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Update Notes 3/14: Mid-Season Update for Season 4!

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

[h3]Added 4 Pack Types[/h3]
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]

[h3]New Links[/h3]
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

[h3]Link Adjustments[/h3]
[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

[h2][Li] Adjustments[/h2]
We have adjusted the gameplay of [Li], including Ascension, Spiritual Blessing, and other content
[h3]Spiritual Blessing[/h3]
[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

[h3]Ascension[/h3]
[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

[h2][Hexagon] Adjustments[/h2]
[h3]Weapon Skill[/h3]
Deploy a shield that blocks incoming attacks (reactivate to retract early). Blocking attacks activates Enhanced State: +50% Total Weapon DMG, +20% RoF, lasts 10s
[h3]Mechanism Adjustments[/h3]
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
[h3]Experience Optimization[/h3]
Optimized the recoil of Weapon shooting
Optimized the performance during the shield deployment/retraction and while it is deployed
[h3]Exclusive Inscription Adjustemnts[/h3]
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

[h2][Storm Chaser] Adjustments[/h2]
[h3]Mechanism Adjustments[/h3]
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

[h2][Spiritual Assault] Adjustments[/h2]
[h3]Mechanism Adjustments[/h3]
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

[h3]New Occult Scrolls[/h3]
Added [Blessing in Disguise] and [Reasonable Exclusive]

[h3]New Spiritual Jade[/h3]
[Ultimate Gambler]
Slots occupied: 4
Effect: The number of Ascensions in the Reward Roulette has been increased to 4

[h3]Some Spiritual Jade Adjustments[/h3]
[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

[h3]Adjusted some Challenge Events[/h3]
[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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