The start of the Gadget rework is here. While I like the idea of picking up items and then upgrading them within a mission, in practice it led to items that felt underwhelming and removed the excitement of finding a new gadget in the world. I think this new system allows for much more exciting perks that have the potential to significantly impact the feel of a run, therefore making finding each gadget an exciting prospect. The theming of these new gadgets also fits the world better, these are supposed to be ‘old world’ tech that you are finding and learning how to make use of, returning them to the order on mission completion. Naturally, there are things still missing in this update, like HUD indicators and fancy FX for many things, but that will come in time. Expect many more gadgets to be added in the future as well. Feedback about this new system would be greatly appreciated!
New
Gadget Rework
6 new gadgets
Gadgets are now equipped to 1 of 3 slots on your character
Instead of directly adding a new ability on a unique button, gadgets follow more of a ‘X happens when you do Y’ formula
Gadgets no longer require ‘leveling up’ within missions
Blueprints now enable the equipping of a gadget to it’s relevant slot
You can open and view/switch/drop gadgets from the support overlay
New cosmetic mod: white fabric color
New setting: sprinting camera zoom scale
Updates
Updated artstyle to improve visibility in dark areas
Fabric cosmetic colors on the player have all been adjusted to resembled the colors better
Fixes
(Cordillera) Fixed a bunch of locations that weren’t allowing support call ins
Patch Notes (324)
New
2 new Ability Auxiliary (Staff) mods (2 existing mods replaced)
Mine drains 25% ability to place a proximity mine at your feet
Grenade drains 25% ability to throw a grenade
New Melee Guard mod (Replacing focused guard): Block stance drains energy to evade all melee attacks
Updates
(Warden Extrovert Augment) Renamed to King of the Hill, Energy regen reduced to 0.5/s (was 1) but now also provides stun immunity
(Sentinel Overcharge) Now is a proximity trap that can be placed in advance, activating once an enemy comes within range
(Cavalier Hyper Augment) Renamed to Instinct, Now replaces the dash, still grants 2 stacks of adrenaline to allies but also evades all attacks for 3 seconds
(Fancy Blade) Replaced with Centered, reducing block cost from attacks in front of you
Medallion scout now increases currency chest spawn rate instead
Fixes
Fixed enemy spawn ‘flying in smoke’ fx sometimes not showing
Fixed interactable ground mounds from being inconsistent with texture based on map
(Pillar Mutation) Now properly applies weakness through shields
(Cordillera) Improvements to some landscape related visual glitches
Improvements to some Client teleportation issues (detailed feedback would be helpful here)
Disabled
Gadgets have been disabled. I’m working on an overhaul of the entire system. Since the code isn’t a proper isolated system (whoops), It’s safer to disable it until it’s done. Considering they were all underpowered anyway I hope you won’t be too mad about it >_< Gadget blueprint progression is (so far) not lost. Apologies for the inconvenience
New Map - Patch Notes (323)
The first new map is here! It's a little rough around the edges, and I’m not yet satisfied with the detail/density or number of tiles yet (same as the other maps lol), but I think it is far enough along that I can add it into the game already for you to enjoy.
New
1 new map/biome
1 new path
Updates
Updated fog fx
(Woodlands) Tree optimizations
Both Gear and Path menus auto build your loadout when exiting the menu or switching loadouts. Hitting Build simply removes the comparison colors now. I think this was confusing, especially for newer players. Since there is already an Undo button, you can still easily compare and go back to your previous selection if you choose to. I think this will greatly reduce the times people have an unexpected build going into missions
(Guardian) Passive’s barrier decay improvement has been lowered to 3x, but now it also affects the initial decay delay as well (was just the rate previously) This should help Guardian build more stacks during a fight, but reduce the amount of barrier they passively keep between fights
Fixes
Fixed one instance of Fallen bubble attacks not disappearing immediately on death
Fixed an error that would result in shorter than intended quiet spawning periods
Patch Notes (322)
Working on a few larger sized updates, might be smaller or no updates for a little as I spend more of my time on these. We shall see
New
New mechanic: Parallel Status Application. These will be more frequent, shorter duration status applications that can only extend the target's status duration up to their own length (instead of simply adding to any existing status) Expect integration of this into perks in the future
Updates
Hitting a blocking enemy’s shield now adds to the counter using your weapons Force stat, instead of just number of hits
Firearms hits on shields now also add to the counter (also based on Force stat)
Calm enemy flow state duration now scales with mission progress instead of difficulty. This is the state when enemies only spawn specific sized groups based on map traversal (if no event is active). This change should make difficulties feel more similar to each other in terms of ‘quiet parts’ where you can get a breather
Reduced coin cost of first 3 prestige levels, increased medallion cost
Adjusted prestige xp requirements to smooth out differences between level 1 and 25 as you increase prestige. Overall required xp unchanged
(Momentum) beacon stacks now scale max momentum stacks (was duration)
(Electro) Doubled radius
(Pillars Mutation) Now deals a 4s Parallel Weakness (was 1s non-parallel)
Patch Notes (321)
New
2 new Fallen attacks (1 from rework)
Updates
Increased Barrier decay delay to 1s (was 0.75)
Barrier decay rate improved by 20%, Guardian’s passive decay rate improvement reduced by 20%. The intent here is to improve Barrier for non-Guardians while keeping Guardian the same.
(Guardian Bastion Perk) Increased Ranged/AOE Barrier absorption to +30%, removed the melee absorption reduction
(Vanguard Seeing Red Perk) Reworked: Grants 5% damage resistance for 3s on a weapon crit. Max 3 stacks, timer resets. (was 10% damage ignore chance, no stack)
(Vanguard Too Angry to Die Perk) now grants damage resistance instead of damage ignore chance
Armory menu update
(Foothills) Updates to 1 large map tile
(Skirmisher Path)
Passive speed reduced to 20% (was 25) but now costs 25 stamina (was 30) and applies to all movement (was just walk speed)
Skill 2 moved to skill 5 and reworked: now grants 5 shields/s during reposition