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Control Improvements and New Weapons Update

Hello, Animas.

Following the previous Memory Chip system update, we are greeting you again after a relatively short time.

This update introduces the long-requested automatic firing feature for Primary Weapons, along with several control convenience improvements, new status effects, and new exclusive weapons.

You can find the main details of this update below.

Update Details

Primary Weapon Auto Mode Added

This feature existed previously, but was removed due to conflicts with the firing methods of certain weapons.

With this update, we have reworked the related structure and improved it so that the feature can be used again.

Please note that even when the automatic function is enabled, you can still manually control the weapon by pressing the button directly.

  • Shield Type

    • For Titanium Shield, when the automatic function is enabled, the shield will now be raised automatically to block incoming enemy attacks at the right timing, and lowered when there are no incoming attacks. However, if an enemy attack is faster than the shield can be raised, the attack may still land.

  • Reload-Charge Primary Weapons

    • For weapons whose reload is charge-based, such as the Beam Rifle or Howitzer, enabling the automatic function will cause the weapon to fire again once all ammo has been consumed and the reload has fully completed.

  • Charging Primary Weapons

    • For weapons that require charging to increase damage, such as the Railgun, enabling the automatic function will cause the weapon to fire as soon as charging is complete.

Toggle Functions Added

Some functions can now be used not only with the existing hold-input method, but also as toggles.

Holding the button will operate the function in the existing way, while tapping the button will activate the toggle method.

  • Scope

    • The Scope function can now be used as a toggle.

  • Afterburner

    • The Afterburner function can now be used as a toggle.

New Status Effects Added

New status effects have been added.

  • Armor Piercing

    • An effect that allows attacks to pierce enemy armor and deal damage. This is separate from standard Penetration, which pierces enemy shields or multiple enemies. Armor Piercing ignores the defense of armored enemies, allowing damage to be dealt more effectively.

  • Knockback

    • An effect that pushes back the target on hit. It can be used to create distance from nearby enemies or prevent enemies from closing in.

  • Stagger

    • An effect that briefly slows movement when hit by an attack that applies Knockback or Stun buildup.

New Weapons Added

Three new exclusive weapons have been added as alternatives to the existing Titanium Shield, Scope, and Howitzer.

You can now choose higher firepower instead of defense or utility.

  • Magnum Hand Cannon

    • A Machina-exclusive weapon. A single-shot support weapon with a very short effective range, capable of piercing enemy armor.

  • Flux Repeater

    • An Aerial-exclusive weapon. A high-rate energy weapon that triggers status ailments through accumulated damage.

  • Heavy Rotary Cannon

    • An Argus-exclusive weapon. A heavy rotary cannon with solid fire rate and destructive power. Ignores stun effects when used.

Primary Weapon Balance Adjustments

  • Anti-Tank Gun

    • The previous explosion effect has been removed, and Armor Piercing is now applied instead of splash damage. With this change, the Anti-Tank Gun has been adjusted to more effectively deal with heavily armored enemies rather than dealing explosive damage to multiple enemies.

  • Shotgun

    • Knockback has been added to the Shotgun. This adjustment allows it to push enemies back and secure distance when fighting multiple enemies at close range.

Item Balance Adjustments

  • Sync Rate Stabilizer

    • In line with the increase in enemy durability, the Sync Rate increase value has been raised.

Unit Balance Adjustments

  • AG-52B Argus

    • Argus’s Heavy Armor is a trait that increases resistance as its armor is destroyed. However, the existing 10% base Protective Armor could not be destroyed, which conflicted with the structure of the trait. Accordingly, Argus’s 10% base Protective Armor has been removed so that Heavy Armor can function more clearly.

Memory Chip Upgrade Adjustment

When upgrading with Memory Chips, Level 1 slots can now only equip Plus Chips.

Terminology Changes

Weapon category terms have been reorganized.

  • The former Primary Weapon 1 is now Primary Weapon.

    • This refers to the main weapon equipped in the unit’s right hand or primary slot.

  • The former Primary Weapon 2 is now Secondary Weapon.

    • This refers to the second main weapon equipped in the unit’s left hand or secondary primary slot.

  • The former Secondary Weapon is now Sub Weapon.

    • Homing Missile, Rocket Launcher, Smart Mines, and similar weapons fall under this category.

Bug Fixes

  • Fixed an issue where the Autocannon was incorrectly displayed as Aerial’s Secondary Weapon in the Hangar.

  • Fixed an issue where Memory Chips installed in Durability Repair or Armor Repair were returned after leaving the Research Lab.

  • Fixed an issue where removed protocol icons remained displayed at the top of Sync Up cards.

  • Fixed an issue where, when rapidly turning toward an enemy in the opposite direction, the muzzle direction and the actual bullet trajectory could become significantly misaligned.

We believe this update further improves combat control convenience and expands the range of weapon choices available to players.

In particular, Primary Weapon Auto Mode and toggle functions should help reduce combat input burden depending on your playstyle, while the new exclusive weapons and status effects will provide more options for how each unit can be used.

We will continue improving controls, balance, and overall content based on the feedback you share with us.

Thank you as always for playing and for sending us your valuable feedback.