Published On: Wed, Apr 26th, 2017

For Honor Patch 1.06 Available For PC; Improved FPS, Dynamic LOD Scaling, Network Optimizations


This pretension refurbish will be accessible on Tuesday Apr 25th on PC first, consoles chronicle are on their approach (certification process) and should be updated during a after date.



Data exchanges between players are now some-more volatile to network fluctuations.

Reduced a footprint of information exchanges to urge compare knowledge underneath singular networking conditions.


Multiple opening improvements augmenting a framerate both in diversion menus and during matches.

The LODs (Level of Detail) on ambient FX are now boldly practiced during matches to assistance safeguard optimal performance.

[Bug Fix] Fixed a opening plunge when a XBOX Home row was being non-stop that infrequently triggered a make-believe resynchronization.


Reduced a rematch timer from 90 to 60 seconds.

Join-in-Progress can now be enabled during a finish of a match. When we will activate it during a after date, players withdrawal a event might be transposed by new players, that will concede a new compare to start some-more frequently.

[Bug Fix] Fixed a bug causing a event to split, during matches underneath certain conditions, withdrawal any actor in a possess event with bots.

Developer comments: When too many players leave a event after a match, it is not probable to start a new match. By permitting Join-in-Progress during a finish flow, a open seats will be repopulated with new players and concede a new compare to start.


Expanded resync messages to compute between make-believe resynchronization and event emigration when a horde leaves.

Game operation

Added server-side networking configurations to concede faster fortitude tweaking.

Added monitoring of make-believe corner cases to urge a ability to serve diagnose certain forms of problems.

Developer comments: These will assistance us continue and urge a bargain of a diversion fortitude and assistance us pierce some-more improvements.



[Bug Fix] Bleed should no longer be practical yet contact.

Developer comments: We bound this bug for a Nobushi in a latest TU yet it was still benefaction on a Peacekeeper. We’ve looked during all a Bleed attacks on all characters in sequence to make certain this is resolved globally. We’ve also done identical changes on Stun attacks even yet we hadn’t identified bugs on these.



Light Attack Miss liberation branching into Chained Light Attack behind by 100ms.

Chained Light Attack recoveries on Interrupt Block augmenting to 700ms (from 600ms).

Chained Light Attack recoveries on Hit augmenting to 700ms (from 500ms).

Developer comments: The stream light light spam of a Peacekeeper is irritating and it’s unequivocally tough to conflict on a second light. We didn’t wish to repair this by creation a second light slower as we wish to keep some quick attacks. Instead, we’re augmenting a second light’s recoveries on Block and Hits in sequence to put a peacekeeper during support waste if she doesn’t dedicate to a sequence finisher. She will remove a beginning and will get strike by quick conflict if she continues spamming light.


[Bug Fix] Light conflict after Shove can no longer be blocked if competition changes stance

Updated Shove attack’s area of effect

Updated post-Shove Light attack’s area of effect

Developer comments: In a latest update, we’ve introduced an emanate with a light post Shove that’s unblockable if you’re in a scold position yet blockable if we switch stance. We’re regulating this so that it’s never blockable. However, a light is still dodgeable. The area of outcome updates should make Shove and a Light Attack post Shove easier to dodge.


Shoulder Bash cancel timing into Guard Break reduced to 300ms before finish of startup (from 100ms before finish of startup).

Uninterruptible Stance timing on fully-charged Shoulder Bash startup reduced by 100ms in sequence to compare a revised Guard Break cancel timing.

Cancelling Shoulder Bash into Idle now causes a 200ms liberation with no invulnerability (Wardens used to cancel out of Shoulder Bash now into Idle).

The fully-charged visible and audio effects, will now usually play once a cancel window is closed.

Non-charged Shoulder Bash liberation on Miss augmenting to 800ms (from 700ms)

[Bug Fix] Fixed an emanate causing a Warden to spin around on strike with Shoulder Bash

[Bug Fix] Shoulder Bash ability to strike outmost aim no longer overlaps with sealed target

Developer comments: Warden’s Shoulder Bash was cancellable by Guard Break unequivocally late, permitting Wardens to wait for a rivalry to evasion and afterwards get a giveaway Guard Break. We wish Wardens to put a lot of vigour on their competition with this move, yet we don’t wish them to have such an advantage that they can force a response, conflict to a response, and retaliate a response. Now, a competition can wait to evasion a Shoulder Bash until after it could still be cancelled into a Guard Break, yet that window is intentionally unequivocally brief to try to force players to have to make a review on any other, rather than simply reacting. Wardens still have a lot of energy to select what to do after initiating Shoulder Bash, yet will have to dedicate more.


[Bug Fix] Fixed emanate on Throws causing opponents to get knocked down earlier.

Developer comments: We introduced a retrogression in a latest refurbish causing a Berserker’s Side Heavy into Top Heavy after hit down not to be guaranteed anymore on brazen Throw. With this change, we’re restoring Throw follow ups to their pre-patch 1.05.1 state.


Hurricane Blast has Uninterruptible Stance.

Added Uninterruptible Stance Icon to Moveset page.

[Bug Fix] Fixed revolution so that plant of Hurricane Blast always faces a Orochi when stabbed.

Developer comments: Hurricane Blast is a unequivocally delayed and high repairs move. While charging Hurricane Blast, a Orochi has a garland of options to mind a opponent: cancel into Guard Break, cancel into Dodge, cancel into Wind Gust. Without Uninterruptible Stance on Hurricane Blast, a window of event to use these options was mostly denied and done a pierce feel useless. We’re adding Uninterruptible Stance now in sequence to give Orochis a event to use these options.


Charge of a Oni no longer knocks down on contact

Charge of a Oni’s 400ms startup is entirely dodgeable

Charge of a Oni arena can no longer be practiced with a left stick

Shugoki can't renovate stamina during Charge of a Oni

Developer comments: Watching Shugoki play Duels out of close in sequence to hit down their rivalry and get a giveaway complicated is not unequivocally fun. By stealing a hit down on contact, we wish to say Charge of a Oni’s core duty as a intrusion pierce while neutralizing exploits in 1v1 situations.

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