TWEAK: You and your squad are invincible during Takedowns that you initiate. TWEAK: Changed some stage prerequisites in Arena. It's not as linear, but you need the same stages complete to unlock each Contract. TWEAK: Lowered the number of waves per checkpoint in Murder Time. FIXED: A tiny issue caused all sorts of start locations to freeze the characters using them. FIXED: Minigun was having issues with its continuous fire audio. While this should be fixed now, other problems may crop up (such as moving between rooms firing off its idle sound). If anything hardcore breaks tho, bug report it!
Update [1.38.d] Patch Notes
-ADDED: G03LMs have a different tantrum animation than other Brutes. -ADDED: Click to get rid of a tooltip. -ADDED: Goyle's got a proper recording crew for his show. -TWEAK: Huge melee weapons (the ones with reeeeeally heavy swings) will always either knock back or ragdoll opponents. -TWEAK: Ragdoll Executes no longer available to basic NPCs. -TWEAK: Aim reticle recoil visual (the red circle) no longer gets so outrageously big. -TWEAK: Significantly increased the frequency and max number of weapon boxes that spawn in Slaughter Time -TWEAK: We're giving upper level enemies the Deadeye skill, in order to balance against Tac Master a bit. This will let them break corpus with grazing shots. -TWEAK: Some effects on the final boss of the Story Campaign were adjusted to only be seen when they're facing certain directions. This should make it easier to tell which way they're facing, due to transparency. -FIXED: Pathing and collision issues in Murder Room ought to be resolved. -FIXED: Camera issues when traveling between scenes. -FIXED: UI Notifications would glitch out their formatting if more than one played in a row. -FIXED: Medical Cabinets inside vans were missing in Contract 3. -FIXED: Since changing the stage order in Arena, some things were firing off before they were supposed to. -FIXED: Small error in cutscene camera direction when trying to focus on certain characters. -FIXED: The trapped explosion-door at the start of Residential 2 was firing off twice. -FIXED: The broken hilts of some melee weapons could have a range FIFTY TIMES farther than any other, thanks to a typo. -FIXED: A variety of things could cause characters to either become stuck in an emote, or cause an emote to be interrupted prematurely. We've revised the system that controls when these things happen. -FIXED: More Depth of Field issues have been dealt with.
Update [1.38.a] Patch Notes
-ADDED: Indicators on the Pilot/Bus map for Arena stages you've beaten. -ADDED: Your corpus now display your healing process. -TWEAK: Outskirts snipers firing on you before Stage 2 "Power Play" will now go on forever until you've disabled the spotlights. This replaces an old, unstable system. -TWEAK: The end cutscene of Outskirts Stage 3 "Road to Nexus City" better displays the Mag Bandit destroying the gate. -TWEAK: Slight boost to Hireling XP gain. -TWEAK: Skill description font sized down. -TWEAK: Game is more clear about when you've beaten a stage in Arena via the end-wave breakdown. -TWEAK: Most Arena stages must now be played in a set order. Colors have been added to indicate stages that are unplayable, already completed, or next on your list. -TWEAK: Modified some dialog in Arena (mostly between the Player and Doc) to account for how we want certain plot points revealed, and to remove red herring info that doesn't help to push the plot. -TWEAK: Cleaned up the Options menu, removed obsolete key bindings, and added a tab for Keyboard/Controller instructions. -FIXED: Healing your Corpus used to speed up when dealing damage to enemies. After the healing system revamp/cleanup, this feature was removed. We've put it back in, and a visualization for this process up top. -FIXED: The trail on your target reticle would sometimes load in terribly huge. -FIXED: Enemies that vanish on death (Robots, etc.) were vanishing with their held weapons. These should now drop before they vanish. -FIXED: Animated textures (punch plates, etc.) were messing up if that character was involved in a cutscene. -FIXED: Open vans in Contract 3 had no collision. -FIXED: Squadmates weren't animating in Stage Menu screens.
We should have Contract 4 done by the end of the week. The final stage still needed more testing, but we wanted to get these bugfixes out now!
NOTE: Since we changed the order that stages are played in Arena, you may find some missions not appearing where you remember them being (namely Contracts),
Go check out the helipad and make sure you've completed all missions there. Any green stage markers mean you haven't completed them yet, as far as the game is now concerned.
Update [1.37.e] Patch Notes
-Tweak: Hard Sell units will take cover in their back rooms. -Tweak: Water splashes were too loud. SHHHHH -Fixed: Small color error on goggles/glasses. -Fixed: Story Campaign enemies performing an animation were speaking their wake-up chatter when they ought not do it.
*NOTE: We accidentally skipped 1.37.c and released as 1.37.d last night, so we're just advancing to 1.37.e today
Update [1.37.b] Patch Notes
Tweak: Continuing your combo or landing a crit depended on tapping and releasing LMB (because of how Charge-Up power attacks work). Now, it'll only look at pressing LMB. Should work for controllers too, but needs further testing. Tweak: Cleaned up the "sniper aim" area marker. Tweak: NPCs will generally wanna get out of the way of the Mortar's grenade range before he fires. Tweak: Escaping an Orderly's grapple requires Space Bar to get out, not Attack. Fixed: Haunted House was inverting the frequency of Demoniac Cultist attacks based on difficulty. Thus, they rarely appeared on Madness difficulty, and spawned too often on Tourist. Fixed: N51 Mortar was sneaking in a grenade launcher attack without the "sniper aim" area marker. I cannot recreate it, so I added what might work as a fix. Fixed: Stepping in blood puddles would paint your body instead of your feet. Fixed: Melee weapons, or weapons without mods of any kind, had trouble spawning into the Blackmarket when appropriate. Fixed: Cyber Bandits got a small graphics tweak to their goggle glow.
Editor's note: Whoopsie! Totally forgot to hit 'publish' on this sucker. Thanks to user BFR2005 for pointing this out!
Update [1.37.c] Patch Notes
-Tweak: The influence ammo capacity has on the price of Arena firearms has been drastically reduced. The Minigun should sit at around $1 million now instead of $4.2 million. We'll keep playing with these values until it feels right. -Tweak: Standard G03LM units use the same rear takedown for both Melee and Unarmed if the attack wouldn't kill them, just like they used to. -Fixed: Default loadouts for some enemies weren't being equipped correctly. -Fixed: Some Story Campaign units were interrupting their plot animations to wander around. -Fixed: Timer wasn't displaying when it should have (it was still working though). -Fixed: Graveseekers and Prophets in the Mining 2 minecart chase weren't spawning with their default weapons. -Fixed: Theoretically, we've removed what may have caused enemies to dodge away from your H2H Finisher. -Fixed: Updating the version of your game would reset some of your saved options/preferences. But not this update
Update [1.37.a] Patch Notes
-Feature: Murder Room is back in Arena. Not all trap features are in and live, but so far we like the new layout. -Added: New combat emotes for Nexus Core and N51. -Added: Grenade launching weapons will force NPCs to utilize a modified form of the "sniper aim" which broadcasts where they're gonna carpet bomb. Squadmates and Bot-mind units will continue to fire normally. -Added: New Cyber Bandit gear at the Quartermaster and Skin Picker. -Tweak: N51 "Wall of Death" will move a tad more quickly. Still not allowing them to sprint. -Tweak: Enemies attack more slowly in Tourist mode, and more quickly on Tough + Madness. -Tweak: AAHW Soldats had access to the Sweet Spot skill, which allowed them to potentially shoot through your Tac-Bar if you were in their ideal range. That's been removed. -Tweak: Attack warnings in Arena Siege stages could all play at once, making it far too loud. -Tweak: For some reason, we never let the earpiece headset be available for purchase at the Quartermaster. It is now. -Fixed: Grapples were causing the camera to zoom in even when the player isn't involved. -Fixed: Unfinished progress bars would remain on screen for interactives after they were disabled. -Fixed: Enemies bribed by the Mercenary Origin will cancel their current orders. N51 Recons were still trying to disable their Siege target after being converted. TRAITORS. -Fixed: Too many units interacting with the Siege objective in Hard Sell could cause you to lose the stage before the Artifact was exposed.
We're almost there, guys. Next up: CONTRACT 4, and the END OF ARENA
Update [1.36.a] Patch Notes!
-Feature: Third and final Siege stage added to Arena, and along with it, the N51 faction make their presence known. They're sturdier than the Nexus Core, but more conservative in their attacks. -Tweak: The health of Turrets is unaffected by Madness difficulty. In addition, the size of a unit reduces the effect Madness difficulty has on their health.
Update [1.35.e] Patch Notes
-Added: Incapped squadmates will have a little marker to show where they are if they're off screen. -Added: The last few enemies in a wave will also have markers, so you can track them down. No more hide-and-seek. NOTE We need our testers to help us find where enemies are hiding in Facility when the last few units won't enter. -Tweak: Damage bonuses for gloves were WAY too high. I mean, come on. The Punkers boosting your damage to the same as the Dragon Slayer? Gimme a break. -Tweak: To compensate for unarmed damage being nerfed, your Force, Lethality, and Critical sub-attributes will further increase your Unarmed, Melee, and H2H Critical damage respectively. -Tweak: Slowed the Foundry stage conveyor belts down to half their current speed. -Tweak: Shields take damage while blocking. They absorb all damage, so it's fair they should degrade. Blocking with melee weapons is unaffected. -Tweak: The Chameleon augmentation was deducting Tac-Damage from incoming hits incorrectly. -Fixed: Hank was using the wrong block animation while unarmed. -Fixed: Narrations won't cause your head to bob if it would stop you from blocking, weapon swapping, Tac-dodging, etc. -Fixed: One of the quick attacks for dual wield wasn't swooshing correctly. -Fixed: Oil splats in Industrial Sector were obscuring weapons dropped underneath them.
Update [1.35.d] Patch Notes
-Added: The Fence carries a bunch of new augmentations. -Tweak: Streamlined the calculations for Trauma (damage) recovery. -Tweak: Engineers and Soldats won't leap away from your melee attacks anymore. -Tweak: Slowed down G03LM units. -Tweak: Lowered the frequency of blood splattering on you. It was getting out of hand. -Fixed: Starting in the wrong room of the Facility. -Fixed: All of the Fence's items should be available right away, regardless of Arena progress.