Loadouts
Augment slots 3 and 4 are now always unlocked but can only be used with the following:
Augments from Foundations with 100 or more points allocated.
Primed augments.
All augments if augment Specialisation is active.
Loadout selection locks are now stored to prevent leaving and rejoining a match to bypass them.
Matrix / Progression update
The old Matrix tier stat has been reset for all players. They will be reused at a later date for prestiging.
Recalibrations have been removed entirely as they are no longer needed with the current system. They will be reused at a later date for prestiging.
Unlock function has been removed, can now edit freely.
Dominant Foundation is now selectable:
Increases the selected Foundation cap to 150.
Determines the Shell Specialisation bonus (coming soon).
Augments for the selected Foundation become selectable after deployment while at the 150 cap.
Specialisations are now selectable and the system is fully implemented:
Unlocked by mastering or priming the required number of items within each category (eg. you can have 4 out of 5 Shells mastered, then prime the 5th to 'soft' unlock the Specialisation).
When active, grants additional bonuses to that category.
Each Specialisation has a point cost, with a maximum of 5 points available for allocation.
Primed assets bonuses fully implemented:
Can always be used in custom loadouts, unlocked or not, and are selectable after deployment
Augments set as Primed Assets can be equipped into slot 3 and 4.
Gain double mastery contribution while equipped.
Contributes toward unlocking Specialisations for unmastered items.
Body 100 upgrade bonus addition:
Aerial maneuver charges regenerate on kill.
Tech 100 upgrade bonus change:
From additional augment slot > Active Core can be cancelled, restoring portion of charge.
Hardware 100 upgrade bonus addition:
Weapons and attachments selectable after deployment.
Clicking on Matrix center will make it spin.
Movement tech
Added 'Kick off dodge':
If performing an air dodge away from and close to a surface it will gain an additional height boost.
Bypasses the change of direction momentum reduction to always give full speed when used.
Has no air maneuver charge requirement or cost.
Uses the same sideways proximity check as the wall climb (can use the HUD indicators to know if close enough to surface).
Tapping shift while hovering will now cancel hover directly into an airdash (holding shift still boosts).
Other changes
Unstable Core adjustments to restore its sense of imminent danger when equipped and also reduce the effectiveness of the 'free' damage.
Being Overcharged for 30 seconds while Core is fully charged will initiate a Core Failure. Kills will set the timer back by 10 seconds.
The timer is visible as an overlay to the Core charge bar.
Venting / timer reductions require visible kills.
Detonation damage is now a fixed 50 - 25 vitals damage within 2 - 4 meter range.
Hammer-Head gains 200% increased spread gain on every 4th shot (sustained fire will become inaccurate).
Additional checks for profile update fails, including retries before kicking.
Bug fixes
Fix for Breach terminal icons sometimes not showing.
Rage Core death avoid now correctly no longer works on Telefrag damage type.
Corrections to damage reduction calculations (vitals/defense split and overflow).
Fix for jump height being higher than intended in certain situations.
Fix for being able to strafe while crouched.
Fix for head clipping when diving in vent size spaces.
Fix for Dragon boost not working with heavy weapons.
Fix for backend login sometimes failing on booting the game.
