Patch Notes (324)
New
Updates
Fixes
Disabled
- 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
- Mine drains 25% ability to place a proximity mine at your feet
- 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