- Update v1.0.4:
- General
- Items
- Fixed an issue where multiple items could be equipped in the players' item slots, rendering them unable to equip major items and inflating their combat rating.
- You should now only be able to have one minor item and one major item in each slot.
- Added extra collision around item crates to prevent situations which would allow players to get out of the play space.
- Fixed medkits disappearing from your inventory after a host migration.
- Fixed grenades thrown from cover sometimes hitting the cover.
- Class Abilities & Perks
- Perks
- Jackpot balance changes
- Jackpot was a solid perk in AFE, but the substantial increase of special enemies on higher difficulties, combined with them being overall squishier than AFE makes this powerful effect trigger too often. We still want it to feel good to use but have a lesser effect when triggering from Specials. We may need review this further.
- Jackpot works again with heat weapons.
- The perk no longer reloads the underbarrel unless that is what you were using
- Killing an elite still fully reloads the weapon and dissipates all heat.
- Killing a Special has the following effects:
- Most weaponry: Instant reload of 50% of the magazine's max ammo.
- Heat weapons: -25% max heat.
- 1 Shot weapons (Pike): Triggers full reload every 2 kills.
- Drive Perks
- Drive and its mods were balanced around a much smaller number of special enemies. While balancing the game with the goal of not making enemies too bullet spongey, we dramatically increased their number. This made Drive scale far too quickly and get to some seriously ridiculous values. We know that some players liked this, but it trivialized build choice and was giving far too much value for its slot size.
- Drive now grants 5% cooldown reduction for elite kills, 2% for specials.
- Battle Hardened is capped at 25 max health gain and only triggers on elites.
- Muscle Memory is capped at 20% max damage and only triggers on elites.
- The amount of damage bonus now matches what the tooltip says.
- Reaper now restores 5 permanent health for elites, 1 for specials.
- This was increased from 2 broadly.
- Updated the text and formatting of these to reflect their new mechanics.
- Escalating determination now gives you the max hp at the end of each wave instead of the start of each next wave.
- Overwhelming Fire now has a cooldown per enemy, not per player.
- Fixed weapon training/expertise/mastery perks not affecting weapons correctly.
- Fixed different weapons being affected by the wrong perks.
- Fixed the M4 Pistol not being affected by handgun perks.
- CQW Weapon Training
- Fixed it not affecting recoil as much as it should.
- Fixed it not affecting the recoil limit, causing recoil to go back to normal over time.
- CQW Weapon Expertise
- Added overheat speed to its effects.
- Fixed it making handling worse for all weapons.
- Improved handling bonus from 15% to 20%.
- CQW Weapon Mastery
- Fixed fire rate being increased but not fire rate limit, causing guns to return to the normal fire rate over time.
- Fixed it not affecting spread as much as it should.
- Fixed spread being affected incorrectly, where it was reducing minimum and maximum spread instead of minimum spread and spread increase per shot.
- Handgun Weapon Training
- Changed from increasing weak point damage to increasing stopping power, aiding in the intended gameplay for handguns.
- Fixed it not affecting spread as much as it should.
- Fixed spread being affected incorrectly, where it was reducing minimum and maximum spread instead of minimum spread and spread increase per shot.
- Handgun Weapon Expertise
- Fixed fire rate being increased but not fire rate limit, causing guns to return to the normal fire rate over time
- Handgun Weapon Mastery
- Fixed range not being increased correctly, only affecting near and far ranges.
- Fixed aim assist not being affected correctly, only applying a portion of the bonuses and not increasing aim gravity enough so handguns were barely affected.
- Added weak point damage and stopping power bonus removed from Weapon Training perk.
- Heavy Weapon Training
- Added overheat speed effect.
- Fixed it decreasing reload speed too much.
- Heavy Weapon Expertise
- Reduced radius effect from 15% to 10%.
- Added stopping power effect.
- Fixed it only increasing bullet and projectile damage and not explosion, environmental effect, and over time damage.
- Heavy Weapon Mastery
- Fixed causing guns to return to the normal fire rate.
- Fixed it not affecting the recoil limit, causing recoil to go back to normal over time.
- Precision Weapon Training
- Fixed it not affecting recoil as much as it should.
- Fixed it not affecting the recoil limit, causing recoil to go back to normal over time.
- Precision Weapon Expertise
- Fixed it making handling worse for all weapons.
- Added existing handling bonus to description.
- Improved handling bonus from 15% to 20%.
- Added weak point stopping power to effects.
- Precision Weapon Mastery
- Fixed fire rate being increased but not fire rate limit, causing guns to return to the normal fire rate.
- Added overheat speed effect.
- Rifle Weapon Training
- Fixed fire rate being increased but not fire rate limit, causing guns to return to the normal fire rate.
- Rifle Weapon Expertise
- Fixed range not being increased correctly, only affecting near and far ranges.
- Fixed it not affecting recoil as much as it should.
- Fixed it not affecting the recoil limit, causing recoil to go back to normal over time.
- Rifle Weapon Mastery
- Added overheat speed effect.
- Fixed it not affecting spread as much as it should.
- Fixed spread being affected incorrectly, where it was reducing minimum and maximum spread instead of minimum spread and spread increase per shot.
- Classes
- Specialist
- Unyielding now grants the full health bonus listed in its description.
- Hard to Hit now grants 20% damage resistance after dodging, instead of 100%.
- Duelist
- Fixed the Remote Detonator doing double friendly fire damage.
- Machinist
- Hyperlocal Logistics now increases turret health regen by 10% as described, instead of doubling it.
- The Rumble Turret is now the correct size.
- Fixed Rumble Turret radius and fire rate to appear accurately for clients.
- Marauder
- The Minefield perk no longer prevents you from manually launching remote mines when first equipped.
- The Minefield perk no longer forces players out of aim down sights.
- Fixed the Breaching Blast icon on enemy health bars.
- Hunter
- Made sure the beams only hit players if friendly fire is enabled and the players are hit directly.
- Friendlies are no longer counted in the near-miss or point-blank beam code.
- Particle Pulse ability buffed to make it more viable.
- Damage increased from maximum of 800 -> 1000.
- Stopping Power increased from a maximum of 600 -> 750.
- Ability friendly fire behavior fixed so it's working correctly and reliably.
- Maximum charge time reduced from 2 -> 1.5 seconds.
- AoE Damage from the explosion increased from 200 -> 300.
- AoE Stopping Power from the explosion increased from 300 -> 400.
- AoE Radius from the explosion increased from 300 -> 400.
- Fixed the ability not working to blow up explosive barrels or mines.
- Supercharged perk now increases charge time by 20% instead of 50% to make it more viable.
- Challenge Cards
- Challenge cards no longer deactivate for remaining players after a host migration.
- Misc
- Players now play the correct grapple animation when grabbed while crouched in cover.
- Weapons & Attachments
- Weapons
- Fixed the F44AA stock ADS animation not replicating to clients.
- Fixed the front hand not gripping the shotgun properly.
- Adjusted the player’s hand grip on the Revolver Rifle.
- Underbarrels
- The HUD ammo counter now turns red when your underbarrel is out of ammo.
- Fixed the HUD showing your gun as out of ammo while using an underbarrel that still has ammo.
- Mondo Heat 9000
- Fixed the muzzle flash staying red with the Cryo Ammunition augment equipped.
- Augments
- Fixed the thermal beam augment for the Type 111 causing the beam damage to last indefinitely.
- Removed the extra 20 DPS fire DOT from the augment because it would retrigger and reapply itself.
- Added 10% Stopping Power buff to the augment to replace the lost DPS.
- Fixed damage over time guns removing the wrong DOT from enemies if that DOT was applied by that weapon previously, causing the weapon’s DOT to last indefinitely.
- The Kramer Short Barrel Electric Ammo augment now shows electric effects.
- Known Issues:
- Bonuses that occur on Empty Magazines are only working for the host, not for other players.
- AI, Encounters & Level/Mission Design
- Enemies
- Stuck Enemies & Behavior
- Further fixes for enemies climbing surfaces at the wrong angle, clipping into geometry, and getting stuck there.
- Fixed Xenos getting stuck under the floor in “Sleep Studyâ€.
- Fixed the Crusher getting stuck behind a door in “Bomb Squadâ€.
- Fixed Enforcers falling off of catwalks in “Bomb Squadâ€.
- Fixed the Warden becoming stuck and unresponsive in the corners of the room in “Power Problems".
- Flamer synths now engage players properly instead of waiting until you get close.
- Enemies can no longer open locked doors in the Underbelly finale.
- Enemies can no longer be knocked through walls in “Piping Hotâ€.
- Fixed Xenos appearing to come out of rubble in “Running on Fumes".
- Deaths & Visuals
- Fixed enemies sometimes flying across the screen on death for clients.
- Fixed the Pathogen Brute sometimes floating in the air after being killed.
- Fixed incorrect gibs on the Synth Detonator and Synth Enforcer.
- The death splat has been updated for certain enemies, and blood no longer splashes everywhere when shot.
- Death decals from Bulwarks and Crawlers no longer appear on players.
- Clients now see the dust and smoke effects when enemies spawn.
- Companions
- Fixed some instances of companion bots not attempting to revive the player.
- Fixed companion bots getting stuck in an A-pose when switching weapons.
- Progression
- We apologize for all the issues that players experienced with rewards, we have more fixes planned for future updates but we addressed the following:
- We fixed an issue where rewards were being cleared from memory, causing them to be lost instead of rewarded.
- Emotes had a specific issue that prevented them from being rewarded.
- Known Issues:
- It will still occasionally try to give you rewards you already have which results in no rewards, this will be fixed in the next update.
- Completing the Queen Fight mission at times will not reward you properly.
- We are still looking into fixing APEsuit Mk.IV Helmet and the Torso/Legs so they can be delivered correctly upon reaching wave 50 in horde mode.
- Players will receive new Halloween specific decals as compensation for the inconvenience this issue has caused.
- Unlock crates now primarily give you gameplay rewards instead of only cosmetics.
- Augments, Major items and some perks will only drop on intense or higher difficulty but can still be purchased in the store.
- Fixed incorrect unlock crates appearing in some missions.
- Horde Mode
- Horde Mode is now available immediately for new characters and has been unlocked for existing characters.
- Updated Horde Mode lifetime stats to be more relevant.
- Clients can now see the grinder animations on the Horde Mode map.
- Rewards & Unlocks
- Emotes found in Hidden Caches are now added to your inventory.
- Reward notifications now still appear if you close the post-mission screen with ESC.
- Fixed a Hidden Cache in “Synth Headache†that didn’t work like other caches.
- Missions
- Mission Fixes
- Fixed progression blockers in “Sleep Study†and “Power Problems†that occurred after a host migration.
- Fixed a case where the finale couldn’t be triggered because a player got stuck.
- In the mission “Breaking and Entering†the final encounter can no longer start while a player is still above, and players can no longer interact through a door.
- Fixed an instance of the gate not opening during a “hold the landing pad†event.
- Fixed a door in “Piping Hot†that could open into nowhere when an enemy was nearby.
- The intel terminal encounter in “Deadly Descendants†now starts when you engage with the terminal instead of after crossing the bridge,
- Adjusted the “Power Problems†finale battle with better pacing and more enemy variety.
- The Find Administrator Office objective in “Breaking and Entering†now asks you to clear hostiles first.
- Horde Mode
- Clients can now see the grinder animations on the Horde Mode map.
- Story & Hub
- Piper now animates and speaks in person during her rescue instead of only over the radio.
- Removed a long pause between voice lines in the final scene of “Piping Hotâ€.
- Fixed one of Wrench’s lines playing twice in a row after “Power Problemsâ€.
- Esther no longer appears in the Hub before “Synth Headache†is complete.
- Your active Hub objective now shows again after quitting and reloading.
- NPCs’ lips no longer keep moving after skipping through a conversation.
- Added skip options in two hub conversations in which they were missing.
- World and Environments
- General Improvements
- Adjusted collision in several Missions and Horde Mode maps to prevent players from getting stuck or exiting the gameplay space.
- Several asset adjustments in environments to fix areas where the player could see through the level.
- General improvements to asset LODs to prevent visual inconsistency.
- Updates to address decal artifacts, incorrect materials, and misplaced props throughout the Missions.
- Adjusted the location of intel, credit crates, and pickup items so they are no longer hidden in the environment.
- Adjustments to level streaming in “Rescue and Recoveryâ€, “Boarding Partyâ€, “Rock Bottomâ€, and “Ancient Anomaly†to prevent seeing assets unloaded.
- Fixed the camera clipping into walls in “Canyon Crawlers†and “Muthur May Iâ€.
- Improved the steam, smoke and dust VFX in “Bomb Squadâ€, “Rescue and Recoveryâ€, and ‘Running on Fumesâ€.
- Fixed a visibility issue with the dropship during the second bombing run in “Breaking and Enteringâ€.
- Fixed flickering on the floor near Wrench in the Hub.
- Fixed a “Restricted Area†sign typo in “Breaking and Enteringâ€.
- Multiplayer & Online
- Optimized network bandwidth usage.
- Fixed missing or swapped character models and names in the Ready Up screen and the post-game screen when players join or leave.
- “Banshee Downâ€, “Reckoning†and the finale have been removed from the Quickplay mission pool.
- UI & Menus
- HUD position settings now support a wider range resolution ratios.
- Augments previewed in the Collection menu now show their Advanced details by default.
- Added a Resistance entry to Enemies in Lifetime Stats.
- Updated loading screen tips for accuracy.
- Added a purchase confirmation popup when buying from Wrench’s shop on consoles and removed an extra confirmation prompt from the store popup.
- Headgear no longer disappears in the major/minor items screen.
- Fixed the Region text being angled incorrectly.
- Character & Customization
- Character creation now includes darker skin tone options.
- Colorways no longer tint Ripley and Rain shoes.
- The “Stripes, Orange†decal now matches its name.
- Fixed decals showing an edge line when scaled to minimum size.
- Fixed a visible seam on heads, Hair #9 floating above the head, and Male Head #6 clipping through the APEsuit helmet.
- Fixed holes and stretching on several armor pieces, including the Armat SF1, Mondo Pest Jumper, Weyland-Yutani Light, 3WE Mk. IV Heavy and default Duelist armor.
- Fixed the Ski Goggles strap not fitting the head properly.
- Audio
- NPC and Player Voiceover now properly ducks the music volume.
- Fixed first-person weapon firing sounds cutting out during heavy combat.
- Weapon fire audio now correctly represents fire rates when they increase or decrease as a result of modifications, traits, perks, abilities, etc. (including Medic’s Overclock).
- Automatic weapon firing sfx will no longer loop endlessly after changing fire rates while firing.
- Player voiceover lines for pinging ammo boxes and health packs now play more consistently.
- Player voiceover when being grappled by the harbinger now trigger with the intended timing.
- Instances of mission music not transitioning properly at mission end have been corrected.
- Added missing sounds to unlock crates, the “Power Problems†generator room flames, and the valve interaction.
- Hidden caches now emit a looping sfx.
- Updated the explosion sound in “Sleep Study†if players fail the mission.
- Selected player voiceover “barks†have been added back into gameplay.
- Performance & Stability
- Optimization pass across Colony levels to reduce hitching.
- Fixed the game freezing for several seconds when certain enemies spawned.
- Reduced instances of hitching and frame drops during combat.
- Reduced hitching for clients when opening doors in “Bomb Squadâ€.
- Fixed the host hitching when a hidden crate is opened.
- Fixed a large frame-rate drop when using Explosive Rounds on the Duelist.
- Reduced hitching in Breaking and Entering and “Power Problemsâ€.
- Fixed crashes when inviting a player and matchmaking in Quickplay, and after accepting an invite.
- Fixed a crash for clients when swapping perks and backing out of the menu.
- Fixed crashes during missions in “Power Problemsâ€, “Sleep Study†and “Banshee Downâ€.
- Localization
- Translated the error message shown when trying to join while already in a game.
- Localized text in the loading screen frame.
- Fixed the Tab key label not being translated in Korean controller settings.
- Fixed Spanish wall text overlapping the art in the Prologue.
- Update v1.0.3a:
- Weapons/Gameplay
- Fixed a replication bug that was causing weapons to not do damage.
- Fixed an issue with incorrect starting ammo applied by attachments and perks.
- Crash Fixes
- Fixed a crash that could occur when a Companion Bot attempted to revive you.
- Update v1.0.3:
- Some notable fixes in today’s update include:
- Added general framerate optimizations and improved performance.
- Addressed multiple instances of item pick-up issues with ammo boxes and med kits.
- Additional Audio optimizations - including reduced audio bark frequency, increased variety and voice over line adjustments
- Fixed an issue where players were dying and losing rewards after the Queen had already been defeated.
- Fixed several broken doors, checkpoints and triggers that blocked mission progression.
- Fixed Horde Mode reward tables not granting rewards after wave 50.
- Fixed a few cases of items/rewards displaying the wrong unlock requirements.
- Fixed an issue where Bots blocked progression doors from unlocking further parts of a mission if they get unexpectedly stuck.
- Arrow keys can now be rebound on PC platforms.
- These and more. Read on for the full list of fixes.
- Combat, Class Abilities & Weapon Balance
- General
- Interaction Bug
- Fixed the issue where clients were often unable to interact (grab ammo, pickup items & med kits or interact with consoles) until they reloaded their weapon.
- Interact is now prioritized instead of reload when both options are present (e.g. you’re able to interact with something and pick it up / get its benefit).
- Note: Other interaction issues may persist and will be addressed in future updates.
- Perks
- Fixed several perks and challenge cards not properly crediting kills or applying their bonuses (Gunslinger, Gravity Vortex/Well, Dual Targeting, Electrified, Coordinated Assault II, and others).
- Corrected numerous perk, augment, and item tooltips that were showing the wrong values or descriptions.
- Heavy Rounds combat rating changed from 45 -> 30 to match its perk size (should be 15 per slot).
- Player Character
- Fix for dodge rolls feeling unresponsive and potentially not rolling in the correct direction.
- Fixed environmental and friendly damage-over-time fields (poison/fire) continuing to hurt players and companion bots after they'd left the area.
- Machinist
- Fixed an issue where the bodyguard stopped following the player.
- Bodyguards should attack targets more reliably.
- Turrets and bodyguards deployed by the Machinist now prioritize targets pinged by their owner.
- Fixed an issue where in multiplayer, several duplicate voice lines would play when deploying turrets.
- Hunter
- The Focused Shot: Legs perk incorrectly stated it slowed by 20% instead of 40%.
- The Focused Shot: Arms perk incorrectly stated it reduced melee damage by 20% instead of 40%.
- Inverted Bolt perk now makes players faster while in the radius as well as enemies.
- Arc Bolt now correctly counts kills from the ability towards perks and passive abilities such as Gunslinger.
- Fixed Bolt ammo perks not correctly changing the max ammo for clients.
- Removed incorrect tooltips from Particle and Cryo Pulse abilities.
- Medic
- Host is no longer permanently immune to poison damage.
- Fixed the poison station doing 4x friendly fire damage.
- NOTE: We are looking at changes to make the poison and buff station more viable and drain slower, so look for updates to these in the future.
- Duelist
- Fixed Gun and Launcher ammo perks not correctly changing the max ammo for clients.
- Cover
- Should attach less frequently to cover when moving beside it instead of into it.
- Throwing grenades from low cover should have a more accurate preview and not explode on the cover you’re throwing it from (unless you aimed it there).
- Cryo effects
- Lowered the overall duration of cryo effects on players by increasing the decay rate and reducing the decay delay.
- Fixed cryo decay being paused by cryo effects when a character is thawing after being frozen and left unshattered, which allowed players to effectively lock enemies in an extended cryo state unintentionally.
- Fixed cryo behavior so enemies can only be slowed up to their slow limit when thawing.
- Fixed some cryo weapons being unable to damage enemies when they are thawing.
- Challenge Cards
- Fixed Hold the Line challenge card allowing players to move in ADS if they use underbarrel guns.
- Fix for Coordinated Assault II not requiring the correct damage values.
- Weapons & Attachments
- Weapons
- General
- Fixed ammo counts getting out of sync between host and other players.
- Fixed a laser sight showing up in the wrong position on some weapons.
- Fixed issue where players hand would not properly grip the shotgun.
- Fixed damage over time weapons automatically reloading when the auto reload setting is turned off.
- Fixed weapon overheat status text getting stuck on screen after switching weapons.
- Fixed firemode indicators not updating when swapping weapons or classes.
- Underbarrels
- Fixed underbarrel guns being unaffected by perkboard perks.
- Fixed underbarrel guns being unaffected by challenge cards.
- Fixed the Classic Pulse Rifle Underbarrel animation looping incorrectly.
- Weapons now automatically swap to/from an underbarrel attachment when it runs empty if the “automatically swap when empty†setting is enabled and the other firemode still has ammo.
- Firemodes can now be switched mid-reload, cancelling the reload instead of being blocked by it.
- Switching firemodes to or from an underbarrel with no ammo will now trigger a reload if the auto reload setting is on.
- Fixed underbarrel guns triggering the consumable ammo effects on their parent gun instead of using their own.
- Fixed underbarrel ammo icons always being a rocket instead of matching the underbarrel type.
- Revolvers
- Fixed reloads causing muzzles to float on the Frontier Revolver.
- Fixed revolver and revolver rifle cylinders animating out too far.
- Fixed the Frontier Revolver cylinder not rotating correctly during reloads.
- Spread increase while moving reduced on the revolver rifle to make it more viable to use while moving.
- Mondo Heat 9000
- Fixed the Mondo Heat underbarrel launcher being able to use consumable ammo and the explosions not dealing thermal damage.
- Fixed the Mondo Heat 9000 gun trait causing reloads triggered by consumable ammo to be 20% slower.
- The Mondo Heat underbarrel now properly displays as thermal type.
- Attachments
- Regulating armature can no longer cause negative move speed, which would make players move backwards when holding forward.
- AI, Encounters & Level/Mission Design
- Enemies
- Stuck Enemies
- Many fixes went in to address enemies getting stuck via navigation / pathfinding and from their AI getting stuck in a bad state. Our work here is ongoing, as there are still cases of being stuck that require different fixes.
- Most enemies should no longer get stuck inside walls after being knocked back, though we still have cases of enemies getting stuck in objects outside of this we're looking into.
- Enemies no longer get stuck in a bad state when taking reactions, especially heavier elemental reactions.
- General
- Fixed an issue on clients in which the forces on enemies were too high, causing them to slide forward or shoot up with very high values.
- Reduced the instances of enemy corpses hanging from the ceiling.
- Enemy ragdolls should be more synchronized between hosts and clients.
- Improved the visuals of enemies moving on slopped surfaces.
- Grapple
- Clients no longer have a more difficult minigame to break free of grapples.
- Queen
- Fixed an issue where players were still dying and losing rewards after the Queen had already been defeated.
- She can no longer be frozen as easily and thaws out faster once frozen.
- Siren
- Siren motion tracker dot now disappears correctly after death.
- Synth Sniper
- Snipers must now spend their entire aim time on the target before firing. This prevents them from quickscoping and firing on new targets immediately if they lost their old target.
- Synth Troopers
- Increased detection range to prevent them from standing around without engaging.
- Turrets
- Fixed the deploy and deactivate animation states of the turret.
- Fixed turrets shooting from below the muzzle, which offset their aim.
- Harbinger
- Now correctly leaps at players with its leaping attack.
- Engineer Husk
- Nameplate health bar no longer stays on the screen indefinitely.
- Slam now deals damage properly at its end.
- Spore Thrower
- No longer teleports to its left when being electrocuted.
- Brute
- Fixed some instances of the Brute floating in the air upon dying.
- Gasbag
- Correct gibs and FX now play if killed by cryo damage or when frozen.
- Companions
- Fixed downed teammates being knocked out of their “incapacitated†reaction animation by an ally's ability.
- AI companions will now break from cover and reposition once it's no longer protecting them.
- Fixed AI teammates occasionally getting stuck thinking a path was blocked and refusing to move.
- Fixed downed AI teammates sometimes staying still even after being revived.
- Companions (including the deployable turret) now respond properly when you ping an enemy for them to attack.
- Missions & Progression
- Fixed several broken doors, checkpoints, and triggers that could block mission progress, especially after a host migration.
- Trimmed some repetitive chatter.
- Fixed a few cases of items/rewards displaying the wrong unlock requirements.
- Fixed mission-select screens showing the wrong enemy types for a couple of missions.
- Mission difficulty descriptions now note that Friendly Fire is active on higher difficulties.
- Bots are no longer blocking progression doors from unlocking further parts of a mission if they get unexpectedly stuck.
- Fixed Horde Mode reward tables not granting rewards after wave 50.
- Horde Mode wave 50 rewards should now grant both the helmet and outfit instead of only 1 of 2.
- Added XP and credit rewards to Horde Mode that increase every 5 waves up until wave 100.
- +500 from waves 5-25
- +1000 from waves 30-100
- We have a suspected fix for players not getting rewards they should have. Now when you load up, the game will check if you SHOULD have gotten a reward for weapons, class, player rank, etc. and attempt to reward you with it. We've attempted to resolve this issue, but there may still be situations that you encounter it. We welcome your feedback if you're still encountering this issue.
- Levels & World
- Closed off dozens of spots across nearly every level where players could climb, clip, or slip outside the intended play area.
- Fixed numerous geometry gaps that let you see outside the level.
- Fixed visual pop-in on distant scenery, railings, and walkways in several areas.
- Fixed floating/clipping props (barrels, foliage, pipes, decals, crates) throughout multiple levels.
- Fixed enemies spawning underneath the floor in a couple of spots.
- Fixed one enemy spawn point releasing enemies without their spawn animation playing.
- Added a waypoint to reduce confusion after a certain point in the Colony mission.
- Multiplayer & Online
- Fixed muted teammates showing as unmuted again after leaving and rejoining a lobby.
- Fixed your mic appearing active during push-to-talk when it wasn't.
- Fixed matchmaking and crossplay settings resetting unexpectedly.
- Fixed disconnecting while queuing not resetting your online status properly.
- Fixed host not earning mission rewards if they are spectating when the mission completes.
- Fixed a “reconnect†prompt incorrectly appearing for solo players.
- Removed the “Leave Group†option from the post-game screen.
- UI & Menus
- Fixed dropdowns appearing behind popups and tooltips.
- Fixed the Settings option missing from the title screen on console platforms.
- Fixed selecting an Outfit Color switching to the Legs tab.
- Fixed the Collection screen item count including items you don't actually own.
- Fixed the Emotes screen sometimes showing an empty list.
- The “abandon mission†prompt now requires a hold instead of a quick tap, and only appears in multiplayer.
- Fixed ESC not backing out of Settings when opened from the title screen.
- Fixed a title-screen intro video restarting repeatedly under certain conditions.
- Arrow keys can now be rebound.
- Audio
- Player and NPC guns firing sfx volume, when heard in third person, has been adjusted and improved.
- Game audio now plays as intended after certain cutscenes.
- Weapon overheat sfx no longer cutoff prematurely.
- Added and adjusted several musical stingers to punctuate gameplay and spooky moments across missions.
- Reduced the overall frequency of some player barks.
- Reduced on-kill bark chance based on the number of human players so they don't become 2-4x as common.
- Performance
- Performance passes across early levels to reduce stuttering.
- General framerate and hitching improvements.
- Fixed a rare bug that could cause the game to render at a fraction of your screen resolution.
- Localization & Credits
- Imported updated translations across multiple languages, including new Traditional Chinese and Korean localization.
- Corrected several names and titles in the credits.
- Update v1.0.2b:
- Performance
- Reduced stuttering during gameplay — improved shader caching to cut down on hitching the first time an asset is rendered.
- Fixed an issue where the local shader cache wasn't rebuilding properly after updates, which could cause stuttering the first time an asset is rendered.
- Crash Fixes
- Fixed a crash that could occur when receiving rewards from certain containers.
- Update v1.0.2:
- Combat, Class Abilities, & Weapon Balance
- General
- Perks
- Vigor and Blood Lust perks no longer trigger their bonuses when meleeing dead bodies
- Shock Treatment will no longer trigger its restrictions on the caster and other non-downed players
- Unyielding grants +50 health as indicated instead of +10
- Companion Bot Perks
- Fixed an issue where all 7 of the companion bot related perks (Targeting Data Link, Hardened Frame, Survival Protocol) ceased to function in multiplayer games
- Hardened Nature
- Changed Hardened Nature to a core perk instead of a modifier for Final Stand
- Fixed the Hardened Nature perk applying at the start of a game and not only when everyone else is downed
- Fixed the description of Hardened Nature perk showing a positive change as negative
- Clarified how Hardened Nature perk works in its description
- Hard to Hit was granting a 100% damage reduction bonus instead of 20%
- Increased Max Ammo granted by Bandolier I & II perks from 5% to 9%
- Miscellaneous
- Fixed incorrect distance calculations on small explosions, causing wrong damage falloff on larger enemies
- Fixed players using controllers not being able to swap weapons to exit gun-based abilities
- Fixed gun-based abilities going into the relaxed state after sprinting when they shouldn’t
- Fixed gun-based abilities getting stuck in-use with either no or infinite ammo if interrupted by a knockdown when equipping the guns
- Fixed dive-rolling out of a crouch causing an unintended fast crouch-walk
- Fixed a rare case where clients could become unable to fire guns
- Marauder
- Titan Rockets
- Fixed Command Echo activating the wrong ability replacer when attached to Rocket Mines
- Fixed holstered guns sitting inside the rocket pack when using the Phosphorus Rocket or Rocket Mine abilities
- Fixed an issue where Rocket Mines would start with zero charges when paired with the Minefield perk
- Blast Cannon
- Fixed the Assault and Battery perk not reducing cooldown
- Fixed Thermal and Cryo Blast abilities being able to run out of ammo
- Increased Cryo Blast ability DPS from 10 to 25
- Fixed the Breaching Blast perk reducing penetration resistance and armor by 50% instead of 25%
- Fixed Dazed and Confused perk damage reduction effect being removed when enemies charge
- Dead Eye
- Fixed the Stubborn perk not stacking while standing still
- Fixed elemental ammo items and damage over time abilities stacking Dead Eye significantly faster than intended
- Fixed Light ‘Em Up perk stacking more incendiary ammo on guns than the intended limit
- Machinist
- Turret
- Fixed Gas and Cryo turrets being able to run out of ammo
- Bodyguard
- No longer deploys on floors above or below the Machinist
- The Heroic Programming perk no longer falls through the floor when deployed
- Software Update / Brute / Piercing Rounds / Exterminator perks now correctly apply their bonuses to the Bodyguard
- Dual Targeting
- Fixed Shrapnel Shot Perk not functioning
- Core Perks
- Hyperlocal Logistics was granting +5 regen instead of +10% regen
- Duelist
- Burst Configuration
- Fixed the Smart-Aim Onboard Chipset perk not working for clients
- Rebalanced explosive-round perks so they no longer apply an extra damage penalty on top of the existing headshot-damage tradeoff
- Fixed the Burstfire perk not changing the emissive color on the gun correctly
- Fixed the Dazing Protocol perk damage reduction effect being removed when enemies charge
- Explosive Rounds & Residual Explosives perks
- Explosive Rounds 25% damage and stopping power reduction removed
- Residual Explosives 40% damage and stopping power reduction reduced to 15%
- Rebalanced to do 25% damage as direct-hit and 75% as AoE
- Text added to make weakpoint damage reduction clear
- These changes should make the perks more viable without making them overpowered due to the existing headshot damage reduction inherent to converting direct damage to AoE
- Shrapnel Grenades
- The Timed Explosion perk now correctly applies its radius bonus and the audio no longer continues after it explodes
- The Explosive Expertise I & II perks now apply the correct cooldown penalty when both are applied
- Fixed Explosive Expertise I & II perks using arabic instead of roman numerals
- Fixed the Compatibility Matrix perk staying active for the full duration of the ability instead of 10 seconds
- Fixed the Dazing Blast perk damage reduction effect being removed when enemies charge
- Gunslinger
- The Overclock Microchip and Overclock uplink had their descriptions accidentally swapped
- Medic
- Trauma Station
- The Emergency Charging perk granted an unintended permanent +1 energy regen if a player was revived with Emergency Activation or Combat Stims
- Fixed Poison Station gas incorrectly affecting Companion Bots
- Combat Stims
- Fixed stamina regeneration pausing when sprinting while the Super Serum perk is active
- Fixed an issue where the Emergency Activation perk in certain situations could cause the game to not end when all players are dead or downed
- Fixed various perks not functioning correctly if a player is revived by Emergency Activation or Combat Stims
- Core Perks
- Fixed Bedside Manner perks not working correctly for clients
- Fixed Doctor’s Orders Perk not working correctly for clients
- Fixed Doctor’s Orders Perk affecting other players instead of the player that has the perk equipped
- Hunter
- Stasis Bolt
- Fixed Stasis Bolt abilities gaining an extra stack of compatibility matrix when that perk is active
- Fixed VLAD Bolts and the Threaded Stake perk to cause the bolt destroyed VFX and SFX to repeat several seconds after the bolt has already been destroyed
- Fixed the outer sphere of the Stasis Bolt and Arc Bolt VFX rotating with the movement of the enemy they are attached to
- Fixed the Bolt Launcher materials not changing to match the active ability
- Fixed the Bullseye perk's duration bonus not being properly replicated for clients
- Puncture
- Fixed generated weak points on synths not being visible to clients
- Core Perks
- Morale Surge was giving +5 temporary health when killing Specials instead of +2
- Weapons & Attachments
- Weapons
- Removed a delay at the end of the Mondo Heat 9000 reload that made the reload feel sluggish to complete
- Fixed the digital ammo counter on the Hive Exterminator Rifle so it displays the ammo count correctly
- Fixed the reload breakpoints on the Type 200 Cryo Gun being misaligned with the actual reload animation
- Fixed guns going into the relaxed state after reloading if the player is trying to ADS
- Attachments
- Fixed a number of issues with how stats are displayed such as typos, duplicated entries, conditional effects indicating they were permanent, etc.
- Fixed Forward Distribution Heatsink increasing firerate by 15% instead of 20%
- Fixed Forward Distribution Heatsink description saying “above 50% heat†instead of “below 50% heatâ€
- Traits
- The BD-48 Daittyo’s trait was granting 117.5% instead of the intended 17.5% weak point stopping power bonus
- The Premium content traits now display correctly in the collection screen
- Augments
- High Explosive Rounds
- Fixed impacts on plastic barricades and other objects using the wrong decal
- 25% damage and stopping power reduction removed
- Text added to make weakpoint damage reduction clear
- Text added to display the explosion radius for each weapon when the augment is equipped
- These changes should make the augments more viable without making them overpowered due to the existing headshot damage reduction inherent to converting direct damage to AoE
- Items
- General
- Fixed joining a match mid-way granting the maximum integer amount of every item (2,147,483,647)
- Fixed an item-pickup crate staying visually open only for the client who opened it
- Incendiary/Electroshock/Cryogenic Rounds & Supply Kits
- Elemental ammo now correctly stacks if the same type is used
- g. You use Incendiary Rounds and get +20 thermal ammo, if you use another Incendiary Rounds you will have +40 thermal ammo instead of 20
- Elemental ammo will now provide a refill of ammo for weapons of that elemental type
- g. Using Electroshock Rounds with the L36-Halberd will restore ammo to it
- Piercing Rounds
- Can no longer be used with explosive weapons, since their mechanics are not compatible so it had no effect
- Grenades
- Fixed grenade pins colliding with the camera when passing in front of it and causing it to lurch forward for a brief moment
- Fixed grenade pins spawning from the right hand when throwing with the left
- First-Aid Kits
- Fixed an exploit allowing infinite pickup of first aid kits
- Cover System — Animation & Combat
- Fixed players appearing to jitter while in cover in multiplayer
- Fixed players firing into the wall when right at the edge of cover
- Fixed a strange movement state triggering when walking parallel to cover
- Fixed a broken lower-arm pose when firing certain weapons from low cover
- Fixed the player not animating when walking left behind cover while holding a grenade
- Fixed switching weapons while blindfiring in low cover causing an awkward stand-up
- Restored multiple missing cover animations for the Stun Baton, class & item deployment animations
- Fixed spamming melee then mantling out of crouch cover breaking the mantle animation
- Fixed clients rubber-banding when mantling over cover
- Fixed Marauder clients not returning to cover after using abilities in high cover
- When entering cover while ADSing you will no longer automatically switch aim sides
- AI, Encounters & Level/Mission Design
- Companion Bots
- Rebalanced Companion Bots so they no longer run out of heals as quickly on higher difficulties
- Companion bots no longer get locked out of a science-lab encounter
- Companion Bots no longer get stuck in A-Pose during missions
- Enemies
- General
- Crawler Turret
- Fixed Crawler Turret enemies firing into cover
- Fixed Crawler Turret enemy aiming from the incorrect offset, causing them to be unable to fire or hit players often
- Fixed Crawler Turret enemies having incorrect animation set and not playing the proper electric stun animation
- Fixed a bug where players could stun-lock Prowlers by tap-firing
- Fixed Facehugger and Popper enemies not reacting properly to electric and thermal effects
- Fixed a boss enemy failing to escape and freezing during a phase-change if players did enough damage to trigger another phase concurrently
- AI
- Fixed a small trickle of enemies getting stuck near the start of one mission, requiring backtracking
- Spawning
- Fixed the AI count limit being exceeded during the Colony 2 mission
- Fixed enemies suddenly appearing when a door opens into a faction fight area (Colony Mission 3)
- Fixed enemies suddenly appearing when a door opens to a comms room (Colony Mission 3)
- Fixed an AI limit issue during an encounter with a large number of critters
- Fixed an AI limit issue near the start of a Colony mission
- Fixed an AI limit issue at the start of a later Colony section
- Fixed the enemy spawn limit being exceeded during the Colony Mission 3 finale fight at the gate
- Fixed enemies spawning behind cover or pipes and getting stuck
- Fixed an incorrectly positioned enemy spawner in the Banshee Down mission
- Fixed the Harbinger not moving after spawning from certain spawners
- Fixed the Harbinger occasionally spawning and freezing in a T-pose
- Grapples
- Fixed enemies getting stuck and teleporting instead of reaching the player after a failed grapple
- Fixed grapple animations appearing offset when players were grabbed from unusual angles
- Fixed players being able to permanently lose the ability to fire their weapon after being grappled repeatedly
- Made players count as evading slightly earlier in the dodge animation to make grapples feel better
- Enemies no longer track players faster if they’re moving slightly more toward them than an exact perpendicular angle
- Prowler grapple tracking made slightly slower when rolling and slightly faster when moving toward them
- Fixed grappling enemies tracking toward the player’s feet when they are rolling instead of their center, making them appear to teleport when grappling players and causing frustration due to poor feedback and readability
- Fixed clients not rotating toward grappling enemies, causing their rotation to be disconnected from the direction of the grapple
- Level Geometry & Environment Art
- Removed leftover debug text floating near a spawn area
- Fixed an invisible collision object blocking players near a ramp
- Fixed room assets unloading unexpectedly when standing in an adjacent room
- Fixed players falling out of the world when level sections unload
- Fixed a terrain gap in an early Prologue area
- Fixed inconsistent pipe materials in a Prologue area
- Fixed set-dressing issues in a Prologue area
- Fixed missing lighting on a Prologue skybridge
- Fixed floating set dressing in an early-game area
- Fixed a gap in the floor in an early-game area
- Fixed players being able to see the map visibly cull behind them in one area
- Fixed a piece of furniture clipping into the floor
- Fixed an NPC appearing without a head
- Fixed NPCs disappearing before the end of a Colony mission
- Fixed a player spawning inside the floor after a certain cutscene
- Fixed and polished the environment for Horde Mode Map 03
- Mission Objectives & Waypoints
- Fixed a companion character displaying a waypoint before his conversation was actually available
- Fixed the mission objective icon pointing to the wrong door after a terminal is triggered
- Fixed the objective icon not appearing near the correct door in a mining site room, causing backtracking confusion
- Fixed an encounter triggering prematurely if a player pinged a bot to the room below while still on the platform above
- Difficulty & Balance
- Rebalanced enemy density on higher difficulties in one late-game mission
- Fixed a rare bug where too few First-Aid Kits spawned for the number of players in a match
- Fixed a bug that caused spectating players to not be considered dead when calculating item spawn weights
- Exploits
- Fixed an exploit letting players avoid a faction fight in Colony 3 since enemies couldn't leave the room
- Fixed players being able to climb terrain to reach an unintended area and bypass enemies
- Fixed players being able to stand on an unreachable ledge that enemies couldn't reach
- Fixed a late-game encounter being completable by running back instead of fighting it
- Multiplayer & Client Sync
- Fixed clients not receiving the “Stay in Safe Zone†prompt in the Prologue's Atmospheric Processor section
- Added region-based matchmaking support to help players find better connections
- UI & HUD Polish
- Loadout & Menu Screens
- Fixed the character appearing zoomed-in and cut off in the Loadout menu after lowering the resolution
- Fixed weapon icons changing size when swapping weapons in the Hub
- Fixed overlapping text in the Loadout Attachments text box for some scope attachments
- Fixed a perk's ranks being numbered 1/2 instead of using roman numerals
- Attachment & Weapon Stat Display
- Fixed an attachment's spread stat being colored incorrectly (Progressive Rifling)
- Fixed several attachments showing recoil/spread reduction in red instead of green
- Fixed the spread stat on a shotgun's weapon trait being colored incorrectly
- Fixed a targeting-arc indicator being inaccurate when firing from behind cover
- Fixed an ability's UI incorrectly indicating it could be cancelled when it couldn't
- Fixed incorrect spacing in conditional attachment effect text
- Tooltips & Hover Effects
- Fixed a grenade's tooltip jittering on hover
- Fixed sentry gun tooltips jittering on hover
- Fixed a proficiency perk's tooltip jittering rapidly when the cursor was placed on it
- Fixed a tooltip shaking when equipping a grenade to a Minor Item slot
- Fixed continuous UI flashing when hovering over certain weapons
- Fixed an ammo attachment's tooltip vibrating intensely in the Loadout screen
- Fixed another ammo attachment's tooltip jittering on hover
- Fixed a repeated word in a perk tooltip
- Fixed a misplaced prompt icon on a tooltip when attaching another modifier
- Text & Localization
- Class & UI Text
- Fixed text exceeding its box in the Hunter class description
- Fixed text exceeding its box in the Specialist class description
- Fixed text overlapping the UI when hovering over the Duelist class in the Loadout menu
- Localization
- Fixed text overlapping the UI when hovering over the Marauder class in the Loadout menu (French)
- Fixed text overlapping the UI when hovering over the Hunter class in the Loadout menu (French)
- Fixed small, hard-to-read gun stat text in German
- Fixed cutoff stat/experience text on a weapon's detail page (French)
- Fixed French, Italian, and Spanish incorrectly capitalizing the word for “Controller†in the Accessibility Sprint Mode menu
- Fixed environment text incorrectly appearing in Spanish while playing through a level
- Fixed Traditional Chinese not appearing when selected in system settings
- Updated Japanese/Korean localization
- Corrected hardware/platform terminology in German, Spanish, Japanese, and Simplified Chinese
- Updated platform terminology on the Team screen for consistency
- Fixed unlocalized keyboard-key names in the Controls settings for Italian, German, and French
- Fixed the credits displaying the localization partner's name incorrectly
- Fixed environment text decals that were inadvertently localized in each mission
- General Text & Copy
- Fixed incorrect and incomplete damage-type descriptions
- Fixed a typo in an ability description during Character Creation
- Character, Art & Customization
- Headgear & Helmets
- Fixed several headgear pieces displaying the wrong faction logo
- Fixed a class helmet clipping through the middle of the character's head
- Fixed another class helmet clipping through the male character's forehead in the Loadout and Appearance screens
- Fixed a rifle scope helmet clipping through the character's head
- Fixed a default helmet missing its decals in the menu
- Fixed hair detaching from the character's head while running or ducking with a certain helmet equipped
- Fixed a headgear's hair not matching the player's chosen hair color
- Armor & Outfits
- Fixed tiling and material issues across several armor colorways
- Fixed a backpack floating on one of the premium outfits (female characters only)
- Fixed leg stretching during mantling on a premium outfit
- Fixed premium hairstyles not displaying correctly on certain character presets
- Fixed female hair option 9 not fitting correctly during gameplay
- Character Traits & Models
- Fixed multiple issues with the Player Voice Pitch trait not functioning as intended
- Fixed eye colors not changing correctly with one of the face options
- Fixed a companion bot's arm showing visual corruption
- Weapons & Cosmetics
- Fixed a weapon sitting incorrectly inside its holster
- Fixed signature weapons clipping through the chest during Specialist selection
- Removed a weapon colorway that wasn't meant to be available
- Fixed an incorrectly named outfit
- VFX & Combat Feedback
- Fixed the Xeno Warrior showing fire at its feet after a damage-over-time effect ends
- Fixed the Xeno Drone showing fire at its feet after a damage-over-time effect ends
- Fixed small flames appearing at Synths' feet after a damage-over-time effect ends
- Fixed the laser impact effect showing the wrong decals on plastic surface types
- Added missing Pathogen VFX to Engineer Ship interiors
- Fixed color and refraction on Underbelly gas effects
- Fixed bullet impacts for dirt surfaces across all weapons
- Audio
- Fixed ping barks sometimes not playing for clients when pinging items/objectives in multiplayer
- Fixed lobby music cutting out when a player continuously hovers over perks
- Fixed some HUB audio lines cutting off at the end
- Fixed Xeno Burster screams being overly loud when summoned by a Siren
- Fixed the enemy-killed bark triggering on friendly-fire kills, resulting in some colorful insults to your fellow marine.
- Fixed spawn-in sound effects for a certain enemy cutting off early
- Fixed Lancer's Vlad Bolt audio lingering instead of stopping immediately when the bolt self-destructs
- Fixed a rocket-stream sound effect not stopping properly for clients
- Animation & Presentation
- Fixed players not holding their weapons correctly during the ready-up and post-mission screens
- Fixed a shotgun reload animation that looked off
- Fixed underbarrel reload animation issues on a weapon
- Fixed flamethrower reload animation issues on a weapon
- Fixed a door-cutting animation popping when looping
- Fixed a companion character not animating during his HUB dialogue
- Fixed broken animations for two companion bots
- Fixed an enemy type missing its fall animation
- Fixed a lingering lip-sync issue after a specific line of dialogue
- Platform, Achievements & Premium Content
- Stability & Crashes
- Fixed a crash entering a Colony area accompanied by distorted audio
- Controls & Connectivity
- Fixed a voice-chat issue affecting cross-platform friends
- Achievements & Performance
- Fixed the “Worst Party Ever†achievement not unlocking after completing its mission
- Fixed the “Headhunter†achievement not unlocking for headshots on Synth enemies
- Premium Content & DLC
- Fixed a premium decal not appearing in the collection screen or owned-decals list
- Fixed a case where purchased Premium DLC content was not granted to the player
- Miscellaneous
- Filled in numerous blank entries in the Encyclopedia
- Updated the credits with current contributor information