--|Performance and Crashes|--
- We have updated to support FSR 3.1.1.
- We have updated to support DLSS 3.7.20.
--|Player|--
--|Archetypes|--
|Engineer|
- Fixed an issue where Engineer and Warden summons were incorrectly applying pressure.
DEVNOTE: This issue was causing the Turret and Drone to take turns attacking.[/]
- Fixed an issue where Impact Cannon and Hellfire were incorrectly applying pressure.
|Invoker|
- Fixed an issue where casting an Invoker skill sequentially caused communion to stop working.
|Medic|
- Fixed an issue where Medic Redemption skill glow was not turning off and could visually stack.
--|Gear / Items|--
-|Weapons|-
Repeater Pistol
- Increased Damage: 15 to 16
- Reduced Horizontal Recoil: 0.2 to 0.05
- Reduced Vertical Recoil: 0.7 to 0.6
- Reduced Recoil Decay Delay: 0.13 to 0.06
- Increased Overall Accuracy (Still & Moving)
DEV NOTE: The classic Repeater was falling behind even though, with frame-perfect input from the player, it could deal a ton of damage. We lightened up the dexterity requirement by increasing the damage slightly. Overall, much more accurate as well.
Western Classic
- Increased WS Damage Bonus: 105% to 110%
- Increased Reload Speed: 1.15 to 1.3
- Reduced Horizontal Recoil: 0.4 to 0.2
- Reduced Vertical Recoil: 1.6 to 1.05
- Reduced Recoil Recovery Delay: 0.1 to 0.075
- Increased Accuracy (Still & Moving)
DEV NOTE: Weakspot Damage Bonus Increase, Reload Speed Bonus, and an overall Accuracy Increase? Yes please! The Western Classic always had great burst damage. The buff to Reload will boost the sustain damage as well.
Service Pistol
- Increased Magazine Capacity: 10 to 12
- Increased Total Ammo: 110 to 120
- Reduced Horizontal Recoil: 0.2 to 0.15
- Reduced Vertical Recoil: 1.15 to 1.05
- Increased Overall Accuracy (Still & Moving)
- Reduced Spread per shot
DEV NOTE: These are basically all Quality of Life changes. Service Pistol has always been a very high damaging sidearm, but the magazine was a bit small. We increased it while also making the gun more accurate.
Wrangler
- Increased Fire Rate: 2.1 to 2.25
- Reduced Horizontal Recoil: 0.275 to 0.165
- Reduced Vertical Recoil: 2.15 to 2.05
- Reduced Spread per shot: 1.5 to 1.4
- Reduced Spread Decay delay: 0.19 to 0.135
- Slightly Increased Reload Speed
DEV NOTE: Properly befitting a true gunslinger, the Wrangler fires more quickly and can remain on target more easily. The overall damage increase is slight, but the handling adjustments should be noticeable for any fans of this Lever Action.
Huntmaster
- Increased Damage: 70 to 105
- Reduced Fire Rate: 1.5 to 1.05
- Reduced Reserves: 49 to 35
- Reduced Horizontal Recoil: 0.2 to 0.15
- Reduced Vertical Recoil: 4.0 to 3.0 - Slightly Increased Reload Speed
DEV NOTE: A huge adjustment to the true Hunting Rifle. All changes lead to much higher burst and sustain. The reduction in reserves was to help compensate and keep total damage in line, but it is important to know that it still deals more total damage than it did before due to the per-shot damage increase. Aim and be rewarded!
Tech 22
- Increased DMG: 8 to 9
- Reduced RPS: 16 to 15
- Increased Reload Speed
- Increased Magazine Size: 30 to 32
- Increased Total Ammo: 330 to 352
- Increased Min/Max Accuracy
- Reduced Vertical Recoil: 0.4 to 0.3
- Reduced Horizontal Recoil: 0.4 to 0.1
DEV NOTE: If you ever wanted a scalpel disguised as a pistol… today is the day.
SMG
- Increased Reload Speed by about 18%
- Reduced Horizontal Recoil: 0.6 to 0.25
- Reduced Vertical Recoil: 0.45 to 0.4
- Increased Accuracy (Still & Moving)
- Adjusted Reticle Size (Smaller)
DEV NOTE: Qualify of Life changes. More accuracy across the board. The reload will help with sustain, but burst remains the same.
Blackmaw
- Increased Magazine Capacity: 37 to 40
- Increased Total Ammo from 190 to 200
- Reduced Horizontal Recoil: 0.45 to 0.2
- Reduced Vertical Recoil: 1.1 to 1.05
DEV NOTE: Quality of Life changes to allow Blackmaw to remain a viable Primary option in a sea of great alternatives. Damage is basically the same, but you can damage for a bit longer, and stay on target much easier.
Chicago Typewriter
- Increased Fire Rate from 11 to 11.75
- Increased Reload Speed by 15%
- Reduced Horizontal Recoil
- Increased Reticle Contraction per shot
- Increased Accuracy at Max Reticle Contraction
- Added 0.25 Delay before Spread Enlarges
DEV NOTE: Fires slightly faster and reloads more quickly. The reticle contracts quicker as well so you can focus your fire sooner.
Bonesaw
- Reduced Heat per shot from 0.02 to 0.01335
- Increased Heat Decay Rate from 0.5 to 0.7
- Increased Overheat Anim Play Rate from 0.7 to 0.8
- Increased Fire Rate from 9.5 to 9.65
- Increased Base Reload Speed by 10%
DEV NOTE: With the head adjustments, the LMG can now be fired for 75 rounds before overheating as opposed to the 50 before. Combined with the small Fire Rate increase, this increases burst, while the reload speed helps to increase the sustain. We also slightly reduced the penalty for overheating.
Coachgun
- Increased Reload Speed by 18%
- Reduced Recoil per shot: 7 to 5
- Increased Ideal Range: 15m to 16m
- Increased Falloff Range: 33m to 35m
- Increased Accuracy (Still & Moving)
DEV NOTE: Reload increased to up the sustain damage. Minor Quality of Life adjustments to ensure you can hit stuff while moving.
Ford's Scattergun
- Increased Fire Rate: 1.1 to 1.2
- Increased Reload Speed by about 5%
- Increased Magazine Capacity: 7 to 10
- Increased Total Ammo: 28 to 30
DEV NOTE: Ford doesn’t play… and now, neither do you.
Bulldog
- Increased Fire Rate from 2.5 to 3.5
- Increased Reload Speed by 5%
- Increased Falloff Range from 32m to 40m (Ideal remains at 10m)
- Reduced Recoil per shot from 4.0 to 3.15
DEV NOTE: Time to destroy anything that stands in your path. The goal here was to better convey the Auto Shotgun fantasy. You be the judge!
Sureshot
- Increased DMG: 110 to 115
- Increased WS Bonus: 110% to 115%
- Increased Stagger Bonus: 10% to 20%
- Reduced Horizontal Recoil: 0.25 to 0.15
- Reduced Vertical Recoil: 5.0 to 3.5
- Increased Reload Speed
- More Responsive Fire after Reloading
DEV NOTE: Some changes to better reward accuracy, and some accuracy changes to assist in putting the damage where it’s most needed. This pocket sniper was already strong in certain builds and should stand out even more with the changes.
Widowmaker
- Increased Damage: 125 to 150
- Reduced Recoil: 7 to 5
- Reduced Recoil Speed: 100 to 75
- Reduced Horizontal Recoil: 0.4 to 0.25
- Slightly Increased Reload Speed
- More Responsive Fire after Reloading
DEV NOTE: A considerable damage increase to help the Sniper Rifle remain as a viable one-shot damage option. Between the damage and reload increase, this weapon will be hitting hard and do it much more frequently.
Crossbow
- Increased DMG: 120 to 125
- Increased Projectile Speed: 15000 to 16500
- Increased Reserves: 27 to 30
- Increased Ideal Range: 23 to 26
- Increased Falloff Range: 70 to 75
- Increased Stagger Bonus: 10% to 20%
- Slightly Increased Reload Speed
DEV NOTE: With the Widowmaker increase, the Crossbow also needed some love to allow it to remain enticing. It now hits a bit harder, can hit from farther, and can do it more often. The Stagger was increased to help balance out the single-shot nature.
Trinity Crossbow
- Increased Fire Rate from 0.635 to 0.78
- Reduced Recoil per shot from 1.0 to 0.65
- Increased Projectile Speed from 12000 to 15000
- Increased Ideal Range from 22m to 24m
- Increased Falloff Range from 65m to 70m
DEV NOTE: The damage of Trinity was always decent, but getting the bolts where you wanted them was tricker than intended. Besides increasing the fire rate, we reduced the per-shot recoil so more of your bolts can hit the intended target. The Projectile Speed increase will also help the bolts get to where you want them sooner.
Royal Hunting Bow
- Increased Perfect Charge Damage Scalar: 1.7 to 1.8
- Increased Overcharge Damage Scalar: 1.4 to 1.45
- Increased Stagger Bonus: 5% to 10%
DEV NOTE: The Royal Hunting Bow was falling off a bit compared to some of the other options. This should bring it up to par while still providing a bow that can use Standard Mods.
Bolt Driver
- Increased Pre-Burst Fire Rate
- Increased Ideal Range: 17m to 18m
- Reduced Horizontal Recoil: 0.2 to 0.15
- Reduced Vertical Recoil: 0.65 to 0.55
DEV NOTE: The changes to this weapon increase both the burst and sustain damage. The Pre-Burst fire rate is not the “Wind-Up”. It is the time after shooting which happens between each shot, before the Wind-Up begins. What this means is that the gun recovers a bit faster between shots, thus increasing damage output.
Repair Tool
- Increased Ideal Range: 15m to 16m
- Increased Heat Decay: 0.33 to 0.5
- Increased Heat Decay Delay: 0.05 to 0.075
DEV NOTE: Minor Quality of Life changes to make the gun more than just a Drone buffer. The Heat Decay allows the gun to cool down much faster between shots.
Sporebloom
- Increased Damage: 200 to 250
- Increased Reload Speed: 1.25 to 1.35
- Reduced Max Spread from 6 to 5 (17%)
- Fixed Reticle Visualization (was too large)
DEV NOTE: Returned to HEAVY HITTER status.
Starkiller
- Increased Reload Speed: 15%
- Increased Overall Accuracy
- Dramatically Increased Moving Accuracy
- Gravity Core: Increased Base Damage: 350 to 750
- Gravity Core: Increased Add Damage: 250 to 500
- Gravity Core: Fixed Suck/Explosion Range (was previously halved)
- Gravity Core: Reduced Mod Cost: 1500 to 1000
DEV NOTE: Perhaps today is the day this thing actually kills some stars!? Accuracy Buffs for the Primary to make it more appealing. The Mod has gained significant damage buffs and is most likely going to kill you and your friends. We fixed a bug that was causing the range to show as twice as large as it was. The range is now as large as the original value said it was, which means we doubled what it was actually doing before.
Anguish
- Increased Reload Speed by 25%
- Increased Fire Rate: 1.7 to 1.85
- Increased Primary Shot Projectile Speed: 4500 to 6000
- Increased Charge Shot Projectile Speed: 9000 to 12000
- Loathe The Weak: Reduced Low Health Bonus by about 17%
- Loathe the Weak: Increased Projectile Speed: 6000 to 7500
- Loathe the Weak: Increased Duration: 10s to 15s
DEV NOTE: An overall boost to the Primary functionality and a slight reduction to the maximum damage that Loathe the Weak deals. Very powerful weapon.
Rune Pistol
- Increased Weakspot Damage: 100% to 105%
- Increased Pre-Burst Fire Rate
- Increased Magazine Size: 43 to 45
- Increased Total Ammo: 168 to 180
- MOD: Reduced Cost: 850 to 750
- MOD: Increased Orb Duration: 10s to 15s
- MOD: Increased Healing: 20% to 25%
DEV NOTE: A decent sidearm that was always hampered by the fact that it was generally considered to be primarily a healing option. The damage and functionality have been brought up to par and the healing has been buffed as well.
Aphelion
- Increased Damage: 62 to 70
- Increase Reload Speed by about 7%
- Increased Magazine: 7 to 8
- Increased Total Ammo: 49 to 56
- Reduced Fire Rate: 2 to 1.85
- Reduced Stagger Penalty: -25% to -10%
DEV NOTE: A few minor quality of life changes to buff the overall DPS and trash clearing ability. Should prove more versatile in more situations.
Monolith
- Increased EXPOSE Duration: 1s to 3s per application
- Increased Sustain Fire requirement for EXPOSE: 0.25 to 0.65
- MOD: No longer applies EXPOSE
- MOD: Reduced Cost: 1500 to 1250
DEV NOTE: Since Sandstorm was applying EXPOSE, it ended up making the primary fire irrelevant. We increased the duration that the primary fire applies EXPOSE and removed the application from the Mod itself. It’s much easier to ramp up EXPOSE using the primary.
Nebula
- Reduced DOT duration from 15s to 10s (Damage remains the same).
- MOD: Reduced Base Damage: 4 to 3
- MOD: Reduced Total Duration: 15s to 10s
- MOD: Reduced Base DOT Damage: 65 to 50
- MOD: Reduced DOT Duration: 10s to 5s
- MOD: Reduced Cost: 1250 to 1000
DEV NOTE: Like Monolith’s Sandstorm, the Mod was outclassing the benefit of the primary fire in every way. As an applicator that grants a 10% damage bonus, we wanted to make a few adjustments that toned down the strength of the cast-and-forget swarm. With the reduced duration on the DOT, it still deals more damage per second. The primary fire DOT remains damaging and damages more quickly.
Cube Gun
- Cube Shield: Increased Min Damage: 40 to 60
- Cube Shield: Increased Max Damage: 200 to 300
- Cube Shield: Reduced Mod Cost: 1000 to 500
- Cube Shield: Reduced Speed: 250 to 200
DEV NOTE: Only changes to the Mod. Cube shield now travels slightly slower and hits considerably harder both uncharged and charged (absorbing damage).
Black Greatsword
- Increased Base Damage: 115 to 120
- Increased Charge Speed: 0.5 to 0.33 per Stack
- Increased Damage per Stack: 25% to 30%
DEV NOTE: It takes guts to make a berserk change like this.
-|Mods|-
- Fixed an issue where Big Bang’s mod’s DoT was scaling 10x when paired with Legendary Prism.
- Fixed an issue where Healing Effectiveness did not benefit Red Doe Staff's lifeline mod and the Spirit Healer mutator.
Astral Burst
- Increased Charges: 2 to 3
- Increased Damage: 35 to 70
- Increased Weakspot Damage Bonus: 75% to 85%
- Reduced Bounce Bonus: 35% to 10%
- Increased Cost: 450 to 500
- Reduced Initial Spread
DEV NOTE: Astral Burst has been one of the weaker Mods for quite a while. These tweaks should bring it more in line as a versatile damage addition to close-range buids.
Knight Guard
- Increased Damage: 15 to 65
- Increased Duration: 20s to 30s
- Increased Cost: 450 to 1000
DEV NOTE: The Knights are here. Basically, we fixed a bug that was causing Knight Guard to deal the “default” damage. Now it deals the proper amount. With a huge damage buff, and a duration increase, we increased the cost to balance it out.
Familiar
- Increased Duration: 15s to 20s
- Reduced Cost: 1000 to 750
DEV NOTE: Small balancing changes to make this more appealing.
Prismatic Driver
- Increased Beam Damage: 25 to 125 DPS
- Increased Explosive Damage: 150 to 300
- Reduced Hits to Explode: 6 to 4
- Increased Clear Delay: 1.5s to 3.0s
- Increased Clear Tolerance: 2m to 3m
DEV NOTE: Prismatic Driver was always meant to be somewhat of a weapon that works as an attachment to standard weapons. Huge damage increase. Clear Delay represents time between hits, and Clear Tolerance represents distance in-world that the shots can be apart.
Rotted Arrow
- Increased Base Damage: 75 to 110
- Increased WS Bonus: 125% to 150%
- Increased AOE: 1.5m to 4m
- Reduced Direct Hit AOE Delay: 0.8s to 0.5s
- Increased Cost: 400 to 500
DEV NOTE: A classic simple MOD, the damage fell off compared to other more powerful options. Should now be more competitive for more builds.
Concussive Shot
- Added Explosive Damage Tag
- Reduced Base Damage: 155 to 150
DEV NOTE: New builds unlocked!
Skewer 2.0
- Increased Impact Damage: 125 to 200
- Increased Trap Damage: 20 to 50 per hit
- Reduced Direct Hit AOE Delay: 0.75s to 0.6s
DEV NOTE: A damage boost to bring Skewer back into the light. There is a hidden Stagger Modifier (which has always existed) that will now be more obvious with the higher damage. In addition, the Trap Damage is huge.
Voltaic Rondure
- Increased Orb Damage: 20 to 30-
- Increased Lightning Range: 3m to 6m
DEV NOTE: Upping the damage and range allows Voltaic Rondure to absolutely shred trash mobs. Be sure to power it by shooting at it!
- Fixed an issue where multiple could be deployed, which was unintentional and caused issues.
Witchfire
- Increased Fire Line Damage: 55 to 150
- Increased Fire Line Duration: 5s to 10s
DEV NOTE: Uh… well then.
Voidlight
- Fixed an issue where Voidlight was not working in some boss fights.
- Fixed an issue where Voidlight functionality was not matching description.
- Fixed an issue where Voidlight was allowing multiple explosion triggers to occur.
DEV NOTE: We planned to fix some more typos instead of fixing this, but Chaos convinced us to make it work as intended! Καλά Χριστούγεννα!!!
-|Trinkets, Mutators, Relics|-
- Fixed an issue where Tempest Conduit did not affect the damage of Superheated’s Pulse AoE.
- Fixed an issue where a player in a group was able to obtain Prismatic Stone Blue, however one of the players did not receive it, but could still not receive it when attempting again and would instead get scrap.
- Increased the Range of Burden of the Divine.
DEVNOTE: Internally, the range was a meager 10m. It is now 30m.
-|Prisms|-
- Fixed an issue where Prisms were not able to be cleansed unless they were maxed out.
- Reduced the EXP requirement to level a Prism from 0-50 by about 50%.
- Reduced the EXP requirement to level a Prism from 50-51 (Legendary) by about 150%.
DEV NOTE: This change brings back the original Legendary EXP requirement.
Legendary: Altruistic
- Increased Shared Lifesteal: 30% to 50%
DEV NOTE: This change should allow players to create more powerful support / healing builds.
Legendary: Critical Situation
- Increased Critical Bonus: 25% to 35%
DEV NOTE: It's not too hard to get into the Light Armor Class while still having lots of armor. For some builds, this may be more enticing than some of the other damage options.
Legendary: Impervious
- Increased Damage Resistance: 20% to 30%
DEV NOTE: It's almost like having a free armor set!
Legendary: Jack of All Trades
- Reduced Bonus: 45% to 40%
DEV NOTE: A slight nerf for an extremely powerful and well-rounded Legendary option. Great for any build.
Legendary: Master Killer
- Increased Bonus: 1.25x to 1.35x
DEV NOTE: A noticeable damage buff that will outperform the other damage options given the right build and good aim.
Legendary: Sadistic
- Increased Chance: 25% to 50%
- Increased Damage Bonus: 50% to 100%
DEV NOTE: Combined with the Jack of All Trades reduction, this should make for a more interesting choice. Jack may still be more enticing due to the all-around bonus, but if you are going pure Status, you may want to give this a try.
Legendary: Sharpshooter
- Reduced Bonus: 75% to 60%
DEV NOTE: One of the 2 most powerful Legendary options in the game, this reduction should keep it viable, while not drowning out all other choices. Players now have a more meaningful choice between Sharpshooter, Jack of all Trades, Spectrum, Master Killer, or even Critical Situation.
Legendary: Spectrum
- Increased Red Bonus: 3% to 5% (All Damage)
- Increased Yellow Bonus: 3% to 5% (Movement Speed)
DEV NOTE: Players can now get a maximum of 45% All Damage or 45% Movement Speed if they build a Prism with entirely Red or Yellow. Even without building entirely into one color, the per-color bonuses are considerably more valuable.
Legendary: Speed Demon
- Fixed an issue that prevented Speed Demon from applying maximum speed bonuses.
DEV NOTE: Gotta go fast!
Legendary: Steel Plating
- Increased Armor: 100 to 150
DEV NOTE: This change brings the base Armor DR value up to 42.9% (from 33.3%). Since it is pure armor DR, it's more valuable when you have less armor, and less valuable when you have more armor.
Legendary: Unbridled
- Fixed an issue that prevented Unbridled from working with Engineer’s High Tech Prime perk.
DEV NOTE: While technically a Prime, we wanted to enable this like we did for other Skill Cooldown related elements.
--|Boss Rush|--
- Fixed an issue where clients would not be able to select a buff to upgrade.
- Fixed an issue where client’s results would show up as no stats or name.
- Reworked Boss Rush EXP rewards for individual Boss Kills and Full Completion.
DEV NOTE: Players should gain considerably more Experience in Boss Rush for killing Bosses even without completing the run.
--|UI|--
- Fixed an issue where "You are dead screen" persisted and players didn’t respawn at the last checkpoint after dying in pitfall under fog door/arena entrance in Harvester miniboss encounter.
- Fixed several spelling mistakes.
--|Misc Fixes|--
- Fixed an issue where Spark was not rewarding crafted items to all players.
DEVNOTE: We had applied a fix for this in the last patch, however it wasn’t a complete fix. Spark should be fully working now.
- Fixed an issue where Ancient Canopy sand room could become inaccessible for clients.
- Fixed an issue where players could get stuck in a loop waiting for Meat Shake from Duane.
DEVNOTE: If you have the Chef Medal, you can no longer craft concoctions from Duane, the cooking quests are considered completed at that time. If you do not have a concoction, you will need to find it in your campaign.