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
Previous skill 5 moved to skill 2
Demo
Updated to match
Patch Notes (320)
New
2 new Paths
2 new Beacons
New Melee Alloy Mod: Quality. For those that don’t enjoy the Energize mechanic
Updates
‘Show detailed information’ interface setting now shows basic text + stack information. Detailed version of description is shown as a tooltip on hover instead
Initial armor selection tooltips now show keywords
(Keep) Adjusted purchase price of many items
Journey progress now shows in Path Skill selection screen
Barrel charge perks will stop draining energy early if you switch to melee
Path teachings show a chat message when walking within a certain range
Small artstyle and lighting adjustments
Heavy melee swings now do +10% Stun as a baseline
Power Alloy now also increases damage by 15%
Increased Fallen scaling with Hitman and Lure by 5%
Beacon Updates
(Fear) Now pulses 3s of weakness every 6s while energized (was just 1 initial pulse on a cooldown)
(Whirlwind) now deals Rending damage
(Hot Mags) now deals Molten damage
Fixes
Fixed an instance of report messages being doubled
Patch Notes (319)
I have a busy week coming up so might not be able to get an update out next weekend, but we will endure
New
2 new beacons
Testing some Fallen melee combo variations
Updates
Armor classes (aura & passive) are now unlocked from the beginning of the game
Overcharge is still unlocked at level 2
Welcome menu has a second page that prompts you to select an initial armor class
First Armor equip quest has been replaced with first path equip
(Bastion Path)
(Passive) Dash distance improved to -20% (was -30), added movement speed reduction of -10%
(Energize Perk) Energy regen reduced to 0.15/s (was 0.32), movement speed improved to -5% (was -10). Apologies for this nerf, I believe I created this perk with energy regen rate in mind, not explicit Energy gain. But I find this version more fun, it just needs to be balanced accordingly.
(Stalwart Perk) Reduces movement speed by 5% instead of increasing dash stamina cost
(Skirmisher Path) Passive’s dash cost improved to -30% (was 35)
You can now interact with The Light to kill the Shadow, regardless of their location
Armor System’s Stun Recovery stat improved to 1.25% (was 1)
You can now interrupt swinging, reloading, blocking and weapon swap to ability drain (previously was only allowed to interrupt shooting for some reason)
(Shockwave Blade) now deals 50% damage and 1.5 stun to the first target, reducing by 10% for each subsequent hit. No longer hits within your swing’s range
Firearm Barrel charge perks update:
Charging now costs 1 energy and lasts for 3 seconds
Pulse Barrel deals 45% weapon damage and 200% stun
Magnetic Barrel deals 80% weapon damage to max 6 targets
Added damage types to many beacon perks
(Ghost Beacon) Now triggers on any melee evasion (was only dodge before)
Fixes
Gadget HUD button accounts for ‘Interact uses gadget’ setting now
(MiniGunner Path) Feed the Beast Perk now functions properly on high latency clients
Fixed non-base helmet textures being low-rez on in cosmetics preview
Path Update - Patch Notes (318)
New
New mechanic: Path Passives These are Perks that immediately apply for each Path equipped. I think this is a much better integration for what I was going for with the ‘initial’ roll type system.
Every Path has been updated with passives and/or new perks
Updates
2 New Interface settings: ‘Only hidden friendly outlines’ and ‘Only far friendly outlines’ Friendly outlines are now on by default, and now you can toggle them to only show when your teammates are behind something
New Gameplay setting: ‘Auto disable Energize after 5 seconds’
New Hints menu within the Info tab for a place to easily find Path location hints while in mission
‘Hide HUD buttons’ setting no longer hides some key inputs like interact
Updated Shimmer costs scaling with difficulty
Fixes
Fixed a couple more map areas that weren’t allowing support call ins
Fixed practice range tip popup being in wrong location
Demo
Updated to match
Patch Notes (317)
New
1 new Path
New mechanic: Execution Perks that can instantly kill a target