Gunfire Reborn Mobile Update Note – 9/28
In this update, the new paid Hero [Qian Sui] is now available, and the Reincarnation –Level 8, 4 new weapons and 25 new scrolls, and new monster enhancements are added to the game. Besides, there is a balance adjustment for some Ascensions and Spiritual Blessings. We also optimized the in-game sound effect, UI, and game system, and fixed some bugs.
If you have any problems or suggestions during the game, you could use the in-game feedback function to let us know. Your support is essential for us to keep polishing the game. Have fun in Gunfire Reborn!
New Paid Hero: [Qian Sui]
The valiant Qian Sui specializes in the art of close combat, traversing the battlefield while showing off his immense strength. Being associated with water, Qian Sui is capable of summoning a Tidal Aspis to block his enemies' fierce attacks while smashing any enemy daring to stand in his way.
Primary Skill – [Tidal Aspis]
Summon a Tidal Aspis to block all attacks from frontal enemies for 5 seconds. When you recast this skill or when this skill expires, the Aspis will be retracted, dealing AoE DMG to enemies in front. When holding the Aspis, shooting becomes [Striking Punch], and [Dash] is enhanced to [Hurtle], which doubles movement distance and knocks back enemies on his way, dealing 700 normal DMG in the end.
Secondary Skill – [Striking Punch]
Punch ahead with your powerful fist and cause 700 normal DMG to a small area in front. For every 1 meter of movement, +1 stack of [Fist Sensation] for 2s. Each stack of [Fist Sensation] increases Striking Punch DMG by 5%.
(1) Swelling Tide: When retracting the Aspis, for every 1s of its remaining duration, -10% cooldown of Tidal Aspis.
(2) Agile Titan: +20 Max Shield. Grants +10% total Movement Speed for 6s upon using any hero skill or dashing.
(3) Unceasing Flow: Holding the Aspis will restore 1 use of Striking Punch every 2s.
(4) Unshielded Force: The Aspis's retracting attack will also trigger all the effects of Striking Punch.
(5) Wild Punch: +30% [Hurtle] Base DMG for every level-up for the weapon you currently hold.
Enemy damage dealt reduce: 50%/60%/70% → 40%/50%/60%
Enemy damage taken increase: 20%/30%/40% → 20%/40%/60%
Old: +50% Lucky Shot Chance against enemies affected by Shock effect
New: +120% Weapon DMG against enemies affected by Shock effect
Old: -50%/75%/75% DMG taken for the first 5/7/9 times getting injured while dual-wielding; (Lv3) gain 1 extra stack for every 3s
New: During the Dual-Wield, recover to 30%/40%/50% of Max HP when taking first 2/3/4 lethal damage, and immune to damage for 1s. (Lv3) When all charges are used, recover to 1 charge after 4s
·[All or Nothing]
Leap DMG Increased by per consumed Armor: 0.8% → 1.2%
·[Steel Armor] Lv3
Duration: 2s→ 3s
Now the bonus is effective on the enemies slain in the entire run
·[Heart of Battle]
Old: -0.5/1/1.5s [Fatal Current] remaining cooldown every time you kill an enemy affected by Shock effect; (Lv3) it also refills 50% Secondary Skill uses
New: -0.5/1/1.5s [Fatal Current] remaining cooldown every time you kill an enemy; (Lv3) It also applied in the duration of [Fatal Current]
Old: +10%/20%/100% Weapon DMG on your next hit after dealing damage with [Chain Lightning]; (Lv3) +40% Lucky Shot Chance for next hit
New: +20%/30%/40% DMG for next shot or skill for every damage dealt from [Chain Lightning] (Up to 60%/90%/200%)
Enemy dealt damage decrease: 20%/35%/50% → 30%/45%/60%
Old: Killing an enemy that is marked by [Fatal Bloom] instantly recovers 30%/60%/100% ammo to the magazine; (Lv3) and grants 1 stack of [Blade Heart]
New: Restore 50%/75%/100% of ammo in magazine on each kill and +40%/50%/100% Weapon DMG on subsequent shots based on the amount of recovered ammo (including the ammo exceeded the magazine capacity)
Old: Each time [Fatal Bloom] marks an unmarked enemy, increase weapon DMG and skill DMG by 8%/12%/16% for 8/8/10s; (Lv3) +5% Lucky Shot Chance for every stack.
New: Each time [Fatal Bloom] marks an unmarked enemy, increase weapon DMG and skill DMG by 10%/20%/30% for 8/8/10s (up to 40%/80%/150%).
Old: When hitting an enemy that's marked by [Fatal Bloom] with a weapon, deal 100% weapon DMG to up to 2/4/5 other marked enemies. (Lv3) If the initial hit is a Crit Hit, then so are the following hits, but their CritX will not exceed 3.0x
New: Hitting the enemy marked with Fatal Blossom will deal 100% Weapon DMG to up to 2/3/4 enemies within 15m, and mark them with Fatal Blossom. There is a 0%/30%/100% chance to deal DMG twice.
[Lei Luo] Exclusive Talent Adjustment:
·[Gifted Man] can be refreshed constantly now.
·[Gifted Man] additional talents adjustment:
1.Old: Your Shield won't break immediately after taking a shield-break damage, and you will be invincible for 2s.(CD: 180s)
New: When the Shield is broken, immediately fully restores the Shield and becomes Invincible for 2 seconds. (CD: 120s)
2.Old: After casting [Fatal Current], remove self elemental effect immediately. In the next 2s, gain immunity to elemental effect and reduce DMG taken by 60%
New: After casting [Fatal Current], remove self elemental effect immediately. In the next 2s, gain immunity to elemental effect and reduce DMG taken by 90%
3.Old: +20 Max Shield, -50% Shield Recovery Delay
New: Increases Shield recovery speed by 30%. Delivering a critical hit makes the Shield regenerate immediately.
4.Old: There is a 50% chance of not consuming number of uses while using [Chain Lightning] during [Fatal Current]
New: During the Fatal Current, Chain Lightning does not cost Secondary Skill uses.
5.Old: -0.2s remaining cooldown of [Fatal Current] upon every hit caused by [Chain Lightning]
New: +30% Chain Lightning DMG for every enemy hit.
New Spirit Blessings：
+2% Weapon DMG for every 1 HP recovered (up to Max HP), but -2% Weapon DMG for every 1 HP lost. The bonus starts at 0%, but will not fall below this.
Dealing Weapon DMG will create an Elemental Orb (CD: 3s). The type of elemental orb changes when reloading. -0.1s CD for Elemental Orb and +5% Elemental DMG for 10s when defeating a normal enemy affected by an Elemental Effect, or inflicting an Elemental Effect on an Elite/Boss monster. (up to 25 stacks).
Upon hitting an enemy with a weapon, deal DMG based on the weapon’s base DMG and projectile count, including all bonuses applied to the triggering hit. (CD: 0.5s)
Gain 1 stack of Gradual Improvement when a shot lands a Crit Hit, but lose 1 stack when a shot lands only Non-Crit Hits. +0.3x CritX for each stack (up to 30 stacks).
Spirit Blessings Adjustments:
Old: Obtain a random elemental effect upon taking DMG, and convert all negative elemental effects applied to the hero to bonus with opposite effects.
New: Obtain a random elemental effect upon dealing DMG, and convert all negative Elemental Effects applied to the hero to bonus with opposite effects.
Old: Instead of falling immediately upon taking lethal DMG, you can enter a state of "Fake Death" for 10s, and you won't fall during this state. Killing any enemy will end the state early. (Cooldown 120s)
New: Upon taking lethal DMG, you will not be downed immediately, but enter the "Fake Death". Killing an enemy will end the "Fake Death" and be invincible for 3s (CD 45s).
Old: Upon killing (or having a kill assist on) an enhanced monster, you obtain their enhanced effects, which lasts for some time. Different enhanced effects will be applied at the same time while the same effect will have the duration refreshed.
New: Upon killing or assisting in killing an enhanced monster, you obtain their enhanced effects, which lasts for some time. Different enhanced effects will be applied at the same time while the same effect will be stacked (up to 3 stacks) and refreshed.
Old: You can [reroll] all inscriptions of a weapon at the craftsman. Craftsman can [reroll] each weapon up to 3 times.
New: You can [reroll] all inscriptions of a weapon at the craftsman. Craftsman can [reroll] each weapon up to 3 times. [Reroll] costs no copper.
[A Good Man]
Old: Reviving a teammate or being revived grants you +2%/s HP recovery, +5% Movement speed and +30% Weapon and Skill DMG for 180s. (Up to 10 stacks)
New: Reviving or being revived grants you +2%/s HP recovery, +5% Movement Speed and +30% Weapon and Skill DMG (Up to 10 stacks). Reset at every starting stage.
Old: +150% Weapon and Skill DMG, -30% Cooldown, +30% Movement Speed, +30 Max HP and Max Shield/Armor. For every Occult Scroll you carry, -3.3% total bonus mentioned above.
New: +300% Weapon and Skill DMG, -50% Cooldown, +50% Movement Speed, +50 Max HP and Max Shield/Armor. For every Legend/Rare/Normal Occult Scroll you have, -3%/2%/1% total bonus mentioned above.
Old: Gain a secondary skill use every 3s
New: Gain a secondary skill use every 3s. +100% Secondary Skill uses.
There's a 40% -> 75% chance to drop an [enhanced] weapon
Old: You can purchase 2 Enhanced Occult Scrolls from Phantom Peddler.
New: You can purchase 2 Enhanced Occult Scrolls from Phantom Peddler. Merch in Phantom Peddler can be refreshed once.
Old: The secondary skill deals double DMG
New: There is a 75%/25% chance for a Secondary Skill to deal 200%/300% DMG.
Old: -1% DMG taken for every 2% HP you have. Also, if HP is less than 75%, recover 5% HP per second.
New: +5%/s HP. -1% DMG taken for every 2% HP you have.
Upon picking up Fatal Blossom while the uses are full, gain stacks for [Thorny Bloom].
Old: -8 hits required to trigger [Fatal Bloom] additional DMG
New: Hit unmarked enemy will mark them with Fatal Blossom. -6hits required to trigger [Fatal Bloom] additional DMG.
Old: +150% Chain Lightning Base DMG for each increase to the maximum bounces of Chain Lightning.
New: +3 bounces for Chain Lighting, +100% bouncing rang. +150% Chain Lightning Base DMG for each increase to the maximum bounces of Chain Lightning.
Old: When using a secondary skill, there is a 30% chance to toss all remaining grenades without consuming uses. +50% Explosive Grenade DMG for 1s (stackable) every time any grenade deals DMG.
New: When using a secondary skill, there is a 40% chance to toss all remaining grenades without consuming uses. +50% Explosive Grenade DMG for 3s, every time any grenade deals DMG (up to 1000%).
Old: Gain +5% Lucky Shot Chance and -5% Dash/Primary Skill cooldown every time you kill, or assisted in killing an elite monster/boss (including the ones you killed before acquiring this spiritual blessing).
New: +10% Lucky Shot Chance and -7.5% Dash/Primary Skill cooldown, for every elite/boss killed or assisted on kill in the entire run.
Old: When your current HP% is greater than or equal to that of an enemy, deal additional 150% DMG to them; Otherwise, take 30% less DMG from them.
New: Restoring or losing HP within the last 10 seconds increases Max Armor by the same amount of HP change (the max bonus is determined by your Max HP). Restoring or losing Armor within the last 10 seconds increases weapon DMG and Skill DMG by the same percentage of Armor change (the max bonus is determined by your Max Armor).
New Reincarnation – Level 8
In this difficulty, you will frequently encounter high-difficulty [Demonic Aura Diffusion]. Be careful!
Unlock: Finish Reincarnation – Level 7
·New random routes are available in [Longling Tomb], [Anxi Desert], [Duo Fjord], [Hyperborean Jokul]
·Now traps in [Longling Tomb] and [Anxi Desert] will be disabled after clearing the room.
Unlock：Kill [Horsehead] 5 times with Non-explosion DMG.
Intro: Piercing +2; Reload the ammo one by one and can shoot at any time when there is a bullet in the magazine
Unlock：Kill [Rogue Villain] 20 times
Skill: Projectiles scatter widely.
Unlock：Kill [Kappa] 20 times
Intro: Fire a series of explosive barrages at close range.
Skill: Fire three mortar shells after a brief charge.
Unlock：Kill [Octopus] 10 times
Intro: After hitting an enemy, 3 additional arrows will be launched at other enemies behind the initial target.
New Exclusive Inscriptions:
(1) Strike Wing: A split arrow leaves a mark upon hitting an enemy. +100% Lucky Shot Chance of the split arrow if it is generated through hitting a marked enemy.
(2) Argus: Generate a spirit upon your first hit on an enemy. The spirit will deal DMG to the enemies in a line when you hit a random enemy.
(3) Scorching Rounds: Explosion AoE +3m, and explosions generated by hitting a block share explosion bonus.
(4) Demonlore: +50% magazine capacity, and reloading grants stacks of Weapon Base DMG bonus. The number of stacks is equal to the magazine capacity. Lose one bonus stack for every shot you fire.
(5) Frenzied Shark: Grenade does not detonate over time, but detonates when there is an enemy within the blast radius.
(6) Prism: Split 3 darts after the first ricochet.
(7) Rainbow: The farther the mark is, the higher the ray DMG toward the locked mark.
(Gemini) Plant a spore on the target when hitting enemy and deal extra damage when the spore from different weapons meet together. (Stacks will not be reset after encounter) →
(Gemini) Plant spores on hit. The amount of spores is equivalent to on-hit Projectiles and Projectiles of the other weapon. When the amount reaches 30, deals additional Weapon DMG to the target.
(Gemini) Killing an enemy with the held weapon increases base DMG of the next shot from the off-hand weapon by +50%. (Up to 6 shots, stackable)
New Occult Scrolls
Intro: -0.5% DMG taken for every 1% HP missing
Intro: +0.5% Lucky Shot Chance for each 1% HP missing
Intro: +75% weapon DMG while your shield is recharging.
[Against the Flow]
Intro: Hitting an enemy will apply the effect for 4s, refilling 15% (rounded up, minimum 1) of your magazine per second. When the effect ends, you instead lose 1 random type ammo from reserves per second.
Intro: When using the Secondary Skill, there is 50% chance to double the consumption and 50% chance to deal double DMG.
Intro: Killing an enemy grants extra coppers and extra chance to receive supply for secondary skill
Intro: Deals an additional 50% DMG when weapon DMG causes an elemental effect.
Intro: +80% Lucky Shot Chance, but total Lucky Shot Chance won't exceed 150%.
Intro: Shield recovery will not be stopped but -50% Recovery Speed.
Intro: There's a 33% chance to enhance a weapon by +1 extra level when enhancing your weapons at a craftsman.
Unlock: Kill [Venomous Lizard] 20 times on elite or higher difficulty.
Intro: -1s Primary Skill CD upon casting a secondary skill.
Unlock: Kill [Lightning Lizard] 20 times on elite or higher difficulty.
Intro: +40% weapon and skill DMG for 10s upon being hit or taking DMG.
Unlock: Kill [Desert Boar] 50 times.
Intro: Cost coppers to refresh Peddler's merch. (Including sold out merch)
Intro: -50% Primary Skill cooldown. But secondary skill will have 3s cooldown.
[Break the Ice]
Unlock: Kill [Abyssal Serpent] 2 times on elite or higher difficulty.
Intro: -Lv 1 Ascension randomly, and gain 5 Occult Scrolls. (At least 1 Legend Scroll)
[3rd Time Unlucky]
Unlock: Kill [Elite Kappa] 1 time.
Intro: +50% Total Weapon DMG. Obtain 1 Cursed Scroll for every 3 Mysterious Chests you opened.
Unlock: Kill [Umbrella Spirit] 10 times with a Crit.
Intro: +1.5x CritX. After receiving 50 times HP injuries from enemies or traps, it turns +0.5x CritX. (cannot be discarded)
Intro: +80% Skill DMG. Every time you purchase from the Peddler will -5% Skill DMG. (cannot be discarded)
Intro: +1% All DMG for every 100 copper spent. If you bring over 500 coppers to the next stage, then the excessive part will be consumed.
Intro: Recover random HP when obtaining buns
Intro: 15% chance to cause only 1 DMG upon hitting an enemy
Intro: 20% chance of losing 1 additional ammo in magazine for each shot
Intro: -30% DMG to Elite monsters.
Intro: The higher the Max HP and Max shield/armor are, the lower the movement speed is. (Decrease up to 20%)
Intro: Every missing shot causes 1 DMG to yourself. This effect will not knock you down.
[Fish or Bear Paw]
Old: Weapon DMG -50%, but each attack hits twice.
New: -40% Weapon DMG. Every attack hits twice, effective on up to 15 Projectiles. For every excess Projectile, gain 3% Weapon DMG for the current shot.
[Enhanced Fish or Bear Paw] Updated
Old: -50% Weapon DMG, but there is a 75% chance to deal DMG twice and a 25% chance to deal DMG three times.
New: -25% Weapon DMG. Every attack hits twice, effective on up to 15 Projectiles. For every excess Projectile, gain 4% Weapon DMG for the current shot.
Monster Enhancement Added:
Bleed: Monster attack will inflict bleed effect to the player.
Armored: Monster’s HP turns into Armor/Shield.
Loyal: Enhanced monster will take 50% DMG for nearby monsters, and the damage taken from this effect is reduced to 20%.
Inherited: After the monster is killed, randomly enhance a normal monster with Inherited within 15m.
Dedicative: 1s after the monster is kill, turn all normal monsters within 15m to enhanced monster.
Cloning: When the monster is killed, generate 2 same normal monsters.
·Optimized the sound effect of hitting monster shield.
·Optimized the out-game unlock UI, weapon comparing UI, and layout customization UI.
·Added the conflict tooltip for Gemini Inscription at Craftsman.
·Added the tooltip for sending emoji at the LogBook.
·Added the effect of completing room challenge.
·Added the prompt for logging the in-game account.
·Optimized the match making mechanism and its efficiency.
·Added the save file recover mechanism – When there is a save data issue, report the issue and we will help to fix the problem if the issue is confirmed.
·Optimized the feedback function.
·Fixed an issue that under certain circumstances, reviving teammate can be interrupted improperly.
·Fixed an issue that the lost HP of [Airbag] and [Enhanced Airbag] is counted as damage dealt.
·Fixed an issue that [Bone Dragon] will cause [Pole Monarch] facing in the wrong direction.
·Fixed an issue that [Energy Orb] makes the enemy turn to the player.
·Fixed an issue that [Elite Horsehead] and [Elite Henchman] can cast skill while not facing the player.
·Fixed an issue that under certain circumstances, monsters can blink to the unreachable area.
·Fixed a stuck ground in [Anxi Desert – Stage 1].
·Fixed a clipping ground in [Anxi Desert – Stage 3].
·Fixed a collision missing in [Anxi Desert – Stage 3].
·Fixed a stuck ground in [Duo Fjord – Stage 1].
·Fixed an issue that players may be knocked back to the scene in [Hyperborean Jokul – Stage 1].
·Fixed a ground collision error in [Hyperborean Jokul – Stage 2].
·Fixed an issue that the enhanced monster does not spawn properly in Valut in [Longling Tomb – Stage 4] and [Hyperborean Jokul].
·Fixed an issue that in Daily Challenge the enhanced monster does not spawn properly in[Hyperborean Jokul].
·Fixed an issue that under certain circumstances, voice chat cannot be used in team play.
·Fixed the display error of team panel under certain circumstances.
Additional Update – 9/28
1.Fixed an issue that some players cannot log in.
2.Fixed an issue that the model of [Pole Monarch] may not properly disappear after dashing.(iOS)
3.Fixed an issue that the trajectory effect of [Thunderclap Gloves] may disappear.(iOS)
4.Fixed an issue that connecting to Bluetooth causes game crash.(iOS)
5.Fixed an issue that [Ice Blade] may not properly deal true damage under certain circumstances.
Additional Update – 9/29
1.Fixed an issue that after rejecting party invitation, players may not receive other invitations anymore.
2.Fixed an issue that players cannot purchase and refresh items at Peddler when using controller.
3.Fixed an issue that players cannot refresh items at Phantom Peddler when using controller.
4.Fixed an issue that the UI of Phantom Peddler may be displayed improperly when using controller.