New [list] [*] New Interactable: Old War Relic Pickup [/list] Updates [list] [*] New lowest tier flow state (enemy spawning): Calm. This state has 0 passive spawns, only set quantity spawns from triggers when moving around the map. [i]This provides more reliable moments of breathing room and exploration no matter the difficulty. [/i] [*] Mutation Passive timer now scales with flow state. [i]This is meant to reduce the effect of the passive timer on players’ decision making in quiet moments[/i] [*] Currency changes [list] [*] Most Scouts now cost Medallions instead of Relics [*] Gear mods cost Coins and 1 Relic (was 1c and 1m) [*] Vaults now have a chance to grant 1-3 Relics (was just 1) [*] The Relic trades are back (temporarily located at the Progression menu again) [*] Increased chance for Chest reward to be a Relic [i]These changes are in preparation for a new mechanic coming soon, but also to solidify the differences between the currencies and give them all a purpose. Coins are the baseline that are earned, Medallions are primarily for in-run buffs and Relics are essentially a crafting material that is primarily found in the world[/i] [/list] [*] End of stage Fallen now waits at a specific area for you instead of spawning on a timer. [i]I think this adds to player agency as you can now decide whether to rush and spawn the boss asap or take some time to look for interactables or finish off a wave before starting the boss[/i] [*] New Interactable spawn location decision code to help spread them out around each of the objectives a bit more, instead of the current tendency for them to be clumped up in 1 area [*] Dropped currencies when mission is lost now show in the end mission screen [*] Extraction is now called from the support menu similar to ammo/health/rez instead of forcing a countdown [/list] Fixes [list] [*] Fixed Resilience not correctly being consumed sometimes [*] Fixed Enforcer’s force shield not stopping piercing shots [/list]