The underground area leading up to the Queen’s Nest has been separated into its own level!
Progress is now saved so players can complete the planet at their own pace
Greatly expanded and adjusted enemy encounters throughout the Caverns
Access the Caverns after detonating the explosives near Drill Site 1
Holochamber Updates
Added Laser weapons to all Holochamber maps
Updated the Enemy Lists in Oterion Jungle Ruins Holochamber to reduce snowballing of enemies
Increased the amount of Holochamber floor progress that Raptors and Swamp Crawlers provide
Increased vacuum radius of Holochamber Power-Ups
New Weapons
These new Unique Weapons will appear throughout the Campaign:
New Nazuna DMR “Suzumebachi”
New Aztek Grenade Launcher “Tekuani”
New Zheng Shotgun “Leizi”
New Chatka AR “Dzhonni Riko”
New Chatka Rocket Launcher “Interzona”
New Chatka Minigun “Sasha”
New Wolf Handgun “Mickey Slim”
New Wolf AR “ARX-Prime”
Three New Kadru “Kobra” Shotguns
Two New Tawhiri “Mahuika” Laser Beams
General Updates & Fixes
Gameplay
Assassin Slash no longer steals HP from thin air..... no joke... you could really do that...
Fixed an issue with the drills on Titus that caused abnormal behavior when starting up
Fixed an issue causing erroneous player information to appear when players drop out and then are added back in
Enemy health scaling increase based on player count has been changed for 3 and 4 player sessions:
3 Players: +20%
4 Players: +35%
Increased Power Ammo brick size
Added Orb mesh to HP pickup
Weapons
Rare weapons will now always drop with 2 perks
Replaced 'Rapid Fire' in the Chatka Flamethrowers’ Perk pool with 'Big Mag'
Added 'Big Mag' to the AzTek FT's Perk Pool
Fixed a bug in the Olorun Perk Pools allowing them to occasionally roll with ammo-extension (‘Extended Clip’ / ‘Extra Mags’ / ‘Big Mag’) or the ‘Agility’ perks
Added ‘Incendiary’ ‘Focus Fire’ and ‘Bulwark’ to Olorun Perk Pools to offset this reduction in the pools’ sizes
Updated Zheng Perk Pools to include ‘Incendiary’ and ‘Zapper’ across the board
Added ‘Agility’ to the Zheng Flame Thrower Perk Pool
Added ‘Extended Clip’ to the Chatka AR Perk Pool
Removed ‘Agility’ from the Chatka Flame Thrower Perk Pool
Added ‘Big Mag’ to the Chatka Minigun Perk Pool
Updated SFX for SMGs and Miniguns
Updated Belial's Flame material
Enemies
Elite Spyders are immune to pain
Increased purple blood VFX color brightness (Spyders, Skorlac, etc.)
Fixed logic for spawning "Elites" in Campaign
Fixed logic for spawning enemies as aggro
Added Status Effect component and Burning status logic
Updated Incendiary perk logic to utilize above
UI
Minimap has been changed back to a circular shape. This should hopefully make it easier to find off screen objectives and stand out from the other UI elements.
Weapon comparison data is now displayed over each weapon drop (a future update will allow players to return it to its old location above the character info)
Fixed Perk opacity on Weapon Comparison UI
"Secondary" has been renamed to "Power" throughout the game for consistency
Fixed error with Flyout Menu character icon logic
Increased perk icon size in Flyout Menu
Increased perk name and info font size in Flyout Menu
Reduced opacity and blur in the Flyout menu background in order to detect enemies in screen corners
Added UI options menu
Added "Character Info Scale" and "Flyout Menu Scale" options to UI Menu
Updated settings for several perks and HUD icons
Various HUD optimizations
Increased Character stat icon sizes
Fixed bug with P2 - P4 HUDs throwing errors on load by adding a delay before refreshing
Perks are now displayed on left side of the Weapons flyout tab
Updated settings for several perks and HUD icons
Moved “Elite” enemy icon over to make room for Status effect icons
Ammo and Health Caches will now update minimap markers and usability with the difficulty
Minor updates to Character Selection screen fonts and button spacing
Added offset to Dialogue widget input action icon
Fixed missing weapon icon bug on local HUD
Fixed “Hold Y to Open Main Menu” input on Pause Menu
Pause Menu should now correctly display total number of players in game
Titus Underground has been renamed to "Titus Caverns"
Abort Mission will now work for Titus Caverns
Lockjaw Cell Blocks
No enemies will spawn as "Elites" except for the Drone Guards in the Fan Control Room
Fixed fan shadow clipping
Space Station
Fixed logic on NPC dialogue after completing Titus
Minor art and under-the-hood NPC navigation updates in Engineering
NPC dialogue updates
Titus
Added Power Weapons tutorial
Added Minimap tutorial
Updated egg sac power levels
New Hazards: Small Sinkhole and Nursery Tunnel “Grub Geyser”
Tweaked several enemy spawner enemy lists and aggro settings
Misc art updates throughout
Explosive pods no longer deal AOE damage, but spawn several Stingers instead
Added a new NPC and area in the HQ zone to showcase Stinger cocoons
Added a series of new enemy encounters with Stingers on the Eastern Approach
Added several new stinger cocoons along the Eastern Approach
Updated waypoint marker logic for battery cave and Crane interaction
Added cave minimap markers
Removed cliff rocks near lagoon worker and replaced with Caution Gate (this will unlock and open after turning on the CommsNet tower)
Added extra blocking volume to Lagoon Gate
Disabled minimap markers for Drill Site 1
Added new weapons cache on northern path
Updated spawners for 1st drill encounter
Updated the collision in the Site 4 Battery Cave to prevent several rare cases where the player could become trapped in stalagmite geometry
Broodwatcher miniboss can no longer spawn as "Elite"
Updated collision around the stalagmites in the Broodwatcher Chamber to prevent players getting stuck
Rebuilt the logic around the Broodwatcher defeat to fix several bugs related to battery pickup and quest progression
Fixed an issue causing the Broodwatcher's battery to float in the air
Added new Stinger trap cutscene before talking to Tych
Added Stinger encounter to CommsNet tower
You can no longer talk to the CommsNet bot until the sequence between Dr. Hadley and Tych is finished
Fixed an issue where players could jump down into the Crystal Gorge from the eastern area of Drill Site 5
Minor collision cleanup throughout the level
Adjusted the height of some barrels in the Blasting Zone to make them easier to hit
Added a new cluster of barrels near the entrance to the Blasting Zone
Updated Nadia's name to Natascha
Added level transition for loading Titus Caverns
Titus Queen's Nest
Under-the-hood fixes to save game data to allow for progression from Titus Caverns
Updated Hadley's dialogue from manually advancing text to automatically advancing
Oterion Wetlands
Updated weapon cache drops
Updated Maya’s follower AI
Added new Cypher Keys to map
Fixed an issue that caused signposts in the abandoned colony area to vanish from the level if the player crossed the large bridge to the Survey Zone and then went back
Stopped the Science Center signpost from floating above the ground
Slightly increased the chance of finding higher tiered weapons in the AzTek tower chest
Added a new unique weapon, the Tawhiri Mahuika to weapon chests in the city ruins at the far edge of the marsh area
Added more locked weapons caches throughout Wetlands
Oterion Lost City
Added pressure plate animations to Spike Traps (this change also affects the Ruined Sanctum)
Hid three Cypher keys in the level
Locked the weapon cache by the Waterworks puzzle and curated its contents with extremely heavy firepower!
Added an unlocked weapon cache and an ammo cache to the same area
Minor art updates throughout the level
Oterion Ruined Sanctum
Major Art update to the starting area
Added a Continue Point to the starting area, just in case (also allows Players to access their Vault in the Flyout Menu before going inside)
Improved lighting effects in the Antechamber
Players are now prevented from returning to the Antechamber once inside the Outer Court
Greatly expanded art in the sunlit corner by the Raptor encounter
Infected Toads’ regen has been reduced by 75%
Yes, seventy-five percent! Even with this change they can still completely regain their health, but only if they remain in the toxic spore pool for its entire duration
Let us know what you think about this and other changes in our Discord community
Fixed Infested Corridor door opening to prevent a clipping error
Updated and fixed several navigation issues in Combat trials
Fixed a serious bug in multiplayer that allowed platforms to move before all players were present
Fixed language on moving platforms to say 'Activate'
Fixed camera zoom logic in Puzzle Path
Updated art around the dead-end broken door in the first Puzzle Path chamber
Updated art in the back cliff face at the end of the Puzzle Path
Updated art around the dead-end broken door in the first Puzzle Path chamber
Added lighting to the standing statues at the start of the second Puzzle Path chamber for consistency
Updated art in the infested switch chamber in the latter stages of the Combat Path
Tweaked enemy spawners for the infested switch chamber
Disabled the wall spike traps by the entrance of the infested switch chamber
Misc Art and VFX updates throughout
Known Issues
Rygar continues to experience material errors on terrain. We are working on fixes but this will take some time to implement.
Changes to the character info or Flyout Menu made in the UI Menu are not currently saving. A fix for this is incoming but we could not delay our “post-ATG update” any longer!