What's up, folks!
In this update, we have introduced new Core Links and fresh Pack custom gameplay for Season 4 "Starlink" and adjusted some Link effects. What's more, hero [Li] and weapons [Hexagon] &[Storm Chaser] will get their adjustments on gameplay. The "Spiritual Assault" now features shortened single-game duration, updated gameplay rules, and refreshed Spirit Jade effects.
The Spring Sale is now live!
From March 13th 10:00 to March 20th 10:00 (UTC-8), the base game and DLCs of Gunfire Reborn will offer a limited-time discount. Meanwhile, stay tuned for the next phase of our development roadmap, expected within the next 1-2 weeks. Thank you for your continued support! Enjoy the game!
—Gunfire Reborn Studio
https://store.steampowered.com/app/1217060/_/Season
Added 4 Pack Types
[*]Single-Core Pack (1+4)
-For each Link activated, you can click the button in the Link Interface and obtain 1 from 3 Secondary Links
-After activated, Link's activation progression will no longer decrease
[*]Single-Core Pack (1+6)
The cooldown time of the Links in Pack is halved
[*]Dual-Core Pack (2+2)
-Except in Scene 1 Ready Room, Star Envoy only provides Starlight Reception service.
-Blank Scrolls and Normal Scrolls have an increased chance to obtain advanced Starlight during Starlight Reception
[*]Non-Core Pack (0+12)
Dropped Occult Scroll always be [Curiosity Box]
New Links
[*]Core Links
[Streaking Meteor]Summon meteors that scale with your movement speed to strike nearby enemies
[Echoing Sigil]Mark enemies to inflict DMG equal to your held Weapon's DMG periodically. Defeating marked enemies transfers the effect to nearby targets
[*]Secondary Links
The newly added Secondary Links can be inspected in detail within the game
Link Adjustments
[*][Glaze Body]
Original Effect:Total Max HP is fixed at 1 point, +50% Movement Speed, +25% Total DMG. Gain 1 stack every 10s or upon defeating 2 enemies (up to 8 stacks). Stacks will be replenished to the maximum after switching stages.
Each stack can block 1 enemy attack and make the hero immune to DMG for 1s after blocking the attack
New Effect:Total Max HP is fixed at 1 point, +50% Movement Speed, +25% Total DMG. Gain 1 stack every 10s (up to 5 stacks). Stacks will be replenished to the maximum after switching stages. Each stack can block 1 enemy attack and grants invincibility for 0.5s
[*][Ascension Reallocation]
Original Effect:You can obtain 1 use for every 3 Golden Goblets (including Golden Goblets before Link activation). Cost 1 use to select 1 Ascension to decrease by 1 level, then randomly increase 1 Ascension by 1 level
New Effect:You can obtain 1 use for every 2 Golden Goblets (including Golden Goblets before Link activation). Cost 1 use to select 1 Ascension to decrease by 1 level, then randomly increase 1 Ascension by 1 level
[*][Dash Charge]
Original Effect:+20% Total DMG of the next shot or skill after Dash
New Effect:+20% Total DMG of the next shot or skill after Dash(up to 40%)
[*][Superior Judgment]
Original Effect:Gain 1 stack every 5s (up to 3 stacks). Attacks consume 1 stack to instantly defeat Normal enemies and Elites with less than 20% HP remaining or Bosses with less than 10% HP remaining
New Effect:Gain 1 stack every 5s (up to 3 stacks). Attacks consume 1 stack to instantly defeat Normal enemies/Elites/Bosses with less than 40%/20%/10% HP remaining
[*][Repetition Cycle]
Original Effect:For every 10 Total HP change (excess recovery will be treated as 2 times the change), +1% DMG dealt for 8s (up to 100%)
New Effect:For every 5 Total HP change (excess recovery will be treated as 2 times the change), +1% DMG dealt for 8s (up to 100%)
[*][Strength Taker]
Original Effect:+0.6% Primary Skill/Dash/set CD recovery speed for every 1% HP lost
New Effect:+1.2% Primary Skill/Dash/set CD recovery speed for every 1% HP lost (up tp +60%)
[*][Spiritual Supply]
Original Effect:Restore 10% of the main Weapon's skill resource when Secondary Skill deals DMG (triggered at most once per second). Restore 1 Secondary Skill use for every 50% of Weapon skill resource consumed (Reset after switching Weapon)
New Effect:Restore 10% of the main Weapon's skill resource when Secondary Skill deals DMG (triggered at most once every 0.5s). Restore 1 Secondary Skill use for every 50% of Weapon skill resource consumed (Reset after switching Weapon)
[*][Crippling Strike]
Original Effect:-30% enemies' Movement Speed for 3s (3s cooldown per enemy) when dealing DMG to them
New Effect:Movement Speed reduction effect converts to Movement Speed bonus. -30% enemies' Movement Speed for 3s (3s cooldown per enemy) when dealing DMG to them
Hero
[Li] Adjustments
We have adjusted the gameplay of [Li], including Ascension, Spiritual Blessing, and other content
Spiritual Blessing
[*][Energy Draining] (Li)
Original Effect:Each Burning Effect restores 2 energy. After casting Spiritual Flame, enter the "Energy Draining" state: Consume 5 energy per second, +20% Movement Speed, +20% RoF, +300% Weapon DMG. Every 5s in this state, +100% energy consumed effect, +50% bonus effect (up to 4 times). The state ends when re-casting Spiritual Flame or energy runs out
New effect:The activation method of Spiritual Flame has been changed to release-based. After casting Spiritual Flame, enter the "Energy Draining" state: Consume 10% of energy cap per second, +20% Movement
Speed, +20% RoF, +300% Weapon DMG. In this state, for every 30 consumed energy, grants 1 stack, +50% bonus effect each stack, up to 2 stacks (+1 stack limit for every 60 energy capacity). The state ends when re-casting Spiritual Flame or energy runs out
After selecting Spiritual Blessing [Energy Draining], you can switch the Primary Skill release mode in theHero interface. In the special mode, the Primary Skill will execute a quick skill action but deal no Skill DMG
Ascension
[*][Fiery Heart]
Original effect:Spiritual Flame always triggers Burning Effect. After casting Spiritual Flame, a weapon that deals Fire
DMG will also trigger Burning Effect on the next hit
New effect:Spiritual Flame always triggers Burning Effect. Every time Li inflicts Burning Effect, +15% next Spiritual Flame DMG, up to 120%
[*][Burning Bullet]
Original effect:When hitting an enemy, if the energy is full, consume a certain amount of energy to increase the Lucky
Shot Chance for this shot; otherwise, restore a certain number of energy
New effect:When hitting an enemy, if energy is more than 50%, consume a certain amount of energy to increase Lucky Shot Chance for this shot; otherwise, restore a certain amount of energy (CD: 5s)
[*][Flare Calling]
Original effect:When hitting an enemy, cast a Blazing Meteor on the enemy
New effect:Summon Blazing Meteor to accumulate stacks. Each stack will increase the next Weapon DMG, up to 3 stacks. Every weapon shot that hits an enemy will reduce stacks by 1
[*][Molten Meteor]
Original effect:Blazing Meteor will accumulate stacks when hitting an enemy. Each stack will increase the next Weapon DMG, up to 3 stacks. Every weapon shot that hits an enemy will reduce stacks by 1
New effect:When dealing DMG, triggering Burning Effect will gain stacks; otherwise, it will consume 1 stack. For every 15 stacks gained, restore 15 energy and gain a Fire Damage bonus that lasts for 8s (up to 2
stacks)
[*][Flame Talisman]
Original effect:Every time you inflict Burning Effect, gain 1 stack of Mark (up to 5 stacks). Consume 3 stacks when taking DMG from enemies. Each stack of Mark increases DMG Resistance. Both Weapon and Skill DMG
will be increased at full stacks
New effect:When inflicting the Burning Effect, gain 1 stack of Mark, up to 5 stacks. Consume 3 stacks when taking DMG from enemies. If you have enough stacks, you will be immune to the DMG and be invincible
for 2s. This effect has a cooldown.
[*][Flame Forged]
Original effect:After casting Spiritual Flame, for every 1 energy cap,+0.8% Weapon and Skill DMG for 6s. Each Burning Effect inflicted during this duration extends the effect by 1s
New effect:For every 60 energy cap, +50% Elemental Effect Chance of current weapon. For every 1% Elemental Effect Chance, +2% current Weapon DMG (up to 200%). When Elemental Effect Chance >100%, every 10% over the limit grants +5% Lucky Shot Chance
Weapon
[Hexagon] Adjustments
Weapon Skill
Deploy a shield that blocks incoming attacks (reactivate to retract early). Blocking attacks activates Enhanced State: +50% Total Weapon DMG, +20% RoF, lasts 10s
Mechanism Adjustments
[*]The shield can be deployed or retracted at any time, and it will consume the weapon's skill resources during the period when it is deployed
[*]Allow weapon fire during shield deployment (consumes reserve ammo)
[*]Restore 5 rounds of ammo to the magazine after the shield successfully blocks the DMG
[*]Powerful rounds are no longer fired upon shield retraction
Experience Optimization
[*]Optimized the recoil of Weapon shooting
[*]Optimized the performance during the shield deployment/retraction and while it is deployed
Exclusive Inscription Adjustemnts
[*]Added Exclusive Inscription:
-After the shield blocks an enemy's attack, it will mark the enemy. +100% Lucky Shot Chance when dealing Weapon DMG to the marked enemy
-During shield deployment, -50% energy consumption speed
[*]Removed Exclusive Inscription:
When the shield is retracted, it will fire 3 powerful shots, but these shots will no longer seek enemies
[Storm Chaser] Adjustments
Mechanism Adjustments
[*]Hold down the forward key to immediately enter the "Accelerate" state
[*]"Accelerate" state now persists during lateral movements
[*]The Total Weapon DMG bonus provided by the "Accelerate" state has been decreased from 50% to 40%
[*]The "Accelerate" state provides 50% additional Damage Resistance
[*]While in the "Accelerate" state, you will be immune to all slow effects caused by the monsters
[*]While in the "Accelerate" state, shooting can knock back normal monsters
[*]+20% Weapon DMG when hitting enemies that cannot be knocked back
[*]Hitting a normal monster 10 times consecutively will deal true DMG equal to 25% of its Total Max HP
[*]You can no longer manually trigger a reload for the weapon. One second after stopping shooting, the bullets in the magazine will be quickly replenished from the reserve ammo. When the magazine is empty, a full reload will be automatically triggered
Stage
[Spiritual Assault] Adjustments
Mechanism Adjustments
[*]Single-game duration adjusted from 30 minutes to 20 minutes
[*]Defeating enemies will no longer drop weapons
[*]Peddler now provides +1 initial item refresh charge
New Occult Scrolls
Added [Blessing in Disguise] and [Reasonable Exclusive]
New Spiritual Jade
[*][Ultimate Gambler]
Slots occupied: 4
Effect: The number of Ascensions in the Reward Roulette has been increased to 4
Some Spiritual Jade Adjustments
[*][Golden Touch]
Slots occupied: 2 → 1
[*][Effective Sweeper]
Slots occupied: 3 → 2
[*][Supreme Craftsman]
Slots occupied: 5 → 3
[*][Legendary Craftsman]
Slots occupied: 5 → 3
[*][Craftsman's Inheritor]
Slots occupied: 6 → 3
[*][Internal Circulation]
Slots occupied: 9 → 6
[*][Vibrative Timer]
Slots occupied: 4 → 6
Original effect: 20% chance to reset Primary Skill's CD after defeating an enemy
New effect: 30% chance to reset Primary Skill's CD after defeating an enemy
[*][Occult Booster]
Slots occupied: 5 → 9
Original effect: 10% chance to transform a Non-Enhanced Occult Scroll into an Enhanced Occult Scroll
New effect: 25% chance to transform a Non-Enhanced Occult Scroll into an Enhanced Occult Scroll
[*][Arsenal Raider]
Original effect: Gain 1 additional weapon drop per 5 Hero Levels attained in combat
New effect: Gain 1 additional weapon selection per 5 Hero Levels attained in combat
[*][Launcher Scavenger]
Original effect: Guaranteed Launcher drop per 50 enemy defeats
New effect: Reward Roulette weapon pool now guarantees 1 Launcher minimum
[*][Sniper Scavenger]
Original effect: Guaranteed Sniper Rifle drop per 50 enemy defeats
New effect: Reward Roulette weapon pool now guarantees 1 Sniper Rifle minimum
[*][Pistol Scavenger]
Original effect: Guaranteed Pistol drop per 50 enemy defeats
New effect: Reward Roulette weapon pool now guarantees 1 Pistol minimum
[*][Shotgun Scavenger]
Original effect: Guaranteed Shotgun drop per 50 enemy defeats
New effect: Reward Roulette weapon pool now guarantees 1 Shotgun minimum
[*][SMG Scavenger]
Original effect: Guaranteed Submachine gun drop per 50 enemy defeats
New effect: Reward Roulette weapon pool now guarantees 1 Submachine gun minimum
[*][Ejector Scavenger]
Original effect: Guaranteed Ejector drop per 50 enemy defeats
New effect: Reward Roulette weapon pool now guarantees 1 Ejector minimum
[*][Rifle Scavenger]
Original effect: Guaranteed Rifle drop per 50 enemy defeats
New effect: Reward Roulette weapon pool now guarantees 1 Rifle minimum
[*][Melee Scavenger]
Original effect: Guaranteed Melee Weapon drop per 50 enemy defeats
New effect: Reward Roulette weapon pool now guarantees 1 Melee Weapon minimum
[*][Scavenger's Staff]
Original effect: Guaranteed Staff drop per 50 enemy defeats
New effect: Reward Roulette weapon pool now guarantees 1 Staff minimum
[*][Occult Collection]
Original effect: +4/2/1% Weapon and Skill DMG for each Legendary/Rare/Normal Occult Scroll carried
New effect: +8/4/2% Weapon and Skill DMG for each Legendary/Rare/Normal Occult Scroll carried
[*][Blessed Arms]
Original effect: 35% chance for Weapon DMG to trigger Crit Hit
New effect: 50% chance for Weapon DMG to trigger Crit Hit
Interface & UI
[*]Season Shop now features category filters
[*]Added Hero Skill Preview Interface and optimized Hero Skills description
Spirit Puppet
[*]Dash skill available during movement and rescue actions
[*]Optimized the experience of Spirit Puppet following the player
Others
Adjusted some Challenge Events
[*][Ammo Extractor]
Healing range: 100 → 15
Healing effect: Heal the 2 nearest teammates instead of all
[*][Emergency Heal]
-The release of the elite hidden stages have been blocked
-The release of the "Robust" enhanced affixes have also been blocked
Bug Fixes
[*]Fixed multiple issues in the game
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