CBT Patch Notes | Jump in on Nov 22nd/23rd
[p]- record scratch -
\[freeze frame on me drowning in a mountain of patch notes]
Yeah, that’s me. You’re probably wondering how I got here.[/p][p]Spoiler: I tried to write a “short” update. Three days until Closed Beta (November 22–23) and this beast of patch notes continues to stare back at me, so I'm posting them in their full glory.[/p][p]If you’re already in: congratulations, you’re about to have a religious experience.
If you’re not in yet: there’s still time, legend.[/p][p]Sign up to the CBT before spots run dry: Closed Beta Test - Sign Up[/p][p]But enough yapping - you didn’t come here for my life story. You came here for the goods. So strap in, grab a drink, and maybe kiss your loved ones goodbye, because here comes the patch notes:
[/p][h2]Onboarding and Progression[/h2]
New Events[/h3]
New Combat Perks[/h3]
New Utility Perks[/h3]
New Abilities[/h3]
Perk and Ability Changes[/h3]
Thanks for reading this far. You are contractually obligated to join the beta.
22nd. Be there or be skill-issued.
\[freeze frame on me drowning in a mountain of patch notes]
Yeah, that’s me. You’re probably wondering how I got here.[/p][p]Spoiler: I tried to write a “short” update. Three days until Closed Beta (November 22–23) and this beast of patch notes continues to stare back at me, so I'm posting them in their full glory.[/p][p]If you’re already in: congratulations, you’re about to have a religious experience.
If you’re not in yet: there’s still time, legend.[/p][p]Sign up to the CBT before spots run dry: Closed Beta Test - Sign Up[/p][p]But enough yapping - you didn’t come here for my life story. You came here for the goods. So strap in, grab a drink, and maybe kiss your loved ones goodbye, because here comes the patch notes:
[/p][h2]Onboarding and Progression[/h2]
- [p]All save files from previous beta playtests have been mostly cleared as a lot of large systems have been completely reworked. Any cosmetics you had previously earned will still be there![/p]
- [p]The tutorial has been completely reworked.[/p]
- [p]The initial ‘wake-up’ experience has been completely reworked.[/p]
- [p]New players will now be prompted to pick a preferred playstyle based around our different weapon types. The playstyle determines initial perks and starter weapon selections. It does NOT restrict access to anything (all starter perks for other weapons are also granted to them) but is simply used to better guide them towards content they may be interested in.[/p]
- [p]The onboarding missions have been completely reworked.[/p]
- [p]Reputation and vendor factions are no longer a thing. Any shop items previously locked behind Reputation levels can now be bought at any time.[/p]
- [p]The progression for modules, perks, and abilities (and also some vehicle skins) has been completely reworked. Instead of being bought from individual vendors in the lobby, they are now unlocked from tech trees.[/p]
- [p]There are a number of different tech trees to explore; each weapon type has its own tech tree, but there is also one for all support staff as well as the special vendors found in the Side Quest (Flo and Samantha). Tech trees can be accessed by speaking to vendors around the lobby (you can identify key representatives by an icon above their heads, but anyone belonging to their “group” can also provide access if you talk to them).[/p]
- [p]To explore a tech tree, you need to unlock nodes by spending Biocores. You can then spend Upgrade Credits to purchase the item associated with the new node. However, you do NOT need to purchase the item in order to carry on; if you have a specific upgrade in mind, you can simply just use Biocores to race straight to it and save your Upgrade Credits.[/p]
- [p]You can no longer donate Biocores to vendors. As such, Biocores also don’t directly provide Upgrade Credits. An option to exchange Biocores for Upgrade Credits has instead been added to the Exchange stations in the lobby.[/p]
- [p]Daily missions now also reward 50 Upgrade Credits.[/p]
- [p]A variety of story missions have been removed or reworked alongside changes to systems they interact with.
[/p]
- [p]The game has a brand new win condition: first to 2 Biocores wins![/p]
- [p]The game now starts with four Biocores in play (A, B, C, and D).[/p]
- [p]As before, A is active from the start and subsequent Biocores become active after a time delay or when the previous Biocore is secured (e.g., if A is secured before B is ready, B becomes ready immediately and the wait time for C and D is reduced by the same amount that was skipped for B).[/p]
- [p]The half-hour time limit has been removed.[/p]
- [p]The game will still time out after 1 hour, but it should be well beyond the duration of a normal match.[/p]
- [p]If all four Biocores are secured by different teams, a fifth Biocore, E, will spawn in the map and the game goes into Overtime.[/p]
- [p]In overtime, Biocore secure times are cut in half and resurrection points are disabled. If a Biocore was in the process of being secured when overtime starts, it immediately cuts its remaining time in half, but to no less than 30 seconds.[/p]
- [p]The game also goes into overtime when 25 minutes have passed, regardless of how many Biocores have been secured at that time.[/p]
- [p]The remaining time to secure a Biocore is now remembered if it is stolen, meaning it resumes where you left off if you put it back in.[/p]
- [p]It can’t start at less than 30 seconds, or 10 if the game is in overtime.[/p]
- [p]When a base is sabotaged, it does not “save” the time if a Biocore is stolen. This applies if the base is sabotaged when a Biocore is stolen or if it’s sabotaged after it was stolen (even if the base is repaired before putting the Biocore back in). This does not apply during overtime.[/p]
- [p]The four teams are no longer just teams 1 to 4, but instead have been given their own team names: Vipers, Mavericks, Thunderbolts, and Ravens. Each team also has an associated color (you can change them in settings).[/p]
- [p]The team names and colors are also propagated over any assets related to team ownership or individuals (team bases, forward camps, events, enemy highlights, etc.).[/p]
- [p]Shops are now completely UI driven (as opposed to having buttons and weapons in the physical world).[/p]
- [p]As a side effect, we’ve been able to improve the visuals and usability of the shop to be easier and quicker to read when using it.[/p]
- [p]You no longer need to deposit Power before you buy (if you hold enough Power to afford an item, you will automatically deposit as much as was needed).[/p]
- [p]You no longer need to hold the interaction button to purchase an item.[/p]
- [p]You can no longer purchase the same weapon or shield multiple times.[/p]
- [p]The UI automatically closes if you take damage (not counting damage from DOTs).[/p]
- [p]Forward camps now have shops in them![/p]
- [p]These shops contain basic consumables, a tier 1 and tier 2 weapon, and a tier 2 shield.[/p]
- [p]While the weapons are random, they are always the same for all teams.[/p]
- [p]The previous shield unlock in the forward camp has been removed in favor of the shop.[/p]
- [p]Non-forward camp shops now always sell large med kits and large shield repairers (since the forward camp shops always sell the small variants).[/p]
- [p]The infirmary shop can also have small variants, as all three consumable slots are defensive items.[/p]
- [p]The armory shop only carries one of the large ones since it only sells one defensive item.[/p]
- [p]Non-forward camp shops no longer sell smoke bombs, as they are always sold by forward camp shops.[/p]
- [p]The armory shop now always sells HE grenades (for 75 Power each).[/p]
- [p]The infirmary shop now has a 33% chance to sell resurrectors (up from 10%).[/p]
- [p]The hangar shop now has a 33% chance to sell hacking devices (for 30 Power each).[/p]
- [p]The labs shop now always sells EMP grenades.[/p]
- [p]The roadway shop now always sells sticky bombs.[/p]
- [p]Killing a Biocore guardian now rewards 350 score (up from 50).[/p]
- [p]The objective marker for a carried Biocore now updates every 2 seconds (down from 3.5).[/p]
- [p]If you crawl over a Biocore while downed, you will pick it up and be instantly revived on full health.[/p]
- [p]The event vote line-up at the start of the match should now always include at least one location specific event, where possible (as opposed to sometimes only including match rule modifiers).
[/p]
New Events[/h3]
- [p]Area Control - A lot of low tier events have been removed or reworked in favor of a brand new area control system. A lot of interior spaces now have an area control station in them, which will usually be active if the area is available in a match (but not always). A player can interact with this station to claim the area for their team. If another player interacts with it, they take it for their team. Each area comes with different benefits and they are provided to the whole team, not just the player who claimed it. The benefits are lost if another team claims the area.[/p]
- [p]As part of adding this system, the following events have been removed:[/p]
- [p]All boost stations[/p]
- [p]All team upgrades[/p]
- [p]Base finder[/p]
- [p]Shop uplinks[/p]
- [p]Upgrade uplinks[/p]
- [p]This is a complete list of all areas that can be claimed and what their benefits are:[/p]
- [p]Admin Offices - Every 4 minutes, it adds 250 Power to the team that controls it.[/p]
- [p]Apartments - Enemies that contest your base are highlighted after 20 seconds instead of 30.[/p]
- [p]Armory - If you down an enemy player, you get the Berzerk Boost effect for 20 seconds.[/p]
- [p]Biostasis - 500 seconds after being claimed, it will reward everyone on the team an extra life. If it is stolen, the progress drops by 25% to allow the first team to come back and fight for it. Once a life has been rewarded, the station can no longer be claimed.[/p]
- [p]Canteen - Reduces the team’s respawn time by 10 seconds.[/p]
- [p]Creature Lab - Your team doesn’t get aggroed by wildlife unless you attack it and you take 50% less damage from them (this includes damage from player controlled gorlizards).[/p]
- [p]If the gorlizard control event is active, this station is guaranteed to also be active.[/p]
- [p]Earthtree Maintenance - When you kill an enemy player, a spore trap spawns on their corpse.[/p]
- [p]Factory - Automatically claims another area for your team every 3 minutes.[/p]
- [p]Hangar Controls - Allows the team to summon a three-seater from their forward camp (without a cooldown, unlike the team upgrade that used to provide a similar benefit).[/p]
- [p]Harbor Controls - All consumables (e.g. grenades and med kits) from shops are free for your team.[/p]
- [p]Harbor Overlook - Your shields are disabled for 50% less time when hit by an EMP.[/p]
- [p]Hydroponics, Reactor Controls, Water Treatment - The team can’t be affected by spores or fire effects and are immune to gas and the reactor meltdown.[/p]
- [p]Only one of these locations can be active in the same match.[/p]
- [p]Infirmary - Your team gets improved health regeneration, meaning it regenerates faster and maintains the fast regeneration all the way up to 100% (as opposed to slowing down after 50%).[/p]
- [p]Labs - Your team’s shields regenerate slowly when out of combat.[/p]
- [p]Molding Facility - Your team respawns with 2 large shield repairers. The player who claims the station gets 2 large shield repairers immediately, as well.[/p]
- [p]Security Tower - You cannot be highlighted by enemies (except from contesting bases) or surveillance drones.[/p]
- [p]Thermal Transfer - Reduce damage received from explosions and fire by 20%.[/p]
- [p]Vehicle Bay - Your team can summon quads at will.[/p]
- [p]Vertical Farm - Your team respawns with 2 rejuvenation fruits. The player who claims the station gets 2 rejuvenation fruits immediately.[/p]
- [p]Warehouse - Your team respawns with 2 frag grenades. The player who claims the station gets 2 frag grenades immediately.[/p]
- [p]West Garage - Your team’s vehicles and home base take 50% reduced damage.[/p]
- [p]This effect stacks multiplicatively with the Stunt Driver perk.[/p]
- [p]The map screen shows a list of all areas under your team’s control and what benefits they give you.[/p]
- [p]As part of adding this system, the following events have been removed:[/p]
- [p]Ballistic Missiles - A few small pods have been added around the map. When active, you can enter these to launch a ballistic missile. This is a fly-by-wire missile you directly control and can detonate at will. While controlling a missile, your pod is locked but you can be killed if someone unlocks the door. The doors cost 99 power to unlock and cannot be destroyed; they automatically unlock when you’re done piloting the missile.[/p]
- [p]Myco Chambers - Dotted around the forest are entrances to underground bunkers where the citizens of Harmony used to keep their infected, in hopes of a future cure. These bunkers aren’t always open but, when they are, you can fight small waves of mycos to earn high tier loot, including some weapons that can’t be accessed from anywhere else. If one bunker is open, they all are.[/p]
- [p]Extra Lives - Everyone starts with 5 extra lives. This event can only be activated via the match vote.[/p]
- [p]Lights Out - A small puzzle station can be active inside the supply transfer building. There are two puzzles to solve, each one rewarding three weapons and three tier 3 shields respectively.
[/p]
- [p]A lot of events have had visuals updated to be consistent between each other, so that interactable events are easier to recognize.[/p]
- [p]Resurrection stations are no longer active during Hardcore Mode.[/p]
- [p]Resurrection stations are now free to use but have a long interaction instead. The interaction will resurrect all teammates who are out of lives in one go.[/p]
- [p]Reactor Meltdown has been reworked:[/p]
- [p]As before, it opens and breaks all doors around the map, and all Biocore points are discovered and kick-started to 50% progress.[/p]
- [p]It now also causes an unstable sphere to grow across the map. Anyone inside the sphere take periodic damage straight to health (but doesn’t damage below 50% remaining health) but also deal 20% more damage.[/p]
- [p]It no longer highlights any enemies.[/p]
- [p]The burrower horde event should now be less common.[/p]
- [p]When sniper rifles are banned, the hyper rifle also can’t spawn.[/p]
- [p]Three-seaters on cargo trucks now take 5 minutes to respawn (up from 1).[/p]
- [p]The custom weapon station can now sometimes be offline.[/p]
- [p]If No Custom Weapons wins the event vote, it also disables any weapon replicators.[/p]
- [p]Wind vortices in the deadyard are now a bit less likely to be active in a match.[/p]
- [p]Three-seaters are now a bit less common on flatbed trucks.[/p]
- [p]Surveillance drones in the wilderness have been converted to area control stations. When launched, the drones now patrol automatically. If another team claims the station, they also claim control of the drone.[/p]
- [p]If a surveillance drone is destroyed, it respawns after 30 seconds.[/p]
- [p]A fourth surveillance drone has been added to the west caves so that there is one in each cardinal direction.[/p]
- [p]The detection cone and timings of surveillance drones has been shrunk to more accurately fit to the visual shape of the light. The tracking effect has also been made faster to respond, so you’ll become untracked more quickly when you break line of sight to the drone.[/p]
- [p]Item printers are now free to use but instead take time to interact with.[/p]
- [p]The EMP now has a 120-second cooldown (down from 180). If a deployed EMP finds it is highlighting players who seem to be able to get to it, it will eventually self-destruct.[/p]
- [p]The Factory event has been given some uplifts to make its states a bit clearer:[/p]
- [p]The consoles and buttons should stand out more.[/p]
- [p]Smoke comes out of the silos on the roof when the event is active.[/p]
- [p]If a team has interacted with it, the smoke is tinted by that team’s color (the last team to interact with it).[/p]
- [p]When you interact with one stage of it, the next part you need to interact with becomes outlined.[/p]
- [p]When one reward has been delivered, the stripes at the top of the factory are tinted to the color of the team that triggered it.[/p]
- [p]Lightning strikes have been given a visual uplift.
[/p]
- [p]The Biocore weapon has been reworked. It no longer fires projectiles but instead a close range vapor jet that deals rapid damage to anyone caught in it.[/p]
- [p]Energy bombers can now be custom built and come with a wide suite of perks and modules. We won’t list every single one in here, so please check them out in the energy bomber tech tree or at the weapon customization and loadout consoles.[/p]
- [p]Energy bombers can also be chosen as starter weapons.[/p]
- [p]The base fuse time for energy bomber grenades is now 1.2 seconds (down from 1.5).[/p]
- [p]Healing energy bombers have been given a +25% Fuse Time mod to counteract this reduction (as it’s intended to make aggressive energy bombers more powerful, not the defensive ones).[/p]
- [p]Energy bomber base damage is now 56 (down from 65).[/p]
- [p]The Fuse Charge effect on the Delayed Destruction energy bomber housing now increases damage by 20% per second of fuse time (up from 15%).[/p]
- [p]The alt-fire on beam gloves (the healing sphere) now consumed 2 ammo per tick (down from 3). All beam glove magazines that had odd max values have been changed to even numbers to better align with the alt-fire.[/p]
- [p]The damage and ramp-up stats for beam glove modules now scale a bit more generously. So modules that increase or decrease these stats now do so by more than before. The damage modifiers have been increased by 50% (e.g., a module that previously increased damage by 4% now does so by 6%) and the ramp-up stat has been increased by 10% (so a module that previously increased ramp-up by 20% now does so by 22%).[/p]
- [p]Some new battle rifle modules have been added:[/p]
- [p]Light - Slicer - Ammo - This module is designed to be a cheap option for those looking to keep their weapon cost down. It increases bullet velocity and damage over distance but at the cost of worse recoil.[/p]
- [p]Light - Infuser - Magazine - A mid-cost option for light magazines which slightly increases damage done but increases reload times and adds more movement spread.[/p]
- [p]Heavy battle rifle ammo has had its bonus damage relative to light ammo increased by 10%.[/p]
- [p]The Auto - Redistributor battle rifle trigger now increases damage done by 25% (up from 20%).[/p]
- [p]Self-heal modules for battle rifles have been nerfed slightly:[/p]
- [p]Leech I now heals for 15% of damage done (down from 17%).[/p]
- [p]Leech II now heals for 22% of damage done (down from 25%).[/p]
- [p]Bio-Monitor is now more expensive.[/p]
- [p]The Blast Charger battle rifle trigger now also increases fall-off damage by 10%.[/p]
- [p]Some new plasma rifle modules have been added:[/p]
- [p]Destabilizer - Ammo - This is a high-cost ammo type that only consumes 1 energy per shot (most existing high-cost ammo modules also consume more energy per shot, so this is an option for those who want to be able to carry more ammo). It increases damage output but increases recoil.[/p]
- [p]Pyro - Heater - Trigger - This one increases the damage of your fire DOTs as well as impact damage, but reduces the fire rate.[/p]
- [p]The Pyro - Heat Inductor plasma rifle nozzle now increases burn damage by 60% (up from 30%) but is also a bit more expensive.[/p]
- [p]A new sniper rifle magazine module has been added:[/p]
- [p]Heavy - Quick-Swap - A 3-round mag that is faster to reload.[/p]
- [p]Heavy sniper rifles now have more sway than other sniper variants.[/p]
- [p]The Energy - Surge Rounds shotgun ammo has been renamed to Energy - Diffuse Rounds to avoid confusion with plasma surge mechanics.[/p]
- [p]Base bullet velocities have been increased for a lot of weapons:[/p]
- [p]Battle rifles: 800 m/s (up from 600).[/p]
- [p]Pistols: 500 m/s (up from 300).[/p]
- [p]Sniper rifles: 1,000 m/s (up from 750).[/p]
- [p]Hyper rifle: 1,225 m/s (up from 920).[/p]
- [p]Melee damage has been reduced across the board.[/p]
- [p]Pistols now do 35 melee damage (down from 50).[/p]
- [p]Sniper rifles now do 45 melee damage (down from 70).[/p]
- [p]All other weapons now do 40 melee damage (down from 60).[/p]
- [p]The changes to melee damage have had a number of knock-on effects:[/p]
- [p]Modules that increase melee damage have had their costs or melee modifiers adjusted.[/p]
- [p]Beam glove modules that increase shield repairs from melee have had their values adjusted.[/p]
- [p]Doors now take 1.5x damage from melee.[/p]
- [p]Many more weapon modules have been given unique graphics.[/p]
- [p]The surge beam has been given a VFX pass.[/p]
- [p]Health domes, shield domes, and lightning rods can now be damaged by AoEs but incoming damage from explosives is reduced and capped to avoid that they are destroyed too quickly.[/p]
- [p]Hacking devices no longer “skip” a chunk of Biocore stabilization time, but instead speeds up the stabilization process.[/p]
- [p]Standard hacking devices speed it up by about 30% (so saves 40 seconds if used at the start of a stabilization). With the Saboteur perk, they speed it up by about 40% (so saves 60 seconds if used at the start).[/p]
- [p]Large med kits now take 3 seconds to apply (down from 4).[/p]
- [p]EMP grenades can now one-shot every type of drone.
[/p]
- [p]The slowdown from attacking no longer stacks with the slowdown from getting shot.[/p]
- [p]Updated a lot of movement and firing animations.[/p]
- [p]When sliding into a wall at an angle, you should now bounce off it instead of getting stuck grinding it.[/p]
- [p]Thrown consumables should now respond slightly faster when you press a button to throw them.
[/p]
New Combat Perks[/h3]
- [p]Arsonist - Each enemy you've set on fire--while they are on fire--increases all your damage dealt by 3%, up to a maximum of 15%.[/p]
- [p]Dome Fighter - Allies (including yourself) inside your healing and shielding domes do 15% more damage.[/p]
- [p]Grenadier - Explosions from consumable grenades (i.e., not grenades from energy bombers) deal 10% more damage and repair your shields by 50% of the damage dealt.[/p]
- [p]Numbing Spores - Reduce damage received by 1.5% per plant picked since your last death, up to 15%.[/p]
- [p]Scrapper - Shielding restored from melee attacks is doubled.[/p]
- [p]Stunt Driver - Your vehicles do double ramming damage and, while in a vehicle, you and the vehicle take 50% less damage.[/p]
- [p]Superior Fortitude - Reduce the time it takes to douse negative effects by 1 second and you remain immune to such effects for an additional 5 seconds. Getting a kill or assist against an enemy player also removes these effects immediately.[/p]
- [p]Trapper - Your trap detonations do 150% increased damage and, if triggered from an enemy stepping on them, you also restore 30 shields. With this perk, you can also have an extra 2 utility consumables active at any one time (you are usually limited to 5 traps per category at any one time).[/p]
- [p]Brains Over Brawn - Battle rifle perk - Landing a critical hit against an enemy with a battle rifle increases the damage of the next battle rifle shot by 10%.[/p]
- [p]Drive-By Brutalizer - Battle rifle perk - Your battle rifles do 15% more damage when fired from a vehicle and for 10 seconds after getting out of a vehicle. This also affects the mounted machine gun in the three-seater vehicle.[/p]
- [p]Mending Spores - Battle rifle perk - Hitting an ally with a battle rifle spore bullet heals them for 20% of its damage. This value is reduced to 10% when healing shields.[/p]
- [p]Emergency Overload - Beam glove perk - If you are using the beam glove primary fire to heal an ally who drops below 50% health, they take 25% less damage for 3 seconds. This effect can only trigger once every 30 seconds.[/p]
- [p]Empowering Beam - Beam glove perk - While healing an ally with the primary fire of beam gloves, they deal 7% more damage.[/p]
- [p]Sphere Shock - Beam glove perk - Exhausting a magazine by using the sphere heal on beam gloves causes a detonation that deals 25 energy damage to all enemies within the radius of the sphere.[/p]
- [p]Array Hacker - Plasma rifle perk - While wielding a plasma rifle, you can consume a Hacking Device to increase its damage output by 15% for 30 seconds.[/p]
- [p]Nerve Gas - Plasma rifle perk - Enemies affected by toxic gas from one of your plasma rifles deal 15% less damage for 6 seconds.[/p]
- [p]Pumped Reloader - Shotgun perk - If you start a shotgun reload within 5 seconds of having taken damage, reduce the time of that reload by 25%.[/p]
- [p]Glass Cannon - Shotgun perk - Your shotguns deal 10% more damage, but you take 5% more damage.[/p]
- [p]Rampage - Shotgun perk - If you use a shotgun to down or kill an enemy player (including assists), gain the Berzerk Boost effect for 20 seconds and restore 25 health.[/p]
- [p]Determination - Sniper rifle perk - While in ADS with a sniper rifle, you take 20% less damage.[/p]
- [p]Seeker Rounds - Sniper rifle perk - For 6 seconds after hitting an enemy with an energy or cluster sniper, increase your energy and cluster snipers' bullet velocity by 100%.[/p]
- [p]Unseen Threat - Sniper rifle perk - Sniper rifle damage from behind deals 15% increased damage.[/p]
New Utility Perks[/h3]
- [p]Intruder - Interaction times with consoles and levers is reduced by 75% and you do triple damage to doors and windows.[/p]
- [p]Return on Investment - After you have supplied a total of 1,000 Power to shops, an additional 300 is added to all team members’ shops and you are granted an extra life (the life is just for the user who triggered the effect).[/p]
- [p]Sneaky - Doors make less sound when you open or close them. Your ladder climb speed and crouch move speed are increased by 20%. Your movement makes less sound (including climbing).[/p]
- [p]Territorial - When you claim control of an area, you gain ‘improved health regeneration’ (your health regenerates quickly to 100% instead of slowing down at 50%) and 20 Power.[/p]
New Abilities[/h3]
- [p]Blast Wave: Cone - A higher damage version of the spherical Blast Waves with a 60-second cooldown, but only deals damage in a forward facing cone.[/p]
- [p]Plasma Shot: Assault - Fires a giant projectile that travels through terrain and damages any enemy it comes in contact with. 90s cooldown and a 1s charge time.[/p]
- [p]Plasma Shot: Scan - A weaker version of ‘Plasma Shot: Assault’ that also highlights any player it hits for 6 seconds. 60s cooldown and a 1s charge time.[/p]
- [p]Regenerative Aura: Recovery - Rapidly heals yourself and nearby allies, restoring both health and shields over its duration. 90s cooldown and a 4s duration.[/p]
- [p]Regenerative Aura: Fury - Heals for less than its Recovery counterpart, but also increases affected teammates’ damage output by 20% for its duration.[/p]
- [p]Scale Shield: Group - This behaves similarly to the existing Scale Shield ability, but has a longer cooldown and also provides a 40% damage reduction to nearby teammates.[/p]
Perk and Ability Changes[/h3]
- [p]Second Wind no longer gives an extra life in Hardcore Mode.[/p]
- [p]The speed increase from Hail Rush now lasts for 3 seconds (up from 2).[/p]
- [p]Dismantler now also causes drones you kill to drop a frag grenade.[/p]
- [p]Shield Charger now restores shields when damaging from 30m or further away (down from 40m).[/p]
- [p]The trail from the Tracker perk is now tinted by the team color of the player that left it.[/p]
- [p]Scatter Break now increases damage from the next shotgun shot by 25% (up from 20%).[/p]
- [p]Energy Extractor now also restores 20 health when it triggers.[/p]
- [p]Power Efficiency now reduces costs to open doors and repair the base by 75% (up from 50%).[/p]
- [p]Both Threat Scanner abilities will now tell you how many enemies were highlighted.[/p]
- [p]The damage range of Blast Wave: Sphere has been brought down to 20m (from 30). The amount of damage it does within its range is the same as before, just cuts out sooner.[/p]
- [p]The Taste For Blood perk has been renamed to Hail Rush.[/p]
- [p]A lot of perks and abilities have received audio and visual uplifts.[/p]
- [p]The following perks have been removed[/p]
- [p]One With Nature[/p]
- [p]Run and Gun[/p]
- [p]Weaponized Spores[/p]
- [p]When a toxic mycotic is killed, their toxic cloud now immediately dissipates.[/p]
- [p]Mycotics are now a bit more resistant to explosives and fire (but still very vulnerable to them, just not as vulnerable) and take more damage from melee to make up for the melee reduction on weapons.[/p]
- [p]If a creature picks up a Biocore, they now receive a visual effect and become a bit tougher to kill.[/p]
- [p]The gorlizard now makes a sound as it charges up a ranged attack.
[/p]
- [p]You can now swap consumables while in a vehicle.[/p]
- [p]When you get into a vehicle or swap seats, you should no longer go into empty passenger seats unless they are the only one available. I.e., you should cycle between driver and gunner positions when possible.[/p]
- [p]While riding pillion on a quad, you can now use your weapons.[/p]
- [p]The deathbringer now has 2,000 health (up from 1,500).[/p]
- [p]All vehicles except the quad have been sped up (with the biggest change applied to the deathbringer which moves more than twice as fast as before, when not carrying a Biocore).[/p]
- [p]The damage potential from a vehicle reversing into an enemy has been cut in half.[/p]
- [p]The damage from being rammed by a deathbringer now scales with its velocity instead of just being a fixed value. (Other vehicles already worked this way.)[/p]
- [p]The three-seater machine gun’s damage has been reduced to 19.5 per hit (down from 21).[/p]
- [p]Improved the collision around the back of the deathbringer. It should now be significantly more straightforward to interact with the Biocore extractor.
[/p]
- [p]A lot of areas around Harmony have had visual uplifts. Perhaps most notably, the earthtree.[/p]
- [p]Most player collision around the map has been completely rebuilt in order to improve performance and also smooth out movement.[/p]
- [p]Tidied up a lot of areas to reduce visual noise.[/p]
- [p]A lot of paths around the map have been made wider to allow the deathbringer to get through.[/p]
- [p]The stairs section around the canteen entrance has been reworked to make it easier to drive around/over.[/p]
- [p]Some of the contest areas for Biocore capture points have been rejigged:[/p]
- [p]You can no longer contest the vertical farm and harbor overlook areas from the diagonal ceiling windows (you have to drop down).[/p]
- [p]You can no longer contest molding facility from the side room.[/p]
- [p]You can no longer contest warehouse hall from deep storage, the control room, or the balcony next to the control room.[/p]
- [p]You can no longer contest exec quarters or raised walkway from just outside the windows.[/p]
- [p]Windows now take triple damage from explosives (up from double).[/p]
- [p]Wind vortices should now be easier to spot from a distance.[/p]
- [p]The thermal transfer office has been updated to be a bit less cramped.
[/p]
- [p]Players are now assigned a personal dawner; a guide in this new world who will help you learn the ropes. This feature is still a heavy work in progress but with some aspects ready:[/p]
- [p]Your dawner will provide you with your onboarding missions.[/p]
- [p]You can have your dawner help you by sending them off on different missions to earn you rewards.[/p]
- [p]Keep your dawner in a good mood by completing daily missions for the shade. The better their mood, the faster they can complete tasks and the more likely they are to do so successfully.[/p]
- [p]All clothing items can now be bought from a centralized shop instead of scattered between lobby groups. The clothing vendors can be found at the back of Curl Up & Dye.[/p]
- [p]You can now play in third person in the lobby (while not wielding a weapon). You can also holster your weapon while in first person.[/p]
- [p]All placeholder interaction stations have been replaced with the appropriate models and some also feature player interaction animations (so others can see when you’re using a console).[/p]
- [p]Interactable mission consoles should now stand out a bit more.[/p]
- [p]You can now send friend requests via the player inspect menu and match result screen.[/p]
- [p]The Rocky Road time trial has temporarily been disabled as we’re in the process of reworking a lot of collision around the lobby.
[/p]
- [p]The female character model has been updated. (Hit boxes are still the same for all body types.)[/p]
- [p]More vehicle skins have been added, which can be unlocked from tech trees and vendors. To access any vehicle skins in a given tech tree, you must first have spent a pre-requisite amount of Biocores in that tree first. For example, you can unlock the Battle Rifle vehicle skin after having spent 50 Biocores in the Battle Rifle tech tree.[/p]
- [p]Gear paint no longer exists in different rarities. There is now only one gear paint item and changing the color on any item consumes one of them.[/p]
- [p]Beauty dyes no longer exist; anything they were previously used for (e.g. hair) can now be changed to any color at any time.[/p]
- [p]All color selection (for items or the character) is now done via a free-form color picker instead of from a pre-selected list of colors.[/p]
- [p]More clothing items and decals have been added.
[/p]
- [p]The objective UI on the HUD has undergone a complete rework alongside the new win condition.[/p]
- [p]The HUD now shows which team is in control of a Biocore (carrying, securing, or have secured).[/p]
- [p]If a team already has a Biocore secured and are in control of a second one, that objective icon will be on fire to show that the team will win the match if that Biocore is secured.[/p]
- [p]The item inspect interface has been completely reworked. It is now smaller and should present the information a bit more clearly. The strength comparison between weapons is no longer a number but instead generalised into buckets to make it quicker and easier to tell if a weapon is a notable upgrade or downgrade.[/p]
- [p]The weapon strength display has been rolled out to many other interfaces, as well.[/p]
- [p]You can opt in for an even more compact view as well as transparent inspect interfaces in settings.[/p]
- [p]The map images have been reworked to be clearer.[/p]
- [p]When you ping an enemy player, the ping will be tinted by their team color.[/p]
- [p]A breadcrumb system has been added to highlight new items in your inventories.[/p]
- [p]The loadout UI has been redesigned.[/p]
- [p]A lot of screens have received visual uplifts.[/p]
- [p]The results screen after a match has been reworked.[/p]
- [p]What reward comes from where has been made clearer.[/p]
- [p]You can now see up-coming level-up rewards.[/p]
- [p]Improved score and stat breakdowns for the team and yourself, including comparisons to your historical stats.[/p]
- [p]Improved readability of the scoreboard.[/p]
- [p]Weapons in the customizer are now auto-saved whenever you change modules to avoid needing a bunch of save/cancel pop-ups.[/p]
- [p]The custom weapon station now has an icon on the map.[/p]
- [p]The ‘boss healthbar’ for Biocore carrying gorlizards has been removed to reduce HUD clutter.
[/p]
- [p]Controller support has been improved.[/p]
- [p]There have been a lot of performance improvements and optimizations to remove hitches.[/p]
- [p]A lot of achievements have been updated, removed, or added alongside the changes.[/p]
- [p]You can now respawn on teammates in vehicles. Doing so places you in a spare seat in said vehicle (assuming there is one; otherwise you end up next to it).[/p]
- [p]More character voice lines have been added.[/p]
- [p]Enemy footsteps can now be heard from further away.[/p]
- [p]The sound that plays when an enemy is stealing a Biocore from your base can now be heard from further away.[/p]
- [p]You can now have 50 items in the wishlist.[/p]
- [p]New celebrations have been added for the winning team at the end of a match.[/p]
- [p]Sabotaging a team base now has audio.[/p]
- [p]You are now immune for a longer time when a game starts, in case there are gorlizards around and they start attacking you right as the match starts.[/p]
- [p]Sound effects for taking damage have been updated and the cooldown for being hit by area effects (e.g. running through toxic gas) has been increased.[/p]
- [p]Gunfire from the Thunderdome shouldn’t be so loud in other parts of the lobby.
[/p]
Bug Fixes
- [p]Fixed a lot of minor collision issues where you could get snagged on rock protrusions or other geometry.[/p]
- [p]The velocity at the end of a climb has been adjusted to not launch you upwards when a climb ends (so how high you can free-climb doesn’t get distorted).[/p]
- [p]You can now crawl into vents while downed.[/p]
- [p]ADS sensitivity settings for different zoom levels were accidentally applied twice. They are now only applied once, as they should’ve always been, but you may want to adjust your settings if you have been tweaking these.[/p]
- [p]You can now enter vehicles while crouched.[/p]
- [p]Stopped a model issue in the weapon customizer when swapping rapidly back and forth between tabs.[/p]
- [p]Fixed some audio issues when climbing ladders and vines.[/p]
- [p]The UI indicators for which panels have taken damage on your vehicle should now work properly again.[/p]
- [p]Fixed a bunch of consistency issues with door heights. Mostly noticeable when you’re controlling a gorlizard, for which kind of doors you can walk under and which you need to crawl under.[/p]
- [p]Fixed some offset and recoil issues with scopes on plasma and sniper rifles.[/p]
- [p]Moving while crouched should no longer make you differently tall depending on which direction you’re travelling or which body type you’re using.[/p]
- [p]Fixed various typos.[/p]
- [p]Fixed an issue where the map and loadouts could sometimes be missing from the respawn UI.[/p]
- [p]Fixed a few lifts that would leave you behind if you didn’t move as they started moving.[/p]
- [p]You can no longer drive through lootboxes.[/p]
- [p]Teammates should no longer appear as dead while they are controlling a gorlizard.[/p]
- [p]Fixed various issues that could lead to audio distortions on some systems.[/p]
- [p]You can now ping on the world map again.[/p]
- [p]The interaction volume around surge beams and hyper cannons should now align better with the meshes.[/p]
- [p]The correct voice lines should now be playing when a teammate runs out of lives.[/p]
- [p]Fixed some issues where certain VFX and sound effects could become stuck if you got overkilled while they were playing.[/p]
- [p]Fixed some issues where pockets of the underground would have muffled audio.[/p]
- [p]Your movement should no longer end up stuttery if you use a gorlizard leap while on a launch pad.[/p]
- [p]Beam glove targeting could sometimes toggle on and off rapidly as the client and server disagrees on what can be seen. Some leeway has been added to avoid these issues.[/p]
- [p]We have split the values for ‘step-up’ and ‘step-down’ height, so you should no longer be snapping down to the floor when moving off certain objects.[/p]
- [p]Juvenile burrowers shouldn’t be as difficult to move around anymore.[/p]
- [p]Fixed some issues with certain doors that stopped them from closing.[/p]
- [p]The distance display at the firing range should now display the distance from the player’s side of the bench instead of being relative to the target’s own starting position.[/p]
- [p]Fixed an issue that caused most burrowers to spawn too early in a match.[/p]
- [p]Fixed various issues to do with reconnecting to a game.[/p]
- [p]You can no longer interrupt a teammate’s interaction by pulling a lever they are already pulling.[/p]
- [p]Dirt mounds from the burrower should no longer block or be able to spawn on top of characters.[/p]
- [p]Spore traps should no longer be able to spawn banned weapons.[/p]
- [p]Vehicle weapons should no longer start automatically firing if you try to ADS with them.[/p]
- [p]Securing a Biocore in the deathbringer can now also be blocked by the EMP.[/p]
- [p]You should no longer move at weird speeds after respawning if you get overkilling mid wind vortex jump.[/p]
- [p]Stealing Biocores will now be interrupted if you get knocked away.[/p]
- [p]You should no longer stutter when sliding at really high speeds.[/p]
- [p]Fixed various issues with some UI not anchoring properly on ultra wide displays.[/p]
- [p]Fixed a lot of surfaces that had the wrong footstep audio.[/p]
- [p]Events that are set to only become available after a certain amount of time now properly start counting from when the match starts and not when the voting starts.[/p]
- [p]Fixed some issues with hair highlights in the character customizer.[/p]
- [p]Fixed a lot of clipping issues with clothing.[/p]
- [p]The quad will no longer sound like it’s accelerating if you don’t try to accelerate while in the air.[/p]
- [p]The description of the heavy sniper magazine should no longer lie about how many rounds it can hold (it holds 5, but was bragging about being able to hold 6).[/p]
- [p]You will no longer claim to be on fire when shot by a regular plasma rifle.[/p]
- [p]Rapidly opening and closing the map should no longer mess up the objective icons.[/p]
- [p]Drones should once again try to contest players securing Biocores if there are no enemy teams around.[/p]
- [p]A few levers that didn’t have audio when pulled now do (airstrike, EMP, and toxic gas).[/p]
- [p]The lightning strike event should now properly activate if voted for by new players.[/p]
- [p]Bioscan Tracker can once again be used in enemy base camps.
[/p]
Thanks for reading this far. You are contractually obligated to join the beta.
22nd. Be there or be skill-issued.