[p]Difficulty scaling math has been refactored. If noticeable changes are seen in Gauntlet, please let me know. The intent is for everything to remain close to the same, I just had to rework code for upcoming gamemode[/p]
[p]Updated 3D holo icons for some relays[/p]
[p]Updated some beacon stats[/p]
The Stacking Update - Patch Notes (330)
[p]Even though this stacking update has been planned for a while, I expect there to be much balancing and bug fixing moving forward. Please don’t be surprised if beacon/mutation numbers change in the near future.[/p][p][/p][p]New[/p]
[p]New Interactable: Stacker Relay[/p]
[p]New Interactable: Beacon Nullifier[/p]
[p]New mechanic: Overflow. Chance based perks with Overflow stacked past 100% keep going, with a chance to double/triple/etc the effect [/p]
[p]New Beacon (replaces 1 existing)[/p]
[p]Updates[/p]
[p]Beacons and Mutations stack cap increased to 100 in Patrol[/p]
[p]Many beacons have had their stats and stacking changed [/p]
[p]Patrol now has 4 objectives per stage (was 5)[/p]
[p]Interactable spawn rate increased[/p]
[p]Shimmer costs increased[/p]
[p]Shimmer drop rates increased[/p]
[p]Fixes[/p]
[p]Fixed gamepad shoulder buttons always trying to swap gadgets instead of overcharge/ability[/p]
Patch Notes (329)
New
New upgrade (not really): Refactor Enhancement
You can now search ‘any’ in gauntlet filters, joining will be denied if the stage is higher than you have unlocked
Updates
Journey Updates
The skill limit has been removed, you can learn as many Path skills as you level up
Number of equipped paths now scales how fast you level up
Reject skill button has been removed since it’s now (essentially) pointless
Armor system (stat) perks are now just flat bonuses
Warped and Refactor relay upgrades act the same way as the basic relay one, where they initially spawn with 1 option that is upgraded to 3 options. UNKNOWN no more
Upgrades menu has been moved into the Tech menu
Upgrade relic costs lowered
(Burst Fire Barrel) Now also increases mag size by 0/1/2 to make divisible by 3
Fixes
Removed charge barrels +1 to damage stat. +1 to fire rate was supposed to replace the damage not be in addition
Patch Notes (328)
New
2 new firearm barrel mods (1 existing mod replaced)
Burst fire: each trigger pull first 3 quick rounds
Charging: hold to charge ammunition, releasing fires a shot that combines the damage and stun of charged rounds
New interactable: Subcategory Relay. As more perks and mods are being added to the game, the ability to have agency over your build within run is becoming more important. Expect new interactables that help with this over time.
Updates
Interactable spawning decision making system reworked. This should result in a more consistent amount of interactables spawning every stage. I’m also working on improving their spawning locations, so that there are more things to find along your path to new objectives, instead of simply populating the area around the objectives themselves.
Patch Notes (327)
Trying to improve the new player experience while working on one of the bosses in the background
Updates
Tutorial/Training reworked
New Tip popups for first mission run through. Apologies for the annoyance for existing players, everyone will get these since they are new
(Keep) Tutorial has a dedicated spot instead of being within the mission select menu