| Support | Join Now

Top Buttons

Patch Notes

Patch 3.2

Patched on Wed 1969-12-31

 

Version 3.2 Patch Notes

 

Combat

Resistances

  • Maximum resistances have been increased to 60% from 50% on Primary, Secondary, and Tertiary resistances.

Level Equalizer Debuff

  • Level 40 equalizer debuff now reduces Mutation, Grenade, and Heavy Weapon damage by 20%.

    • Only applies to Sector 3 zones to players level 51 and above.

 

Snare Immunity

  • "That All You Got?!" duration increased to 12 seconds from 8 seconds

  • This effect is a result of a snare being dispelled, or once an effect of these types fades from the target.

    • Includes NPC stuns and snares which already apply this effect after fading.

 

Revives

  • Single target revives have decreased to 5 meters maximum.

  • Reconstruction range decreased to 15 meters maximum.

    • Both will require the user to be within their maximum range, of their target, for their target(s) to be revived.

 

Weapon Stances

  • Pistol, Rifle, and Melee have stances to modify weapon skill.

    • This is a result of "Concentration" being moved to Precision.

  • The new weapon stances will not include debuffs like other offensive stances.

    • Increases Melee, Rifle, or Pistol skill by 15, 25, or 37 depending on rank.

    • These unlock for each weapon at 60, 105, and150 weapon skill depending on rank

      • Remember you may only use 1 stance at a time.

  • Heavy Weapons has gained a stance of it's own increasing it's damage damage by 5% and 10%.

    • These unlock at 165 and 195 Heavy Weapon Skill.

    • This damage boost also increases mutation damage (Does not effect DoT effects)

 

"DoT" and Snare Effects

  • Have had their dispel ranks adjusted to reward investment.

    • A 150 thermal "damage over time" effects will require dispels around 150 investment.

      • Varies based on difficulty to apply effect, cooldown, and cast time of both the effect and dispel.

 

Training Abilities
Adjusted to reflect functionality of their current versions.

Skills

Dirty Tricks

  • Dirty Tricks now scales by 50% Dexterity and 50% Coordination.

  • Dirty Steel no longer reduces armor, the armor debuff effect has been moved to Sabotage

    • Dirty Steel 6 can now be dispelled.

  • Sabotage no longer reduces target's physical damage, now reducing target's armor.

    • Duration decreased to 15 seconds from 20 seconds, to reflect tooltip.

    • Debuffs target's primary armor by 236, 434, 646, 872, and 1113 based on rank.

      • When used on an NPC their physical damage is reduced by 15, 20, 25, 30, and 40 (%) based on rank for 15 seconds.

  • All "Dirty Tricks" abilities have had their stamina cost reduces by 30% for all ranks

Dodge

  • Scaling has been changed to 36% at 196 dodge, compared to 33% at 196 dodge previously.

  • Duck and Weave has had it's damage reduction reduced to 5% from 10%.

    • Rank 5 of Duck and Weave now only reserves 20% stamina from 30%

 

Escape Artist

  • Dash 2 cooldown has been reduced to 90 seconds from 120 seconds.

    • Updated tooltip of Dash (1 and 2) to show weapon skills, power, and precision are reduced by 50% for duration.

  • Misdirection duration reduced to 20 seconds and costs adjusted.

    • Costs 24, 30, 36, and 42 Stamina depending on rank.

  • Lucky Break replaced with Save Yourself. "Saves are bad, and they should feel bad."

    • Save Yourself continues to apply the same effects while under First Aid.

  • Shake it Off's cooldown reduced to 30 seconds from 60 seconds.

    • Tooltip now dispels effect level of snares which can be removed, will not dispel snares of higher effect level.

      • Casting your snarebreak multiple times will not remove a snare of a higher effect level.

First Aid

  • Suck it Up no longer dispels snare effects.

  • Renew has returned while replacing Save Yourself.

    • Renew can be used to clear snares and can clear strong DoT effects.

      • Cooldown : 40 seconds

      • Cast Time : 2 seconds

      • Targeting : Single Target

      • Maximum Range : 5 meter range

        • Tooltip dispels effect level of snares which can be removed, will not dispel snares of a higher effect level.

          • Casting your snarebreak multiple times will not remove a snare of a higher effect level.

  • Resuscitation now requires line of sight.

    • Should no longer allow players to revive though most objects unintentionally.

 

Group Tactics

  • Combat Endurance now increases team's dodge by 10, 20, 30, 40, 50, and 60 based on rank.

    • You may only activate 1 aura at a time.

    • No longer increases maximum stamina, gamma, or their regeneration.

  • Offensive Coordination's Precision modifier increased to 10, 20, 30, 40, 50, and 60 depending on rank.

  • Give 'Em Hell's Power modifier increased to 30, 45, 60, 75, and 90 depending on rank.

  • Overwhelm has had it's armor reduction reduced to 143, 283, 434, 594, and 765 based on rank.

    • Now reduces melee and range defense by 10/20/30/40/50 based on rank.

Heavy Weapons

  • "Suppressive Fire" stance added to increase effectiveness with Heavy Weapons, Grenades, and also Mutations.

    • Increases Heavy Weapon, Grenade, and Mutation damage by 5% to 10%, depending on rank

      • Unlocks at 165 and 195 Heavy Weapons skill.

  • Caltrops' target limit has been increased to reflect it's tooltip.

  • Soften Em' Up now reduces slashing resists equal to piercing resist reduction.

    • Acid resist debuff has also been added.

    • Duration increased to 10 seconds from 7 seconds.

      • Target limit has also been increased to reflect it's tooltip.

Melee

  • Charge cooldown has been reduced to 40 seconds from 60 seconds

    • Movement speed increase has been adjusted to 10, 15, 20, 25, 30 (%) based on rank.

  • Provoke has increased melee/range defense reduction scaling by 5, 10, 15, 20, 30, 35, 45, 50, and 55 based on rank.

    • Cooldown increased to 30 seconds

      • Continues to block/dispel charge as long as skill requirement is greater than the requirements for the charge in use.

        • Added information to tooltips so you can know which ranks of charge can be blocked or dispelled.

        • Ex. :Charge 2 can be blocked/dispelled by Provoke 5 or higher.

  • Bloodlust has been added giving 15, 25, or 37 (based on rank) melee skill while active. Only one stance may be used at a time.

    • Ranks are unlocked at 60, 105, and 150 Melee Skill.

Pistol

  • Concentration moved to Precision, has been replaced with Desperado.

    • Desperado adds 15, 25, or 37 (based on rank) pistol skill while active. Only one stance may be used at a time.

      • Ranks are unlocked at 60, 105, and 150 Pistol Skill.

  • Perfect Timing added to pistols, giving a precision boost throughout it's duration.

    • Precison is increased by 20, 40, 60, 80, and 100 depending on rank for 6 seconds.

      • Is no longer dispelled on attack, precision buff will persist for the entire duration.

Power

  • Now uses 50% strength and 50% endurance to determine max rank. (Willpower no longer effects power)

  • Scaling of passive reduced to 6.07% at 196 power from 8.1% at 196 power.

  • Attack Posture's power boost has increased to 25, 50, 75, 100, and 125 depending on rank.

    • Now reduces precision by 10, 20, 30, 40, and 50 based on rank.

  • Dent Armor now stacks with all armor debuffs.

    • Armor debuff increased to 225, 308, 391, 474, and 557 based on rank.

 

Precision

  • Perfect Timing moved to Pistol. Has been repalced with Concentration

    • Concentration now debuffs power by 25, 50, 75, and 100 based on rank.

  • Precise Hit has changed from a "Charged Shot" to a short term damage buff, this does not stack with Bull's Eye or Beast Might.

    • Increases physical damage by 35, 40, 45, 50, and 60 (%) based on rank for the next attack made.

      • Resources are consumed on activation.

      • Last 6 seconds, first attack made (hit or miss) will dispel this effect.

      • Cost reduced to 40, 48, 56, 64, and 80 based on rank

 

Rifle

  • Bull's Eye has changed from a "Charged Shot" to a short term damage buff, this does not stack with Precise Hit or Beast Might.

    • Increases physical damage by 35, 40, 45, 50, and 60 (%) based on rank for the next attack made.

      • Resources are consumed on activation.

      • Last 6 seconds, first attack made (hit or miss) will dispel this effect.

      • Cost reduced to 40, 48, 56, 64, and 80 based on rank

  • Marksman Stance added to rifle, increased rifle skill by 15, 25, or 37 based on rank. Only one stance may be used at a time.

    • Ranks unlocked at 60, 105, and 150 Rifle Skill.

Social

  • Diplomatic Immunity no longer blocks skills, mutations, or attacks.

    • Casting it on an ally gives 100% of previous benefits.

    • Previous values have been reduced by 50% when used on self.

    • Increased melee/range defense boost on ability

    • Increased duration to 15 seconds from 8 seconds.

    • Cooldown remains at 60 seconds

      • Values for each rank

        • Rank 1 (self) : 50, 100, 125 (primary/secondary/tertiary armor) and target's ranged/melee defense by 6

        • Rank 1 (other) : 100, 200, 250 (primary/secondary/tertiary armor) and target's ranged/melee defense by 12

        • Rank 2 self : 100, 200, 250 (primary/secondary/tertiary armor) and target's ranged/melee defense by 12

        • Rank 2 other : 200, 400, 500 (primary/secondary/tertiary armor) and target's ranged/melee defense by 24

        • Rank 3 self : 200, 300, 375 (primary/secondary/tertiary armor) and target's ranged/melee defense by 18

        • Rank 3 other : 400, 600, 750 (primary/secondary/tertiary armor) and target's ranged/melee defense by 36

        • Rank 4 self : 300, 400, 500 (primary/secondary/tertiary armor) and target's ranged/melee defense by 24

        • Rank 4 other : 600, 800, 1000 (primary/secondary/tertiary armor) and target's ranged/melee defense by 48

        • Rank 5 self : 400, 500, 625 (primary/secondary/tertiary armor) and target's ranged/melee defense by 32

        • Rank 5 other : 800, 1000, 1250 (primary/secondary/tertiary armor) and target's ranged/melee defense by 64

        • Costs for Diplomatic Immunity are listed below

          • Rank 1 : 25 Stamina

          • Rank 2 : 37 Stamina

          • Rank 3 : 50 Stamina

          • Rank 4 : 62 Stamina

          • Rank 5 : 75 Stamina

  • Increased effectiveness of Inconspicuous, it should now be far more effective at reducing/clearing aggression of NPCs.


Mutations


Empathic

  • Share Life maximum range is now only 5 meters.

    • Cooldown increased to 2 minutes from 1 minute.

 

Enhancement

  • Ablate power/precision penalties reduced to 20/28/34/40/44/48/50 from 30/37/45/52/60/67/75 depending on rank

 

Illumination

  • Endless Reserves is no longer a toggled ability, is now a group stamina and gamma restoring ability but will not effect the user.

    • Team Gamma and Stamina Restored : 20, 30, 40, 50, 60, 80, 100, and 140 depending on rank.

    • Cost : 10, 15, 20, 25, 30, 40, 50, and 70 Gamma and Stamina depending on rank.

    • Radius : 30 meters

    • Line of Sight : Required

    • Cooldown : 2 Minutes

  •  
    • New aura added : Enlighten

      • Increases your team's maximum gamma/stamina while active, only one aura may be used at a time.

        • 15, 20, 25, 30, 35, 40, 45, and 50 gamma and stamina increase for all teammates based on rank.

          • Unlocks at 54, 72, 90, 108, 126, 144, 162, and 180 based on rank.

  • Meditation has changed on it's scaling due to being the only mutation that scaled to 195 weapon. New scaling below.

    • Rank 1 : 48 from 51

    • Rank 2 : 66 from 69

    • Rank 3 : 84 from 87

    • Rank 4 : 102 from 105

    • Rank 5 : 120 from 123

    • Rank 6 : 138 from 141

    • Rank 7 : 156 from 159

    • Rank 8 : 174 from 177

    • Rank 9 : 192 from 195

      • Updated tooltip : Also increases Heavy Weapon and Grenade Damage, however DoT (damage over time) effects are not effected by this modifier.

  • Meditation's Gamma and Stamina Regneration modifiers have been reduced based on rank.

    • Rank 1 : 3 Gamma and Stamina Regeneration.

    • Rank 2 : 5 Gamma and Stamina Regeneration.

    • Rank 3 : 7 Gamma and Stamina Regeneration.

    • Rank 4 : 9 Gamma and Stamina Regeneration.

    • Rank 5 : 11 Gamma and Stamina Regeneration.

    • Rank 6 : 13 Gamma and Stamina Regeneration.

    • Rank 7 : 15 Gamma and Stamina Regeneration.

    • Rank 8 : 17 Gamma and Stamina Regeneration.

    • Rank 9 : 19 Gamma and Stamina Regeneration.

Nano-Manipulation

  • Vital Osmosis will no longer heal the user.

    • Continues to heal all members in the user's group/raid.

      • Does not require a target to cast.

  • Revitalize has increased duration of 30 from 20 seconds

    • Cooldown has increased to 45 seconds from 30 seconds

      • Health regeneration has been increased to 8/12/16/20/24/28/32 from 7/9/11/12/14/16/18 based on rank

  • Reconstruction now only has a 15 meter range and animation has been changed to what was used for Rank 3.

    • Sorry to those who enjoyed the multiple animations.

      • Cooldown has been reduced to 5 minutes from 10 minutes.

 

Patho-Transmission

  • Debilitating Weakness (AoE % physical damage debuff) has been replaced by Thwart Intention

    • Thwart Intention continues to use same cooldown along with being single target.

      • Duration decreased to 8 seconds from 15 seconds.

      • Cost has been reduced to 30, 45, 60,75, 90, 105, 120, and 135 gamma based on rank

      • Healing debuff has increased to 10, 15, 20, 25, 30, 35, 40, and 50 (%) based on rank

      • Can be used while moving or attacking.

  • Sapping Sickness is no longer interrupted while attacking.

    • When used on NPCs a damage debuff is applied reducing physical damage of your targets by 5, 8, 11, 14, 17, 20, and 23 (%) for 10 seconds.

  • Wracking Pains duration has been increased to 20 seconds from 15 seconds.

    • Can be used while moving or attacking.

 

Primal

  • Beast Might has changed from a "Charged Shot" to a short term damage buff, this effect does not stack with Precise Hit or Bull's Eye.

    • Increased physical damage by 30/35/40/45/50/55/60 (%) based on rank for the next attack made.

      • Resources are consumed on activation.

      • Last 6 seconds, first attack made (hit or miss) will dispel this effect.

      • Cost increased to 50, 62, 75, 87, 100, 112, and 125 based on rank.

  • Rampage's duration for it's buff/debuff phases have been normalized to 15 seconds.

    • At the end of the buff phase of Rampage the user no longer loses 50% stamina.

Sonic Influence

  • Catastrophic Dissonance is now a single target snare.

    • Snare : 16/18/20/22/24/26/28/34 (%) based on rank.

    • Range : 50 meters

    • Snare Duriation : 10 seconds

    • Cast Time : 1 second

    • Cooldown : 1 Minute

  • Rending Vibrations has had it's target limit increased to reflect it's information via tooltip.

    • Now can be used while moving or attacking.

    • Range has been increased to 20 meters from 10 meters.

    • No longer hits group members

    • Cooldown reduced to 45 seconds

  • Sonic Lance is now a casted mutation and no longer requires to be aimmed or equipped.

    • Applies a melee and range defense debuff of 10, 15, 20, 25, 30, 35, 40, 45, and 65 based on rank.

    • Can be used while moving or attacking.

 

Suppression

  • All Suppression abilities have had their cast times increased to 2 seconds.

  • All abilities under suppression can be used while moving or attacking.

  • Thwarted Intention has been moved to Patho-Transmission.

    • Sap Stamina has returned to Suppression.

      • Sap Stamina drains a target of stamina and gives your team (and yourself) around half of it's effect

        • Reduces target's stamina by 60/74/94/104/120/134/150 based on rank.

        • Restores team's stamina by 30/37/47/52/60/67/75 based on rank

        • Cooldown : 1 Minute

        • Cast Time : 2 seconds

        • Range : 50 meters

  • Denial has reverted to single target from a "Charged Shot"

    • Once you have your target selected you can activate the ability, which will not require aim.

      • Denial drain amount has been reduced to 20, 30, 40, 50, 60, 70, 80, 90, and 120 based on rank.

      • Continues to cost half of the amount drained as gamma and stamina.

Telekinesis

  • Always Armed is now a physical DoT effect that deals piercing damage.

    • Damage : 6/9/12/15/18/21/24/27/30 piercing based on rank

    • Cost : 10/15/20/25/30/35/40/45/50 gamma based on rank

    • Cast Time : Instant

    • Duration : 5 Seconds

    • Cooldown : 5 Second

  • Bend Metal cooldown has been increased to 30 second cooldown from 10 seconds

  • Propel is now a casted mutation, no longer requiring to be aimed or equipped.

    • Casting time increased to 2 seconds

    • Can be used while moving or attacking.

 

Thermal Control

  • Cold Snap damage has been increased.

    • Now deals 12/14/20/25/31/36/42/47/53 cold damage compared to 10/12/17/21/26/30/35/39/44

    • Can now be used while attacking.

  • Molotov Cocktail can now be used while moving or attacking.

  • Napalm can now be used while moving or attacking.

 

 

Items

Coresuit Procs

Bulwark : Now increases Primary, Secondary, and Tertiary armor by 600, 800, and 1000 also increasing Melee Defense and Range Defense by 60 for 10 seconds with a 60 second cooldown.

No longer reduces incoming damage by a percent.

Deadeye : Now increases Power and Precision by 160 and 70 also increasing Mutation, Grenade, and Heavy Weapon damage by 10% for 10 seconds with a 45 second cooldown.

Continues to not apply to Damage Over Time effects and no longer increases Physical damage by a percent.

No longer dispels snares or other negetive effects from the user.

 

 

 

Stage 3 Coresuits

Deadeye

Power modifier increased to 75 on Suit from 70

Precision modifier increased to 10 on Helm from 8

Melee defense modifier removed from Coresuit.

 

 

Bulwark

Melee defense of 65 added to Coresuit.

 

Weapons

Murder of Crows is no longer a dual wield weapon.

Person Red Titanium Key : Tooltip updated to no longer show resistances, health, or dodge.

Rifles no longer reduce melee defense.

 

 

Grenades and Consumables

AoE snares from Consumables and Grenades have been reduced to 5 seconds in duration along with snare percentages being reduced.

Single target snares have been reduced to 10 seconds in duration along with snare percentages being reduced.

 

Snares from Consumables

Polyneural Poison no longer drains stamina and snares has been reduced to 10% and 20%

Production from crafting this item has been doubled.

Locialize Anesthesia snares hav been reduced to 10, 15, 20, 25 (%) based on level requirements.

Production from crafting this item hav been doubled.

Slowing Poison snares have been reduced to 10/15/20 (%) based on level requirements.

Production from crafting this item have been doubled.

 

 

Snares from Grenades

Sting Grenades have had their effects reduced to 10/20/30 (%) based on item level and skill requirements.

Production from crafting this item have been doubled.

Scrap tier now hits 5 targets and requires 150 Heavy Weapons skill.

Average tier now hits 8 targets.

Snare Grenades have had their effects reduced to 10, 15, 25, and 30 (%) based on level

Production from crafting this item have been doubled.

Average tier now hits 5 targets and requires 150 Heavy Weapons skill

Improved tier now hit 8 targets.

Deadfall Ice Grenade snare has been reduced to 25% and can now hit 7 targets.

Production from crafting this item have been doubled.

 

Damage Over Time Grenade and Consume changes

Parasitic Spore Poison : Now can be dispelled properly and properly states it may only hit 8 targets.

Crude Spore Culture : Tooltip updated to show it may only hit 8 targets.

Boiling Acid : Improved tier now hits 7 targets compared to 3.

Viral Bomb : Impure tier now hits 10 targets compared to 8.

Desiccating Acid : Improved tier now hits 8 targets compared to 5.

Inferno Bomb : Scrap tier now hits 7 targets compared to 5.

Maiming Acid

Average tier now requires 150 Heavy Weapons Skill and hits 5 targets compared to 3.

Improved tier now requires 180 Heavy Weapons and can hit 8 targets compared to 3.

Splattering Acid

Average tier now hits 5 targets compared to 3.

Improved tier now hits 8 targets compared to 3.

Disintegrating Acid

Average tier now hits 5 targets compared to 3.

Improved tier now hits 8 targets compared to 3.


Direct Damage, Draining, and Debuff Grenade changes

Asphyxiating Acid : Now requires 150 Heavy Weapons.

Deranging Acid : Now hits 5 targets compared to 3.

Psionic Bomb : Scrap tier now hits 7 targets compared to 5.

Decomposing Acid : Impure tier now hits 7 targets compared to 3.

Scorching Bomb : Scrap tier now hits 7 targets compared to 5.

 

Phosphorous Grenade : Average tier now hits 5 targets compared to 3

Concussion Bomb

Average : Now hits 7 targets compared to 5.

Improved : Now hits 10 targets compared to 5.

Shrapnel Bomb

Average : Now hits 7 targets compared to 5.

Improved : Now hits 10 targets compared to 5.

 

Consumables

Average DT serums production have been increased by double.

Non-DT material requirements have been doubled.

Will now cost 29700 DT per 10 from 59400 DT per 10

At 20 cost will be 59400 DT from 118800 DT

Creeper Serum's Gamma regeneration have been reduced at the following tiers.

Inferior : 17 Gamma Regeneration

Average : 22 Gamma Regeneration

Christmas Consumables will now stack up to 20 rather than only stacking during production to 10.

Rum-Soaked Fruit Cake's Gamma regeneration replaced with Health regeneration.

Block of Fudge regeneration modifers reduced to the following.

8 Health Regeneration

6 Gamma Regeneration

6 Stamina Regeneration

Gingerbread Bundle should now properly apply for 1 hour.

Coumatoxins can now stack to 20 from 10.

Narcotoxins can now stack to 20 from 10.

Gamma Maximizers now increases maximum Gamma and Gamma Regeneration.

Crude : 34 Gamma and 5 Gamma Regeneration.

Impure : 62 Gamma and 10 Gamma Regeneration

Average : 98 Gamma and 18 Gamma Regeneration

Gamma Drainers will no longer reduce Gamma Regeneration, they will instead drain gamma instantly. Cooldown increased to 1 minute and shares cooldown with offensive consumables.

Crude : 60 Gamma

Impure : 80 Gamma

Average : 100 Gamma

Improved : 120 Gamma

Gamma Converters will now instantly restore Gamma at the cost of Health.

Cooldown increased to 1 minute, shares cooldown with defensive/healing consumables.

Crude : 100 Gamma for 50 Health

Impure : 120 Gamma for 60 Health

Average : 140 Gamma for 70 Health

Improved : 160 Gamma for 80 Health

Gamma Restorers now instantly restore Gamma.

Cooldown increased to 1 minute, shares cooldown with defensive/healing consumables.

Crude : 70 Gamma

Impure : 100 Gamma

Average : 130 Gamma

 

ART:

Removed several dynamic light objects from Post 23.

Fixed collision on several buildings in Territory Control zone.

Fixed a collision issue with rubble piles outside Los Alamos.

Fixed the benches in the Medical Facility in New Flagstaff.

Fixed a hole in a rock pile in Blockade.

Fixed a collision bug in the bathroom wall of a building in Rothium Ridge.

Made the Lifenet bunker in Warhall more accessible.

Made the Lifenet bunker in North Alpha zone more accessible.