Changes
- Improved general fluidity and responsiveness of the heavy melee strike, so delivering very hard head bonks should be a smoother experience.
- Changed the text box on timer skips to make clear that you can use either K-Marks or Aurum, not both.
- Tweaked the looting tables for the different creatures of Fortuna III.
- Reworked the icons for some weapon attachments so they should be easier to differentiate from one another.
- Various improvements to our general UI.
Balancing & Economy
- Tweaked some crafting requirements:
- Orbital Cannon Beacon
- Derelict Explosives needed reduced from 6 to 3.
- Faction Scrips needed reduced from 200 to 80.
- Laser Drill Beacon
- Faction Scrips needed reduced from 200 to 80.
- Oil Pump Beacon
- Faction Scrips needed reduced from 200 to 80.
- Increased the Faction XP & K-Mark rewards of hard jobs by 50%.
- Reduced the repair costs of most gear:
- Repair costs of Uncommon items reduced by 10%.
- Repair costs of Rare items reduced by 20%.
- Repair costs of Epic items reduced by 60%.
- Repair costs of Exotic items reduced by 75%.
- Repair costs of Legendary items reduced by 85%.
- Reduced the overall “availability” of grenades.
- Grenades have been removed from the shop and are now available in the Crafting Station for 300 K-Marks, 2 Copper Wires and 2 Hardened Metals each.
- Overall reduced the amount of Grenades found as loot on the surface.
- Reduced the amount of Grenades received as mission rewards.
Bugfixes
- Improved general performance, especially regarding foliage and rendering distance.
- Fixed an issue where members of the same squad would drop on different server instances.
- Similarly, fixed an issue where players with a very high matchmaking rank wouldn't be able to drop as a trio. Guess sometimes you're just that good.
- Fixed an issue where shotguns fired with the Slug attachment wouldn't deal the expected amount of damage.
- You will now be able to claim your cosmetic items even when your stash is full. There's always room for more swag after all.
- Fixed an issue that prevented the Crusher Caverns from resetting properly.
- Tweaked waterfalls a bit so they can be their actual planned pretty selves.
- Research in your Private Quarters shouldn't take one second longer than indicated anymore. Think of all you'll be able to do with that whole second.
- Fixed some issues that would prevent players from completing the tutorial.
- Fixed a small graphical artifact when using 2x optics with a Basilisk.
- Fixed several instances of rain pouring through ceilings, windows and otherwise seemingly solid objects. Sure, the weather sucks on Fortuna III, but come on.
- Fixed a weird issue where weapon charms seemed to have a mind of their own on the preview screen.
- Tweaked the maps a bit further: floating objects, misaligned buttons, inescapable pits, etc.
- Corrected some pathfinding issues for the confused wildlife.
- Fixed some containers being invisible until approach. No more stealth field generators for boxes!
- Bullets will now pierce tarps from both sides.
- Weapon attachments will now be fully visible from the Crafting Station.
- Fixed an issue that prevented equipping a new spray.
- The Comm Wheels will stop breaking if too many people try talking at the same time. To be fair, cutting off people is rude.
- Equipped weapons won't poke their head out when throwing grenades.
- The Thrill Seeker is now fully usable and ready to scout the surface once more.
- Foaming an enemy Prospector right as they foam you should now count as actual progression for related missions. Double KOs never get old!
- Fixed some visual issues with the Crusher's ranged attack.
- Also, killing a Crusher with a heavy melee attack won't send it into outer space anymore.
- Fixed more issues with Marauders teleporting around, dealing damage to Prospectors way out of their reach or attacking opponents while turning their backs on them. Super Jeff has been nerfed.
- Fixed a visual issue where accepting a new mission would seem to reset progress on existing ones.
- Fixed an audio issue where the sound of crumbling mineral nodes would play over and over and over and over and over again.
- Fixed more audio issues where natural traps like bird flocks would emit their sound at the wrong location.
- You should now properly see the outlines of your squad mates while on the surface.
- Fixed an issue that would trigger an infinite loading screen when purchasing items in a shop or claiming rewards from the generators.
- Fixed an issue where the ramps of a Laser Drill would disappear when moving too far away.
- Pressing the Esc button should now work in every menu. It seems there is in fact an escape.
- Fixed an annoying issue where an Osiris campaign mission wouldn't grant the Orbital Laser Beacon it's supposed to, making the next mission a bit harder to complete.
- Using the “Return to Station” option should now properly update mission progress when applicable.
- Fixed a visual issue that would show the “Average Match Time” as 0 in the player stats. No, you're not that fast.
- Fixed an issue where backpacks couldn't be moved to the stash despite the latter not being full.
- Prospectors on the character selection screen after the tutorial shouldn't appear as foamed anymore. This if not “Return of the Living Foamed” after all.
- Fixed an issue where insured items wouldn't appear properly in your Private Quarters after being foamed.
- Fixed an issue that prevented players from interacting with Dead Drops.
- Changed a couple of spawning points for drop pods. You shouldn't start your exploration session right next to angry locals now.
- Fixed an issue that would also apply a weapon coating when trying to equip a weapon charm.
- That grid visible around the evac ship? It's gone. You've seen nothing.
- Various writing changes and localization fixes.
Misc
- Starting the game in Admin mode will now create an error. Please make sure you're not launching the game in Admin mode.
- The Biker Queen is now called the Monarch. All hail the new paragon of badassery!
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