Source: Steam Community (opens in a new tab)
Onboarding
- You are now able to matchmake even if you have pending onboarding missions to do in the lobby.
Events
- Time delayed events will now have shorter activation delay for matches with a max duration less than 30 minutes.
- The player controlled gorlizard no longer benefits from the Cheat Death perk.
- Other players should now hear a loud roar when someone takes control of the gorlizard.
Match Rules
- For this beta weekend (and possibly intermittently going forwards), there is a chance that a match will be in a Biocore Hyperdrive state. These matches are played with a single Biocore, with a 20-minute maximum match time, and with a shorter Biocore stabilization time.
Weapons & Consumables
- The damage bonuses from semi-automatic battle rifle triggers have been reduced.
- Semi - Standard now has a damage bonus of 38% (down from 43%).
- Semi - Resetter now has a damage bonus of 28% (down from 33%).
- Semi - Blast Charger now has a damage bonus of 50% (down from 58%).
- Semi - Corruptor now has a damage bonus of 73% (down from 88%).
- The base damage of heavy battle rifle ammo has been increased to 20.72 damage (up from 19.98).
- The Fall-Off stat for battle rifles has been made less impactful on a module’s score. This means that modules with this stat have either had their stat or their cost adjusted.
- The Light - Round Nose ammo now has a -22% Fall-Off (down from -15%).
- The Light - Stabilizer ammo now has a +3.3% Fall-Off (up from +3%).
- The Auto - Rapid trigger now has a -8% Fall-Off (down from 0%).
- The Auto - Ultra Rapid trigger now has a -11% Fall-Off (down from 0%).
- The Auto - Rapid Stabilizer trigger now has a -5% Fall-Off (down from 0%).
- The Medium - Gyro-Bore barrel now has a +8% Fall-Off.
- Similar to the Fall-Off changes, the Effective Range stat for battle rifles now has less impact on a module’s score. Meaning modules that sacrifice Effective Range are now a bit more expensive and those that improve Effective Range are a bit cheaper.
- All short battle rifle barrels have been made a bit cheaper, except for Short - Muzzle Brake.
- Short - Muzzle Brake has instead been given some better stats for handling spread and recoil during automatic fire.
- SLR Wolfshead now uses a Long - Standard barrel (instead of a Medium - Standard barrel).
- The headshot multipliers from sniper rifles have been reduced. Physical sniper rifles now have a headshot multiplier of 2.0 (down from 2.5) and energy sniper rifles have a headshot multiplier of 1.6 (down from 2.0).
- To compensate for their lowered headshot multipliers (which is a change primarily aimed at heavy snipers), some of the base damage values of sniper rifles have gone up.
- Light and energy snipers now have a base damage of 60 (up from 50).
- Heavy snipers now have a base damage of 82.5 (up from 80.55). Heavy snipers have also been made a bit cheaper to compensate for a relatively smaller increase in damage than before.
- Energy sniper rifles now have a 30% bullet velocity bonus (up from 20%).
- The Energy - Super-Heat sniper rifle ammo now has a 25% damage bonus (down from 35%) but is also a bit cheaper to equip.
- The Energy - Field-Breach sniper rifle ammo now has a 15% damage bonus (down from 25%) but is also a bit cheaper to equip.
- Cluster sniper rifles are now cheaper to equip.
- In light of the changes to sniper rifles, some weapons have had some module adjustments:
- Tyr's Hand now uses the 'Flight Stabilizer' trigger, so it has faster bullets and is more effective over distance.
- Cluster-Strike now uses the 'Acid Burst' trigger, so its cluster bombs do a bit more damage.
- Devastator now uses the 'Core-Splitter' mag, which gives it its lost cluster bomb back.
- The Cluster - Shock-Bomb sniper rifle ammo now slows enemies by 40% with their cluster bombs (up from 25%).
- The Heavy - Tri-Shot sniper rifle ammo now has a tighter spread (equal to the Light - Tri-Shot ammo’s spread).
- All sniper rifle cluster magazines are now slightly faster to reload, except for the Compact Injector.
- The Volt Flux sniper rifle magazine now deals 10% of the damage to deathbringer passengers (still 25% against passengers of other vehicles).
- The base damage of plasma rifles is now 19 (up from 17).
- All Surge plasma rifle ammo have received a damage penalty to counteract this increase, so their damage should be mostly unaffected.
- The base bullet velocity for plasma rifles is now 500 m/s (up from 400).
- Again, all Surge plasma rifle ammo have received a bullet velocity penalty to counteract this change, and will thus be unaffected.
- The values of Close and Long Range Bonuses for plasma rifles have been adjusted. So many modules that adjust these stats will have had their cost adjusted (cheaper or more expensive when equipped).
- The Quick Charge plasma rifle ammo has been renamed to Fast Charge (to avoid confusion with the trigger) and had its long range damage penalty removed.
- The Flux Energy plasma rifle ammo now increases damage by 36% (up from 28.33%) and has had its long range damage penalty removed.
- The Condensed Energy plasma rifle ammo now increases damage by 36% (up from 28.33%).
- The Supercharger plasma rifle ammo now increases damage by 53.5% (up from 41.67%).
- The Unstable Release plasma rifle ammo now increases damage by 33% (up from 26.67%) and is also a bit cheaper.
- The Shield Burster plasma rifle ammo now increases damage by 24.33% (up from 18.33%).
- The Toxic I plasma rifle ammo now increases damage by 4% (up from 3.33%) and its cloud does 12 damage per tick (up from 10).
- The Toxic II plasma rifle ammo now increases damage by 8% (down from 8.33%) and its cloud does 17.5 damage per tick (up from 15).
- The Pulser Mk I plasma rifle trigger now increases damage by 8.5% (up from 8%).
- The Pulser Mk II plasma rifle trigger now increases damage by 15% (up from 14%).
- The Auto - Quick Charge plasma rifle trigger is now more expensive.
- The damage reduction to shields from the Standard - Shield Enforcer plasma rifle magazine is now 25% (up from 15%).
- Hailstorm now uses a 3x Holo Marksman sight instead of a 1.5x Holo Brawler.
- Some of the weapons you can get from earthtree scraps have had new paint jobs applied to them.
- The Gyro-Bore sniper rifle barrel has been given a new appearance.
- The Plasma Array sniper rifle barrel has been given a new appearance.
Movement
- The movement speed bonus when wielding a pistol or beam gloves has been increased to 15% (up from 5%). This does not affect movement in the lobby, which remains at a +5% bonus.
- Item based movement speed bonuses no longer apply to Biocore carriers, but they also no longer receive a flat movement speed penalty for carrying the Biocore.
Perks & Abilities
- The Automatic Ramp-Up perk now caps out at a 10% bonus (as opposed to growing indefinitely).
- The Metal Melter perk now deals 5% of the damage to deathbringer passengers (still 10% against passengers of other vehicles).
Vehicles
- The turret vehicle now goes a bit faster and does more ramming damage.
- The cluster cannon in the deathbringer is now affected by the same immunity system that cluster sniper rifles use: if a player is hit by a cluster bomb from the cannon, they can’t take damage from other cluster bombs for 0.5 seconds. This should make the cannon a bit less devastating when fired into tight spaces.
Lobby
- When logging in to a lobby, we will now place you in the same lobby as your friends (if there currently are any in a lobby and there is space).
- A new TV screen showing the current standings of the Top Dog event has been added to the lobby.
Customization
- New facial hair options have been added to the character customizer.
UI
- The mission progress screen after a match should now display which rewards you will get when completing the mission.
- Friend codes will no longer be visible when in Streamer Mode.
- The team information while getting ready for a match has been rejigged a bit in order to be more flexible with different team sizes.
- The matchmaking screen has received a visual overhaul.
Bug Fixes
- Using Escape to exit the matchmaking menu while in a party should now also unready you.
- The player controlled gorlizard will now have a full health bar when it’s on full health. It appeared as partially empty previously due to lowering its max health during the playtest. Its max health remains at the lowered state, just now has a health bar to match.
- The 1k Bomber mission should now correctly say that you can also heal with energy bombers in order to complete the mission.
- Fixed a few typos and formatting errors in vendor dialogue in the lobby.
- The ‘hide and seek’ pistol should now have sound.
- The ‘the Gorlizard’ and ‘Deathbringer’ titles should now be awarded appropriately from the Puppet Master IV and Bringer of Death IV achievements.
- The ‘Seeker’ title should now be awarded appropriately from the Collector achievement, as opposed to the Plaything achievements. Those who got it from Plaything get to keep it.
- The ‘Forest Power’ event should now be able to show up on the event screen at the start of a match.
- Corrected the icon for the Puppet Master achievement.
- If a teammate collects your weapon from the Weapon Replicator while you are disconnected, you should now still have it added to your unlocked weapons when you reconnect.
- The game log message should now appear correctly if an enemy steals one of your weapons from the weapon replicator.
- Healing missions should now also update when you repair shields.
- You should now be able to properly select the sixth consumable in the UI if you’re using the Extra Space perk.
- The interact message from possession the gorlizard should no longer get stuck on screen after you’ve taken control of the gorlizard.