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Absolver 1.27 Patch Note - November 5, 2018
(If you have any video illustrating an issue, do not hesitate to send it at support_pc@sloclap.com)

Combat
- UI – Fixed discrepancy between the Attack Stats in the Attack details menu

School
We added a rematch limit for 1v1s when in a School Challenge (5 matches limit). The UI prompt will be added in an upcoming patch!
- UI – You can now View and Invite a player directly from the Leaderboard
- UI – Added Detail panels for School Gestion and School Challenges
- UI – Fixed a visual glitch on rematch in Combat Trial
- UI – You can now view the profile of the Top 3 players in your School
- UI – Added some popup prompts when leaving / joining a School
- UI – Improved information displayed when clicking on another player in the School
- UI – Fixed some Leaderboard issues where the details wouldn’t display after several swaps between leaderboards
- Fixed some issues with School XP
- Players cannot change their inventory in Combat Trials while participating in a School Challenge anymore

Downfall Mode
- UI – Fixed a bug where the depth selected didn’t fit with the details displayed in the right panel

Misc
- Fixed some issues related to Coop in 1v1 and getting back to the Main Map
If you joined a friend and that your friend left, you’d be respawned at the start of the game instead of the last altar when dying
If you relaunched a 1v1 Coop matchmaking while your friend was still loading, your group would be disbanded without notification
- Fixed various overlapping issues in the Menus and some specific languages
- Fixed various lighting issues in the game
- Fixed a color mismatch with the Shabu Guard Set

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Personal note: Phew, that should cover (most) the missing changelogs from the GOG forums, thought they stopped patching the game seeing that no major patch notes were posted here since january. ^^'
Post edited December 17, 2018 by xKeiro
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Changelog for Patch 1.29 543 (added 07 February 2019):

- Hi everyone!
- We’re happy to announce that the Winter Update is now live for PC and PS4 players – Xbox One players will have to wait a few more days as the version is validated by Microsoft testing teams. As mentioned previously, we were hoping to release it earlier, but with the Xbox One version release and the debugging efforts, it took more time than expected. Winter maps and equipment have been ready for a while, but we thought that it would be a bad idea to release a content update without addressing the major gameplay concerns from the community, so we decided to wait until the fixes were done before releasing any new content.

Update Content
The 1.28 Winter Update features:
- Four new Winter equipment sets available in the Essence Shop: Guide Lieutenant, Mountain Warrior, Uring Idolator, and Uring Heathen.
- Two “snow” versions of maps (Birdhouse, and Shipyard)
- Gameplay balancing and bugfixing (see below for more information)
- Other bugfixes and optimizations (too numerous to list precisely!)

Gameplay balancing
- We have been reading a lot of complaints on manual dodging since the Downfall update. Pretty much everybody has different opinions as to which combat style is the best, which attacks should be nerfed to the ground and which ones are totally useless, but one thing everyone seems to agree on was that manual dodging had become overpowered since Downfall, that it was a sort of free “get out of jail” card that didn’t require much skill, and made combat less interesting overall.
- We therefore focused on improving this for the Winter Update update, in two ways: by fixing a bug we identified which made the issue worse, and by changing some gameplay parameters around manual dodging:
- Fixed an issue on the dodge iframe duration (could be 4 instead of 2 in some cases)
- Reduced the iframes on dodge side from 2 to 1 (still no iframes on dodge forward/backward)
- Reduced dodge distance, and decreased walking speed in combat. Both of these changes make it harder to escape attacks, since the attack movement speed was not changed.

Two other important gameplay issues have also been fixed:
- Fixed an issue where the avoid side (both Windfall special ability and attack property) was not working in specific cases: this issue was also one of the reasons manual dodge was perceived as overpowered.
- Fixed an issue where inputs were delayed (3 frames) after any stun, resulting in wrong advantage frames: advantage frames will now be much more consistent, and in line with their intended design parameters. This will impact attacks, but also Earthquake power, which had an unintended frame advantage up until now.
- These may seem like subtle fixes, but they actually have a significant impact on the game’s balancing, especially for experienced high-level players. We feel that the balancing of the game will be in a pretty good place with this update, so we hope lots of you will try it out, and let us know what you think!

- All the best,
Sloclap Team
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Changelog for Patch 1.30.550 (added 19 February 2019):

- Hi everyone,
- When the Winter Update was released, the balancing of the game was negatively impacted by some bugfixes (notably the fix on stun durations). Since then, we’ve been working hard on balancing, and especially on frame data. Special abilities for Faejin and Windfall have also been tweaked, as well as the Sharp Impact and Unbreakable powers, and a couple of other bugs.
- You will find detailed information on all the changes below. We hope you like them! Please note that at this stage, the patch is live only on PC; we’re waiting on feedback from PC players (Steam & GOG) before deploying it on PS4 and Xbox One in a few days if all is well. So if you’re on PC please let us know what you think, whether it’s on our forums, Reddit, Discord or Twitter !
- All the best, Sloclap Team

Gameplay Balancing
Frame data
- Frame data have been reworked in this patch, the main goal was to get back the pressure game while keeping a good reaction time against fastest attacks.
- We’ve also done some work to differentiate attacks with similar properties by trading blockstun frames with hitstun frames and damage. So some attacks now have a better blockstun value (to stay safe and keep the pressure) while others are more risky but have better rewards (better damage and hitstun to follow-up with other attacks)
- We have also nerfed some attacks with several properties (jumping breakers for instance), and ankle stamp has now a startup of 11 frames.
- You can see the full frame data here : Absolver 1.30 Frame Data

Special abilities
Faejin Front abilities
- Left/Right (Parry):
- Startup : 18 > 16 frames
- Damage : 40 > 50
- Shards bonus : 0.1 > 0.15

Faejin Back abilities
- Left/Right/Down (Avoid):
- Stamina bonus : 20 > 25
- Shards bonus : 0.1 > 0.15
- Slowdown duration 6 > 9 frames

Windfall
- Avoid Side (Left/Right):
- Slowdown duration 14 > 12 frames

Powers
Sharp Impact
- Cut damage repartition : 100% > 80%

Unbreakable
- Damage received reduction : -50% > -25%
- Damage multiplier on weapon durability : xInf > x8

Bug fixes
- It’s no longer possible to guard an incoming attack when parried or avoided.
- We fixed a bug when someone received a snatcher without any weapon in hand (after that, only one hit was needed once he/she had a weapon in hand to be disarmed)
- We’ve also fixed the startup frame number displayed for the following attacks (There was a difference of -1 between what was displayed and the reality):
- Head Splitter
- Side Wind Thrust
- Light Swing Slash
- Limbo Thrust
- Body Slicing
- Whirl Slash
- Swirl Slash
- Puropera Cut
- Wrist Jab
- Double Spike Kick
- Stumble Slash
- Wrist Roll Slash
- Drunk Stomp
- Hadrunken
- Forward Lean Slash
- One Inch Punch
- Lastly, the animation of Cleaver Blow is slightly slower, to fit with the 16 frames startup displayed.
Post edited February 20, 2019 by DeMignon