
Sonic Runners 2.0 Now Live
If you’re waking up early this Black Friday, you’re also waking up to the new version of Sonic Runners — and as some are now becoming aware, things are very, very different. Officially, this is the game’s full change log for Version 2.0:
“Update Details”
– ‘Quick Mode’ Added
Challenge stages for the best score within the time limit.
– ‘Daily Battle’ Added.
Challenge new rivals daily for the best score.
– Runners’ League/Ranking Parameters Adjusted.
Increased chance of winning an SR Buddy in each League Division.
Promotion/demotion for A and S-League Divisions adjusted.
Rewards updated.
Past ranking scores reset.
– Login Bonus Added
Log in daily to recieve a bunus (one per day).
– Limit Break Added to Playable Characters.
Combine doubles of the same character to limit break. The resulting character will have an added score bonus and, when limit-broken, the ‘Quick Mode’ time limit will be extended.
– Buddy Max Level Increased.
Buddy Max-Level increased to Lv. 10.
– Premium Roulette Updated.
Roulette Tickets added.
Drop rate of rare items increased.
Multiple spin roulette (x3 & x5) added.
Adjustments made to no. of special eggs awarded when double Buddies or Characters land.
– Item Roulette Updated.
Roulette Tickets added.
Multiple spin roulette (x3 & x5) added.
Adjustments made to no. of special eggs awarded when double Buddies or Characters land.
Drop rate of N (Normal) Buddies increased.
– No. of Lives Increased & Life Recharge Time Reduced.
No. of lives increased from 3 to 5.
Life recharge time reduced from 30mins to 15mins.
– Friend Invite Rewards Updated.
Invite Reward character changed.
– Tutorial Simplified.
— Other/Bug Fixes
– UI Updated.
– Various Parameters Adjusted.
The following parameters were adjusted in accordance with the newly added game modes.
Overall scoring.
Playable character abilities.
Buddy abilities.
Scores needed to progress on the Episode Map.
– Various Performance Improvements.
Fixed forced shutdown issue.
Adjusted data load times and data load volumes.
– Misc./Minor bug fixes.
— Characters/Buddies
Along with our 2.0.0. version update, we’re also revising the way scoring is calculated. As a result, we also revised the skills of each character and Buddy. Changes were made to the following effects:
– Characters –
Shadow: Score Bonus
Rouge: Score Bonus
Blaze: Animals Rescued
Omega: Enemy Bonus
Metal Sonic: Enemy/Obstacle Bonus
Classic Sonic: Distance Bonus
Tikal: Distance Bonus/Animals Rescued
Silver: Total Score Reduction
Big: Total Score Reduction
Cream: Total Score Reduction
Espio: Rings Collected
Charmy: Rings Collected
Vector: Rings Collected
Amitie-Style Amy: Animals Rescued
Halloween Shadow: Score Bonus
Halloween Rouge: Score Bonus
Halloween Omega: Score Bonus
– SR Buddies –
Light Chaos: Bonus Effect (Score/Distance/Rings/Animals)
Hero Chaos: Ring Bonus
Dark Chaos: Score from Enemies Destroyed
Chip: Last Dash Effect Duration
Shahra: Activation Combo Amount
Caliburn: Number of Attacks
King Arthur’s Ghost: Time Limit Increased/Number of Attacks
RC Tornado: Collectible Ring Amount
RC Battle Cruiser: Red Star Ring Drop Rate
Merlina: Activation Combo Amount
Erazor Djinn: Activation Combo Amount
RC Moon Mech: Additional Attack Rate
Carbuncle: Activation Combo Amount
Kuna: Item Activation Rate
Chaos: Activation Rate
Death Egg: Continue Activation Rate
Red Crystal Monster (S): Activation Combo Amount
Red Crystal Monster (L): Activation Combo Amount
Golden Goose: Activation Combo Amount
Mother Wisp: Score Boost Amount
RC Pirate Spaceship: Ring Appearance Rate
Golden Angel: Golden Enemy Appearance Rate
NiGHTS: Effect Duration
Reala: Effect Duration
RC Tornado 2: Bonus Rate
King Boom Boo: Activation Rate
O-Papa: Activation Combo Amount
Opa-Opa: Activation Combo Amount
– R Buddies –
Egg Chao: Distance Bonus
Pumpkin Chao: Score Bonus
Skull Chao: Animal Bonus
Yacker: Effect Duration
RC Golden Piggy Bank: Rings Restored
Wizard Chao: Effect Duration
RC Turtle: Activation Combo Amount
RC UFO: Activation Combo Amount
Easter Bunny: Activation Combo Amount
Magic Lamp: Flicky Appearance Rate
Star-Shaped Missile: Effect Area
Suketoudara: Activation Rate
Rappy: Gold Rappy Appearance Rate
Blowfish Transporter: Activation Combo Amount
Genesis: Time Before Combo Reset
Cartridge: Starting Combo Amount
Green Crystal Monster (S): Activation Combo Amount
Green Crystal Monster (L): Activation Combo Amount
RC Airship: Combo Boost Amount
Desert Chao: Activation Rate
RC Satellite: Activation Rate
Marine Chao: Activation Rate
Nightopian: Activation Rate
Orca: Activation Combo Amount
Sonic Omochao: Activation Rate
Tails Omochao: Activation Rate
Knuckles Omochao: Activation Rate
Boo: Activation Combo Amount
Halloween Chao: Activation Rate
Heavy Bomb: Enemies Destroyed
– N Buddies –
Hero Chao: Bonus Effect (Score/Distance/Rings/Animals)
Gold Chao: Ring Bonus
Dark Chao: Enemy Bonus
Jewel Chao: Distance Bonus
Normal Chao: Score Bonus
Omochao: Animal Bonus
RC Monkey: Combo Bonus Duration
RC Spring: Trampoline Effect Duration
RC Electromagnet: Magnet Effect Duration
Baby Cyan Wisp: Cyan Laser Effect Duration
Baby Indigo Wisp: Indigo Asteroid Effect Duration
Baby Yellow Wisp: Yellow Drill Effect Duration
PC Pinwheel: Activation Rate
RC Piggy Bank: Rings Restored
Easter Chao: Activation Rate
Purple Papurisu: Activation Combo Amount
Mag Lv. 1: Activation Combo Amount
To break it down: everything got nerfed. All of the characters and buddies you currently have are now weaker. To give an example, in version 1.1, I had a Level 6 “Shahra” buddy, and every time I hit a combo in multiples of 400, she would activate an item. Upon launching v2.0, not only did my Shahra level up to Level 7, but now she requires a combo of 725 for the same effect, making her considerably weaker.
Similarly, all of the effect durations for characters have been shortened. Wisp powers, invincibility, all of that stuff lasts less than half as long as it used to.
On the plus side, the scoring has been adjusted so that you gain more points, faster. I bumbled my way through a sloppy run that did not even reach “Top Speed” and still managed to finish with more than 10,000,000 points, something that used to take me 20+ minutes to reach previously. The essence of this update seems to be an attempt to compress the “Sonic Runners Experience” down in to smaller, more bite-sized chunks. Something more akin to a quick play than the lengthy marathons it used to be.
Other changes include the fact that all previous characters are now permanently available on the Premium Roulette. Vector, Metal Sonic, Shadow, everyone except special holiday-specific characters (Halloween Rouge, etc.) can be won at any time, namely because acquiring two of the same character now increases their “Limit Break” level.
It would also appear that the free Silver awarded for playing the game during launch week is actually completely different from the “Easy/Slow” type available for purchase; this special launch version of Silver is called “ESP Silver,” with his own unique stats and bonuses separate from the for-pay version of the character.
What do you think of the changes? Is this going to make Sonic Runners a better, more fun game? Let us know in the comments.