New [list] [*] Tac info updates Now additionally shows certain interactables if they are within a certain distance Now defaults to hold functionality, option for toggling remains in the settings [i]The game should automatically change settings to hold once, after which point you can revert back to toggle[/i] [*] New Keep upgrade: Rangefinder [/list] Updates [list] [*] Updated hud vfx for being in tac info [*] Gear menu layout updated [*] Energize is now toggled on and off, draining Energy over time. New HUD indication when on [*] Base Static Discharge cooldown reduced to 1.75s (was 3) [*] Templar Passive: Replaced Static Discharge cooldown reduction with ‘gain 1 Static every 8 seconds’ [*] Templar Conduit perk: Renamed to Static field, shifted 5% of the effectivity to work even while unshielded [*] Templar T1-1 perk: replaced with ‘while shielded, gain static damage and range’ [*] Templar T2-1 perk: replaced with ‘Passive gains extra static based on movement’ [*] Warden T2-1 perk: replaced with ‘Gaining a resilience stack also gives 0.5 Energy. +10% Energy efficiency while at max stacks’ [*] Warden T2-3 perk: replaced with ‘while resilient, Stunning an enemy has a 25% chance to deal damage’ [*] Vanguard T1-3 perk: replaced with ‘getting a weapon crit grants 10% damage immunity for 3s’ [*] Cavalier Stim Packs perk: Removed cooldown [*] Cavalier Shadow perk: Increased to 2% per stack (was 1.5%) [*] Tutorial pop ups now require a short hold to close to help prevent instantly closing them by mistake [*] Friendly fire updates Friendly fire no longer does shield damage, it just consumes an attacks hit Melee swings now have FF, not dealing damage but using up a ‘hit’ for cleave Friendly fire stat now tracks how many times you hit, instead of damage dealt [i]Friendly fire has been a holdover from a time when KW combat was much more methodical and less chaotic. With the crazy perks and hordes it has become more of an annoyance than a meaningful mechanic. Now friendly fire effectively reduces your damage potential, which I think is a much better direction for KW’s co-op combat style[/i] [/list] Fixes Fixed the order of the first 2 sequential quests Fixed a minor Sentinel Resolve Aura calculation the aura was providing more %Resolve than intended when multiple were stacked