New beta build released 9/1/17 - working from your feedback, we've started to make some sweeping changes. Active paths have been heavily decreased to both get away from the chaotic feeling of later levels, and to work well with the new themed encounters. We working on a better rampup of difficulty into the game, as well as a clear goal to strive for. Expect several more patches as we continue making improvements! Changes made so far:
Added spawn preview dialog that’s visible when preparing for assaults
Added visualization of elite spawns on assault preview.
Added several new themed encounters.
Disabled path displays when there are no paths active for the assault.
Made enemy passive abilities apply to groups, rather than to enemies randomly.
Blowing up shield projector does more damage.
Increased time it takes for shield projector to generate pulse.
Added shield generator chargeup audio.
Fixed bug in critical hit multiplier
Changed elites so they’re explicitly created in group.
Refactored elite distribution, to get better distribution of elites.
Reduced cooldown on activatables.
Fixed elite and passive abilities for Aegis.
Removed Stryker from commander lineup.
Fixed elite and passive abilities for Angel and Guise.
Lowered Sam’s primary fire machine gun damage.
Level reward display modifications
Improvements and fixes to Pit
Marked Quarry as under construction.
And a boatload of little fixes per usual.
(Please refer here for the previous patch notes and instructions on how to enter the beta from your regular game.)
