It wasn't long ago that Monster Hunter Rise was updated to version 10.0.2, but it's clear Capcom has been working its little socks off, because version 10.0.3 is now live for all players.
The latest update isn't as meaty as the previous one (which makes sense given a lot of it was earmarked for the Sunbreak DLC), but it does introduce some important bug patches and improvements that you'll want to get downloaded.
- Read More: Monster Hunter Rise: Sunbreak Review
Monster Hunter Rise - Version 10.0.3 (July 8th, 2022)
Bug Fixes and Balance Adjustments
Player
- Fixed a bug causing your Palico's Support Moves to change randomly when teaching them certain Secret Support Moves.
- Fixed a bug preventing a reload rating lowered by 2 levels from recovering, if you remove the Elemental Reload Switch Skill after performing a specific set of actions with the light bowgun.
(We've also confirmed a bug in the reload display under Equipment Info, and this will be addressed in a future update.)
Monsters
- Fixed a bug causing the game to shut down when performing a specific string of attacks using the insect glaive's Kinsect Bonus: Boosted Powder Extract on Rakna-Kadaki or Pyre Rakna-Kadaki.
Locales and Environment
- Fixed a bug in dialogue with the Buddy Scout regarding newly added Buddy Skills that was aimed at all players, instead of only affected players.
Quests
- For A1★ and A2★ quests, the health for all monsters and the attack power of some monsters has been adjusted.
Base and Facilities
- Fixed a bug very occasionally causing the game to freeze after using the Lottery with an amiibo.
Miscellaneous
- Other miscellaneous bug fixes have been made.
So there you have it! Not a great deal for this update, but certainly one you'll need to get added to ensure you're getting the best experience possible.
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In the meantime of course, do let us know how you're getting on with the new Sunbreak DLC in the comments!
[source monsterhunter.com, via nintendoeverything.com]
Comments 7
The Anomoly Azuros was quite a pain. He’d look ready to collapse for the final five minutes when most monsters show that fatigue in their last minute. Glad they patched it
Being a player from the "Classic" era I'm still hoping they reverse course and remove the tired/capture notification (blue icon and/or blinking map icon). I always look for that in these updates and I hope they bring back capture guru skill. It's such a hit or miss with whomever I get paired up with online but most often as soon as the notification lights up everyone (or some) back off and drop the traps. Even if I try to make it known let's kill it please (way more fun that way!) they still do it. I understand the whole rewards thing but I play this game for the thrill of the hunt not just getting it over with for my prize. Oh well.
Overall, I'm really enjoying this expansion so I'm accepting it for what it is but of all the things that have changed from the previous era that one just escapes me. I wish I could just create a "kill lobby" but you can't even name them anymore. Just generic lobbies. That escapes me too.
@Ganner some rewards come from carves while others come from trapping. It's not really a matter of "getting it over with". Many hunts I experience, a trap is played too late and a monster is killed before it can be captured. I'd have to do multiple runs because there is no chance to get the item by killing it. The opposite scenario is true too for other rewards.
@tabzer Yeah I mentioned in my post that I'm very aware of how the rewards work. I'm just more into the thrill of the hunt and being from the old style of hunting. It wasn't until Rise I was shocked to see how many players now back off in the midst of battle because the notification lights up that it's time to drop the traps. Very often I would be so into the combat I wouldn't realize I was alone because the rest backed off and are now standing by trap(s). Didn't experience that nowhere near as much in the past until Rise. Oh well to each their own I guess.
@Ganner There seems to be a nuance suggesting that you think people have a personal preference when the game basically tells you that you need to carve for mat A (kill) and you need to capture for mat B. It puts randoms at odds with each other by design. Have you ever wanted a weapon/armor/jewel where you could only get the mats by capturing?
@tabzer Yeah I completely understand the materials system. I'm just referring to the fact that across the board the game tells you they're ready for capture. In the "classic style" of MH games the game did not automatically tell you they're ready. You had to study the monster, be careful and aware of their status especially when they start to limp. The crazy thing is sometimes they'd have all the signs and wouldn't actually be ready and get enraged some. It was a part of the thrill of the gameplay. If you wanted a notification you had to earn it by building an armor set with the capture skill (like Capture Guru from MHGU) or have the proper support cat to tell you the probability (which even then they didn't always do). In Rise there's no skill needed because the game gives you not only the blue icon (I turned that off), their map icon also blinks, and any of the cats tell you they're ready for capture. That's what I'm getting at.
To be honest I'm beating a dead horse with this subject. This was a hot topic of debate when the base Rise game released last year. I'm confident those like me are over it and accepted the change. At this point I totally understand I'm that old guy yelling at the clouds and/or telling kids to get off my lawn
@Ganner No, no. I agree this game spoonfeeds too much and I do prefer a more subtle design myself. This is probably the easiest MH I've ever played.
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