R59.1 Update (8/22)

Hi Everyone –

We’ve released the R59.1 update to address a few critical issues that we have shared in previous posts. These couldn’t just be “patched” in, so we needed a full client update to be expedited through the process to get these fixes in place.

Here is what the update addresses…

  • Addresses a critical issue causing a crash when characters out on patrol are required for a mission

  • Fixes an issue preventing Team-Ups and essential characters from dealing correct damage

  • Fixes an issue preventing AI characters from dealing correct damage

The update is now live!

  • Thank you

Please fix in next update that TU tiles matched on cascade gains less TUAP

I may be beating a dead horse on this, but have you reached any decision on what to do about integrating new characters into tokens?

Sticky before you leave .. argh…

And unsticky the bug report one!

I guess they have not learned to stop releasing updates in the middle of events, it never ends well.

AInt going to update until I get forced to do so ;>

I don’t understand why the game doesn’t just immediately kick everyone off to force them to get the patch when you’re talking about a change that completely breaks PvE.

As a mobile player, the data charges to update this are significant, so I only update on my home wireless. I feel that having 12 hours or so until the force update is appropriate to allow the users of the game to update without cutting off their access for potentially an extended period of time.

That’s fine if it’s something like ‘game now remembers the last 3 TUs you have’, not ‘godmode for PvE is no longer in effect’ like this patch.

Out of curiosity, what is the data usage for a couple of hours of mpq non-wireless?

Nope. With the new patch I just verified that chosen TU powers are forgotten, same as they’ve been.

From the Teamup Feedback thread. So it wasn’t R59, and isn’t R59.1, but will probably be R60.

What I mean is that if the patch only updated something minor like TUs are now remembered across matches it’s okay they don’t force everyone to reload. I don’t see how you can have not force everyone to reload when you’ve borderline godmode for PvE events for those who haven’t updated yet compared to those who do.

But it also means when they put through the R59 patch that broke PvE, I was playing the hard version until I could update. It cuts both ways. Now if they could figure out a way to just load the update at 10 mb of data, rather than the whole game at 200mb, I would be more than happy to have the updates forced immediately.

Don’t know exactly, but guess I use about 50mb over 3 hours of playing. I would love to see a report breaking down my data use just to know.

People that don’t get the update and godmode for awhile might have a stratospheric MMR when the forced-update is pushed through.

Going from a base-level Ares to a level 395 Ares will be hard jump for most players.

You are misinterpreting the bug, Nonce.

The scaling is currently correct. The bug is that while enemies match damage correctly for their level, their abilities are always being cast at the minimum level for their star rarity rating. Thus 3s were casting powers at level 40, 2s at 15, and 1s at 1; regardless of their actual level.

That said, I believe event MMR is already crazy inflated because virtually everyone has been cakewalking the first three subs of this event. Everyone will be paying dearly for this for the rest of the event through over-inflated enemy levels.

Pretty sure scaling has reset after every sub since around Prodigal Sun so there wouldn’t be any adverse effect except on whatever sub the patch kicks in. It may look like it’s constantly going up because later missions tend to start at higher level, especially in an event like The Hunt where Savage Land missions always started with very high levels.

On iphone it’s settings-> cellular

I’m not sure it’s fixed. I got hit by an onslaught for 440 hp earlier, after the update.