Patch Notes (312)
I also laid the groundwork for some upcoming systems during this patch. Expect a big gear update soon
New
Updates
Fixes
Demo
New
- New interactable: Path Shrine
Updates
- Path System Update
- Beacon level/experience from kills has been replaced with Path Progress
- (Co-op) Path experience is per player now. The first player to get to a path level earns the random beacon for the team
Balancing this for single player and multiplayer to scale similarly is difficult, feedback is appreciated! - Armor path perks now scale with Path levels (was total beacons)
- Armor path perks interval is now 5 (was 10) and the stat percentages are doubled
- Total beacons count in hud has been replaced with path level. You can still see total beacon count when tac info is opened
- Beacon level/experience from kills has been replaced with Path Progress
- (Co-op) Everyone hitting continue button in the end mission screen now skips the timer
- Beacons and Mutations are now listed based on primary category in all locations
- Keep specific upgrades cost mostly medallions now
- (Co-op) Increased the range for players to be in proximity to start objective
- (Co-op) Increased average Fallen target switching frequency
- You can no longer die from Bleeding damage
- You can only Parry attacks from in front of you by default
- The Fallen have inherited our beautiful new helmet options
- Hud tip popups no longer pause the game unless you are in the keep, they have also been moved over the chat window to be less confusing with combat information
- Mutations counter has been replaced with enemy Presence, reflecting their level. Total mutations is still shown when the tac info is opened
- Prestige Relic cost has been swapped back to medallions
Fixes
- (Co-op) Fixed clients not seeing turrets rotating and tracking targets properly
Demo
- Updated to match