[p]This is a new beacon in a new ‘consumables’ category[/p]
[p]The ‘random’ objective beacon selection has been replaced with this beacon[/p]
[p]Delayed gratification gives you an additional stack of the next beacon activated[/p]
[p]New mechanic: active reload[/p]
[p]Incorporated into power mag[/p]
[p]3 new ability generator perks[/p]
[p]3 new songs in a new category[/p]
[p]Updates[/p]
[p]Updates to song selection decision during missions [/p]
[p]Ability Gear Updates[/p]
[p]Static Generator is replaced[/p]
[p]Overload’s energy consume perk has been moved to force core. Reduced to 8% (was 12) but now also increases ability range.[/p]
[p]Razor’s armor penetration perk has been moved to power core[/p]
[p]Cell Generator has been adjusted to half as much regen on hit and the full amount on kill[/p]
[p]Trapping core now also applies weakness[/p]
[p]Various stats adjusted[/p]
Patch Notes (353)
[p]Updates[/p]
[p]Auras now stack with diminishing returns instead of being clamped to 4 max[/p]
[p](Crusade Act 1 Boss) Attacks now shift colors to orange depending on how powered up they are with active beacons. Active beacons are now orange to better distinguish them from normal tech color[/p]
[p]Fixes[/p]
[p]Fixed damage type beacon requirements no longer adding correctly[/p]
[p]Demo[/p]
[p]Updated to match [/p]
[p]You can now level up the base paths in the demo[/p]
Patch Notes (352)
[p]New[/p]
[p]3 new Beacons (1 existing replaced)[/p]
[p]Updates[/p]
[p]Tip popups now show relevant keybinds properly. [/p]
[p]A couple new combat based tips have been added. Dodging and Blocking are frequently missed mechanics by newer players. Hopefully these help. If they choose to ignore the training area and these new popups, they are on their own.[/p]
[p]End of round screen timer increased to 1m (was 30s)[/p]
[p]Ammo support regen is 25% faster during bosses[/p]
[p]Collections beacon and mutation list now shows all items, with some details removed until you collect them. This is to help chase down missing beacons since it got more complex with the newer requirements system.[/p]
[p]Knight and Mercenary waves double their current spawn chance (clamped to the cap), instead of just maxing out the spawn chance cap.[/p]
[p]Fixes[/p]
[p]Fixed world based camera shakes not respecting client settings in multiplayer[/p]
[p]Fixed escape menu hiding the end of round screen[/p]
[p]Camera no longer keeps shaking if you were sprinting during extraction[/p]
[p]Hammer[/p]
Patch Notes (351)
[p]New[/p]
[p]6 new beacons (2 existing replaced)[/p]
[p]Updates[/p]
[p]Ability updates[/p]
[p](Projectile) Now named Javelin[/p]
[p](Impact) Now named Hammer, updated vfx, new animation[/p]
[p](Trap) Updated vfx[/p]
[p](Dome) Now named Pavise, updated vfx[/p]
[p]Adjusted some stats[/p]
[p]Block cost now scales with the Stun Force of the attack. Basic enemy attacks will cost a less Energy, while attacks that would otherwise knockdown cost more.[/p]
[p]Journey level up selection now always shows previous and next stat values[/p]
[p]Path Teachings found now grant a full Journey level (was 25%)[/p]
[p]Added Damage Resistance as a beacon subcategory[/p]
[p](Incessant Fury) Bonuses now scale with Fury overall instead of having thresholds[/p]
[p](Headbutt Beacon) Damage increased to 25% (was 18)[/p]
[p]Shielded enemies now have their shields stop glowing when stunned out of blocking. This should make it much easier to know when shielded enemies are exposed [/p]
[p]You can now dash and dodge in the keep[/p]
[p]Fixes[/p]
[p]Fixed fallen ambushes being invisible[/p]
[p]Fixed Power Mode not functioning with Machine or Long Bore[/p]
Patch Notes (350)
[p]New[/p]
[p]Enemy Animation Optimization[/p]
[p]A new budgeting system has been integrated that scales animation rates based on the overall amount of enemies. This should improve performance during massive hordes[/p]
[p]You can disable the system in settings. By default it scales with the view distance selection[/p]
[p]New setting: Toggle Block (split off from toggle ADS)[/p]