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).