Bandai Namco has released a new patch for the Steam version of Dragon Ball Xenoverse 2. A lot of additional things have been added that weren’t in the PS4/Xbox One versions.
Here are the details of the new Dragon Ball Xenoverse 2 patch as posted on Steam:
1.03 update
- Fixed issue where a particular challenge quest could not be completed depending on the combination of the avatar race or build
- Fixed issue where player data is not successfully carried over
- Fixed issue where an error occurs when asking Shenron for a wish
Minor bug fixes - Battle balance adjustments (list at the end)
STEAM Fixes
- Fixed issues showing wrong button prompts when playing with Mouse & Keyboard and with controllers
- Fixed Keyboards functionality issues
- Fixed jumping affected by framerate issues
- Fixed issues with minimizing
- Fixed issues with disconnecting/reconnecting controllers
- Fixed issues when random allies and enemies would move out of the “Saiyan Siege! Defend the Earth” mission.
- Fixed the issue when Geat Ape Vegeta would disappear after throwing the Gigantic Ki Blast
- Fixed the issue when enemies would get stuck out of the game environment after throwing the Gigantic Ki Blast during expert missions
- Distance Scaling will now be correctly saved when closing the game
- Boost/Step can now be correctly rebound on Keyboards
- Innocence Cannon Super Attack now works properly under some circumstances
- Several multiplayer improvements (such as infinite loading rooms)
- Several stability improvements and crashes fixed
- Several text, translations & cutscenes issues fixed.
Skills changelist
- Justice Combination: Adjusted the Z Vanish so that it is possible to dodge the final hit of a combo.
- Neo Wolf Fang Fist: The amout of damage that can be done has increased.
- Feint Shot: Hit rate of the Ki Blasts have been adjusted.
- Dragon Fist: The attack has been adjusted to hit the opponent, if launched after the first Hit of a combo.
- Saiyan Spirit: The attack has been adjusted to hit the opponent, if launched after the first Hit of a combo.
- x20 Kaioken Kamehameha: The attack has been adjusted to hit the opponent, if launched after the first Hit of a combo.
- Dust Attack: The recovery time needed to launch a Z Vanish after being hit by the attack has been shortened. Making it possible to dodge the opponent’s Heavy Smash by locking on to opponent and performing a Z Vanish.
- Solar Flare: The recovery time needed to launch a Z Vanish after being hit by the attack has been shortened. Making it possible to dodge the opponent’s Heavy Smash by locking on to opponent and performing a Z Vanish.
- All Clear: Adjusted the issue where the attack was counted as multiple hits, even when guarded.
- God of Destruction’s Anger: The opponent’s Stun Recovery time has been shortened.
- Meteor Crash: It is now possible to dodge the attack by performing a Z Vanish, while being blown away.
- Phantom Fist: The amount of Ki consumed when Phantom Fist is performed right after the first Phantom Fist, and the amount consumed when the Phantom Fist is performed after a combo, has been adjusted so that they are equal.
- Prelude to Destruction: The opponent’s Stun Recovery time has been shortened.
- Final Blow: Adjusted so that it is possible to perform a recovery, even when hit near the ground.
- Dodoria Headbutt: The opponent’s Stun Recovery time has been shortened.
Super Dragon Fist: Adjusted so that it is possible to perform a recovery, even when hit near the ground. - God Breaker: The Ki is now consumed when the attack is launched, rather than when it hits.
- Flash Bomber: The amount of damage done has been reduced.
- Burning Spin: the attack will now blow away opponents when it hits, do more damage with one hit and the lock to the opponent will be kept after the attack.
- Reverse Mabakusenko: The Ki is now consumed when the attack is launched, rather than when it hits.
- Go-Go Gum: The amount of time needed to launch Go-Go Gum has been increased.
As always, Bandai Namco will make further adjustments to the gameplay so let them know of your feedback.