base game trick system changes:
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S-rank landing air gain nerfed: 40 -> 35 air.
PTR trick system
Developer Comment
This trick system aims to shift the focus back to X rank tricks a bit more than before, while lessening S ranks influence overall and giving S+ ranks a middle ground between S & X ranks.
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S-rank landing speed nerfed in PTR trick system: 300 -> 270 speed.
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S-rank air gain: 40 air.
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S+ rank landing speed buffed: 200 -> 230 speed.
X ranks in this system are variable, depending on the number of tricks.
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Base landing air gain: 85 air.
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Base landing speed: 240 speed.
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Landing air gain increases per trick by +5 air per trick done past 4 tricks (ex. 10 tricks on a gear with no extra landing air gain = 115 air).
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Landing speed increased per trick by +2.5 speed per trick done past 4 tricks (ex. 10 tricks on a gear with no extra landing speed = 255 landing speed).
MI:
Power Type MI:
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Power object MI bonus nerfed: +50 -> +35 speed per object.
Speed Type MI:
Developer Comment
MI's speed buff to grind rails functions differently. The scaling system for a given rail's base speed is removed. The speed buff is now a set speed bonus for all rails on a given stage. Now, the speed bonus given is scaled by MI, not the base speed of the rail (e.g. you can get up to +50 bonus speed per rail on Metal City).
The new bonuses listed here are the maximum bonus speeds you can get per rail with maximum MI:
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Metal City: +50 speed
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Splash Canyon: +20 speed
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Egg Factory: +40 speed
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Green Cave: +25 speed
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Sand Ruins: +20 speed
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Babylon Garden: +20 speed
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Digital Dimension: +20 speed
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Sega Carnival: +30 speed
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Night Chase: +30 speed
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Red Canyon: +40 speed
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Ice Factory: +40 speed
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White Cave: +20 speed
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Dark Desert: +20 speed
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Sky Road: +40 speed
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Babylon Guardian: +50 speed
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Sega Illusion: +20 speed
Attacks:
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AoE range is universally nerfed on all characters and gears with AoE: -0.7 range (ex. 3 range -> 2.3 range) for any attack that is an AoE. Includes Super Sonic and Neo Metal as well.
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AiAi/Gongon range reduced by -0.5 on level 1 and 3 attacks (still has 2.3 range on AoE, however). New ranges: 2.5/2.3/2.5.
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Level 3 attack stun (sphere) is differentiated from a combat character. 130 for combat (Shadow, Super Shadow), 110 for everyone else (Silver). Silver used to share stun frames with Shadow.
Gear Changes & Additions
Hovercraft
Developer Comments
In the history of competitive SR, there has been no gear more infamous than the cloud that floats around at the speed of sound. Being designed as a "better default" comes with problems, as being explicitly better than the baseline makes it a very fickle gear to balance. Not only that, but low traction effect also comes with some compromises being necessary (such as the acceleration of the gear being the highest in the game next to chaos emerald to cover for it's buggy vanilla state). The changes made here lowers the overall speed of the gear at a very implicit level. It is effective, but it must be seen to be believed.
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Top speed nerfed: 192 -> 177.
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Acceleration nerfed: +12.45 -> +0.
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Offroad speed modifier nerfed to base amount (e.g. loses a noticeable amount of speed offroad, uphill, and when bonking walls now instead of losing no speed).
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Granted the no speed loss while turning flag to fix the vanilla issue of the gear losing speed constantly with ice effect. This happens because, while turning with ice effect, the gear is considered constantly turning until you return to true neutral, which rarely happens. This flag should fix that issue.
Faster
Developer Comments
Over time, this gear has grown into a popular pick among many players at all levels. However, the potency of the gear is undeniable in its current state. Some adjustments were necessary to avoid the fallacies of over-centralization on the meta. Lowered air gain means that drift cost is more apparent than before as well, while acceleration touch-ups allows the gear to lose more speed than before.
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Boost speed adjusted: 230/245/260 -> 225/240/255 (Nerf)
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Passive air gain reduced at all levels by 10 air/frame (slower passive air gain). (Nerf)
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Acceleration lowered: +12.45 -> +5 (BS-II acceleration). (Nerf)
Fastest
Developer Comments
With counterattack removed from the game as we know it, there was no longer a reason for the Super Cruise to have a delayed activation on its hitbox. Thus, the unique ability to flick the attack state on and off instantaneous, while making rapid changes to speed, grants curious combat applications to the highest top speed gear. This newly obtained trickiness may make the opponent think twice for taking Fastest as easy prey.
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The hitbox on Super Cruise no longer has a 2 second delay, instead it activates immediately.
Omnipotence
Developer Comments
Even when not on Dark Desert, Omnipotence had some latent power that was almost unrivaled on other stages like splash canyon and red. These changes are to keep the gear in check by a small amount.
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Nerfed boost speeds: 197/227/247 -> 195/225/245.
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Type-chain bonus nerfed: +8.5%/+7 -> %5/+5.
Turbo Star
Developer Comments
This gear gained an upgrade a few patches ago to make it's early game better with BCM buffs in relation to the meta that once existed. These were removed due to the gear not needing it anymore in relation to the more stable meta of today.
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Removed BCM bonuses at each level from the gear. (Nerf)
G.U.N Gear
Developer Comments
Another example of a gear that is strong on a handful of stages rather than many, notes were taken on how easy it was for G.U.N. Gear to S rank and boost chain constantly due to its mechanic. As a result, more focus was placed on using X ranks by adjusting it's trick air gain multiplier. As a result, players must be more air conscious and mix in more X ranks to keep their tank filled.
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Air gain on tricks adjusted: 100% -> 75%. (This means less air gain on all tricks). (Nerf)
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Boost cost values adjusted: 62.5/51/39/31 -> 60/50/39/31. (Buff)
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Ring boost speed nerf: 320 -> 310.
Berserker
Developer Comments
Due to a number of complaints, berserker effect on this gear has been adjusted in a few ways to prevent simply sitting still in some cases for setups and chokepoints. As a racing game, we aim to keep things moving and get people over the finish line, rather than not move at all. Acceleration was adjusted to reflect this mindset as well.
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ALTERED SPECIAL FLAG: Berserker effect
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When traveling under 120 speed, Berserker effect turns off. (Nerf)
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Attack range bonus only applies at level 3. (Nerf)
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Combat characters/any character with extra range does not stack attack range bonuses on this gear anymore. With these changes, attack range at each level is now 3/3/4, no matter what. (Nerf)
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Acceleration buffed: -5 (High-Booster acceleration) -> +0
Speed Balancer
Developer Comments
Now that Hovercraft is nerfed, it became much easier to buff it's "counterpart" at the same time. This time, the focus was on making it a cruising equivalent to the high-boosting cloud. The stat buffs bring it into a strong starting place for 2.4.5 as a result. There should be a lot more utility found for this gear on plenty of stages you would not expect.
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Buffed top speed: 192 -> 200 top speed.
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Buffed boost speed: 200/230/250 boost speed -> 202/232/252 boost speed.
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Buffed wall bonk speed multiplier: 20% -> 22% wall bonk speed modifier.
Super Sonic
Developer Comments
Super Sonic was an absolute blight in his time in 2.3. In 2.4, he was hit extremely hard as a result due to his ludicrous output on most tracks (metal city was a big example) in terms of boost cost and drifting prowess. After drift cap overcharge and other systems were changed, we feel safe enough to give him an inch without him taking a mile. His boost cost has been lowered a slight amount to make him a bit more playable again, but he still retains his higher meter costs on shortcuts.
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Boost cost reduced: 15 rings -> 12 rings. (Buff)
Super Tails
Developer Comments
Along with the removal of counterattack in general, some slight tone downs were added to make playing against Super Tails more manageable.
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No longer gains magnet on respawn.
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Tailwind speed nerfed: 245/250 -> 240/245 cruise/boost speed.
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Removed +10% fly hoop speed while in super state. (Nerf)
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Fixed a bug that caused detaching attacks in certain scenarios while in tailwind and activating a magnet.
Advantage-F
Developer Comments
One of the historically polarizing ring gears. The intention of the gear was to be "the ring alternative to darkness". However, this got confused with "ring gear default", "ring gear beginner", and so on and so forth. We're pushing it back towards the darkness premise by lowering it's maximum boost speeds and easing up on the costs a bit. This should allow the gear to be more playable on more stages. It may be more average, but that rounds out the gear just enough to be comparable to other default-likes.
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200 -> 205 top speed. (Buff)
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90+ rings boost speed: 260 -> 255. (Nerf)
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No speed loss on jump charge removed. (Nerf)
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Lowered passive drain & drift cost slightly. (Buff)
Advantage-P
Developer Comments
It might be strange to see this gear on this list due to it's warm welcome and adoration by players. However, we also want to push usage of other positions rather than only the middle position of the gear being viable. Taking inspiration from the game it came from, bottom position (position 1) and top position (position 3) have a larger size than position 2, similar to how you can change the size of the T.O.P. Gauge itself in it's home game (Garou: Mark Of The Wolves). We expect these range adjustments to encourage more usage of all 3 positions. Try some new positions on other stages.
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T.O.P. Gauge position sizes adjusted:
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Position 1 (bottom): 0% - 40% range (medium bar)
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Position 2 (middle): 33% - 66% range (small bar)
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Position 3 (top): 60% - 100% range (medium bar)
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Heavy Bike
Developer Comments
This gear at one point had a lot more relevance when it was given tons of air at low levels by older iterations of MI. Nowadays, the inability to ride turbulence has all but crushed its hopes and dreams of competing at a high level. That is no longer the case as of 2.4.5.
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Is now allowed to ride turbulence. (Buff)
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Level 2 boost speed: 250 -> 255. (Buff)
Gambler
Developer Comments
A slight kick in the pants was given to this gear in terms of it's level 4 boost speed. We're hoping this might help it go farther in spite of it's costs.
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- Base bonus boost speed at level 4 is now 280, up from 260. (Buff)
Note: This means the gear will boost at 280 or more before decelerating to 260.
Slide Booster
Developer Comments
Similar to Gambler, a little bit of a kick was given back to Slide Booster in terms of speed.
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Extra DCO reduction specific to Slide Booster was lowered: 50% -> 20%.(Nerf)
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Level 3 boost speed Buffed: 375 -> 400.
Cover-F
Developer Comments
While high boosting and combat mode were well known to be useful, cruising mode was underutilized in comparison. A buff was given to this mode in order to hopefully have all modes equally as strong.
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Cruising mode boost speed now accelerates from 220 -> 235 instead of being a static 220. (Buff)
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High boosting mode top speed adjusted: 140 -> 155. (Buff)
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Fixed an oversight where shortcut-type top speed reductions did not stack on the gear's top speed values (ex. -4 on power, -7 on fly).
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Air cap normalized to most level 2 gears/to be consistent with Cover-S: 130 -> 150 maximum air cap. (Buff)
Opa Opa
Developer Comments
A previous buff to Faster in patches beforehand was moved to Opa-Opa to possibly increase it's longevity.
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- Added boost control. (Buff)
The Crazy
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While drifting, trail now turns green when you reach the maximum amount of rings you can gain from a drift dash (10 rings at 150 drift frames).
Level 4 Gears
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- Like Turbo Star at level 4, all level 4 gears now have a white trail while level 4 (SHO, Gambler, Turbo star).
Super Shadow
Developer Comments
The course of history has shown that "all-or-none" gear designs have led to a lot of one or the other. In the case of super shadow, a lot of none. Breaking away from the shackles of accelerator gameplay, Super Shadow utilizes his chaos blast abilities from his namesake game to create the pinnacle of boost-cruise based gameplay. While cruising, drifting, or charging jump, Super Shadow gains meter. Anytime he boosts, his boost cost gets reduced by however much meter he currently has (down to a zero cost boost at maximum meter). The more meter he has, the faster he cruises and drift dashes. However, his boost speed scales down with meter, meaning less boost speed with more meter. It then becomes a game of how much you want to boost versus cruise. Do you want a fast, high cost boost or do you want to save it while using his cruising ability to maintain position?
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New aura color (Red)
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Boost cost: 20 rings.
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Boost speed: 280 (0 meter) -> down to 260 (max meter).
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Top speed: 185 (0 meter) -> up to 235 (max meter).
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Drift cap: 260 (0 meter) -> 270 (max meter).
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Sticky fingers: 20 rings gained per hit.
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Now has level 3 attack (without extra range) instead of AoE.
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NEW MECHANIC: Chaos Blast:
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Gains meter passively while cruising. Meter gain is increased while drifting/charging jump.
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More meter -> lower boost cost, lower boost speed, higher cruise speed, higher drift cap.
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Less meter -> higher boost cost, higher boost speed, lower cruise speed, lower drift cap.
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All meter is used up instantly any time you boost.
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Darkness
Developer Comments
There are two versions of darkness listed. This base game version changes simple statistical numbers instead of adding anything new. Our aim is to test which one should be included in the main game, so please discuss your opinions on both variants and which one you prefer.
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Lowered jump charge cost by 30%. (Buff)
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Lowered boost cost by 10%. (Buff)
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Lowered tornado cost by 20%. (Buff)
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Top speed buffed: 162 -> 172. (Buff)
Darkness II (PTR Only)
Developer Comments
Everyone knows that lower air costs are good, but if your average speeds cannot reach that high, being outclassed is all but expected. Darkness was proof of this issue, as it's "extra boost" did not carry the gear very far by itself. A new passive concept was added to darkness, giving shortcuts a new purpose and pushing the gear towards higher speeds without directly touching the more obvious statistics of the gear itself. As long as you can collect rings and maximize your shortcut usage, the potential of this variant of darkness can be pushed further than it ever could previously.
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NEW MECHANIC: Chaos-Powered Rings (C.P.R):
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Gains rings on shortcuts passively (about 2.5 rings every second, 2 rings per power object).
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With rings past 60, gains trick landing speed (up to +30 landing speed), BCM (up to +5%, +10% on JCBC), and shortcut air gain (up to +15%). Scales per ring above 60 rings.
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Passively drains rings when above 60 rings while cruising (drains 1 ring every half a second). Does not lose rings while charging jump.
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- Top speed buffed: 162 -> 172.
Neo Metal Mk.II (PTR Only)
Developer Comments
Nonleveling air gears are the most consistent gears in the game. Without something that causes them to react differently per lap, they end up repeating the same actions over and over, yielding the same power throughout the race without downtime. This gameplay loop issue was rife with Neo Metal's previous iterations, so we sought out to try and add active gameplay aspects to him to interact with. A complete overhaul based on his Sonic Heroes appearance rather than the comics, "Neo Metal Mk.II" is built to be "the counterpick gear". He combines the transforming sensibilities of Super Tails with the air range awareness of gears like Air Tank and Advantage-P to create a playstyle based on resource and situational awareness. Learn how his air threshold works, and use it as a weapon to tear up all parts of the track. Prioritize speed, air, or disrupting the opponent using his different forms.
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New aura colors.
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Depending on his form, he has 3 different auras:
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Base form: Gold.
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Super form: Chaos control green; similar to Metal Overlord when Chaos Control is active in Shadow Generations.
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Burn form: Dark purple.
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Sound effects from Adv-P added to indicate certain behaviors (when he's about to detransform, when he gains enough air back to maintain his super state, etc).
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TYPE-CHANGE: Natural speed type, variable alternative type.
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NEW ABILITY: Data copy. Steals the opponent's natural type to utilize as his secondary type. Copying no-type grants power.
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NEW MECHANIC - Threshold System. In base state: Neo metal is a boost archetype speed type that passively gains rings. He can enter super state automatically by crossing an air threshold that depends on his ring count. The more rings you have, the less air you need to enter into super state. In super state: unlocks delta stream, higher stats, and becomes a dual type using speed + his copied type (speed types gain buffed delta stream on speed rails) while losing his archetype entirely. However, his passive drain and air usage increase, and air gain is much lower, so he cannot maintain this state for long. Dropping under the threshold of air determined by rings will make him exit super form back to base state after a second of delay. In burn state: By pressing X in either base/super state, his aura changes and he drains rings relatively fast while having the best shortcut and trick air gain of the three states. His type switches to his secondary (copied) type instead of speed type, and he gains all-rounder archetype. Slightly better stats than base state. Disallows entering super state and ignores the air threshold until this state is toggled off with X.
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Base stats: 190 cruise, 230 boost.
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Super stats: 210 cruise, 260 boost.
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Burn state: 185 cruise, 240 boost.
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Hyper Sonic
Developer Comments
From 2.2 to 2.4, Hyper Sonic stagnated as one of the strongest gears ever created. His gameplay has staled due to him being somewhat formulaic, and there was little incentive to play him anywhere else than Sega Carnival. Going back to the drawing board, his originally intended design from 2.2 development has been brought into 2.4.5 for a fresh start. No longer does he temporarily gain ultimate power periodically. Instead during the course of a race, Hyper Sonic evolves to dual-wield both air and rings simultaneously once Hyperdrive is active. This permanent change makes him a Hybrid fuel-type gear, a first for TE.
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ALTERED MECHANIC: Hyperdrive.
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Hyperdrive is no longer a timer. Instead, it is a permanent install that transforms Hyper Sonic from a ring gear to an air gear with passive ring drain.
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In Hyperdrive, you are a nonleveling air gear with set costs.
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Maximum air cap is determined by your ring count (minimum size is level 1 gauge size).
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If you have more than 40 rings, the maximum size of the air gauge will increase per ring, up to a level 3 sized gauge. However, you have passive ring drain, so the size of this gauge can shrink as well.
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ALTERED MECHANIC: Hyperstream.
In Hyperdrive, Hyperstream gives back 10% of your accumulated links as air, as well as giving back rings like base form.
NEW MECHANIC: Hyperchain.
While in Hyperdrive, if you are boosting, you are allowed to boost chain out of it once per regular boost. Instead of costing air for this boost, it costs rings. As a result, this will shrink the size of your air tank, so be mindful of not running too low on air as a result.
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Requirement to enter Hyperdrive increased: 20 -> 25 tricks.
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Hyperchain cost: 5 rings (Hyperdrive only).
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Ring gear BCM nerf applied to both ring & air gear forms (1/3rd of the bonus BCM you get for the extra boost speed you have above default boost speeds).
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Boost cost: 20 rings (base) / 50 air (Hyperdrive).
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Tornado cost: 5 rings / 12 air (Hyperdrive).
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Boost speed: 280 (base) / 260 (Hyperdrive).
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Top speed: 220 (both forms).
Accelerator(REV Gear, PTR Only)
Developer Comments
Taking from the latest Fatal Fury game (City of the Wolves) similar to what Advantage-P did, this gear now has The REV Gauge. The REV Gauge is designed to promote aggression and add an extra layer of freedom to how to maintain your boosts.
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NEW MECHANIC: REV-Gauge.
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While boosting on the gear, you can boost chain while boosting (REV Chain). Every time you do this, the meter increases.
If the meter is maxed out, you enter Overheat (indicated by an orange/red aura).
The meter also drains while cruising (and not boosting), jumping, attacking, and falling. Drifting and charging jump drains the meter faster (both drain meter even faster while in Overheat).
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NEW MECHANIC: Kickdash
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While overheated, you can only kickdash instead of boost until the meter fully drains.
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Kickdashes give a burst of speed that cannot be boost chained. Think of it like a dash panel that gives a certain amount of speed (in this case, +80 speed).
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Kickdashing does not gain or drain meter for using it.
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Stats:
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240 boost speed, 7 ring boost cost/5 ring kickdash cost.
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175 top speed.
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+80 kickdash speed (+90 for boost archs). Kickdash speed caps out at 330.
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Adv-F passive drain.
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+20 drift cap.
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+20 rings (sticky fingers) and -20% REV gauge on hit.
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Gains -10% decel and no passive drain only when in overheat.
Cover-P
Developer Comments
The late game gear, Cover-P suffered from extremes in design philosophy much like some other gears. The issue was how to keep the high output with ring collection without making it too similar to a default gear. By lowering it's ring cap and ring pickup multiplier, Cover-P was able to become much more tolerable to play and play against on more stages. The weight change mechanic became easier to utilize as a result of the lowered amount of rings needed, meaning you can change weight in more situations as well. We hope to see it show up on more stages and become more accessible with these changes.
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Ring cap reduced: 300 -> 200. (Nerf)
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Ring pickup multiplier reduced: x3 -> x2. (Nerf)
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New top speed range: 200 -> 245 (gains +0.225 top speed per ring). (Buff)
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New boost speed range: 210 -> 250 (gains +0.2 boost speed per ring). (Buff)
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Air cap normalized to most level 2 gears/to be consistent with Cover-S: 130 -> 150 maximum air cap. (Buff)
Air Tank
Developer Comments
For the longest time, air tank was known as "the heavy alternative to darkness". However, being full of air does not mean you can do what you want unless you have stats to back it up in some way.
Air tank now branches off in a new path by dynamically utilizing the air it holds to perform differently depending on your current fuel. By mixing the statistics of a burst speed gear at high air and a cruising gear at low air, players will have to adjust their gameplan depending on how they choose to spend their air over the course of a race.
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NEW MECHANIC: Air Crisis.
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Buffs certain stats dynamically, depending on your current amount of fuel.
More air fuel = more acceleration, more BCM (up to +3%), less drift dash charge frames (down to 45).
Less air fuel = more top speed (up to +30), more drift cap (up to +10), less decel (up to -2%)
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Top speed buffed: 152 -> 162.
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Gains air while charging jump (gains passive drain x3 while charging).
Stage Changes
Metal City
- Turbulence no longer destroys cars.
- 3rd speed rail adjusted 350 -> 400.
- Removed one car from the first power path on the left.
- Removed one car from the last power path.
NOTE: Not all rail speeds are listed here. Almost every stage got their rail speeds changed, so make sure to check all of your favorite stages.
Night Chase
- Turbulence no longer destroys cars.
Red Canyon
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1st speed rail adjusted: 305 -> 400
Ice Factory
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First rail speed: 250
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Bottom path rail speed: 550
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Post QTE rails speed: 330
Green Cave
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1st speed rail adjusted 300 -> 355
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2nd speed rail adjusted 320 -> 270
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Secret rail adjusted 300 -> 330
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Final speed rail adjusted 300 -> 280
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2nd to last web removed.
White Cave
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First rail speed nerfed: 270 -> 250.
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Final rail speed buffed: 270 -> 290.
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All rails gravity increased. This means you fall off the edge of the rails faster (similar to how it works on green cave).
Sand Ruins
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On last lap, arrow is now set to lowest throw possible (far behind the stadium).
Dark Desert
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Removed first fly path.
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Power objects buffed: +15 per object.
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Inside rail air gain nerf: air gain reduced by 25%.
Sega Carnival
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1st speed rail adjusted 240 -> 270
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Post QTE rails nerfed: 270 -> 250.
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NEW: Extra fly hoop added to first fly path, increasing the speed of the path.
Babylon Garden
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2nd speed rail adjusted 430 -> 380.
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Speed you can gain while entering the spiral caps at 300 maximum. Can only go up to 350 with MI.
Patch Notes by KC & Protag
Artwork by JR