1.1.3 Patch Notes
Author: ArcticK9,
published 3 months ago,
Hey Scavengers! We're releasing a new patch that reworks elevator ambushes and makes minor adjustments to bosses. Enjoy!
[h3]Adjustments[/h3]
[list]
[*]Previously, the chance of an elevator ambush occurring was determined by an “aggression” value that would increase when getting caught and increase slightly when initiating combat with a sneak attack. Due to the way this value was tracked and used, it was somewhat common to encounter a high number of elevator ambushes when ascending, which could become repetitive. The number of guards that could spawn in an elevator ambush was also based on the aggression value but involved a high level of randomness, and so you could end up getting a bunch of 1v1s in a row (boring) or end up fighting 3 guards at once, which could be unfair to a new player who might just be struggling to avoid getting caught. The randomness also made it difficult to get the “Going Up?” achievement. In order to address these issues, we’ve made some adjustments:
[list][*]Aggression is now tracked per layer rather than per run, and only one elevator ambush can occur per layer that you ascend through, instead of there being a chance for an ambush to occur on every single sublevel. The chance for an ambush to occur is directly based on the layer’s aggression value, but the chance is decreased when only part of the Layer is being traversed (i.e. ascending from Layer 1, Sublevel 2 has a smaller chance for an ambush while ascending from Layer 1, Sublevel B has a higher chance, since fewer sublevels are being passed through).
[*]The number of guards that can spawn in an elevator ambush is limited to the highest number of enemies that the player has beaten in a single combat encounter on this save (this data is not reset when starting New Game+), and then capped at 4, or 5 if the player has a significant number of non-noisemaker gadgets. As this data was not tracked prior to this update, you won’t see any ambushes until you beat some guards in a fight.
[*]Randomness is removed from the equation when determining how many guards to spawn for an elevator ambush. The number is instead determined solely by the aggression value for the current Layer and then capped (if necessary).
[*]The chance for an elevator ambush to occur is diminished by 25% if the player has not won a combat encounter against more than one enemy at once. This is to lower the likelihood that the player will encounter many 1v1s in a row and to add more leeway for inexperienced players.
[*]Bodies of KO’d guards from elevator ambushes won’t despawn after combat and can be looted, but won’t drop gear and have a slightly lower grymite drop rate than normal.
[*]Slightly decreased the likelihood of guard variants (taser, radar, elite) spawning in an elevator ambush.[/list]
[*]Slightly increased heat build for targeted enemies who can’t see the player but are launched or wallsplatted.
[*]The amount by which parrying decreases Boss 1’s armor meter has been fairly heavily decreased, as it was previously far too easy to deplete his armor using this method. The armor damage from parrying should function more as a small bonus for performing a difficult action than an extremely powerful tactic that practically invalidates the boss’ main mechanic.
[*]Slightly increased the amount of Overload Boss 2 builds when getting hit with a taser dart.
[*]Boss 3 can now continue certain attack chains after their first followup when dodging an attack with Slip during Standoff that they previously were unable to continue, making wildly swinging against them during Standoff a bit more punishing.
[*]Made Boss 2’s cooldown for Mitrik End only count down during phase 2.
[*]Adjusted the chances for Boss 2 to use Mitrik End, including allowing chaining into it from more attacks, to make it slightly more likely to be used in general and much more likely to be used at least once in a fight.
[*]Adjusted how it is determined whether Boss 2 is at “low HP” (this is used to determine the likelihood of certain attacks being used) to be relative to their max HP.
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[h3]Bug Fixes[/h3]
[list]
[*]Fixed a bug that prevented enemies from building heat when a running attack was initiated from farther than 2.5 meters away — this range has been increased to 4 meters, the same distance at which enemies attempt to defend against running attacks.
[*]Boss 2’s Overload sound effect loop no longer continues playing indefinitely when entering Phase 2 or resetting the battle.
[*]Boss 2’s Quantum Blink now resets the boss’ wallsplattable timer (a value that determines whether a character can be wallsplatted when colliding with a wall; higher knockback attacks set the timer to a higher value), as previously it was possible for them to wallsplat themself by Quantum Blinking onto a wall shortly after being hit with an attack with a high knockback.
[*]Fixed a bug that allowed Boss 2 to repeatedly use Mitrik End, ignoring its cooldown.
[*]Prevented Boss 2’s dodge cooldown from getting reset when getting hit while wallsplatted.
[*]Prevented all enemies from having their wallsplattable timer set higher than 0 by attacks that hit them while they were wallsplatted.
[*]Fixed a NavMesh issue on Layer 2, Sublevel 1 that caused guards to be unable to path into the lounge.
[*]Fixed a bug that prevented the player from receiving loot from Boss 3 when skipping their victory cutscene.
[*]Fixed a bug that caused Boss 3’s super armor highlight effect to carry through into their cutscenes.
[*]Prevented the player from teleporting into an unintended area in Layer 3, Sublevel B.
[*]Fixed a UI layering issue where the player health display would display behind the inventory or other screens.
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