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
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