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- Update v236263:
- [ General ]
- Disappearing Items
- Fixed an issue causing disappearing items in MP under certain circumstances
- DEVELOPER COMMENT: In the last patch, we prevented this from happening on new characters, however, on current characters that had already triggered this bug, it would still happen. Now, characters that have (or will) skipped tutorial to immediately join a multiplayer game should no longer see this issue again.
- [ Player ]
- Mod Generation
- Fixed a bug that enabled damage boosts to generate huge amounts of Mod Power
- DEVELOPER COMMENT: A while ago, we fixed a bug that was causing high level weapons to generate more mod power than low level weapons. However, the bug persisted with damage boosting mods. At the highest levels of gear (and higher levels of Survival), mods were filling almost instantly. We fixed this issue and went through all mods to adjust their buildup values. See “Mods” for more info.
- Mod Generation Overlap
- Fixed a bug that prevented extra mod power from filling unfilled charges
- DEVELOPER COMMENT: For mods with charges, when a player filled a charge, additional mod generation for the next charge was clipped. This means that if you had 25 power remaining to fill a charge, and you generated 100 mod power, you’d only generate 25 to fill that mod and the remaining 75 mod power would disappear. Now, the overlap mod generation will carry into any additional charges that are currently unfilled. This makes mod generation much smoother for mods with charges!
- Trait: Spirit
- Increased max value from 20% to 25%
- DEVELOPER COMMENT: With the change to mod generation, we wanted to boost up the Spirit Trait a small amount to make it even more enticing. We may increase this over time as we monitor buildup!
- [ Survival ]
- Enemies
- Reduced enemy health gain by 4% per world level increase
- Increased boss health from 150% to 135%
- Added small exponential HP scalar per level
- DEVELOPER COMMENT: In the last update, we increased the base HP for all enemies by 4% and increased the base HP for all enemies as well. Players were having a harder time at early levels, so instead, we reduced the values and added a small exponential HP scalar per world level up. The scalar is small so that has almost no noticeable effect on enemy HP until about level 10. The values are also much closer to the original DLC release tuning for the first 10 or so levels. As players get into much higher world levels, this change will become more obvious.
- Consumables
- Fixed Survival Mode Consumables to use proper Survival Mode values
- DEVELOPER COMMENT: We noticed that some of the 1-hour consumables in Survival Mode were still using the Campaign Mode values behind the scenes. They’ve all been updated to give the appropriate values listed in their description. This should also make them much more viable in-game.
- Matchmaking
- Fix for normal gametypes appearing in Survival Matchmaking
- DEVELOPER COMMENT: Small bugfix!
- [ Items ]
- Campaign DLC Trinkets
- Enabled Campaign DLC-flagged trinkets so they can be used on pickup
- DEVELOPER COMMENT: Certain bugged trinkets that we made visible in the last patch began showing up in Campaign for players with no DLC. This was thinning out their loot pool with items they couldn’t use, so we enabled them for use for all players.
- Daredevil Charm
- Increased Damage Bonus from 25% per piece to 30%
- DEVELOPER COMMENT: The previous version was approximately a 20% damage buff against all pure armor and damage loadouts. However, it came with a heavy penalty of no protection. This worked decently in Campaign but due to Flat Armor Gain in Survival, it became too strong. However, with the Armor gain issue in Survival fixed, this trinket became less worth the risk. We increased the total damage over all DPS builds by approximately 30% (give or take) in all modes.
- Band of Castor / Band of Pollux Combo
- Fixed a bug that prevented clients from receiving the paired bonus
- DEVELOPER COMMENT: The paired bonus wasn’t working under certain conditions and we identified why. Players should now be able to utilize the bonus as both host and client.
- [ Armor ]
- Ex-Cultist
- Blood Pact Set Bonus: Increased 1-PC from 12.5% to 15%
- Blood Pact Set Bonus: Increased 2-PC from 25% to 30%
- Blood Pact Set Bonus: Increased 3-PC from 40% to 50%
- DEVELOPER COMMENT: With the changes to mod generation, we wanted to ensure that methods for generating mod power were enticing. The Ex-Cultist Armor received a boost to all its tiers which make it an incredibly exciting option, even at the highest levels.
- [ Weapons ]
- Assault Rifle
- Increased magazine capacity from 28 to 32
- Increased total capacity from 196 to 224
- DEVELOPER COMMENT: Based on our own testing and community feedback, we’ve decided to give the Assault Rifle a small boost in its magazine capacity and total capacity.
- Chicago Typewriter
- Increased base damage from 11 to 12
- Reduced reload speed by 6.5%
- DEVELOPER COMMENT: The Chicago Typewriter is excellent for spitting out bullets for an extended period but compared to the Beam Rifle (which recently received a capacity boost), it was falling off at higher levels. We increased the damage which has increased both the single-clip DPS and the full capacity DPS by a noticeable amount. This should make it a much more interesting choice.
- Ricochet Rifle
- Increased first bounce damage from 0.5 to 0.85
- Reduced subsequent bounce modifier from 0.85 to 0.75
- DEVELOPER COMMENT: The Ricochet Rifle first bounce penalty felt a little too punishing to use in creative ways (like shooting around corners). We increased this considerably and reduced the subsequent bounce value to compensate. Overall, the Ricochet Rifle now does +60 total damage.
- Butcher’s Flail
- Reduced base damage from 68 to 60
- DEVELOPER COMMENT: The Butcher’s Flail and the base Flail had identical base damage which meant the Butcher’s Flail was always superior due to the debuff. We reduced the damage slightly so that it still matches (and eventually exceeds) the base Flail damage output while the debuff is active.
- [ Enemies ]
- Barbed Terror
- Reduced base HP by approximately 12%
- Fixed an issue causing Barbed Terror to trigger the wrong hit-reaction state
- DEVELOPER COMMENT: Barbed Terror has a ton of HP because he stands still, and the entire fight can be done with only weakspot damage. However, after feedback from the community, we decided to reduce his base HP just enough to make a noticeable difference in the length of the fight.
- Shade/Shatter
- Fixed a few bug causing Lurkers to stop pathing
- DEVELOPER COMMENT: In some cases, navigation mesh wasn’t being properly generated and it caused Lurkers to lose their way. In other cases, the pressure value of the Shield would prevent Lurkers from wanting to attack you. We fixed this as well!
- Claviger
- Fixed bridge not showing up sometimes for clients
- DEVELOPER COMMENT: Occasionally, the bridge to the Claviger fight would not appear for clients joining the battle. We identified some issues and took care of them.
- [ Mods ]
- General
- Readjusted the buildup for all mods
- DEVELOPER COMMENT: With the overall change to how mod power was built, we went through every mod and adjusted their power requirement. For the most part, mods are placed into one of four categories: Low under (550), Medium (550), High (1100), and Unique (above 1100). The average of 550 requires 10 shots from a Hunting Rifle. High requires 20 shots. There are some outliers, especially boss weapons, which are based on the damage of their weapon’s primary fire.
- Explosive Shot
- Reduced Friendly Fire scalar from 0.25 to 0.15
- DEVELOPER COMMENT: This should reduce the chance you kill yourself or your teammates.
- Blink Token
- Increased base damage from 140 to 210
- Increased Power Requirement from 250 to 275
- Reduced Total Charges from 5 to 3
- DEVELOPER COMMENT: Blink Token damage was too low for our tastes, so we increased it by about 34% and adjusted the power requirement. Since it builds so quickly, we reduced the total charges to 3 to promote more of a blink, damage, blink, damage type of gameplay instead of using up all 5 at once.
- Wildfire Shot
- Reduced Power Requirement from 400 to 275
- DEVELOPER COMMENT: Since Wildfire Shot adds 3 stacks all at once and then cannot stack any further, we reduced this to “Low” requirement, so you have quicker access to it and more frequent uses.
- Seeker Beetle
- Reduced Power Requirement from 350 to 275
- DEVELOPER COMMENT: Seeker needed a bit of love so we reduced the power requirement.
- Seed Caller
- Reduced Power Requirement from 400 to 275
- DEVELOPER COMMENT: A general change for both Seed Caller, Beckon, and Iron Sentinel. We moved them into “Low” requirement, so you have access to it more quickly.
- Beckon
- Reduced Power Requirement from 350 to 275
- DEVELOPER COMMENT: A general change for both Seed Caller, Beckon, and Iron Sentinel. We moved them into “Low” requirement, so you have access to it more quickly.
- Unstable Quills
- Increased Power Requirement from 350 to 550
- DEVELOPER COMMENT: We think the strength of Unstable Quills is in a good spot, but the power requirement was a tad low. We moved it into the “Medium” category.
- Iron Sentinel
- Reduced Power Requirement from 750 to 550
- Fixed a bug that prevented VFX/SFX from playing with Soul Ember equipped
- DEVELOPER COMMENT: A general change for both Seed Caller, Beckon, and Iron Sentinel. We also moved Sentinel into “Medium” requirement, so you have access to it more quickly.
- Corrosive Aura
- Reduced Power Requirement from 650 to 550
- DEVELOPER COMMENT: Due to the risk of getting in close, we wanted to make Corrosive Aura available more of the time, so we reduced it to “Medium” level.
- Breath of the Dessert
- Reduced Power Requirement from 550 to 420
- Increased base damage of projectile from 25 to 30
- DEVELOPER COMMENT: When mod generation was being affected by damage boosts, Breath of the Desert became easy to spam at higher levels. To balance it in previous versions, we reduced the damage and adjusted mod requirement. Since we’ve adjusted how mod power generates, we reduced the power requirement and increased the base damage.
- Hotshot
- Increased Power Requirement from 500 to 550
- Fixed a bug causing Evocation to increase Damage Buff instead of just Burn Damage
- DEVELOPER COMMENT: In the previous patch, Hotshot’s damage buff was being affected by the Evocation Trait. We fixed this issue and increased the buildup slightly to “Medium”.
- Hunter’s Mark
- Increased Power Requirement from 500 to 550
- DEVELOPER COMMENT: The requirement was increased marginally to “Medium”.
- Rift Walker
- Reduced Cooldown from 20s to 15s
- Reduced Power Requirement from 1500 to 1100
- DEVELOPER COMMENT: We eased up on the cooldown and the power requirement.
- Stormcaller
- Reduced Power Requirement from 1250 to 1100
- Increased AOE damage from 10 to 15 per tick
- DEVELOPER COMMENT: The AOE damage was lacking on Stormcaller so we increased it by 50%. This makes it a bit deadlier when dancing around mobs at close-range.
- Howler’s Immunity
- Increased Power Requirement from 750 to 1100
- DEVELOPERS COMMENT: Howler’s Immunity is extremely good at reducing all incoming damage to you and your team. We moved this into the “High” category, so it requires a bit more buildup.
- Swarm
- Increased Power Requirement from 750 to 1100
- DEVELOPER COMMENT: One of the strongest mods in the game, we didn’t want to reduce any of its functionality so we simply put it into the “high” requirement category.
- Song of Swords
- Increased Power Requirement from 1000 to 1100
- DEVELOPER COMMENT: Moving this into the “High” category by slightly increasing the requirement.
- Flicker Cloak
- Reduced Cooldown from 15s to 10s
- Increased Power Requirement from 1000 to 1100
- DEVELOPER COMMENT: With the mod generation fix, we reduced the cooldown on Flicker Cloak and increased the requirement slightly.
- Veil of the Black Tear
- Increased Min duration from 5s to 10s
- Increased Max duration from 10s to 15s
- Reduced Power Requirement from 1250 to 1100
- DEVELOPER COMMENT: While Veil is incredibly powerful in a couple of fights, we felt that the duration at both low and high levels where a bit too short. We fixed the durations and reduced the power requirement to “High”.
- attleweed
- Increased Power Requirement from 1000 to 1100
- Fixed a bug that prevented VFX/SFX from playing with Soul Ember equipped
- DEVELOPER COMMENT. A general bug fix along with a slight power requirement increase to put Rattleweed into the “High” requirement.
- Mender’s Aura
- Reduced Power Requirement from 1500 to 1650
- DEVELOPER COMMENT: Mender’s Aura is a staple at many levels of play. We felt that “High” was still a bit too frequent, so we have it a “Unique” power requirement.
- Banish (Repulsor)
- Increased the duration of the post-banish debuff from 4s to 8s
- Reduced Power Requirement from 400 to 200
- Reduced Total Charges from 5 to 3
- DEVELOPER COMMENT: The duration of the damage debuff of Banish felt too short to properly make use of it so we doubled it. This also applies to bosses, though they cannot be Banished. We also reduced the Power Requirement so that it only takes 2 shots to fill a charge. We also reduced the overall charges to compensate for the quicker buildup.
- Spore Shot (Sporebloom)
- Increased Power Requirement from 500 to 600
- DEVELOPER COMMENT: Slightly increased the power requirement so that Spore Shot builds with 3 shots of Sporebloom.
- Radioactive Volley (Defiler)
- Increased Power Requirement from 250 to 205
- DEVELOPER COMMENT: Reduced the power requirement so that Volley builds in 4 shots of Defiler.
- Gravity Core (Particle Accelerator)
- Reduced Power Requirement from 1500 to 1400
- DEVELOPER COMMENT: Slightly reduced the power requirement so that Gravity Core builds with 4 full magazines of Particle Accelerator.
- Undying (Ruin)
- Reduced Power Requirement from 3000 to 2825
- DEVELOPER COMMENT: Slightly reduced the power requirement so that Undying builds with 5 full magazines of Ruin.
- Skewer (Devastator)
- Reduced Power Requirement from 1000 to 640
- DEVELOPER COMMENT: Reduced the power requirement so that Skewer builds in 4 shots of Devastator.
- Hive Shot (Hive Cannon)
- Reduced Power Requirement from 500 to 380
- DEVELOPER COMMENT: Reduced the power requirement so that Hive Shot now fills with 1 full magazine of Hive Cannon.
- Vampiric (Pride of the Iskal)
- Reduced Power Requirement from 750 to 590
- DEVELOPER COMMENT: Reduced power requirement so that Vampiric now fills with 1 full magazine of Pride of the Iskal.
- Tentacle Shot (Curse of the Jungle God)
- Increased Power Requirement from 400 to 450
- Fixed a bug that prevented VFX/SFX from playing with Soul Ember equipped
- DEVELOPER COMMENT: Slightly increased the power requirement so that Tentacle Shot now fills with 1 full magazine of Curse of the Jungle God.
- Static Field Shot (Eye of the Storm)
- Reduced Power Requirement from 350 to 320
- Increased Large Explosion trigger range by 1m
- DEVELOPER COMMENT: We wanted to make the alt-fire of Eye of the Storm more useful, so we reduced the requirement and increased the trigger range of the Large Explosion (triggered by 2 Overloaded Enemies near each other) by 1m.
- [ Other ]
- Art (General)
- Fixed a handful of art-related bugs
- Hardened Carapace (Crafting Material)
- Fixed an issue that prevented players from picking up more than 1 at a time
- #################################################################################################################
- Update v235609:
- [ General ]
- Difficulty
- Adjusted general enemy health and damage on Hard, Nightmare, and Apocalypse
- Adjusted boss health and damage on Hard, Nightmare, and Apocalypse
- DEVELOPER COMMENT: Many players noticed a difficulty increase across the board (on Hard and Nightmare) so we made a few tweaks to bring the health and damage values back in line. This should give a much smoother experience across the board and remove some of the more punishing encounters… outside of Apocalypse, of course!
- Missing Trinkets
- Fixed an issue preventing certain DLC trinkets from appearing in Campaign/Adventure
- DEVELOPER COMMENT: We identified an issue that prevented some DLC items from spawning in Campaign and Adventure Mode. Rerolling these areas will give them a chance to spawn like all other items. Hopefully, you can find some cool builds with them!
- [ Player]
- Fall Damage
- Adjusted Fall Damage to no longer scale with Friendly Fire damage modifier
- DEVELOPER COMMENT: On harder difficulties, did you ever fall and insta-gib yourself? Call 1-800-OUR-BAD1… that’s 1-800-OUR-BAD1. (FIXED).
- Neutral Backdash
- Fixed issue with Neutral Evade cancel window being 2f too early
- DEVELOPER COMMENT: The aim-cancel window on Neutral Backdash (non-Leto) was a few frames too early allowing for near permanent backdash invulnerability with Akari 1-PC and Ring of Evasion (with enough stamina of course). We adjusted this to keep things honest.
- Dots / Stacks
- Fixed Dot Stacks (Burn/Bleed) to properly gain damage increasing bonuses
- Melee Damage causing Stacks will properly receive Melee Boosts
- Burning Stacks applied by Hotshot will get properly boosted by Mod Damage Boosts
- DEVELOPER COMMENT: A handful of Burn and Bleed stacks were not getting the proper damage buffs from the damage source. We fixed this!
- Mod Damage Increases
- Fixed Mods to properly show bonus damage obtained by Armor Mod Damage Boosts
- DEVELOPER COMMENT: Visual change. That is all.
- Emotes
- Nerfed “Distant Woo”
- DEVELOPER COMMENT: JK, we didn’t change anything.
- [ Survival ]
- General
- Added Consumable Chance from Loot Boxes
- Added Survival Version # to Stats Page
- DEVELOPER COMMENT: We noticed players had lower consumables and an abundance of ammo in Survival (leading to lack of Ammo Box purchases). To fix both issues at once, we replaced a small percentage of ammo drops from Loot Boxes with consumables. We also added a Survival Version # to the Stats Page so players can see which versions new world records are set on!
- Enemies
- Increased enemy health gain by 4% per world level increase
- Increased boss health by approximately 15%
- DEVELOPER COMMENT: We noticed that at higher levels, bosses were dying a tad too fast. We slightly increased the general health gain per level and added a little bit extra for bosses. This should make them last just a bit longer but they should still be pretty easy once you get a great build going!
- Armor Gain
- Adjusted Survival Divine Nectar Armor gain from 35 Flat to 25%
- Adjusted Survival Barkskin Trait Armor gain from 15 Flat to 15%
- DEVELOPER COMMENT: Survival Barkskin and Divine Nectar was adding a Flat value to the player instead of a Percentage. This means that a base armor of 50 would end up with 350 armor with max Barkskin. With the changes to percentage, it brings all armors back in line and prevents Daredevil Charm from gaining almost the same armor as an actual armor set… but with no penalty! This change should make most runs a bit shorter (both with and without Armor) but we fully expect to see the most dedicated players set crazy records!
- Rewards
- Changed Loop of Prosperity to the 25 total kill reward (Account Bound)
- Added Talisman of Perseverance to 50 total kill reward (Account Bound)
- DEVELOPER COMMENT: Talisman of Perseverance was always meant to be an Account Bound reward in Survival Mode. We got this hooked up properly and moved it to 50 total kills. If you’ve already obtained 50 total kills, simply beating 1 additional boss should fix it. We also moved Loop of Prosperity to 25 total kills. As with Perseverance, if you already have 25 kills, 1 additional boss kill should unlock it. If you have obtained Perseverance in Pan, it will remain with your character but will not be Account Bound until you unlock it in Survival Mode.
- [ Weapons ]
- Ruin
- Undying Cooldown no longer resets when touching Worldstone
- Undying Cooldown now has a secret…
- DEVELOPER COMMENT: World Stones were resetting the Ruin cooldown giving a “free revive” every single new biome on Survival. We fixed this. However, we also added a hidden feature to Ruin. Can you figure it out!? =O
- Beam Rifle
- No longer stacks with other players
- Slightly reduced Ramp increment from 0.3 to 0.25
- Adjusted hidden enemy ramp Buff Duration from 2s to 1.05s
- DEVELOPER COMMENT: When we buffed the Beam Rifle for the DLC, we neglected to remove the hidden “team buff” feature (which we never even explained to players). This resulted in double and triple stacking Beams doing max damage right off the bat – a little too strong! We also left the core damage but reduced the leniency in the debuff. It still does more sustain damage than any other weapon in the game (by a good margin) but requires holding the Beam on targets more consistently.
- Pride of the Iskal
- Fixed an issue that caused players to gain full Mod Power when dealing damage post-cast
- DEVELOPER COMMENT: While we want you to be able to gain Mod power quickly… this may have been a little too fast, no? Fixed!
- [ Mods ]
- Blink Token
- No longer deals damage to allies
- DEVELOPER COMMENT: This was annoying. We fixed it! Spam away!
- Swarm
- Fixed an issue causing Swarm to do insane damage at point blank range
- DEVELOPER COMMENT: This has no effect on normal use… unless your normal use was casting it point blank to do maximum damage. If that’s the case. UNCOOL!
- Flicker Cloak
- Reduced Power Requirement from 1500 to 1000
- Increased Duration from 10s to 15s
- Added Cooldown of 15s post Shield expiration
- DEVELOPER COMMENT: Flicker Cloak at lower levels took a little too long to build. At higher levels, the build is near instant. We reduced the Power Requirement for easier access at lower levels, Increased the Duration, and added a cooldown to prevent constant spamming (invulnerability) on higher difficulties.
- Rift Walker
- Added Cooldown of 20s post use
- DEVELOPER COMMENT: Rift Walker became highly abusable once Mod generation was near instant. To fix this, we added a short cooldown to prevent spamming it and remaining invulnerable forever.
- Seeker Beetle
- Reduced Power Requirement from 600 to 350
- Reduced Charges to 3
- DEVELOPER COMMENT: We wanted this to be used a bit more frequently but without spamming all 5 at once. We reduced the Power Requirement by almost half and reduced the total Charges by 2.
- Mender's Aura
- Increased effect on NPCs from 50% to 100% (Root Mother, Liz/Liz, etc)
- DEVELOPER COMMENT: SAVE THEM!
- Corrosive Aura
- Increased range from 4.5m to 5m (to match Scrapper)
- DEVELOPER COMMENT: Small Quality of Life change.
- [ Items ]
- General
- Fixed an issue causing 9 DLC Trinkets from appearing in Campaign and Adventure
- DEVELOPER COMMENT: Go forth and find the loots. Sorry about that one!
- Daredevil Charm
- Increased Damage Bonus from 25% per piece to 30%
- DEVELOPER COMMENT: The previous version was approximately a 20% damage buff against all pure armor and damage loadouts. However, it came with a heavy penalty of no protection. This worked decently in Campaign but due to Flat Armor Gain in Survival, it became too strong. However, with the Armor gain issue in Survival fixed, this trinket became less worth the risk. We increased the total damage over all DPS builds by approximately 30% (give or take) in all modes.
- Jewel of the Black Sun
- Increased Duration from 15s to 20s
- Increased Bonus from 6% to 7%
- DEVELOPER COMMENTS: Small buff to bring it above other rings due to the requirement. Increased the duration and the damage buff just a bit!
- [ Enemies ]
- Fleshopede
- Now drops ammo.
- DEVELOPER COMMENT: Handy!
- Barbed Terror
- Fixed an issue causing Barbed Terror’s legs to appear during Hunter’s Mark
- DEVELOPERS COMMENT: Seriously, though. Why.
- Raze
- Fixed an issue causing application of Burning effect through iFrames (Dodge)
- DEVELOPER COMMENT: This is one we missed. Fixed now!
- Riphide
- Fixed an issue with healthbar sticking up for clients in multiplayer
- DEVELOPER COMMENT: Nothing to see here… at least, not anymore!
- Onslaught
- Staggers should no longer prevent him from returning from a Teleport
- DEVELOPER COMMENT: Sorry Teawrex!
- Iskal Queen
- Slightly reduced overall health for All Difficulties
- Slightly reduced damage for All Difficulties
- DEVELOPER COMMENT: The Queen was a bit too "bullet-spongey" and a bit too punishing, particularly on Hard and Nightmare difficulties. Along with the difficulty mode adjustments, a small reduction in base stats should put her in a good spot while keeping the challenge alive. If you want an insane challenge, though, try her on Apocalypse difficulty!
- [ Bug Fixes ]
- Bad Item Data Crash
- Added a null check to prevent crashes from bad item instances
- Game User Settings Crash
- Fixed a crash caused by attempting to get input devices
- Opalescent Shell
- Fixed an issue causing anti-cheat to trigger when submitting Opalescent Shell on clients
- Preload Priority
- Fixed an issue that prevented loot boxes from dropping loot some of the time
- Glowing Fragments
- Fixed an issue causing Glowing Fragments from sometimes being saved in coop
- Mod Descriptions
- Fixed an issue with Mod Descriptions being cut off in some resolutions
- Leto’s Lab
- Removed a black occlusion plane that appeared in one of the doorways
- Widgets/Toasts
- Fixed an issue causing certain notifications getting stomped by other notifications
- Checkpoint Indicator
- Fixed an issue where Checkpoint Indicator was disabled if Tutorials were disabled
- General Audio
- Fixed some general audio cues. Nothing too crazy!
- General Art
- Fixed a few minor art bugs.
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