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Capcom has released the complete patch notes for Monster Hunter Wilds Title Update 4, detailing the changes for players on PlayStation 5, Xbox Series X|S, and Steam.
The next update for Monster Hunter Wilds, titled Title Update 4 (version 1.040.00.00), will be released on December 16th. The download size will be around 11GB for PlayStation 5, 10GB for Xbox, and 12GB on Steam. If you’re using the high-resolution texture pack, the update will be larger, at 21GB. You’ll also need to update your graphics card driver when you install it.
Monster Hunter Wilds is out now for PlayStation 5, Xbox Series X|S, and PC via Steam. You can find all of our helpful guides for the game right here.

Monster Hunter Wilds Title Update 4 full patch notes
Major Additions and Changes
Monsters
Arch-tempered Jin Dahaad has been added. (It will be made available in a future Event Quest.)
Gogmazios has been added. Reach HR 100+ to unlock an extra mission that unlocks Gogmazios.
Additional 9★ tempered monsters (Doshaguma etc.) will be added as event quests.
You can now find and battle Tempered Rathalos (a stronger version) in the Scarlet Forest and Oilwell Basin once you reach Hunter Rank 100 or higher.
We’ve increased the minimum time required for quests with multiple targets, so these quests will now take longer to complete. If you have saved investigations that are shorter than this new minimum time, we’ll automatically update them to meet the requirement.
Player
Three new support hunters – Griffin (who uses a Great Sword), Nightmist (with a Light Bowgun), and Nadia – are now available. You can start inviting them on quests after finishing the main mission called “A Hunter’s Pride.” Nadia will only be available for a limited time during a special seasonal event and won’t be usable in all quests.
Story Progression
We’ve added a new optional mission called “An Ancient Resting Place.” You can start it after finishing the main story quest “A First Cry” and getting to Hunter Rank 100.
I’m so excited! They just added a new side mission called “Ghosts Pay No Heed to Tomorrow.” You can only start it after you finish “An Ancient Resting Place,” but I’m already planning to jump in!
Bases and Facilities
A new Festival of Accord event will be held from December 19, 2025 to January 14, 2026.
During the Festival of Accord, several things will be changing for a limited time. These include the Handler’s Outfit, decorations in Seikret and the Grand Hub, the Diva’s available songs, what’s on the Canteen’s menu, and the Barrel Bowling game – including its bombs.
In the Grand Hub, The Diva’s song list has been updated.
Added new pin setups to Barrel Bowling.
Added options to upgrade to and reinforce Gogma Artian Weapons at the Smithy.
Added an option to perform Transcendent armor upgrades at the Smithy.
We’ve improved how weapons are sorted in the Reinforce Artian Weapons menu at the Smithy. The list now sorts differently by default, and you’ll find new sorting options alongside some adjustments to the existing ones.
The Smithy’s Dismantle Artian Weapons menu now has updated sorting options for the list of weapons, including some new ways to sort and improvements to existing methods.
We’ve boosted the number of Smelting Points you get from certain monster materials when smelting Armor Spheres and ore at the Smelting Foundry.
We’ve added new ways to sort quests at the Quest Counter! For Investigations, you can now sort by ‘Most Attempts Remaining’ or ‘Fewest Attempts Remaining’. For Lobby Member Quests, you can sort by ‘No Passcode Needed’, ‘Recently Started’, or ‘Available Slots’.
We’ve improved how completed side quests appear when you sort by ‘Recommended’ at the Quest Counter. Now, they’ll be listed in a more logical order.
We’ve changed how quests are listed under SOS Flare Quests, Lobby Member Quests, and Link Member Quests at the Quest Counter. Now, quests you’ve set to automatically accept will show up first, making them easier to find and use.
Added a Quest Last Played quick access option to the Quest Counter menu.
We’ve removed the ‘Settings’ section from the Quest Counter menu. Now, you can find settings using a dedicated button that appears in different places depending on the device you’re using.
We’ve added a “Begin Survey” message when you start a field survey or save a map investigation, and updated the help icons to match.
We’ve added a notification that appears when you start a quest, reminding you to use any Lucky Vouchers you have. You can enable or disable this notification in the Quest Counter Settings.
Added an option to reset settings to their default in the Training Area.
The game now automatically recognizes whether you’re using a controller or keyboard when you open the Customize Radial Menu from the Start Menu, and shows you the correct settings screen for your input device.
We’ve made the icons for monsters, bonus rewards, and quest difficulty easier to see during Environment Overview events like those showing monsters near settlements, quests with multiple targets, and pack quests.
System
We’re improving performance on all systems by streamlining how the game processes information. This includes optimizing how frames are handled, refining collision detection, and limiting the number of effects happening at once to speed things up. We’re also cutting down on unnecessary processing and have implemented over 100 performance enhancements affecting players, monsters, allies, characters, the user interface, visual effects, and various game elements.
If you see an error message during communication, you’ll still be able to move your character and control the camera. Keep in mind that your movement might still be disabled if you’ve changed the settings in the Open Menu Controls.
The Hunter Friends list will now display in order of most recent login time.
SOS Flare Quests can now request hunts for Arch-tempered monsters. Keep in mind that these are considered distinct targets from normal monsters.
You can now start and accept these Event Quests even when you’re not playing online:
– A Silent Flash (Arch-tempered Rey Dau)
– These Roots Run Deep (Arch-tempered Uth Duna)
– Be Cursed, Ye Shadowy Flame (Arch-tempered Nu Udra)
– Planetes Protocol (Savage)2 Dragon Ammo can now be obtained during one round of crafting.
Miscellaneous
Made adjustments so that the player can no longer be pushed by the handler while in Photo Mode.
Bug Fixes and Balance Adjustments
Bases and Facilities
Sorting armor by skill now also highlights the individual armor pieces that have the skill.
The Equipment Box’s skill sorting feature now only shows skills you can actually use from the equipment you have.
You can now save your current hairstyle as part of your equipment loadout, letting you easily change your overall look with your gear.
Layered armor in the Equipment Appearance menu can now be filtered by α and β types.
Monsters
We fixed a problem that could cause the Jin Dahaad quest to not appear if you changed locations after receiving the notification that Jin Dahaad was moving, but before the move finished. This happened when Jin Dahaad was traveling from Iceshard Cliffs to Rimechain Peak.
We fixed a problem with the High Purrformance Barrel Puncher where using Focus Strikes wasn’t properly increasing the combo counter.
We fixed a bug where the animation of Uth Duna’s veil being destroyed could be interrupted. This caused the veil to not break as expected.
Okay, so I noticed a weird bug with my Arkveld build. Sometimes, if I tried to cancel its ‘Unleashed’ attack – you know, the one where the chainblades swing really wide – it wouldn’t actually cancel! Instead, it would remember how much damage it needed to cancel the attack in the first place. That’s been fixed now, thankfully. Now when I cancel it, it actually cancels, and doesn’t hold onto that damage requirement. Much better!
Player
General
Increased the max elemental values possible for the player’s status.
Okay, so I noticed they tweaked the Perfect Guard. Basically, when I block an attack perfectly that would have just slightly staggered me before, the little flash on screen when I do it is way smaller now. It’s a good change – less visual clutter when I’m trying to stay focused in a fight!
After successfully blocking a powerful attack with a sword and shield, great sword, lance, gunlance, charge blade, or heavy bowgun, you can now transition into certain follow-up actions more smoothly and quickly.
Fixed an issue where the Hook Slinger’s range would be reduced when the capture net is equipped.
Hey, so I noticed sometimes when a big monster would try to grab me, the on-screen tips weren’t showing up enough to really help. They’ve fixed that now – I get way more useful info when I’m about to get grabbed, which is awesome! Makes dodging those attacks much easier.
Fixed an issue where the player would move much more quickly than intended during certain actions.
We fixed a bug where players could still get hit by Jin Dahaad’s attack even while using The Blackest Night to hide behind a Giant Ice Chunk. This should now prevent damage in that situation.
We fixed a bug that caused you to accidentally take damage from your Palico’s Water Gun while carrying a Barrel Bomb.
We fixed a bug that sometimes stopped you from dashing while using the Pumpkin Head gesture.
We fixed a bug that prevented players from using the Water Gun gesture while wielding Omega’s Sword or Omega’s Rod.
We fixed a bug where players would sometimes incorrectly thank Support Hunters, even when they hadn’t provided assistance.
We fixed a problem that caused the special animation for the Fender collaboration to not show up properly for other players when playing online.
We fixed a bug that caused the player’s longsword to appear incorrectly positioned in its sheath while using the ‘Battle-Ready Pose (Extra)’ animation.
We fixed a bug that sometimes made a player’s hair disappear briefly if they canceled the Pumpkin Head gesture in a specific way.
Great Sword
We’ve boosted the damage of Charged Slash, Strong Charged Slash, and True Charged Slash, as well as how well they work with elemental effects.
Okay, so I noticed a bug where, after a Perfect Guard, I couldn’t block again right away. It seemed to depend on if I was still moving the stick around after the guard. They’ve fixed that now, so I can block whenever I need to after a Perfect Guard, even if I’m still trying to move!
Long Sword
Okay, so the special sheathes now stay active a bit longer when I’m just waiting in one. It used to be they’d deactivate pretty quickly, but now they give me a little more time before they do, which is nice when I’m planning my next move.
Spirit Release Slash will no longer hit captured monsters.
As a player, I was running into a frustrating bug where, after using my Spirit Release Slash, I couldn’t draw my weapon again for a bit if I didn’t immediately move! The developers have fixed that now, which is awesome – I can seamlessly chain attacks without that weird delay. It feels much smoother now!
Sword & Shield
Adjusted the hitbox of Perfect Rush to make it easier for some inputs to land.
Forward Slash raw damage has been increased.
Forward Slash now combos into Lateral Slash more smoothly than before.
Perfect Guard now transitions into a regular Guard slightly more quickly.
Perfect Guard now combos into a Lateral Slash slightly more quickly.
We resolved a problem where the Sidestep Slash attack acted differently in Focus Mode based on how you control the game. It now works consistently regardless of your control settings.
We fixed a bug that stopped players from being able to perform simple actions, like moving or using items, immediately after drawing their weapon while standing still.
Dual Blades
I’ve noticed they’ve tweaked things so that my weapon doesn’t lose as much sharpness when I use Turning Tide or Turning Tidedrill now. That’s awesome – I can keep swinging for longer without having to sharpen up all the time!
Made adjustments to keep Demon Boost Mode active even after sheathing your weapon.
You can now exit Demon Mode mid-movement after performing a Demon Dodge in Demon Boost Mode.
We fixed a problem that caused the ‘Focus Strike: Turning Tide’ ability to sometimes stop working after hitting specific parts of a monster with a deflection.
We fixed a problem where Type 2 Directional Controls would sometimes make your character move the wrong way after dodging while in Demon Mode.
Hammer
You can now move further while performing a Follow-up Spinslam by using the movement controls during the attack.
Fixed an issue where portions of Focus Blow: Earthquake were dealing fixed raw damage.
We fixed a problem where moving in specific directions immediately after performing an Overhead Smash would interrupt your character’s movement with Type 2 Directional Controls.
Hunting Horn
Performance Beat raw damage has been increased slightly.
We fixed an issue that caused performance effects and attacks to not line up correctly with what players were doing during certain performances.
Lance
High Thrust III and Mid-Thrust I, II, and III raw damage has been increased.
Grand Retribution Thrust and Double Counter-thrust raw damage has been increased.
Triple Thrust raw damage and elemental scaling have been increased.
Perfect Guard now chains into other actions more quickly.
We’ve improved how much damage large guard reactions reduce when you block or perfectly block attacks. Also, if you use the Guard Up skill to make an attack blockable, the damage reduction from Guard Up will now apply.
We resolved a problem with Type 2 Directional Controls that prevented players from using Leaping Thrust in the correct direction when starting from a standstill.
Gunlance
The Wyrmstake Cannon was adjusted to make it easier to hit monsters.
We’ve improved the Wyrmstake Cannon so it’s now simpler to aim and fire where your crosshair is pointing when using Focus Mode.
We’ve improved how much damage large guard reactions reduce when you successfully guard or perform a Perfect Guard. Also, if the Guard Up skill makes an attack blockable, the damage reduction from Guard Up will now apply.
I was so relieved to see they fixed that bug with the Wyrmstake Shots! It was super annoying when they’d just vanish if a cannonball hit someone else – now they actually stay put, which is a big improvement!
Switch Axe
Sword: Counter Rising Slash can now be chained into a sidestep.
The Sword’s Rising Slash now makes you more resistant to being knocked back and can be smoothly followed by a dodge.
You can now evade while charging Unbridled Slash and Full Release Slash.
After successfully completing a Zero Sum Discharge Finisher, you can now immediately follow up with an evade.
Focus Assault: Morph Combination was adjusted to make it easier to hit wounds and weak points.
Focus Assault: Morph Combination raw damage has been increased.
The damage dealt by Sword: Overhead Slash, Sword: Right Rising Slash, Sword: Left Rising Slash, and Sword: Heavenward Flurry has been increased.
Unbridled Slash raw damage has been increased.
We’ve boosted how well elemental scaling works with multi-hit attacks and raw damage for both Element Discharge and Zero Sum Discharge, making them more effective.
Axe: Spiral Burst Slash raw damage has been increased.
The damage output has been boosted for three attacks: Sword: Downward Fade Slash, Sword: Morph Double Slash, and Axe: Morph Rising Double Slash.
Sword: Morph Slash raw damage has been increased when chaining from an evade in Sword Mode.
We fixed a display issue where the status screen incorrectly showed higher numbers than the maximum capacity for Dragon, Poison, Paralysis, and Exhaust Phials. This fix only affects what’s shown on the screen and doesn’t change how the phials actually work.
Charge Blade
Okay, so I’ve noticed a big improvement with Power Axe! They’ve cut down on those little pauses that used to happen when I was hitting monsters repeatedly. You know, those moments where my character would briefly freeze or slow down after each hit? They’ve reduced those ‘hit stops,’ which makes chaining attacks way smoother and faster. It feels much better now!
We’ve made it easier to use guard points and Perfect Guards in Axe: Morph Slash. The timing window for these actions is now more generous, and they’ll activate faster.
Savage Axe Slash raw damage has been increased.
Axe: Element Discharge and other attacks now chain into moves like Axe: Morph Slash more quickly.
The first hit of Axe: Element Discharge II now chains into Axe: Morph Slash.
Focus Slash: Double Rend can now chain into Axe: Morph Slash.
Focus Slash: Double Rend can now chain into other actions more quickly.
Hey everyone, just wanted to let you know I squashed a bug with my axe builds. Basically, I noticed that sometimes, when I was trying to combo Element Discharge II into Amped Element Discharge, it just wouldn’t connect if I did the inputs a certain way. It’s fixed now, so those combos should flow smoothly!
We fixed a problem that caused a delay when starting a guard, preventing immediate movement in the correct direction.
We’ve resolved a problem where the on-screen button prompts didn’t always match the correct inputs when performing specific combos in Sword: Morph Slash.
Insect Glaive
You can now perform a Descending Slash by quickly pressing a series of buttons. The power of the slash increases based on the attacks you’ve used beforehand.
To execute it, try pressing Triangle + Circle (PlayStation 5), Y + B (Xbox), or your default Left and Right Mouse Buttons (PC) with precise timing.
The damage of Sidestep Slash and the Sidestep Slash Combo has been boosted, and you’ll attack faster after collecting all three extracts.
The player will no longer be knocked back after initiating a Rising Spiral Slash.
Jumping Slash/Strong Jumping Slash can now chain into a Descending Slash/Strong Descending Slash.
We fixed a problem that prevented some charged attacks from smoothly transitioning into a Descending Slash while in Focus Mode, even when the charge button was released.
We fixed a bug that caused the Kinsect to move strangely during a Leaping Thrust Focus Strike, particularly when fighting monsters like Nu Udra.
Fixed an issue where the Kinsect stopped moving after encountering ledges in certain terrain.
Light Bowgun
Focus Blast: Eagle Strike Rapid Fire Gauge recovery amount has been greatly increased.
We’ve made Chaser Shot more responsive, so it’s now smoother to quickly follow up with dodges or another shot after firing.
We’ve made the Rapid Chaser Shot more responsive, so it’s now smoother to quickly follow up with dodges or additional shots after firing.
Burst Step now chains more easily into Rapid Chaser Shot.
Adhesive Ammo explosions now restore the Rapid Fire Gauge.
Wyvernblast raw damage has been increased, and the cooldown time has been greatly reduced.
It is now easier to chain into basic actions after setting up a Wyvernblast.
Normal Ammo raw damage has been increased.
Normal Ammo Chaser Shot raw damage has been increased.
Normal Ammo Rapid Chaser Shot firing rate has been increased.
The raw damage of the final shot of Normal Ammo Rapid Chaser Shot has been increased.
The number of shots from Pierce Ammo Rapid Chaser Shot has been increased.
Spread Ammo Rapid Chaser Shot firing rate has been increased.
We’ve boosted the damage of Rapid Chaser Shot elemental ammo types – excluding Dragon Ammo – to improve their overall effectiveness.
Elemental ammo Rapid Chaser Shot (excluding Dragon Ammo) firing rate has been increased.
Dragon Ammo Rapid Chaser Shot firing rate has been increased.
Dragon Ammo has shorter time between hits and is more likely to hit monsters.
Dragon Ammo max effective range has been increased.
The Rapid Chaser Shot now fires faster when you use Poison, Paralysis, or Sleep Ammo.
Reduced the amount of Rapid Fire Gauge consumed by ammo that can be used for rapid fire.
We fixed a bug that made your character move slowly when moving diagonally while aiming.
Heavy Bowgun
Wyverncounter Ignition now restores Ignition Gauge upon a successful offset.
The player is no longer knocked back when firing Wyverncounter Ignition.
We’ve made Wyverncounter Ignition faster – it now reacts more quickly when you load and fire its attack.
Wyverncounter Ignition now chains more easily into other actions after firing.
You can now smoothly transition into dodging or moving to the side while preparing to use Wyvernblast Ignition or Focus Blast: Wyvern Howl. The way these moves evade attacks—both while charging up and immediately after firing—has been updated to a sidestep instead of a backstep.
Reduced the amount of Ignition Gauge that Wyvernblast Ignition consumes.
Wyvernblast Ignition raw damage and Fire damage has been increased.
Wyvernblast Ignition now chains more quickly into guards, evades, and other actions after firing.
Wyvernpiercer Ignition raw damage and max number of hits has been increased.
Wyvernheart Ignition raw damage has been increased.
Focus Blast: Wyvern Howl now restores Ignition Gauge when hitting weak points or destroying wounds.
We’ve made Focus Blast: Wyvern Howl fire more quickly after you start loading the attack.
Focus Blast: Wyvern Howl now chains more easily into other actions after firing.
Focus Blast: Wyvern Howl raw damage has been increased.
Dragon Ammo has shorter time between hits and is more likely to hit monsters.
Dragon Ammo max effective range has been increased.
The damage from Ignition Mode ST I and II has been boosted. This change impacts Wyvernpiercer Ignition, Wyvernheart Ignition, and Focus Blast: Wyvern Howl.
I was getting really frustrated because sometimes, when I was using Stalwart Guard, my character would just start acting all wonky and unpredictable. Thankfully, the developers fixed that bug! Now, Stalwart Guard works much more smoothly and reliably, which is a huge relief.
Bow
Dragon Piercer and Arc Shot raw damage has been increased.
Increased the raw damage of Tracer arrows and Fuse arrows.
The base damage and elemental effects of Charged Shot, Power Shot, Power Volley, and Thousand Dragons have all been improved.
Power Coating and Piercing Coating raw damage scaling has been increased.
Coating application speed has been increased.
You can now chain from a Charging Sidestep into loading a Tracer arrow.
I was having trouble with the Partbreaker skill and damage when using Focus Fire: Hailstorm to hit multiple spots at once, but the developers have fixed it! Now, destroying several wounds or weak points simultaneously actually applies the correct damage scaling and Partbreaker effects. It’s a huge improvement and makes that skill feel much more reliable!
We fixed a bug that prevented stamina from regenerating properly after using a backward Discerning Dodge in specific situations.
Skills
The Guard Up skill has been improved! It now reduces damage from all attacks while guarding, and even lets you block attacks that were previously unblockable. Here’s how the damage reduction works at each level:
Level 1: Reduces damage by 10%, with an extra 20% reduction under certain conditions.
Level 2: Reduces damage by 20%, with an extra 30% reduction under certain conditions.
* Level 3: Reduces damage by 30%, with an extra 50% reduction under certain conditions.Charge Up: Now also boosts the damage of Hammer charged attacks.
Ballistics: Now also boosts the raw damage of Level 3 shots made at critical range.
Elemental Absorption: Reduced the cooldown time between skill activations.
Flayer: Increased the activation rate and effect strength.
Flayer: This skill deals extra damage, even if a monster body part is already fully broken.
We fixed a bug where the message showing when a skill activates and deals extra damage wouldn’t appear during high-rank quests. This happened after enough damage buildup was achieved.
Binding Counter (Set Bonus Skill): Increased the effect duration.
Flawless Armor (Set Bonus Skill): Increased the effect strength.
Protein Fiend (Set Bonus Skill): Increased the effect duration and the Level 2 effect strength.
Bad Blood (Set Bonus): This bonus lowers the time you have to wait between using skills and makes those skills more powerful.
The Scorcher set bonus now makes your skills recharge faster and hit harder.
Whiteflame Torrent now recharges faster and deals more damage when combined with the Scorcher set bonus.
We’ve added new weapon moves that can now activate bonus damage skills. Here’s a list of the moves for each weapon:
Long Sword: Spirit Thrust, Spirit Helm Breaker, Spirit Blade II
Hammer: Charged Upswing, Mighty Charge Upswing, Mighty Charge Slam
Lance: Triple Thrust
Gunlance: Wyrmstake Cannon, Wyrmstake Full Blast, Multi Wyrmstake Full Blast
Charge Blade: (Sword Mode) Condensed Element Slash, (Axe Mode) Amped Element Discharge, (Axe Mode) Super Amped Element Discharge
Insect Glaive: Descending Thrust, Strong Descending Thrust, Descending Slash, Strong Descending Slash
Heavy Bowgun: Wyvernheart Ignition, Wyvernpiercer Ignition
Bow: Thousand Dragons, Normal arrows and Tracers with Piercing Coating, Power Shot (unless Piercing Coating is used), Power Volley (unless Piercing Coating is used), Flying Swallow Shot (unless Piercing Coating is used)We fixed a bug with the Binding Counter skill where it would sometimes continue to activate even after you started a new challenge quest. This meant the skill’s effects would incorrectly persist after a reset.
We fixed a problem with the ‘Bubbly Dance’ skill. Previously, the number of dodges needed to activate the skill wouldn’t reset properly when you started a challenge quest. Now it should work as intended.
Support Hunters
We’ve boosted the attack strength of Olivia, Rosso, Mina, and Kai when you’re leading a quest at Hunter Rank 50 or above.
We’ve made Support Hunters more consistent in combat. They’re less likely to pause their attacks even if the player hasn’t attacked recently, and they’ll rejoin the fight more quickly once the player starts attacking again.
We fixed a bug that caused Support Hunters to unexpectedly lose health and faint after finishing a quest.
We fixed a bug where Support Hunters would incorrectly enter standby mode near a Nerscylla Clone trap during the Omega Planetes hunt, even if the trap wouldn’t actually do anything.
We fixed a bug that sometimes prevented Support Hunters from attacking Omega Planetes, even when they were close by.
Fixed an issue where Mina would aim for out-of-reach body parts on certain monsters.
Hey everyone, just wanted to let you know I fixed a bug! Sometimes, if I triggered a Power Clash as Rosso, the monster wouldn’t actually go into the Power Clash state. It was kinda weird, but it’s all sorted out now – monsters should reliably enter Power Clash when I trigger it with Rosso!
We fixed a bug that prevented system messages from showing up correctly when a player hosting a game received music effects from Kai’s Performances.
Fixed an issue where Support Hunters would unintentionally and repeatedly use Flash Pods or traps.
We fixed a bug that caused weapons and slinger ammo to sometimes vanish when they hit a Support Hunter riding a Seikret.
Seikret
If you try to use an item while riding a Seikret, the item will still activate even if the Seikret automatically dodges at the same time. This means your item use won’t be interrupted by the dodge.
The Seikret can now recover and accelerate more quickly after automatically dodging a threat.
We fixed a bug that caused the Seikret move to accidentally happen again after a jump, even if you weren’t pressing any buttons.
Miscellaneous
System
We’ve increased the number of armor spheres you receive from smaller bounties related to researching monsters, fish, and other creatures.
Hey, so I just wanted to let you guys know they fixed a bug where you could sometimes find a lobby through Hunter Friend Search even if it was set to only allow joining with a Lobby ID. Basically, they’ve made sure the lobby restrictions are working correctly now, so if a lobby needs an ID, you need to use it!
We’ve resolved a problem that prevented players from posting or joining quests in online lobbies after changing their crossplay settings from off to on in the game’s options menu.
We fixed a bug that caused a “Seasonal Event Ending Soon” chat notification to sometimes appear incorrectly, even when the event still had plenty of time remaining.
The squad member list now shows the name of your active squad in the header.
You can now also send Hunter Friend requests from the squad member list.
Made slight adjustments to the flow for editing and deleting widgets in the Hunter Profile.
Removed the confirmation window that appeared when finishing editing Hunter Profile widgets.
We fixed a bug that caused incorrect reinforcement bonus information to appear for Artian weapons within the Equipment Loadouts section of the Hunter Profile.
Exiting your Hunter Profile now prompts a confirmation window.
We’ve added a confirmation window to the ‘Reset Widgets’ function on the Hunter Profile. This will help prevent widgets from being accidentally reset.
The game now displays both your current number of Character and Palico Edit Vouchers, as well as the maximum you can have, on the save data selection screen.
We’ve added a short description of each Support Hunter’s key strengths to their profile.
We’ve reorganized the in-game tips for Lagiacrus. They can now be found in the Lagiacrus section of the Play Guide’s Tip List, rather than under the general Hunting tips.
When you use the “Take All” function while collecting materials with Nata, the game now shows you exactly what items you’re getting and how many of each.
Omitted the confirmation window that appears when selecting an item for Material Retrieval.
You can now discard items directly from your item pouch when confirming supply drops.
The Ecological Research creature list now displays both the number of creatures currently captured and the total number possible to collect.
We’ve made it easier to find monster parts, like tails, when you’re not in battle by improving how the icons look.
The flashing red effect on your health bar when you’re low on health will no longer appear if you’ve turned off health warnings in the settings.
A new “Hide During Combat” setting has been added to the “Hide Other Seikret” option.
A new “Radial Menu Selection Type” option has been added.
Adjusted the text and icons that appear in the fishing controls.
Handler
The Handler will now avoid getting too close to large monsters.
Palico
We fixed a bug that caused your Palico to interrupt its support actions – like healing or applying buffs – if you did something like a Focus Strike with a bow. Now, your Palico should finish its moves even if you perform those actions.
We fixed a bug that caused your Palico to keep glowing even after you’d finished performing the Hocus Pocus gesture.
Other
Fixed an issue where some voice lines would not trigger properly.
Fixed various text issues.
Fixed other miscellaneous issues.
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