New Updates
Personal Shop
- The Personal Shop has been added, where you can buy items that have previously been sold in the Item Shop.[list]
- You can access your Personal Shop from [ Shop – Personal Shop ].[/*]
- The list of available items refreshes every 24 hours. You can also spend 100 Mileage to refresh immediately.[list]
- When you use Mileage to refresh your product list, your next free automatic refresh will happen 24 hours after that point.[/*]
- The list of products and their pricing may differ between Racers.[/*]
- Items you already own will not appear in the Personal Shop. If you have the entire collection, you will not be able to enter Personal Shop.[/*]
New Theme and Tracks
10 New Northeu Theme Tracks:
[/*][*]Northeu: Cosmoway
- Difficulty: ★★[/*]
- Supported Game Modes: Item and Speed Mode[/*]
- Difficulty: ★★[/*]
- Supported Game Modes: Item and Speed Mode[/*]
- Difficulty: ★★[/*]
- Supported Game Modes: Speed Mode[/*]
- Difficulty: ★★[/*]
- Supported Game Modes: Item and Speed Mode[/*]
- Difficulty: ★★★[/*]
- Supported Game Modes: Item and Speed Mode[/*]
- Difficulty: ★★★[/*]
- Supported Game Modes: Speed Mode Only[/*]
- Difficulty: ★★★[/*]
- Supported Game Modes: Speed Mode Only[/*]
- Difficulty: ★★★★[/*]
- Supported Game Modes: Speed Mode Only[/*]
- Difficulty: ★★★★★[/*]
- Supported Game Modes: Speed Mode Only[/*]
New Characters
Three characters from beyond the stars have been added to KartRider: Drift! These characters will be available through the Item Shop, and you can learn more about them through the in-game [Item Mode Skill] menu, or in the Character Skills Encyclopedia.
Taki
"No one will get in the way of dreams, not even my father!"
Rivaski’s son, Taki has developed a large range of emotions from his time on Earth that far surpasses his father. He wants to be the best racer in the universe, and has set his antennae on the less advanced planet of Earth, because of its collection of excellent racers.
Active Skill: Lightstone Boost (Intermediate): Taki processes the energy extracted from the Lightstone to provide a boost effect to nearby Racers. If Taki does not apply the boost effect to the opposing team, Taki will receive the Boost.
Erini
"Do I... like Taki...?"
This empathetic girl has protected Taki ever since they were children. Under her cute exterior lurks a blunt personality, but she always has a soft spot for her childhood friend and perceives Taki as a weakling who needs to be protected. She hasn't been racing as long as Taki, but she's so talented that Taki is actually jealous of her. When they're not racing, Taki is helping Erini get better at expressing her feelings.
Active Skill: Lightstone Shield (Beginners): Erini manipulates energy from the powerful Lightstone to help her new friends! A shield zone is placed in the direction Erini is facing, which grants Shields to her teammates and removes Shields and Angel Armor effects from her opponents.
Rivaski
"My friend... How could I forget you?"
This eccentric engineer is the head of Northeu's fighter space station. After many years off-planet, he returned one day in a kart powered by Lightstone and restored peace to Northeu in its times of need. Though he was once an ally to Earthlings, even carrying an old friend's helmet with him at all times, his attitude lately has turned quite hostile.
Passive Skill: Clairvoyance (Beginners): Utilizing Planet Northeu's superior technology, Rivaski has invented a scanner that reveals his opponent's items! Obtain a scanner that displays the items of each racer directly in front of and behind him. Rivaski gains scanners after a set amount of time passes.
New Bonus Tickets
- Four new Bonus Tickets have been added:[list]
- Proficiency 100% Bonus Ticket: Increase the Proficiency reward for completing races by 100% [/*]
- RP & Proficiency 100% Bonus Ticket: Increase the RP and Proficiency rewards for completing races by 100% [/*]
- Lucci & Proficiency 100% Bonus Ticket: Increase the Lucci and Proficiency rewards for completing races by 100% [/*]
- RP & Lucci & Proficiency 100% Bonus Ticket: Increase the RP, Lucci, and Proficiency rewards for completing races by 100% [/*]
Game Balance Changes
Karts
- Karts are now classified into three groups, based on their Drift and Boost Acceleration:[list]
- Speed Type: Boost Acceleration > Drift Acceleration[/*]
- Balanced Type: Boost Acceleration = Drift Acceleration[/*]
- Drift Type: Boost Acceleration < Drift Acceleration[/*]
Character Skills
- Character Skills have been added for the following characters.[list]
- Learn more with the in-game [Item Mode Skill] menu, or in the Character Skills Encyclopedia.[/*]
Character | Category | Difficulty | Skill Name | Description | [/tr]
Viktor | Active Skill | Intermediate | Terrible Time Bomb | Viktor places a bomb on a selected opponent that eventually explodes, hitting all nearby Racers with an explosion. | [/tr]
Ethen | Passive Skill | Intermediate | Ethen's Book Club | Water Wisps have a chance to turn into Books when obtained. When used, Books temporarily stuns opponents and drops them if they're caught in mid-air. This effect gets stronger depending on how far the opponent is from Ethen. | [/tr]
Derek | Passive Skill | Expert | Extreme Velocity | When driving above 100km/h, Derek's default speed is increased in levels, up to a max of level 3. His speed level resets when he encounters driving interference, if his item slots get too heavy, or drives below 50km/h. | [/tr]
Mobi | Passive Skill | Expert | Sleight of Hand | The skill activates at a set interval, providing a Boost effect. If he collides with an opponent who has an item while boosting, he duplicates the opponent's item. However, he can only duplicate items that can be obtained from the Item Box. | [/tr]
BLACKPINK JISOO | Passive Skill | Beginner | JISOO's Escape Plan | JISOO never hesitates to use the art of escape she's learned as a member of BLACKPINK to win the race! When she is trapped in a water effect, JISOO can immediately escape for a limited number of times. | [/tr]
BLACKPINK JENNIE | Passive Skill | Beginner | JENNIE's Water Blast | JENNIE is ready to use some special ammunition to win the race for BLACKPINK! Obtaining a Water Bomb exchanges it for a Water Bomb Bouquet which throws several Water Bombs at once. | [/tr]
BLACKPINK ROSÉ | Passive Skill | Beginner | ROSÉ's Promise | ROSÉ has a chance to win it all for BLACKPINK after she made a mysterious promise to the water fairy! ROSÉ may obtain either a Water Bomb or Water Wisp, depending on which type of item or skill she blocked or was hit by. | [/tr]
BLACKPINK LISA | Passive Skill | Beginner | LISA's Willpower | Whenever things get tough, LISA gives it her all to score a victory for BLACKPINK! LISA has a chance to obtain a Boost when she is hit with an item or skill. | [/tr]
- Active Skill cooldowns have been reduced by 5% between all grades of character outfits.[list]
- Developer's Note: During the initial planning stage, we decided to set the minimum unit of cooldown reduction for active skills to 1 seconds, which decreases as the Outfits' tier increases. However since the ratio of reduction was not uniform, there was an issue of outfits for some characters not being as useful as they should be. To resolve this issue, we decided to apply 5% reduction rate across the board. All skills' basic cooldown lengths have been adjusted accordingly, either increased or decreased.[/*]
Active Skill Changes:
- Balloon Blast (Bazzi):[list]
- Water Balloons will now be displayed in team colors, and can interact with certain objects on the track.[/*]
- The longer that Bazzi spins the Water Balloon, longer the target Racer will be trapped in Water Prison.[/*]
- Water Balloons stay on tracks for a longer period of time.[/*]
- Skill cooldowns are displayed in decimal units, and have been changed to:[list]
- Common: 18s, 9s after first use per race (Unchanged)[/*]
- Fine: 17.1s, 8.5s after first use per race (Previously 17s / 9s)[/*]
- Rare: 16.2s, 8.1s after first use per race (Previously 16s / 8s)[/*]
- Heroic: 15.3s, 7.6s after first use per race (Previously 15s / 8s)[/*]
- Legendary: 14.4s, 7.2s after first use per race (Previously 14s / 8s)[/*]
Bazzi's Water Bombs will now stay on tracks for longer. And the longer the throw was to hit the target with Water Balloon, the longer the target will now stay in Water Prison. Since it is much more likely to miss when you aim far away targets, the caster and ally racers will not be trapped in Water Prison longer than the default time.[/*][/list][/*]
- The magnet effect can now be deactivated, and the effects of the equipped balloons can also be momentarily paused.[/*]
- Skill cooldowns have been reduced for all ranks:[list]
- Common: 15s, 7.5s after first use per race (Previously 17s / 9s)[/*]
- Fine: 14.2s, 7.1s after first use per race (Previously 16s / 9s)[/*]
- Rare: 13.4s, 6.7s after first use per race (Previously 15s / 8s)[/*]
- Heroic: 12.6s, 6.3s after first use per race (Previously 14s / 8s)[/*]
- Legendary: 11.8s, 5.9s after first use per race (Previously 13s / 7s)[/*]
- Camera movement while the skill is being used has been improved to feel more natural.[/*]
- Skill cooldowns are displayed in decimal units, and have been changed to:[list]
- Common: 17s, 8.5s after first use per race (Previously 17s / 9s)[/*]
- Fine: 16.1s, 8s after first use per race (Previously 16s / 9s)[/*]
- Rare: 15.2s, 7.6s after first use per race (Previously 15s / 8s)[/*]
- Heroic: 14.3s, 7.1s after first use per race (Previously 14s / 8s)[/*]
- Legendary: 13.4s, 6.7s after first use per race (Previously 13s / 7s)[/*]
- Skill cooldowns have been increased for all ranks:[list]
- Common: 17s (Previously 14s)[/*]
- Fine: 16.1s (Previously 13s)[/*]
- Rare: 15.2s (Previously 12s)[/*]
- Heroic: 14.3s (Previously 11s)[/*]
- Legendary: 13.4s (Previously 10s)[/*]
- Skill cooldowns are displayed in decimal units, and have been changed to:[list]
- Common: 27s (Unchanged)[/*]
- Fine: 25.6s (Previously 26s)[/*]
- Rare: 24.2s (Previously 25s)[/*]
- Heroic: 22.2s (Previously 24s)[/*]
- Legendary: 21.4s (Previously 23s)[/*]
- Skill cooldowns have been decreased for all ranks:[list]
- Common: 25s (Previously 31s)[/*]
- Fine: 23.7s (Previously 30s)[/*]
- Rare: 22.4s (Previously 29s)[/*]
- Heroic: 21.1s (Previously 28s)[/*]
- Legendary: 19.8s (Previously 27s)[/*]
- The item selected to turn into a Banana will now be highlighted for the target on their screen. After a set amount of time, if the altered item has not been used, it will turn into bananas.[/*]
- If the target hit by the skill does not possess any items, the attack will fail.[/*]
- Defense items will be removed.[/*]
- Skill cooldowns have been reduced for all ranks:[list]
- Common: 21s (Previously 26s)[/*]
- Fine: 19.9s (Previously 25s)[/*]
- Rare: 18.8s (Previously 24s)[/*]
- Heroic: 17.7s (Previously 23s)[/*]
- Legendary: 16.6s (Previously 22s)[/*]
- Skill cooldowns are displayed in decimal units, and have been changed to:[list]
- Common: 19s, 9.5s after first use per race (Previously 17s / 9s)[/*]
- Fine: 18.s, 9s after first use per race (Unchanged)[/*]
- Rare: 17s, 8.5s after first use per race (Previously 17s / 8s)[/*]
- Heroic: 16s, 8s after first use per race (Unchanged)[/*]
- Legendary: 15s, 7.5s after first use per race (Previously 15s / 8s)[/*]
- Skill description has been revised with more specific details.[/*]
- Skill cooldowns are displayed in decimal units, and have been changed to:[list]
- Common: 18s, 9s after first use per race (Previously 18s / 11s)[/*]
- Fine: 17.1.s, 8.5s after first use per race (Previously 17s / 11s)[/*]
- Rare: 16.2s, 8.1s after first use per race (Previously 16s / 10s)[/*]
- Heroic: 15.3s, 7.6s after first use per race (Previously 15s / 10s)[/*]
- Legendary: 14.4s, 7.2s after first use per race (Previously 14s / 9s)[/*]
- Skill hit animation has been slightly changed.[/*]
- Skill cooldowns are displayed in decimal units, and have been changed to:[list]
- Common: 22s (Unchanged)[/*]
- Fine: 20.9s (Previously 21s)[/*]
- Rare: 19.8s (Previously 20s)[/*]
- Heroic: 18.7s (Previously 19s)[/*]
- Legendary: 17.6s (Previously 18s)[/*]
- Skill cooldowns are displayed in decimal units, and have been changed to:[list]
- Common: 22s (Unchanged)[/*]
- Fine: 20.9s (Previously 21s)[/*]
- Rare: 19.8s (Previously 20s)[/*]
- Heroic: 18.7s (Previously 19s)[/*]
- Legendary: 17.6s (Previously 18s)[/*]
- If the defense is successful, the cooldown time will be reduced.[/*]
- Skill cooldowns are displayed in decimal units, and have been changed to:[list]
- Common: 15s, 7.5s after first use per race (Previously 16s / 8s)[/*]
- Fine: 14.2.s, 7.1s after first use per race (Previously 15s / 8s)[/*]
- Rare: 13.4s, 6.7s after first use per race (Previously 14s / 7s)[/*]
- Heroic: 12.6s, 6.3s after first use per race (Previously 13s / 7s)[/*]
- Legendary: 11.8s, 5.9s after first use per race (Previously 12s / 6s)[/*]
- The racer hit by the Wave of Justice will now be able to use their booster immediately after landing.[/*]
- Skill cooldowns are displayed in decimal units, and have been changed to:[list]
- Common: 10s, 5s after first use per race (Unchanged)[/*]
- Fine: 9.5s, 4.7s after first use per race (Previously 9s / 5s)[/*]
- Rare: 9s, 4.5s after first use per race (Previously 8s / 4s)[/*]
- Heroic: 8.5s, 4.2s after first use per race (Previously 7s / 4s)[/*]
- Legendary: 8s, 4s after first use per race (Previously 6s / 3s)[/*]
- Skill cooldowns are displayed in decimal units, and have been changed to:[list]
- Common: 21s, 10.5s after first use per race (Previously 21s / 11s)[/*]
- Fine: 19.9s, 9.9s after first use per race (Previously 20s / 11s)[/*]
- Rare: 18.8s, 9.4s after first use per race (Previously 19s / 10s)[/*]
- Heroic: 17.7s, 8.8s after first use per race (Previously 18s / 10s)[/*]
- Legendary: 16.6s, 8.3s after first use per race (Previously 17s / 9s)[/*]
- When used simultaneously with Siren, this skill will now be considered an attack.[/*]
- Skill cooldowns are displayed in decimal units, and have been changed to:[list]
- Common: 28s (Unchanged)[/*]
- Fine: 26.6s (Previously 27s)[/*]
- Rare: 25.2s (Previously 26s)[/*]
- Heroic: 23.8s (Previously 25s)[/*]
- Legendary: 22.4s (Previously 24s)[/*]
- Competitive Spirit (Diz): The skill effect will now also activate upon being hit.[/*]
- Fan Service (Rave): Skill description has been revised with more specific details.[/*]
- Hydrophile (Martin): Skill description has been revised with more specific details.[/*]
- Attack Reflection (Pink Bean): Skill activation animation has been slightly changed.[/*]
- Water Bomb Bouquet (Airi): Airi will now start each race with a Water Bomb Bouquet equipped.[/*]
- Breaking Through (Orion):[list]
- Skill description has been revised with more specific details.[/*]
- Skill now also defends against Neo's "Wave of Justice" skill.[/*]
- Skill Activation count has been reduced by 1 for all ranks:[list]
- Common: 10 Times (Previously 11)[/*]
- Fine: 11 Times (Previously 12)[/*]
- Rare: 12 Times (Previously 13)[/*]
- Heroic: 13 Times (Previously 14)[/*]
- Legendary: 14 Times (Previously 15)[/*]
- Skill driving time is reduced for all ranks:[list]
- Common: 30s (Previously 43s)[/*]
- Fine: 29s (Previously 42s)[/*]
- Rare: 28s (Previously 41s)[/*]
- Heroic: 27s (Previously 40s)[/*]
- Legendary: 26s (Previously 39s)[/*]
- Skill Activations has been increased for all ranks:[list]
- Common: 8 Times (Previously 4)[/*]
- Fine: 9 Times (Previously 5)[/*]
- Rare: 10 Times (Previously 6)[/*]
- Heroic: 11 Times (Previously 7)[/*]
- Legendary: 12 Times (Previously 8)[/*]
Driving Changes
- The Traction System has been changed:[list]
- The bonuses to acceleration and maximum speed granted by the Traction System has been decreased.[/*]
- Added a Refill System for Traction:[list]
- Once a Racer's distance from First Place exceeds a certain threshold, their automatic boost recharge will increase in proportion to the distance.[/*]
- If they fall far enough behind, the Boost Gauge will charge even while boosting.[/*]
Game Modes and Matchmaking
Ranked Queue
- Ranked Queue MP amount has been adjusted:[list]
- It is now easier to acquire MP when there are large gaps in rank between you and Racers you are matched with.[/*]
- Winning against AI racers will now earn a small amount of MP.[/*]
- Racers that do not complete large portions of a track in Squad Mode will no longer earn MP, even if their team wins the race.[/*]
- Note: If matchmaking wait times become long enough, the gap in ranks with matched Racers may increase.[/*]
Item Mode
- The Seeker Missile has been added to Item Mode:[list]
- Seeker Missile: Locks onto and attacks the Racer in 1st Place. [/*]
Continuous Matchmaking
- The Matching Stage now has a [Ready] button to let your group start the match faster:[list]
- If all Racers in the Matched Stage are ready, the race will begin immediately, ignoring the countdown timer.[/*]
- This can be automatically toggled on in the [Settings - General - Matching] menu.[/*]
Mode Lab
- Upcoming Mode Lab schedule is as follows (all periods begin and end at 12:00 AM UTC):[list]
- Thursday, March 21st - Thursday, March 28th: Solo Crossover Mode[/*]
- Thursday, March 28th - Thursday, April 4th: Squad Infinite Boost Mode[/*]
- Thursday, April 4th - Thursday, April 11th: Squad Crossover Mode[/*]
- Thursday, April 11h - Thursday, April 18th: Flag Mode[/*]
- Thursday, April 18th - Thursday, April 25th: Solo Infinite Boost Mode[/*]
- Thursday, April 25th - Thursday, May 2nd: Solo Crossover Mode[/*]
- Thursday, May 2nd - Thursday, May 9th: Squad Infinite Boost Mode[/*]
- Thursday, May 9th - Thursday, May 16th: Squad Crossover Mode[/*]
- Thursday, May 16th - Thursday, May 23rd: Flag Mode[/*]
- Thursday, May 23rd - Thursday, May 30th: Solo Infinite Boost Mode[/*]
- Thursday, May 30th - Thursday, June 5th: Solo Crossover Mode[/*]
This post is too long for Steam, see it in full on the official KartRider: Drift website!