Focus On: The Smuggler!
LET’S ROLL THE DICE! The Smuggler ability trees have been modified and completed based on feedback and suggestions. Thanks everyone who has been submitting feedback and bug reports - as always, please let us know what you think!
Dirty Moves
- Explosive trap deals increased damage and Stuns the mob that triggers it.
- Holo trap has an increased trigger chance and deals damage when it triggers.
- NEW ABILITY : Kalmonri Trap - deploy a decoy that Taunts, deals damage when attacked, and has a chance to confuse enemies when struck.
- NEW ABILITY : Trap Card - Passive - Automatically deploy traps when combat begins.
- NEW ABILITY : Bag of Wonders - rummage around and throw down a random artifact from your stash. Will it do something positive for your team? Will it do something terrible to the enemy? WHO KNOWS!
Gunslinger
- Akimbo - now attacks the target and a random second target for increased damage. Your Shoot ability now attacks a target with both weapons, instead of also attacking a random second target.
- Push Yer Luck - no longer has a chance to overheat and Stun the Smuggler, instead each use increases chance to inadvertently Taunt all enemies with your flashy gunplay. Showoff.
- Trick Shot - deals increased damage and now bounces a set number of times with increased critical chance. At max rank, gains critical hit chance with each bounce.
- NEW ABILITY : Fan The Hammers - Passive - Gain damage and crit chance with every Gunslinger ability you use. Every 3rd ability used reduces the Time Unit cost of the next.
- NEW ABILITY : Buddy Shield - Hide behind your highest health ally, reducing incoming damage and splitting it with the ally. Threat generated by the Smuggler is redirected to your ally. At max rank, patch up your buddy if their health drops low. The better to soak bullets.
- NEW ABILITY : Showdown - Score critical hits to add charges to Showdown. Each use increases the cooldown and max number of charges Showdown can hold for the remainder of the mission. Activate to shoot all the bullets!
Cheap Tricks
- Coin Toss - reduced bonus damage from Heads and increased Time Unit reduction. No longer requires a ranged weapon. Bad Luck strikes only enemies at max rank.
- Mug - no longer gives credits based on mob level but now also has a special set of valuable items the Smuggler can steal. Weapons, shield, and armor items can still be stolen.
- Bounty - now costs a fixed amount of credits that grows with each use in battle, no longer increases Smuggler dodge at max rank but increases chance to critically hit target.
- Roulette - now deals a straight multiplier of weapon damage and gains crit chance with each spin. At max rank, also gains additional damage with each spin.
- NEW ABILITY : Ante Up - Passive - with each credit you spend in combat, gain a stacking critical hit bonus and recoup some of your spent credits at the end of combat. At max rank, also grant a random ally a stacking damage buff.
- NEW ABILITY : Double Down - activate to deal a random amount of damage, max possible damage increases each time you get a success from Coin Toss, Mug, or Roulette.
- NEW ABILITY : Slot Machine - Do you like RNG? Pull the lever and see what happens!
Item & Mechanic Changes
We’re testing these new mechanics for Stun, Armor and Shields, so let us know what you think!
- Stun resist has arrived for mobs. After getting feedback on Stuns, we’d like them to be punchier overall but prevent control teams from locking down without any fear of retaliation. Each time a mob is Stunned, they gain a stacking 20% resistance to further stuns for 5 turns.
- Armor now reduces a percentage of incoming damage instead of a flat amount. Player armor (damage reduction and dodge) will degrade in effectiveness as character level exceeds armor level at roughly 25% reduction every level after a 3 level difference. Rare, Epic and Legendary armor has a boost to the percentage absorbed and the rate at which it degrades due to level is decreased, allowing it to remain effective longer.
- Shields now block crits against mobs and players as long as there is at least 1 charge. Shields now reduce a percentage of incoming damage instead of a flat amount. Player shields will degrade in effectiveness as character level exceeds shield level at roughly 25% reduction every level after a 3 level difference. Rare, Epic and Legendary shields have a boost to the percentage they absorb and the rate at which they degrade due to level is decreased, allowing them to remain effective longer.
- Armor and Shield damage reduction work together additively based on original incoming damage. Ex: Hardslab is hit with 100 points of damage. His shield absorbs 50% and his armor 15%. Hardslab suffers 100 - 50 - 15 = 35 points of damage.
- Armor and Shields from previous builds will convert to the new system when loading a save.
Changes
- Hacker ability Overcharge adjusted to work with new shield mechanics.
Fixes
- Fixed an issue with the light puzzle on the mission Good Housekeeping that could prevent the final boss fight and mob spawns from triggering correctly.
- Fixed a nasty bug with room updating during combat that lead to a bunch of other problems.
- Fixed an issue where breaking mob shields caused increased threat.
- Fixed a display issue with upgrades and weapon mods that increase initiative.
- Fixed an Aurora rep title typo in mission Good Housekeeping.
Coming Soon…
- Focus on: The Void Psyker!
- Focus on: The Force Psyker!
- Next Campaign Mission: Triangulatin.
- More cool stuff!