Patch Notes (294)
Author: IndecisionLabs,
published 3 days ago,
New
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[*] New Interactable: Old War Relic Pickup
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Updates
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[*] 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
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[*] 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]
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[*] 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
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Fixes
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[*] Fixed Resilience not correctly being consumed sometimes
[*] Fixed Enforcer’s force shield not stopping piercing shots
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