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GranvirNewsUpdate 2.39.0: Kick Rework
In-game event

Update 2.39.0: Kick Rework

Granvir · published 10 Jul 2026, 22:11 UTC · build 23977882

All newsPlayers around this dateRead on Steam

This week's update overhauls the kick functionality built into most legs. Kicks still aren't a melee weapon to stand on their own but they deal much more damage and will knock back both the user and the target. Kicks still benefit from other melee weapon boosts so the right legs and the right support like grapples can elevate kicks into a strong damage dealing options.

Jumping has also been adjusted in a small way. After the sliding update, jumps were adjusted to require a brief period of uninterrupted groundedness before being usable. Now jumps fire with a short delay and only require being grounded at the start and end of this delay. The delay helps prevent the jumps from looking awkward when used quickly after landing and creations a window for a brief lowering animation for better visual feedback.

2.39.0

Major Features

  • Adjusted kicks to be easier to use, provide more utility and deal more damage without competing with melee weapons.

    • Increased the damage of kicks to be match the DPS of non-combat punches. The Prowler, Warmonger and Gargan kick/stomp damage has been further increased to match baseline melee weapons.

    • Increased the range and hit window of kicks.

    • Added target disruption to kick hits.

    • Added a mutual knockback effect to kicks. The knockback of each Granvir is based on its own mass.

    • Adjusted kicks to be usable while moving but to immediately put your Granvir into a slide.

    • Adjusted kicks to be usable while grappling or dashing without legs such as with the RNN02 Ogre.

  • Reworked jumping to briefly push the Granvir down then fire after a 150 millisecond delay. Instead needing to be grounded for 250 milliseconds to jump, the Granvir must be grounded at the start and firing time of the jump.

Minor Features

  • Added the MP/IG02 Premonition legs, a tier 2 variant of the MP/IG01 Premonition with additional cargo space. This variant can be upgraded to at the part modifier.

  • Added the CM03/U Ultra Claymore, a tier 4 version of the tier 3 giant two-handed sword CM02/U Ultra Claymore.

  • Added the TS/CF01 Glutton Torso, a tier 3 durable torso with an additional module port and a mounted cannon reload speed boost.

  • Added the TS/CF02 Castle Torso, a tier 4 durable torso with additional visibility range and a mounted cannon reload speed boost.

  • Added a visible traction stat to all legs to help communicate their affinity or resistance to sliding.

  • Adjusted the traction stat of various legs so more heavier legs slide slightly less and some lighter legs slide slightly more.

  • Increased the amount credits received by the Mercenary in Zero Front so they are less pressured to full clear the missions to make meaningful purchases.

  • Reduced the item purchase time cost from 2 hours to 1 hour in the Mercenary Part Vendor in Zero Front.

  • Extended the bonus melee damage of grappling to 500 milliseconds after the grapple to help timing short range melee attacks. Slower attacks that cannot be used while grappling are still not fast enough to follow up.

  • Reduced the cost of energy cells by 75%.

  • Reduced the cost of light ballistic ammunition by 20%.

  • Increased the cost of heavy ballistic ammunition by 20%.

  • Increased the ammo efficiency of heavy ballistic weapons by 25%.

  • Adjusted the visuals of the communicator menu to remove some low contrast elements.

  • Added markers to unread communicator conversations.

  • Added mouseover tooltips to the stats in the mech builder.

  • Added a setting to hide the completion status of campaigns, pilots and difficulties.

Fixes

  • Fixed kicks not being able to hit certain buildings.

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