Patch Notes (263)
Author: IndecisionLabs,
published 3 months ago,
Small update
New
[list]
[*] New boss attack
[*] New Foothills small map tile
[*] You can now specifically set the player limit of your multiplayer session, enabling:
1) More control for prevention of extra people joining into your game when you just want your premade group
2) Up to 8 max players (official limit remains 4, use at your own risk)
[/list]
Updates
[list]
[*] Gauntlet initial Mutations now follow a category order
[i]The intent here is to make Gauntlet somewhat more consistent across difficulty[/i]
[*] Various vfx updates
[*] Tweaks and improvements to a couple map tile layouts
[*] Resourceful beacon (ammo on melee kill) chance increased to 30% per stack (was 16)
[*] Shocks beacon (shock while sprinting) changed to 21 damage per stack, ticking every 0.35s, with 400 range. (was 50 damage, ticking 1-0.15s per stack, 300 range)
[*] Explosive beacon (aoe dmg on kill) damage now scales with Enemy group. 35 for men at arms, 55 for mercenaries and 75 for knights. (was 50 for all)
[*] Status Burst beacon (dmg on status applied) now scales damage per second of status applied, 10-35 dmg per stack for 1-12s capped. (was flat 20 damage per stack)
[*] Updates to objective/shops/pieces location selection to (hopefully) improve consistency
[*] Instant Reloads (e.g. reload on dodge) now trigger Perks that would only trigger on the start of a manual reload (e.g. hot mags)
[*] You now gain 5 medallions for destroying the Source of Power or Shadow
[*] Recoil is now consistent across different firerates
[/list]
Fixes
[list]
[*] Fixed one instance of boss just standing there looking like a dingus for a bit
[*] Fixed an instance of Ranking up charging too much monies
[*] Fixed one instance of objectives spawning extra far away
[*] Fixed recoil stabilization being inconsistent with certain firerates
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