Patch Notes (359)
[p]New[/p]
- [p]2 new Firearm gear mods (1 existing replaced). [/p][p]Yes, you can now make a build where you don’t even fire your weapon anymore (probably not advised)[/p]
- [p]5 new Melee gear mods (4 existing replaced). [/p][p]The mods lost in this update aren’t gone for good, there are future plans that include them and this is an intermediate step[/p]
- [p]New mechanic: Melee Charge. Implemented in some of the new melee gear mods[/p]
- [p]Pulse barrel now does 80% damage (was 100) but also Shoves[/p]
- [p]Updated enemy ground trap VFX[/p]
- [p]Weapon mobility stat affect on dash cost has been replaced with stamina efficiency[/p]
- [p]Optimization improvements for many holographic and translucent vfx [/p]
- [p]Melee gear mods[/p]
- [p]Lightning Veins now adds Voltaic damage[/p]
- [p]Unstable is new mod (adds Molten)[/p]
- [p]Null Field now adds Concussive damage[/p]
- [p]Shockwave now adds Rending damage[/p]
- [p]Reroute (now Kick) now also deals 50% concussive perk damage, and has 50% chance to Debuff. Moved to Block category[/p]
- [p]Fixed some firearm hits on enemies showing incorrect vfx[/p]
- [p]Fixed explosive ammo sometimes not showing the aoe vfx when hitting an enemy[/p]
- [p]Fixed ability drain perks checking un-scaled cast cost before allowing use[/p]
- [p]Fixed an issue where low shadow setting would make some contact-highlight materials appear fully opaque[/p]
- [p]Re-coded linear shockwave attacks’ movement (like Templar overcharge) so they more consistently follow the ground[/p]
- [p]Fixed some perks where auto block was not working properly[/p]
- [p]Updated to match[/p]