Update [1.35.e] Patch Notes
-Added: Incapped squadmates will have a little marker to show where they are if they're off screen.
-Added: The last few enemies in a wave will also have markers, so you can track them down. No more hide-and-seek. NOTE We need our testers to help us find where enemies are hiding in Facility when the last few units won't enter.
-Tweak: Damage bonuses for gloves were WAY too high. I mean, come on. The Punkers boosting your damage to the same as the Dragon Slayer? Gimme a break.
-Tweak: To compensate for unarmed damage being nerfed, your Force, Lethality, and Critical sub-attributes will further increase your Unarmed, Melee, and H2H Critical damage respectively.
-Tweak: Slowed the Foundry stage conveyor belts down to half their current speed.
-Tweak: Shields take damage while blocking. They absorb all damage, so it's fair they should degrade. Blocking with melee weapons is unaffected.
-Tweak: The Chameleon augmentation was deducting Tac-Damage from incoming hits incorrectly.
-Fixed: Hank was using the wrong block animation while unarmed.
-Fixed: Narrations won't cause your head to bob if it would stop you from blocking, weapon swapping, Tac-dodging, etc.
-Fixed: One of the quick attacks for dual wield wasn't swooshing correctly.
-Fixed: Oil splats in Industrial Sector were obscuring weapons dropped underneath them.
-Added: The last few enemies in a wave will also have markers, so you can track them down. No more hide-and-seek. NOTE We need our testers to help us find where enemies are hiding in Facility when the last few units won't enter.
-Tweak: Damage bonuses for gloves were WAY too high. I mean, come on. The Punkers boosting your damage to the same as the Dragon Slayer? Gimme a break.
-Tweak: To compensate for unarmed damage being nerfed, your Force, Lethality, and Critical sub-attributes will further increase your Unarmed, Melee, and H2H Critical damage respectively.
-Tweak: Slowed the Foundry stage conveyor belts down to half their current speed.
-Tweak: Shields take damage while blocking. They absorb all damage, so it's fair they should degrade. Blocking with melee weapons is unaffected.
-Tweak: The Chameleon augmentation was deducting Tac-Damage from incoming hits incorrectly.
-Fixed: Hank was using the wrong block animation while unarmed.
-Fixed: Narrations won't cause your head to bob if it would stop you from blocking, weapon swapping, Tac-dodging, etc.
-Fixed: One of the quick attacks for dual wield wasn't swooshing correctly.
-Fixed: Oil splats in Industrial Sector were obscuring weapons dropped underneath them.