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Below is a list of all title updates for 2020's Resident Evil: Resistance.

PC[]


Console[]

1.01[]

  • Minor bug fixes
  • Balance adjustment

1.02[]

  • Minor bug fixes

1.03[]

  • Minor bug fixes

1.04[]

  • Minor bug fixes
  • Balance adjustment[1]
  • Adjustments to Matchmaking
  • Adjustments to Daily Missions (Removed Mastermind specific missions)
  • 10 Free RP Boosters[2]
  • The Torch takes more durability points per hit.[3]

1.05[]

Resident Evil | Capcom | Information about updates to Resident Evil Resistance

Added Features / Removed Restrictions[]

  • Bonus RP is now awarded to players who select "Random" for matchmaking when playing a Quick Match.
  • Removed rank-based restrictions for equipment slots, equipment point limits, and equipment chest purchases.
  • RP Boosters will no longer be consumed if a match awards RP below a certain amount.
  • Removed rank-based restrictions from Mastermind character selection and deck customization. Map preset editing is now unlocked by reaching Rank 5 with any Mastermind character.
  • Added a feature to reduce players from being denied entry to a room when matchmaking with a team of Survivors.
  • Added a feature to the Steam version which allows players' profiles to be viewed from the result screen.

Resolved Issues[]

  • Resolved an issue where using the "Lurking Menace" ability would occasionally cause Yateveo to die.
  • Resolved an issue where some Fever Skills with prolonged effects would trigger their cooldown timers upon activation, rather than after the effect ends. Characters affected: Jill, Becca, Samuel
  • Resolved an issue where the "Fury" variant of Annete's Ultimate Skill had a shortened cooldown under certain conditions.
  • Resolved an issue where being struck by "Immoblizing Rounds" would completely disable player control.
  • Resolved an issue where a player leaving a game after a match was created could cause subsequent attempts at matchmaking to fail.
  • Adjusted some of Jill's escape animations.

Balance Adjustments[]

  • Reduced the effect of the "Immobilizing Rounds" skill card.
  • Reduced the duration of the "Electromagnetic Shield" skill card.
  • Reduced the effect of Spencer's "Mod Recycler" skill card.
  • Increased the Bio Energy cost of the "Discount" skill card.
  • Reduced the effectiveness of some weapons when firing on security cameras to disable them.
  • Reduced the effect of the "Mix Tape" and "Book of Wisdom" equipment.
  • Lengthened the cooldown of the "Spray Gun" variant of Valerie's Fever Skill.
  • Reduced the effect of the "Enhance" variant of Annette's "Genetic Mutation" skill.
  • Reduced the rate at which creatures recover health.
  • Reduced the effect of the "EMP Rounds" equipment.
  • Adjusted how easily Yateveo can be incapacitated.

May 22, 2020 title update[]

  • Raised the amount of time added when a camera is disabled while a firearm is mounted.
  • Lowered the amount of time added when certain creatures are defeated.
  • Lowered the amount of time reduced when a Survivor is shot by a Machine Gun.
  • Lowered the amount of time reduced when a Survivor is shot by an Air Cannon or Immobilizing Rounds.[4]

1.06[]

Resident Evil | Capcom | Information about updates to Resident Evil Resistance New Features

Map[]

  • Prison map added.

Equipment

  • New Survivor equipment added.
  • New Mastermind equipment added.

Cosmetics[]

  • New weapon skins added.
  • New Survivor skins added.
  • New Survivor gestures added.
  • New sprays added.
  • New creature skins added.
  • New zombie gestures added.
  • New Mastermind voice lines added.

Adjustments and Bug Fixes[]

General Survivor Adjustments

  • Widened the damage drop-off spectrum when a Survivor attacks a distant Bio Core with a firearm.
  • Reduced the amount of time for which Survivors are immobilized after the following actions: being hit by Immobilizing Rounds, being released from a Leghold Trap, performing a Finisher, and recovering from the defeated state.
  • Reduced the damage dealt by the ATM-4 when attacking a Bio Core.
  • Increased the cost of Repair Kits.
  • Reduced the cost of Ammo x 50.
  • Reduced the cost of the W-870.
  • Reduced the cost of the Lightning Hawk.
  • Increased the damage dealt by the MQ 11 when attacking a camera.
  • Increased the damage dealt by the LE 5 when attacking a camera.
  • Increased the damage dealt by the W-870 when attacking a camera.
  • Increased the base damage of the Chemical Flamethrower.
  • Increased the base damage of the MQ 11.
  • Increased the base damage of the LE 5.
  • Survivors will no longer activate traps while disabling Security Devices.
  • Hand Grenades, Flash Grenades, and Molotov Cocktails can now be thrown without the need to ready your weapon.
  • When a melee weapon is equipped, the number of Repair Kits in inventory is now displayed on-screen.

Samuel

  • Reduced the recovery potency of Fists of Iron's "Immortal" variant.
  • Reduced the duration of Dash Punch's "Recover" variant.

Martin

  • Increased maximum health.

Tyrone

  • Adjusted Determination's "Resilience" variant to continue recovery until Tyrone's health has reached the FINE state.

Valerie

  • Reduced maximum health.

Becca

  • Adjusted the amount of Ammo dropped when using Scavenger's "Precision" variant.
  • Adjusted the cooldown times of each Bullet Storm variant.
  • Bullet Storm's duration will be reduced by 1 additional second if used with an ATM-4 equipped.

Jill

  • Reduced the damage dealt by S.T.A.R.S. Armory's "Rocket Launcher" variant when attacking a Bio Core.

General Mastermind Adjustments[]

  • Widened the damage drop-off spectrum when attacking a distant target.
  • Infectious creatures no longer increase Survivors' infection by a greater amount than standard creatures when physically attacking Survivors.
  • Added a minimum activation time required to activate traps via the E.I.S.
  • Reduced the base damage of the High Caliber Rifle and Turret - Rifle skill cards.
  • Reduced the potency of the Enhancer - Energy Leech skill card.
  • Added a limit to how much Bio Energy can be restored by the Enhancer - Energy Leech skill card at one time.
  • Reduced the speed of Zombie Dogs affected by Berserker effects.
  • Reduced the speed of Lickers affected by Berserker effects.
  • Reduced the effect of Large Caliber Barrel equipment.
  • Reduced the equipment point cost of Large Caliber Barrel equipment.
  • Reduced the damage-boosting effect of the Gyroscope equipment.
  • Reduced the equipment point cost of the Gyroscope equipment.
  • Removed the Security Guard Zombie spawn location closest to the Survivors' start point in Area 2 of the Casino.
  • Controlled zombies will no longer suffer knockback effects when another creature collides with them.
  • Screen effects from January's skills will now be shown even on disabled cameras.
  • Reduced the rate at which Bio Energy recovers while manually controlling a camera-mounted firearm.

Annette

  • Reduced G-Birkin's hitbox when passing through doors.

Daniel

  • Removed the cooldown from the Tyrant's Pulverize ability.
  • The Tyrant can now pass through doors while using Hook Punch and Pulverize.
  • The Tyrant will no longer automatically punch upon hitting a wall while using the Bull Rush ability.
  • Reduced the Tyrant's hitbox when passing through doors.
  • Increased the speed at which the Tyrant can pass through doors.
  • The Tyrant's stagger animation will no longer reset unnaturally when a second flash effect is triggered partway through the animation.
  • Increased the effect of the Equilibrium Mod exclusive card.

Alex

  • Survivors will now move more slowly when in close proximity to Yateveo.
  • Removed the cooldown from Yateveo's Devour ability.
  • Reduced the time required for Yateveo's Slime Shot buds to regrow.
  • Shortened the cooldown of Yateveo's Reel In ability.
  • Increased Yateveo's resilience to weapon attacks and made it more difficult to stun.
  • Increased the cost-reduction effect of the Efficiency Mod - Infection exclusive card.
  • Reduced the discard cost of the Efficiency Mod - Infection exclusive card.

Spencer

  • Reduced the space required to place Disintegration Field.
  • Adjusted the colors used when attempting to place Disintegration Field to make it easier to judge possible placements.

Nicholai

  • Reduced the Nemesis's hitbox when passing through doors.
  • The Nemesis can now pass through doors while performing Jab Cross.
  • The Nemesis's stagger animation will no longer reset unnaturally when a second flash effect is triggered partway through the animation.

System Adjustments[]

  • When activating multiple traps at once, Tracker Mine's duration will no longer be reduced.
  • Survivor weapons will now be separated into melee weapons and firearms on the customization screen.
  • Survivors who have been disconnected from the game will now have an X displayed over their face on the left side of the screen.
  • Equipment with a cost exceeding the remaining amount of equipment points will now show a red icon.
  • An icon will now be displayed if there are newly acquired skins.
  • Added a wall to all areas of all maps which prevents creatures from entering the Survivors' starting area.
  • Survivors will now immediately proceed to the next area if they are standing in the unlocked exit when Overtime begins.
  • Survivors will now be credited for any progress towards Daily Missions when they are removed from a game due to the Mastermind disconnecting.
  • The Mastermind player will now be penalized when disconnecting from a match for any reason whatsoever.
  • Survivors will now be automatically kicked from the game and penalized if they remain inactive in the starting area for a certain amount of time.
  • Matchmaking will now be temporarily disabled if a player is penalized a certain number of times in a short period.
  • Added an indicator to the Character Select screen to show whether any players are using RP Boosters.
  • Survivors can no longer rescue other defeated survivors while standing inside the Final Exit.
  • Some difficult-to-reach item spawn locations have been adjusted.
  • Made some changes to the default gesture configuration.

PlayStation 4

  • Adjusted matchmaking systems on the PlayStation 4 version to prioritize players of a similar skill level and play history.

Steam

  • Resolved an issue where mouse sensitivity would increase after the animation for exiting an area had completed when playing with mouse and keyboard.
  • Resolved an issue where the screen would shake vertically when controlling a security camera as the Mastermind with mouse and keyboard.

June 18, 2020 title update[]

Resident Evil | Capcom | Information about updates to Resident Evil Resistance

  • Increased the base health of Zombies, Crawling Zombies, Armored Zombies, Partially Armored Zombies, Jesters, and Dealers.
  • Increased the base health of the Supply Zombie.
  • Adjusted the amount of time added to the timer when Survivors open the Supply Pack dropped by the Supply Zombie.
  • Reduced the base damage dealt by the MQ 11.
  • Reduced the base damage dealt by the LE 5.

1.07[]

Resident Evil | Capcom | Information about updates to Resident Evil Resistance

Balance Adjustments[]

  • Increased the cooldown of Samuel's Dash Punch.
  • Reduced the amount of damage added to Samuel's attacks and increased the rate at which melee weapons degrade when using Brawler's "Blunt Force" variant.
  • There is now a limit to how many of each type of explosive Valerie can purchase when using Explosive Knowledge's "Counterattack" variant.
  • Adjusted the effect and equipment point cost of the Decoder series of equipment.
  • Adjusted the effect and equipment point cost of the Waist Pack equipment.
  • Reduced the effect of the H2 Canister series of equipment.
  • Reduced the effect of the AED Device and EMT License series of equipment.
  • Increased the purchase price of Molotov Cocktails.
  • Increased the Ammo consumption of the Lightning Hawk.
  • Reduced the amount by which Security Device deactivation time is lengthened when Spencer uses Umbrella Tech's "Defense System" variant.
  • Reduced the HP increase granted to Bio Cores when Spencer uses Umbrella Tech's "Defense System" variant.
  • Reduced the time it takes for Dealers to stand up in some situations.
  • Increased the overall toughness of Bio Cores.
  • Adjusted the effect and equipment point cost of the Bulletproof Glass series of equipment.
  • Adjusted the effect and equipment point cost of the Unstable Generator equipment.
  • Reduced the amount of time for which the button must be held to disable the Bio Core Barriers in the Prison map.

Resolved Issues[]

  • Resolved an issue where it was sometimes possible to advance to the next area without completing the current area's objectives.
  • Other minor bug fixes.

July 10, 2020 update[]

Resident Evil | Capcom | Information about updates to Resident Evil Resistance

New features[]

Cosmetics[]

  • Added 18 new weapon skins.
  • Added 21 new Survivor skins.
  • Added 7 new Survivor gestures.
  • Added 13 new sprays.
  • Added 7 new creature skins.
  • Added 3 new zombie gestures.
  • Added 5 new Mastermind voice lines.

Sam[]

  • Added the new Technique skill variant to Sam's Fists of Iron fever skill.

Greatly increases the chance of critical hits during Fists of Iron. Each creature hit further raises your critical hit rate.

  • Added the new Speedloader skill variant to Sam's Dash Punch personal skill.

Equipped firearm reloads automatically after hitting creatures and bioweapons. Greatly increases chance of critical hits for a set duration.

  • Added the new Unstoppable skill variant to Sam's Brawler passive skill.

Cannot be knocked back by most attacks when using fists or melee weapons.

  • Added the new Attrition skill variant to Sam's Adrenaline passive skill.

Reduces Fists of Iron cooldown by seconds when a creature or bioweapon is hit by Dash Punch.

Martin[]

  • Added the new Shockwave skill variant to Martin's Flash Baton fever skill.

Blinds cameras and destroys traps within range.

  • Added the new Signal Jammer skill variant to Martin's Makeshift Mine personal skill.

Places a Signal Jammer to prevent the Mastermind from using creatures, traps, and their Ultimate Skill within the effective range for 15 seconds.

  • Added the new Bulletproof skill variant to Martin's Life Hacks passive skill.

Greatly reduces damage received from firearm attachments.

  • Added the new Minesweeper skill variant to Martin's Sapper passive skill.

Traps will not trigger even when running.

Tyrone[]

  • Added the new Rapid Response skill variant to Tyrone's Rally fever skill.

Increases the movement speed of nearby teammates while Rally is active.

  • Added the new Side-Kick skill variant to Tyrone's Power Kick personal skill.

Allows you to use a powerful side-kick that deals major damage, but dramatically increases cooldown.

  • Added the new Weapon Handling skill variant to Tyrone's Firefighter passive skill.

Reduces melee weapon durability depletion. Attacking creatures on the ground guarantees a critical hit.

  • Added the new Elusive skill variant to Tyrone's Determination passive skill.

Cannot be grabbed by most creatures while running.

January[]

  • Added the new E.I.S. Lockdown skill variant to January's EMP fever skill.

Disables Mastermind E.I.S. for 15 seconds.

  • Added the new Malware skill variant to January's Overload personal skill.

Plants a virus that immediately disables targeted cameras when the Mastermind uses a skill.

  • Added the new Anti-Armament skill variant to January's Disruptor Rounds passive skill.

Greatly increases damage dealt to cameras with active firearm attachments.

  • Added the new Pharmacy skill variant to January's Cyber Monday passive skill.

Makes all recovery items available in the Armory.

Valerie[]

  • Added the new Enhancing skill variant to Valerie's Modified First Aid Spray fever skill.

Restores nearby teammates' health for a set duration and gives them the effects of a Yellow Herb.

  • Added the new Cameras skill variant to Valerie's Survival Instinct personal skill.

Marks all nearby items, objects, and cameras. Increases damage marked targets receive from all sources.

  • Added the new Yellow Boost skill variant to Valerie's Biochem Expertise passive skill.

Increases the effect of yellow recovery items for Valerie.

  • Added the new Nullify skill variant to Valerie's Explosive Knowledge passive skill.

Valerie is now able to destroy traps without triggering their effects.

Becca[]

  • Added the new In the Zone skill variant to Becca's Bullet Storm fever skill.

Headshotting creatures extends skill duration by 3 seconds per hit.

  • Added the new Impact skill variant to Becca's Sentry Stance personal skill.

Greatly increases firearm knockback power during Sentry Stance. Headshotting enemies removes 4 buffs.

  • Added the new Eagle Eye skill variant to Becca's Bullseye passive skill.

Greatly increases damage dealt by critical hits.

  • Added the new Traps skill variant to Becca's Scavenger passive skill.

Causes Traps destroyed by firearms to drop a small amount of Ammo.

Jill[]

  • Added the new HOT DOGGER skill variant to Jill's S.T.A.R.S. Armory fever skill.

Switches weapon to the HOT DOGGER. Burns all attacked enemies. Able to counter most creature grabs when active.

  • Added the new Dash skill variant to Jill's Evade personal skill.

Temporarily increases movement speed when activated.

  • Added the new Master Key skill variant to Jill's B&E Specialist passive skill.

Allows locked doors to be unlocked rapidly when S.T.A.R.S. Armory is fully charged.

  • Added the new Run and Gun skill variant to Jill's Delta Force passive skill.

Increases movement speed while aiming.

Annette[]

  • Added the new Beastmaster skill variant to Annete's Bioweapon: G-Birkin ultimate skill.

Spawns a Zombie Dog near G-Birkin every 15 seconds.

  • Added the new Defense skill variant to Annete's Genetic Mutation passive skill.

Each buff on a creature will reduce damage taken.

  • Added the new Ambush skill variant to Annete's Zombie Apocalypse passive skill.

Creatures stand up immediately after spawning and are invincible for a longer duration.

  • Added the new Enhancing Vapor - Healing area 2 exclusive card for Annette.

Releases vapor that instantly restores the HP of all creatures.

  • Added the new Tough Zombie (2) area 3 exclusive card for Annette.

Spawns 2 physically imposing zombies.

Daniel[]

  • Added the new Intercept skill variant to Daniel's Bioweapon: Tyrant ultimate skill.

Automatically intercepts Survivors near the Tyrant, throwing them to the ground.

  • Added the new Frenzy skill variant to Daniel's Bloodlust passive skill.

Greatly increases the movement speed of controllable creatures.

  • Added the new Invincible skill variant to Daniel's Puppeteer passive skill.

Makes controlled zombies temporarily invincible.

  • Added the new Overclock area 2 exclusive card for Daniel.

Immediately gain some Bio Energy. Interrupts Bio Energy recharge for a short duration.

  • Added the new Caltrops area 3 exclusive card for Daniel.

Places Caltrops across the floor. Survivors who run in this area continuously take damage. Max 1 at a time.

Alex[]

  • Added the new Toxic skill variant to Alex's Bioweapon: Yateveo ultimate skill.

Shortens base cooldown. When killed, will leave behind a large amount of infectious gas.

  • Added the new Mutation skill variant to Alex's Biohazard passive skill.

Infected Survivors emit infectious gas that affects nearby teammates.

  • Added the new Veil skill variant to Alex's Residence of Evil passive skill.

Traps will become camouflaged a short while after being placed.

  • Added the new Detonator - Camouflaged area 2 exclusive card for Alex.

Spawns a camouflaged Detonator zombie.

  • Added the new Machine Gun - Infection area 3 exclusive card for Alex.

Equips a Machine Gun that increases the infection level of Survivors hit.

Spencer[]

  • Added the new Refract skill variant to Spencer's Disintegration Field ultimate skill.

Spawns Disintegration Fields in a set direction. Max 8 fields, (space permitting). Fields last for an extremely short duration.

  • Added the new Mod Efficiency skill variant to Spencer's Umbrella Tech passive skill.

Reduces mod card costs by 3. Also spawns an Electromagnetic Shield for 1 seconds when a mod card is used.

  • Added the new Battery skill variant to Spencer's Bioactivation passive skill.

Increases Bio Energy cap by 10. Each mod card in hand will also speed up Bio Energy recharge.

  • Added the new Invulnerability Anchor area 2 exclusive card for Spencer.

Deploys a device which projects energy tethers to nearby creatures, granting them temporary invincibility. Lasts until disabled.

  • Added the new Shuffle Mod - Full area 3 exclusive card for Spencer.

While in hand, discard and redraw all non-Mod Cards in your hand whenever a card is used.

Nicholai[]

  • Added the new Extermination skill variant to Nicholai's Bioweapon: Nemesis ultimate skill.

Using Exterminate renders Nemesis invincible and greatly increases damage dealt.

  • Added the new Infection Detection skill variant to Nicholai's Predator passive skill.

Automatically tracks infected Survivors.

  • Added the new Bioterrorism skill variant to Nicholai's Firearms Specialist passive skill.

Makes all firearms infectious.

  • Added the new Sniper Mod area 2 exclusive card for Nicholai.

While in hand, firearm duration becomes infinite.

  • Added the new AP - Gator area 3 exclusive card for Nicholai.

Equips a special armor-piercing gun that deals major damage.

Skill Cards[]

  • Added the Teleportation Trap special card.

Places a trap that teleports Survivors back to the start of the area.

  • Added the Detonator - Infectious skill card.

Spawns an infectious Detonator zombie.

  • Added the Zombie (2) skill card.

Spawns 2 zombies.

  • Added the Imposter Zombie skill card.

Spawns a zombie that mimics the behavior of controlled zombies.

  • Added the Leghold Trap (3) skill card.

Places 3 Leghold Traps that hold Survivors in place.

  • Added the Airburst Trap skill card.

Places a trap that emits powerful bursts of air that push both Survivors and creatures away.

  • Added the Fortifying Anchor skill card.

Deploys a device which projects energy tethers to nearby creatures, decreasing damage taken. Lasts until disabled.

  • Added the Enhancing Vapor - Infection skill card.

Releases vapor that makes all creatures in the effective range infectious.

  • Added the Enhancing Vapor - Berserker skill card.

Releases vapor that causes all creatures in the effective range to go berserk.

  • Added the Enhancing Vapor - Regen skill card.

Releases vapor that gives all creatures in the effective range regenerative abilities.

  • Added the Enhancing Vapor - Energy Leech skill card.

Releases vapor that gives all creatures in the effective range energy-absorbing abilities.

  • Added the Viral Mod - Infection skill card.

While in hand, newly spawned creatures will be infectious, but cost will also increase by 1.

  • Added the Viral Mod - Berserker skill card.

While in hand, newly spawned creatures will be berserk, but cost will also increase by 1.

  • Added the Viral Mod - Regen skill card.

While in hand, newly spawned creatures will regenerate health, but cost will also increase by 1.

  • Added the Viral Mod - Energy Leech skill card.

While in hand, newly spawned creatures will have Bio Energy absorbing abilities, but cost will also increase by 1.

  • Added the Power Limiter Mod skill card.

While in hand, Ultimate Skill cooldown is greatly decreased.

1.08[]

Resident Evil | Capcom | Information about updates to Resident Evil Resistance

Resolved Issues[]

  • Resolved an issue where the effect of the Power Limiter Mod skill card did not reset correctly at the end of a match when included in the Mastermind's deck, causing it to reduce the Mastermind's ultimate skill cooldown by a greater amount than intended.
  • Resolved an issue where the game would occasionally crash when Jill used the HOT DOGGER.
  • Resolved an issue where the game would occasionally crash if the Mastermind continued to attempt to place creatures in the map after the creature limit had been reached.
  • Resolved an issue where activating the Mastermind's ultimate skill would subtract Bio Energy equal to the cost of the most recently used skill card.

Balance Adjustments[]

January[]

  • Increased the cost of First Aid Spray, Infection Treatment Spray, and Enhancing Spray when purchased from the Armory using Cyber Monday's “Pharmacy” skill variant.

Annette[]

  • Reduced the duration of the invincibility effect when using Zombie Apocalypse's “Ambush” skill variant.

1.09[]

Resident Evil | Capcom | Information about updates to Resident Evil Resistance

New features[]

  • Maps
    • Added the new Uptown map.
    • Added the new Bemusement Park map.
  • Equipment
    • Added 12 new equipment items for Survivors.
    • Added 13 new equipment items for the Mastermind.
  • Cosmetics
    • Added 21 new Survivor skins (including 7 available for purchase).
    • Added 5 new Survivor gestures.
    • Added 15 new sprays.
    • Added 5 new creature skins.
    • Added 2 new zombie gestures.
  • Skill Cards
    • Added the Converter Mod - Creatures skill card.
      • While in hand, using Creature Cards will lower the cost of this mod. Using this mod will add an Ivy card to your hand.
    • Added the Converter Mod - Traps skill card.
      • While in hand, using Trap Cards will lower the cost of this mod. Using this mod will add a Teleportation Trap card to your hand.
  • Added the Converter Mod - Firearms skill card.
      • While in hand, using Firearm Cards will lower the cost of this mod. Using this mod will add a Grenade Launcher card to your hand.

Adjustments and Fixes[]

  • Time Bonuses
    • Reduced the amount of time added to the timer when Survivors defeat zombie dogs.

System Changes

    • Adjusted the rules that determine Supply Zombie spawn location, making it less likely to spawn close to the Survivors' locations.
    • Adjusted the items dropped by the Supply Zombie such that it can no longer drop multiple special weapons.
    • Changed some items granted to Survivors from the slot machine in the Casino map.
    • Added a guide message when Survivors are defeated near the exit to clarify the conditions needed for their revival.
    • Reduced the difficulty of daily missions overall.
    • Resolved an issue where the upper-left Bio Core in area 3 of the Abandoned Park could be attacked from the entrance using a Rocket Launcher or ATM-4.
    • Addressed an issue were the Signal Jammer's effective range was not displayed on area 3 lifts.
    • Added the ability to check daily mission progress while waiting for matchmaking to complete.
    • Adjusted the formula for RP reward calculations when the Mastermind wins in area 1.
    • Resolved an issue where moving to the next area while a Survivor was incapacitated by Yateveo's Devour ability could leave that Survivor unable to move in the following area.
    • Resolved an issue where Samuel could not complete the requirements for "Omae Wa Mou Shindeiru" with certain passive skill variants equipped.
    • Resolved an issue where sound would occasionally stop playing during extended gameplay sessions.
  • Survivors
    • Adjusted maximum ranks for all Survivor characters, and changed skill unlock requirements such that all skill variants are obtained by rank 16.
    • Increased the amount of Ammo held at the start of the match for Valerie, Jan, Martin, Becca, and Jill.
    • Enabled the purchase of Ammo x 50 from the Armory in area 1.
    • Either MQ 11 or W-870 (determined at random) will be available in area 1.
    • Increased the base damage of the MUP.
    • Increased the base damage of the Matilda.
    • Increased the base damage of the Quickdraw Army.
    • Adjusted the hit detection for the W-870, making it less likely to deal extremely small amounts of damage when attacking creatures.
    • Adjusted the effects of the Batting Glove and High-Grade Ammo series equipment.
    • Adjusted the lines spoken by the Mastermind on the Survivors' result screen in the event of a match ending due to the Mastermind disconnecting.
  • Mastermind
    • Adjusted maximum ranks for all Mastermind characters, and changed skill unlock requirements such that all skill variants are obtained by rank 15.
    • Adjusted ranks at which additional skill cards are unlocked such that all skill cards are obtained by rank 14.
    • When releasing control of a creature, there will now be a 5-second cooldown before that same creature can be controlled again. (Other creatures may be controlled immediately.)
    • Reduced the health of the Supply Zombie.
    • Reduced the amount of time it takes for zombie dogs to become mobile after being spawned.
    • Improved pathing for zombie dogs such that they should not repeatedly run into walls as often.
    • Turret - Rifle and Turret - High Caliber Rifle will now take time to reacquire targets after firing.
    • Reduced the base damage of Turret - Rifle, Turret - High Caliber Rifle, and Turret - Machine Gun.
    • Added a cooldown to the E.I.S. when turning off the lights.
    • The Imposter Zombie's claw attack will now perform a three-hit combo.
    • Hits to Ivy will no longer increase its stagger value unless they strike its head or its buds.
    • Adjusted the amount by which Sturdy Materials, High-Tech Materials, and Steel Pressure Plate series equipment affects Martin's trap disarm speed.
    • Reduced the maximum range of camera-mounted firearms.
  • Martin
    • Updated the description of Makeshift Mine's "Signal Jammer" skill variant to include its 15-second duration.
    • Reduced the effects of Life Hacks' "Bulletproof" skill variant.
    • To address the issue where flash effects did not always work correctly at certain low angles, Flash Baton will now emanate from the center of the character model for the purposes of hit detection.
    • Disarming traps with Martin's fever skill and interacting with traps will now always award RP.
    • Reduced the base amount of time required to disarm traps. (Time require with the Nimble skill variant equipped remains unchanged.)
  • January
    • EMP effects are no longer disabled by Electromagnetic Shield.
  • Jill
    • Unlocking doors with Master Key will now always award RP.
    • The effect of Delta Force's "Marksman" skill variant will now also apply to Bio Cores.
  • Daniel
    • Increased the duration of the invincibility effect granted by Puppeteer's "Invincible" skill variant.
    • The effects of Puppeteer's "Invincible" skill variant are now removed immediately upon releasing control of a creature.
    • Reduced the time it takes for the Tyrant to become active when spawned.
    • Made it more difficult to accidentally end the Tyrant's Bull Rush ability immediately after activation.
    • Increased the Tyrant's movement speed.
  • Alex
    • Increased the base damage of the Machine Gun - Infection area 3 exclusive card.
    • Reduced the amount of time for which Yateveo cannot take new commands after performing Slime Shot.
    • Adjusted the effects of Residence of Evil's "Mechanic" skill variant on Martin's trap-disarming abilities.
  • Spencer
    • Reduced the speed at which Disintegration Field is deployed when using the "Refract" skill variant.

September 03, 2020 update[]

Resident Evil | Capcom | Information about updates to Resident Evil Resistance

New features[]

  • Cosmetics
    • Added 14 new Survivor skins.
    • Added 5 new Survivor gestures.
    • Added 15 new sprays.
    • Added 4 new creature skins.
    • Added 2 new zombie gestures.
  • Samuel
    • Added the new Limit Break skill variant to Samuel's Brawler passive skill. The lower Samuel's health, the more powerful his attacks will become.
    • Added the new Last Stand skill variant to Samuel's Adrenaline passive skill. The lower Samuel's health, the shorter his Fists of Iron cooldown will become.
  • Martin
    • Added the new Flashy Thing skill variant to Martin's Life Hacks passive skill. Cancels out 4 creature buffs when using Flash Grenades or the Flash Baton.
    • Added the new EOD Suit skill variant to Martin's Sapper passive skill. Greatly reduces damage taken when disarming traps and placing mines. Increases movement speed for a set duration afterwards.
  • Tyrone
    • Added the new Breach and Clear skill variant to Tyrone's Firefighter passive skill. Greatly lowers damage taken for a set duration after kicking open locked doors.
    • Added the new Defensive skill variant to Tyrone's Determination passive skill. Reduces damage received from creatures and bioweapons.
  • January
    • Added the new Pickpocket skill variant to January's Disruptor Rounds passive skill. Gain a small amount of Umbrella Credits when attacking active cameras.
    • Added the new Ransomware skill variant to January's Cyber Monday passive skill. Free items appear in the Armory every time EMP is used.
  • Valerie
    • Added the new Vaccine skill variant to Valerie's Biochem Expertise passive skill. Makes Valerie and nearby teammates temporarily immune to infection when they are under Blue Herb or Infection Treatment Spray effects.
    • Added the new Black Taurus Bullets skill variant to Valerie's Explosive Knowledge passive skill. Increases damage-dealing, camera-disabling, knockback, and crippling power of the Matilda, MUP, and Quickdraw Army. However these handguns consume 1 more Ammo per reloaded shot.
  • Becca
    • Added the new Silver Bullet skill variant to Becca's Bullseye passive skill. The first bullet fired when Ammo is fully loaded will be a guaranteed critical hit. (Not effective on Special Weapons or during Bullet Storm.)
    • Added the new Conservation skill variant to Becca's Scavenger passive skill. Lowers Ammo consumed per reloaded shot by 1 for the Lightning Hawk and W-870, but defeated creatures no longer drop Ammo.
  • Jill
    • Added the new Medic skill variant to Jill's B&E Specialist passive skill. Greatly decreases time needed to save defeated teammates and restores a small amount of their health upon rescue when S.T.A.R.S. Armory is fully charged.
    • Added the new Target Acquired skill variant to Jill's Delta Force passive skill. Decreases S.T.A.R.S. Armory cooldown when Jill deals damage with the reticle of her firearm fully focused.
  • Annette
    • Added the new V-ACT skill variant to Annette's Genetic Mutation passive skill. Buffed creatures no longer pretend to be dead, get up quickly after falling to the ground, and become impossible to knock back before fully mobile.
    • Added the new Epsilon Strain skill variant to Annette's Zombie Apocalypse passive skill. Greatly increases Zombie Dog and Licker health and attack power.
  • Daniel
    • Added the new Unnatural Selection skill variant to Daniel's Bloodlust passive skill. Increases the range of the Detonator's Self Destruct and the Jester's Screech, and makes the Dealer's Claw Slash steal more Umbrella Credits.
    • Added the new Mind over Matter skill variant to Daniel's Puppeteer passive skill. Greatly decreases creature skill cooldown when controlled.
  • Alex
    • Added the new T-Phobos Prototype skill variant to Alex's Biohazard passive skill. The more infected the Survivors are, the more damage they receive from all sources.
    • Added the new Synchronize skill variant to Alex's Residence of Evil passive skill. Traps no longer affect other traps or creatures. Triggers all traps in view when detonating traps through the E.I.S.
  • Spencer
    • Added the new EM Pulse skill variant to Spencer's Umbrella Tech passive skill. Greatly decreases Disintegration Field cooldown when Electromagnetic Shield is active on any camera.
    • Added the new Paracelsus Generator skill variant to Spencer's Bioactivation passive skill. Lowers the cost of all held cards at set intervals.
  • Nicholai
    • Added the new U.B.C.S. Monitor skill variant to Nicholai's Predator passive skill. Tracks Survivors being attacked by creatures and lowers their attack power.
    • Added the new Watchdog skill variant to Nicholai's Firearms Specialist passive skill. Automatically spawns a random creature nearby when using firearm cards.

Adjustments and Fixes[]

  • Survivors
    • Adjusted maximum ranks for all Survivor characters, and changed skill unlock requirements such that all skill variants are obtained by rank 20.
  • Mastermind
    • Adjusted maximum ranks for all Mastermind characters, and changed skill unlock requirements such that all skill variants are obtained by rank 19.

October 01, 2020 update[]

Resident Evil | Capcom | Information about updates to Resident Evil Resistance

New features (available from October 1)[]

  • Cosmetics
    • Added 5 new weapon skins.
    • Added 35 new Survivor skins.
    • Added 10 new Survivor gestures.
    • Added 30 new sprays.
    • Added 10 new creature skins.
    • Added 4 new zombie gestures.
  • Survivor Weapons
    • The new KASHIMA weapon can now be purchased from the Armory in all areas.
    • The new RAI-DEN weapon can now be purchased from the Armory in areas 2 and 3.
  • Creatures
    • A new creature, the Ne-α, has been added. It can be spawned by using the new Ne-α skill card.
  • Skill Cards
    • Added the Decoy skill card.
      • Places a harmless trap to trick Survivors.
    • Added the Shock Trap skill card.
      • Places a trap that shocks nearby Survivors when triggered. Causes temporary paralysis.
    • Added the Flashbang Mine skill card.
      • Places a trap that emits a blinding flash when triggered. Temporarily blinds nearby Survivors and blurs their vision afterwards.
    • Added the Enhancer - Invincible skill card.
      • Equips a launcher which fires darts that grant creatures temporary invincibility.
    • Added the V-ACT Zombie skill card.
      • Spawns a zombie buffed with Berserker, Regen, Energy Leech, and Infection.Interrupts Bio Energy recharge for a short duration.
    • Added the Reclamation Anchor skill card.
      • Deploys a device which projects energy tethers to nearby creatures, recharging Bio Energy if they are killed. Lasts until disabled.
    • Added the Energy Leech Rifle skill card.
      • Equips a rifle that deals a small amount of damage and recharges Bio Energy.
    • Added the Remote Regen Mod skill card.
      • While in hand, restores a small amount of health to creatures when they are controlled.
    • Added the Remove Limiter skill card.
      • Immediately decrease Ultimate Skill cooldown by a certain amount.Interrupts Bio Energy recharge for a long duration.
    • Added the Ne-α skill card.
      • Spawns a Ne-α that has an auto targeting ranged attack. (controllable)
  • vAdded the Ne-α - Infectious skill card.
      • Spawns a Ne-α that has an auto targeting ranged attack and emits infectious gas. (controllable)
    • Added the Barrier skill card.
      • Raises a protective barrier in place that blocks all Survivor projectiles and firearm attacks except for the flamethrower.
    • Added the Supply Zombie skill card.
      • Spawns a Supply Zombie that is immediately marked on the Survivors' map. (controllable)
    • Added the Deception skill card.
      • Makes all cameras look as if they are currently being used by the Mastermind.
    • Added the Umbrella Reserves skill card.
      • When used, this card transforms into a random powerful skill card.Interrupts Bio Energy recharge for a short duration.

System Changes[]

  • Increased the Equipment Point limit for all characters
  • Adjusted ranks at which additional skill cards are unlocked such that all skill cards are obtained by rank 20.
  • Annette
    • Added the new Ambush area 2 exclusive card for Annette.
      • Spawns a zombie without expending any Bio Energy. (controllable)
    • Added the new Licker - Regen Aura area 3 exclusive card for Annette.
      • Spawns a Licker with a regeneration aura that shares its buff effects.
  • Daniel
    • Added the new Synchronize Mod area 2 exclusive card for Daniel.
      • While in hand, up to 4 creatures in view will move in sync with the creature being controlled.
    • Added the new Remote Shell area 3 exclusive card for Daniel.
      • Spawns a zombie with all creature buff effects and greatly increased attack power and health. Does not act unless controlled. Cannot be killed while inactive.
    • The Unnatural Selection skill variant now also increases damage dealt by the Ne-α's Tentacle Spear.
  • Alex
    • Added the new Contagion area 2 exclusive card for Alex.
      • Makes infected Survivors vomit. This deals damage, but also lowers their Infection Rate. Damage dealt scales with Infection Rate, but will not defeat Survivors.
    • Added the new Detonator Mod area 3 exclusive card for Alex.
      • While in hand, all explosive traps detonate immediately after being spawned.
  • Spencer
    • Added the new Omniscience area 2 exclusive card for Spencer.
      • When used, this card transforms into a random Exclusive Card that belongs to another Mastermind.
    • Added the new Reroute area 3 exclusive card for Spencer.
      • Switches out the active Bio Core. The cost of this card decreases as fewer Bio Cores remain.
  • Nicholai
    • Added the new Auto Shield Mod area 2 exclusive card for Nicholai.
      • While in hand, newly equipped on-camera weapons will gain an electromagnetic shield for a set duration.
    • Added the new Tactical Shields area 3 exclusive card for Nicholai.
      • All cameras gain an electromagnetic shield.Interrupts Bio Energy recharge for a set duration.
    • The Watchdog skill variant now includes the Ne-α amongst the creatures it can randomly deploy.

Adjustments and Fixes (applied on October 08, 2020)[]

  • Martin
    • Lengthened the cooldown of Flash Baton's "Shockwave" skill variant.
    • Resolved an issue where the damage reduction effects of Sapper's "EOD Suit" skill variant would remain applied indefinitely if Martin was in the process of disarming a trap when the Survivors advanced to the next area.
  • Daniel
    • Resolved an issue where the Tyrant would become unresponsive if attacked while performing certain actions.
  • Spencer
    • Increased the rate at which cards' Bio Energy cost decreases when using Bioactivation's "Paracelsus Generator" skill variant.
  • Nicholai
    • Adjusted the odds at which various creatures are randomly spawned when using Firearms Specialist's "Watchdog" skill variant.
    • Reduced the damage dealt by the Nemesis's Exterminate ability when using Bioweapon: Nemesis's "Extermination" skill variant.
  • Survivors
    • Increased the ammo consumed per reloaded shot for the W-870.
  • System Changes
    • Resolved an issue where it was not possible to disarm traps placed on inclines and multi-leveled surfaces.
    • Other minor changes and adjustments.

Sources[]

  1. PS4's "Update History" menu
  2. Capcom Dev 1 on Twitter: "New Update for Resident Evil Resistance: https://t.co/0cj9Sbg7Mp" / Twitter
  3. Al Yang on Twitter: "Wanted to help clarify 2 points from the last Resistance patch we've seen being discussed 1. No Daniel changes at all, if someone has been running numbers and sees something off please let us know! 2. Torches now break much faster by using roughly 30% more durability per hit." / Twitter
  4. Capcom Dev 1 on Twitter: "We've released our latest Title Update for Resident Evil Resistance!" / Twitter
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