Update

Out of Action · published

Bug fixes

  • Fix for escape not closing the Matrix.

  • Fix for foundation passives not updating on changing dominant foundation.

  • Fix for being able to pickup primary weapons with resourceful and professional.

  • Fix for various tooltip errors.

  • Fix for wall flipping just after starting a climb when maneuvering into wall.

  • Fix for wall diving not functioning sometimes while climbing.

  • Fix for TTK building combo points on damaging allies.

Changes and additions

  • Another optimisation pass. Some players should see an FPS increase during combat (more optimisation still to come).

  • Onryo team score % now reflects the tiered capture progress on Gridlock rather than only updating on capture.

  • Team score % now applies as a bonus multiplier towards player masteries at match end (eg. 70% = 1.7x multiplier). To give additional incentive to still play for score even while in a losing match (no bonus for FFA modes).

  • Gridlock now begins with 2 sectors activated for testing.

  • Can now name saved build slots.

  • Matrix search expanded to include pre-requisites (eg. 'experimental' will highlight all items that require it).

  • Core 'harvesting' added (more fleshed out head collecting).

    • Holding an enemy head for 5 seconds will give 15 core charge (as a replacement for the passive gen/regen).

    • If the enemy is still 'inhabiting' the head then that player will be added to your trophy head collection, which will be visible as part of your profile.

    • Players being harvested will not be able to deploy for duration.

    • Heads that can be harvested will have electrical VFX, (also is used as an indicator for when they can deal additional damage on impacts).

    • Headhunter augment will harvest immediately if 'comsumed'.

  • Heads that haven't yet been harvested will now deal 100 shock damage on impacts (more effective as a weapon of opportunity).

  • Warrant Incendiary grenades no longer snare, explosive damage reduction from 25 > 50% (keeping the focus more on the area denial than the impact).

  • Warrant Chem grenades added.

  • Chem clouds can now spread and fall from any height.

  • Tox / Chem grenades now deal 25 chemical damage on detonation to enemies within 3m, and have clearer VFX for AOE.

  • Bolster from 40 > 30 /s defense regeneration (30 is now the hard cap).

  • Shoulder barge damage multiplier from 2 > 1.5x.

  • Enemies Skulled, Enemies Harvested, Gridlock Victories, Breach Victories, Onryo Victories and Jin-Sec Victories challenges added.

  • Menu updates to make better use of the space (some resolutions have overlapping elements).

    • Menu navigation will be hidden on opening a page, pressing escape or clicking on the back button will return to the menu.

    • Matrix and loadouts will be combined into one page as they are connected to the prime passives and build slots.

    • Not final and menus will still need a full overhaul in the future.

  • Couple of changes related to movement speed to reign it in a little, as it has slowly crept up over time.

    • Hardware foundation from reduced loadout speed penalties > reduced weapon and device speed penalties (no longer applies to Shell or attachment speed penalties).

    • Deceleration duration on landing or following a roll from 1 > 0.5 seconds (will slow down quicker).