Source: Steam Community (opens in a new tab)
Onboarding
- Some new level-up rewards have been added. If you are already past those levels, any one-time unlocks will be given to you when you next log in. The studded pants can be bought separately from Gibby (as with any other level-up clothing items, studded or not).
Events
- The central extraction event can now be contested from a wider radius reaching into the surrounding roads and corridor so that you don’t have to enter the room in order to contest it.
- The fuel tanks for the central extraction event will now be empty if the event isn’t on.
- The EMP event has had a variety of changes made to it:
- EMP effects now open doors instead of closing them, even if the door in question was locked (in which case it also removes the power cost). This effect has also been changed on EMP grenades.
- It does not unlock keycard doors.
- The HUD effect for when you are affected by an EMP has been made a bit more intense to make it more obvious.
- The amount of damage the EMP receives to its ‘body’ has been doubled.
- The EMP now receives triple damage from sniper rifles.
- The health of the EMP device has been slightly lowered.
- If the EMP is destroyed, it now immediately re-enables any shields it had disabled (as opposed to waiting for the last ‘pulse’ to expire).
- You now need to hold Tab in order to eject from the gorlizard.
- The sounds from the player controlled gorlizard’s footsteps should now be louder.
- Reactor Meltdown has been given a face lift.
- The forest power orbs have received some new visuals.
- Solo burrowers (as in, not part of the burrower horde event) should now be a bit more common.
Match Rules
- How shops populate their weapons has been completely reworked.
- The same weapon will no longer be able to appear in multiple shops.
- The same shop will no longer be able to have two weapons of the same type.
- There is now a guarantee that all weapon types will be represented in shops around the map.
- The armory shop will no longer be able to sell resurrectors.
- The infirmary shop will no longer sell offensive grenades but has a chance of selling resurrectors.
Weapons & Consumables
- Shotguns and plasma rifles have had ammo counters added to the back of the gun so you can more quickly tell how much ammo is left in the magazine (in particular while aiming down sights).
- More shotgun, plasma rifle, and beam glove modules have received bespoke models.
- More weapon paint jobs have been tweaked to look a bit better.
- The audio for energy bomber explosions has been reworked.
- Pulse bombs can now knock you off ladders.
Movement
- The camera movement from sprinting should now be lessened for weapons that don’t provide a sprint speed bonus.
Perks & Abilities
- The speed increase from Hail Rush is now 20% (up from 15%).
- Point-Blank Transfer now heals for 30% of damage done (up from 25%).
- Marksman's Patience now kicks in after 1.5 seconds in ADS (down from 2 seconds) and increases damage by 25% (up from 15%).
- Efficient Metabolism now doubles the duration of Rejuvenation Fruits (up from 50%).
- Cheat Death now kicks in regardless of your health value (as opposed to only triggering if you had over 20 health). (Well, technically, you need to have 1 or more health remaining.)
- The Heat Shields perk no longer reduces shield damage from energy attacks but instead reduces damage your shields take from physical attacks by 20% (up from 15%). Having it affect energy damage made the damage type potentially counter-intuitive since it’s the type that should be strong against shields.
- Shield Charger now repairs shields for 25% of damage dealt (up from 20%).
- Desperation now scales beam glove damage up to 50% (up from 30%).
- The chance of spores spreading for each tick of damage they do with the Contagion perk is now 20% (up from 10%).
- Ammo Specialist now lets you carry an additional 100 energy and light ammo (up from 50) and 50 extra heavy ammo (up from 25). Instead of the ammo cost from shops being reduced by 50%, ammo is now free in shops when you use this perk.
- Med Sharing now applies med kits and shield repairers 25% faster (up from 20%).
- The highlight from Bioscan Tracker now lasts for 2 minutes (up from 1 minute).
- Improvising Artisan now causes the victim to drop 30 light and energy ammo (up from 20) and 20 heavy ammo (up from 10). It now also always drops 5 extra Power on a melee kill.
- One With Nature now reduces damage from wildlife by 50% (up from 20%).
- Receiving healing from Toxic Transfusion now makes you glow, to make it clearer to other players that you are healing.
- Threat Scanner: EMP now has a 90-second cooldown (up from 60).
- Thundercall: Rapid now has a 16-second cooldown (down from 20).
- Lightning strikes from both Thundercall abilities now detonate half a second faster.
- Scale Shield: Tank now also removes all debuffs when it triggers.
- Rocket Jump has received some audio uplifts.
- The Bunker Dome abilities have received some audio.
Environment
- The main corridor running through the vaults has received a complete visual overhaul. Its appearance and colors should now be more consistent around the vaults so it sticks out better, and it’s been given some flowing lines to guide you around the vaults more clearly, along with exit signs on the floor where relevant.
- The main corridor running through the reactor has had its curved windows swapped out for flat ones so that you can’t contest Biocore stabilizations in the reactor from the corridor.
- The deathbringer can now drive through the tunnel under Thermal Transfer (when it’s not collapsed).
Lobby
- A THUNDERDOME has been added to the lobby. This is a PvP arena where players can fight each other just for the fun of it or while waiting for a match to start.
- The Thunderdome takes place on a platform hanging over the ravine outside the home shade.
- It is a free-for-all PvP arena where you can simply fight other players or, if no other players are present, some bots.
- You can reach the Thunderdome via a teleporter located on the platform overlooking the ravine. This will send you to the preparation area, where you can equip weapons and shields before launching yourself into the Thunderdome itself to join in on the carnage.
- You will also be automatically sent to the staging area when you begin matchmaking (unless you were busy doing something else). While waiting for the queue to pop, join in with some warm-up fights!
- Each kill in the Thunderdome rewards you with a little bit of XP. Reaching longer kill streaks will reward you with bonus XP. A kill also fully restores your health (but not your shields).
- If you die in the Thunderdome (or fall off it), don’t worry! You will just be sent back to the staging area and you’re free to launch straight back into the action and get your revenge. We even auto-reload your weapons for you.
- Your highest kill streak and total kills is tracked under your player stats.
- The addition of the Thunderdome has resulted in a few tweaks to the layout of the lobby around the ravine. Time trials that made use of the now missing platform have been slightly adjusted (and will now be ever so slightly shorter, to avoid that previous records are unbeatable without having to wipe any times).
- The target dummies in the firing range have been reworked. They’ve been given a visual uplift, should now make it clearer which shield is being used, and they play an animation when they would’ve died (if they were a player).
- You will now spawn into duels with weapon 1 equipped.
- The Halloween decorations have been removed.
- The 6th action figure can once again be accessed the intended way.
- …Something else might also have appeared somewhere in the lobby.
Customization
- You can once again toggle on nudity in the character customizer.
UI
- Various cosmetic item icons have been updated.
- Reward and level-up pop-ups have been completely reworked. When you level up, you will now see upcoming rewards.
- The personal best time trial times in the profile should now show milliseconds.
- The HUD should now fade out at the end of a match to not overlap with the Victory/Defeat display.
- Objective update messages have been made a bit less obtrusive.
- News pop-ups should now only appear once even if you restart the game.
- Remaining health should no longer be able to round down to 0.
- The character customizer should now make it more clear when you’re trying to use up more dyes than you have.
- The UI to join a creator clan has been reworked.
Other Updates
- A new audio system has been implemented to block out audio from the underground to above ground and vice versa. There are still some kinks to work out for when you are around entrances/exits, but it should now be much easier to tell if sounds come from someone near you, or if they are actually on the surface above or underground below.
- Biocore contest barriers should be visible so you can see where you need to go in order to contest (or stop contesting) a stabilizing Biocore. The barrier will be red if the Biocore is currently being contested.
- More performance improvements have been made.
- Lowered the volume of the match intro video of the truck arriving.
- Audio reverb has been put back in, but in a more performant fashion.
- Error messages to go along with failing to connect to the game should now be a bit more informative.
- You can now rebind the push to talk button.
- The keybind to summon quad vehicles (if you’ve unlocked the team upgrade) can now be rebound.
- Players should now have a little bit more time to adjust their loadout at the start of a game.
- The layout of players and UI elements in the intro truck have been redistributed to allow for larger team sizes. We’re not yet using larger team sizes but dun dun dunnn.
- Loot beams have received a bit of low to be more obvious.
- Using the ‘Join Game’ feature in Steam will now load you into that friend’s lobby (if they are in one and it has room).
- Defender drone machine guns have been given their own audio.
- Lockers should now be a bit quieter.
- Some more dialogue lines have been added.
- Victory and defeat music should now start playing immediately at the end of the match, and not wait until the winners have been displayed.
- Avatar images have been given names that aren’t just numbers.
Bug Fixes
- The weapon HUD should no longer reappear in the lobby if you change between weapons in an area where you can’t fire them.
- Fixed an issue where the deathbringer appeared in low poly format just before it’s ready.
- Fixed various issues with clipping clothing and clothing that deformed strangely during certain animations.
- Deathbringer weapons should no longer be invulnerable to shots that hit their ‘health bars’.
- If you duel a player in your party, their name plate should be hidden while in the arena.
- Fixed an issue where forest power orbs looked intact if someone else had destroyed them while you were far away.
- Fixed an issue where team upgrade stations could display as offline even when they weren’t.
- Another attempt at fixing the crackling audio issue that can sometimes occur on certain CPUs has been made. Here’s hoping this one is more reliable and doesn’t just lessen the issue.
- Fixed various typos across the game.
- Fixed an issue where the objective icon could occasionally point at the wrong location after reconnecting to a match.
- Fixed an issue where sometimes the map and loadout wouldn’t appear on the respawn screen.
- A variety of issues with tabbing or clicking out from the text chat prompt have been fixed.
- Dropped items should no longer fall through the roof of the airstrike tower.
- Fixed a lot of issues with NPCs clipping into terrain or floors.
- More janky collision has been de-jankified.
- A variety of walls that were just slightly too tall to climb have been fixed so that they can be consistently climbed and not leave you falling right as you peeked over the edge.
- The hide and seek pistol now has audio.
- Deathbringer weapons now have tracers.
- Bots should no longer be able to shoot while stealing a Biocore.
- The ‘Death Won’t Do Us Part’ achievement should now work.
- Radial menus should no longer break if you cancel them.
- Fixed some text alignment issues in the codex.
- Pressing ‘Escape’ on the matchmaking screen to close it should now also unready you.
- Fixed various double doors that the player controlled gorlizard could not crouch through (it should be able to crouch through all double door frames).
- Fixed various crashes.
- Missions to do healing should now update even when you repair shields.
- You should no longer get a scoreboard and mission update after doing the tutorial.
- A lot of fixes have been done to sort out weird hand slides and arm bending for third person weapon animations.
- If you pick up a custom weapon from a player who has left the match, they should no longer be invisible.
- Opponents in the duel arena should now block you.
- Made it so Force Shields can be seen from further away.
- Force Shield should no longer become invisible to you if you use a sniper scope to look over it.
- Custom weapon tooltips should now properly show who made them.
- Far-away terrain and buildings should now have proper collision so that effects like cluster bombs can detonate against them.
- Sticky grenades should no longer become invisible when attached to something from point blank range.
- You should once again be getting score for Biocores held or in the process of securing when a match times out.
- The douse UI should no longer disappear when you fire a surge plasma rifle.
- Fixed an issue where a repeated ‘landing’ sound could be heard when spectating players.
- Fixed an issue where the weapon animation could go a bit weird if you interrupted a revive.
- Pick-ups in the reactor control room should no longer be floating off desks or clipping into walls.
- Matchmaking music should now stop playing if matchmaking failed for some reason.
- Fixed various issues where the game thought you were underground when you weren’t (some sneaky volumes protruding through the floor in some places around the map), which would result in some odd behaviours for NPCs and mission markers.
- Picking up a second hyper cannon should now stack the ammo (up to its maximum) instead of overwriting whatever number of rounds you had with the number from the new weapon.
- Fixed a few issues with the spoiler appearing incorrect when using vehicle skins.
- Getting downed or killed by the Shield Surge perk should now show an icon in the kill feed.
- You should no longer be locked in place if you get killed while initiating a leap attack with the gorlizard.
- The gorlizard should no longer be able to perform leap slides.
- You should no longer be stuck in crouch while carrying a Biocore and crouching on steep slopes.
- The amount of XP you get based on match duration broke in a previous build (so you got a lot less than you should have), but has now been put back to the intended value.
- You can no longer steal Biocores through the bottom door panel in the base vehicles. I.e., you can no longer sit hidden inside the vehicle while stealing the Biocore.
- You can no longer swap to a forward camp that is overlapped by the deathbringer, to stop it clashing with the car that spawns in.