June Monthly Update Now Live – Patch Notes v0.6.2.120584
[h3]Features and Gameplay Updates[/h3]
[h3]Game Flow Updates[/h3]
[h3]New Mods and Updates[/h3]
[h3]New Enemies[/h3]
[h3]Enemy Improvements[/h3]
[h3]Other Polish Items, Updates and Improvements[/h3]
Affected gear:
[h3]Bug Fixes:[/h3]
[h3]Performance Improvements:[/h3]
[h3]Known Issues[/h3]
[h3]Game Flow Updates[/h3]
- Quitting/Crashing Mid-Run
- If a player quits or crashes mid-run, we no longer treat it as death. Instead, on the next play session, the player will skip the Hub and start in-run at the last shrine (unless in multiplayer).
- AI updates around Shrines
- Enemies will not prioritize players who are near/interacting with a shrine.
- Resurrecting Breakers from their corpse returns!
- Use one of your own med kits to revive a fallen teammate where they stand.
- You can also still spend Bright Blood at a nearby shrine to resurrect them.
- Use one of your own med kits to revive a fallen teammate where they stand.
- Skeksis has returned!
- Check out Skeksis, the mod vendor in the hub, for the ability to upgrade your amps, similar to your blades and rails.
- Map Revealers now found around The Overgrowth
- Activate these to clear Fog of War more quickly and reveal previously hidden items on the map.
- Amp System Rework
- Each Breaker now has two Amps available to them.
- The second one will need to be unlocked by spending a Core.
- Select your amp on the loadout screen - only the chosen amp will drop during your run.
- Expect additional updates and improvements to Amps and Loadouts in future updates!
- Each Breaker now has two Amps available to them.
- Improved post extraction flow so that players now go straight to the Abyss screen and then are loaded back into the hub.
[h3]New Mods and Updates[/h3]
- Exploding Shot - Rail Affix
- Landing 3 consecutive shots creates a sticky explosive on target on that last shot, flash enemy then detonates creating an AoE that hits for 40% of Blast DMG.
- Splinter Blades - Blade Affix
- Grants ability for any Blade Skill to cause an explosion of blades on impact, dealing damage.
- Cluster Bomb Impact - Amp Affix
- Explosions triggered by your Blade Special creates mini-bombs which explode nearby, dealing a percent of your Blast DMG.
- Overload Trigger - Amp Affix
- Using your Blade Special triggers an explosion around you.
- Ally Siphon - Amp Affix
- Chance to refill some player ammo when a summoned Ally inflicts damage.
- Ally Spike - Amp Affix (Ally Corpse Hazard)
- On death, summoned Allies leave a Spike Hazard behind.
- Ally Tribute - Amp Affix
- Gain Armor shard(s) when one of your summoned Allies dies.
- Cronotized Chip - Amp Affix
- Amp duration is increased.
- Status Effect Updates
- Status Effects now work differently between Breakers and enemies.
- Previously, enemies would apply status effects to Breakers on every hit.
- Now, enemy attacks build up a status effect meter before applying status effects.
- This has made most status-applying enemies easier to battle, but be aware that rapid attacks like the Bat Elite and Dirk Elite can fill the meter before the full attack combo has finished.
- Status Effects now work differently between Breakers and enemies.
- Holobytes no longer have rarity tiers.
- Expect additional updates to Holobyte synergies and acquisition methods in future updates!
[h3]New Enemies[/h3]
- Burst Beetle Variant
- This blue and pink beetle will dash at you and create an explosion. Found at later world ranks in the Forest biome.
- Grey Dirk Variant
- This dark grey Dirk can power up to gain the ability to phase through incoming attacks. Parry them to break them out of this state! Found at very high world ranks in all biomes.
[h3]Enemy Improvements[/h3]
- New Hack, Rot and Acrid ground hazards left by the Elite Leaper!
- Behavior improvements for the Dirk Missile Spread have been implemented. They now properly perform their melee attack and execute their retreat behavior correctly.
- Grenadier Dirk now has new SFX.
- Leaper Elite Character Model now in game!
[h3]Other Polish Items, Updates and Improvements[/h3]
- Blade Specials now inherit the blade's assigned status effect.
- Upped the minimum requested elites from 1 to 2 per biome.
- Added verticality to warning ring vfx to make it more visible when spawned on uneven terrain.
- Amps now have their own custom aiming reticle.
- Added new VFXs to use as icons when allies are set to inflict status effect damage.
- Added adaptive SFX for player healing.
- SFX reflects your current HP with pitch and the strength of the heal with intensity.
- Shrine icons now appear on the map if the Fog of War has been lifted, even if the player has not discovered the shrine yet.
- Improved collision on some Ruined Outskirts rubble piles.
- Players now have the option to use Steam Icons in Multiplayer - this is enabled by default.
- Option to toggle this off and use Breaker icons instead located in the ‘Gameplay’ tab of the settings menu.
- New VFX implemented to indicate unparryable attacks.
- Updated the ‘battery collected’ toast to make it more clear how much battery the player has actually collected - now it will show how many shots of your currently equipped weapon were gained.
- Audio improvements made to the Explosive Hilt affix.
- Made improvements to various enemies tethering and tracking behaviors.
- Beetles, Melee Dirks and Ranged Dirks
- Added a Discord button to the Multiplayer menu.
- Fixed issue where Cobra Balta’s (Hub rail vendor) intro text still uses ‘Bright Blood’ as the currency.
- Improved boss hill pathing in certain terrains for more optimal traversal.
- Improved the target room in the Tutorial:
- Updated the room so the targets on the wall are more easily found.
- Updated the UI prompt to be more clear.
- Improved the Starting Bunker and Drop Down Lab elevator collision so the player can smoothly walk over all four sides.
- Made audio improvements to the short sword blade special SFX.
- Added SFX to the Dash Bash mod.
- Added dripping water VFX to Jeweled Spire Temple POI’s.
- Made improvements to assassin movement tasks to prevent sliding while stunned.
- Updated the short sword dash attack so that it no longer knocks enemies up into the air.
- Fixed missing invincibility frames on blade specials. For looping specials like the hammer or glaive, only the final "out" attack has the invincibility frames on hit.
Affected gear:
- Glaive
- Short Sword
- Balanced Sword
- Heavy Axe
- Heavy Blade
- Force Hammer
[h3]Bug Fixes:[/h3]
- Fixed issue with missing jump pads at Arid Wastes cliffside bases.
- Fixed issue where Jeweled Spire sightline blockers would deck in pathways.
- Fixed issue where Ruined Outskirts sightline blockers would deck in the middle of pathways.
- Fixed issue where cave water VFX wasn’t triggering properly.
- Fixed issue where Shrines would deck tilted when on uneven terrain.
- Fixed issue where the "Core Shard Collected" UI could get stuck on the screen.
- Fixed issue where the "Shrine Discovery" UI could get stuck on the screen.
- Fixed an issue where the player would not receive a Holobyte if they closed the menu before the selection appears.
- Fixed an issue where sand piles around cave mouths didn’t match the beach sand.
- COMMUNITY ASSIST: Fix for Root Hash Hack causing enemies to have wrong mesh.
- Fixed an issue where some Ruined Outskirts boulders were decked with edges hovering above the terrain.
- Fixed some popping bushes and plants in the hub.
- Fixed an issue where defeating a Crown Boss causes the symbols on the Crown Boss Barriers to disappear.
- Fixed issue where the Shattered Fortress boss arena had an extra pink barrier when the camera is at certain angles.
- Fixed issue where the Croc Brute wouldn’t count towards the final extraction progression causing a soft lock.
- Fixed an issue where the Crystal Leaper SFX would play at the listeners position when added to the enemy pool.
- Fixed an issue where closing the Shrine menu while interacting with a Shrine action caused the audio to play without end.
- Fixed an issue where the mesh from status effects disappears when an assassin uses their dash animation.
- Fixed issue where status effect affix stacks were not being removed properly.
- Fixed issue where gear was not being properly reset at the start of a new cycle.
- Fixed issue where Shock SE bounces weren’t dealing damage consistently.
- Implemented fix for an issue where SyComs skins were displaying the same for all players (in multiplayer).
- Fixed issue where a Shrine was decking into a slope of dirt next to the sewer pipe POI in the Ruined Outskirts - World Seed 344336640/9.
- Fixed issue where modifying stamina via Holobytes and Affixes was not calculating correctly.
- Fixed issue where sometimes the loot corpse in the tutorial would clip into the block behind it.
- Fixed issue where homing missiles from Holobytes were targeting allies.
- Fixed issue where the Sword Master freezes up after defeating an Elite within range of them.
- Fixed issue where multiple UI toasts pop up when collecting HP, Batteries, and Armor.
- Fixed an issue where reviving by entering crown arena was causing fatal error crashes.
- Fixed an issue where Charge Beetles would sometimes remain stuck in environmental assets while doing their attack animation.
- Fixed issue where keys were not a shared currency.
- Now, when one player collects a key, it only goes to that player.
- Fixed issues where caves would deck improperly in certain terrains.
- Fixed issue where the Elite Melee Dirk could get stuck on the roof of the Large Abandoned Hall POI.
- Fixed issue where Dro could jump through the ceiling of the Shattered Fortress boss arena.
- Fixed issue where the Giant Oak Tree POI would deck into the starting bunker elevator in some cases.
- Fixed an issue where there would sometimes be a cleared out dot in the middle of the Fog of War on a brand new map.
[h3]Performance Improvements:[/h3]
- Disabled dynamic shadows on breakables in world and in Dro’s arena - previously some breakables were spawning large numbers of shadow casting fragments.
- Numerous environment asset optimizations, particularly for the Desert.
[h3]Known Issues[/h3]
- Host Gear drops from defeated Bosses appear as a pink Key model for Client players. IE, Clients will see a key on the ground that they can’t interact with after a boss is defeated. Item vanishes once the Host collects their Gear drop.
- Medigems give dead teammates HP
- Shrine states, armor, and battery aren’t saved through new Exit to Desktop / Crash handling.
- Players do not see Death Text when transitioning to Spectating.
- White leaper lags during its triple leap attack.
- Opening player inventory before receiving End of Cycle Report disables Ready Up button.
- Wolves continue pathing briefly when entering Stagger Break.