Changelog v0.30

Steel Hunters Alpha Test Playtest

[h2] [u]Hunters[/u] [/h2] [list] [*] [b] New Holiday Achievements Added: [/b] 'Baubles of Steel' and 'Naughty List', each with unique rewards [/*] [*] [b] Quick Reload Feature:[/b] Now available for the following Hunters when specific Mods are activated: [list] [*] Weaver with Hellfire Mod [/*] [*] Razor Old Guard with Militia Mod [/*] [*] Trenchwalker with Quattro Mod [/*] [*] Fenris with Pierce Mod [/*] [/list] [/*] [*] [b] Fixes: [/b] [list] [*] Universal Repair Kit effect now properly functioning for all Hunters. [/*] [/list] [/*] [/list] [h3] Fletcher: [/h3] [list] [*] All icons for Mods have been updated. [/*] [*] Localization improvements implemented. [/*] [*] Progression Adjustment: [list] [*]Main Weapon: Base damage reduced from 500 to 440.[/*] [/list] [/*] [/list] [i]Main Weapon:[/i] [table equalcells=1] [tr] [th]Ballista Mod Level[/th] [th] [b] After landing three hits, applies a flinch effect on the target, increasing the target's scatter ring by a percentage based on the Mod level for 2 seconds. [/b] [/th] [th] [b] Increases bonus damage upon charging. [/b] [/th] [th] [b] Critical shots now apply a Damage Over Time (DoT) effect for 3 seconds with specified DPS. [/b] [/th] [/tr] [tr] [th] [b]Lvl 1[/b] [/th] [td] 50% [/td] [td] - [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 2[/b] [/th] [td] 60% [/td] [td] 30% [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 3[/b] [/th] [td] 70% [/td] [td] 35% [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 4[/b] [/th] [td] 80% [/td] [td] 40% [/td] [td] 180 [/td] [/tr] [tr] [th] [b]Lvl 5[/b] [/th] [td] 100% [/td] [td] 45% [/td] [td] 250 [/td] [/tr] [/table] [table equalcells=1] [tr] [th]Serendipity Mod Level[/th] [th] [b] Increases bonus damage for arrows released at the optimal time. [/b] [/th] [th] [b] Provides a chance to return the arrow to storage after a charged hit. [/b] [/th] [th] [b] When Fletcher's Structure Points fall below 30% of maximum HP, the next shot restores a percentage of the damage dealt. [/b] [/th] [/tr] [tr] [th] [b]Lvl 1[/b] [/th] [td] 125 [/td] [td] - [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 2[/b] [/th] [td] 190 [/td] [td] 25% [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 3[/b] [/th] [td] 255 [/td] [td] 30% [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 4[/b] [/th] [td] 320 [/td] [td] 35% [/td] [td] 50% [/td] [/tr] [tr] [th] [b]Lvl 5[/b] [/th] [td] 400 [/td] [td] 40% [/td] [td] 75% [/td] [/tr] [/table] [table equalcells=1] [tr] [th] Overload Mod Level[/th] [th] [b] Damage from debuffs increases by a percentage based of the target's current Structure Points. [/b] [/th] [th] [b] Max AoE (Area of Effect) radius is increased. [/b] [/th] [th] [b] When AoE affects two or more targets, they receive additional damage. [/b] [/th] [/tr] [tr] [th] [b]Lvl 1[/b] [/th] [td] 5% [/td] [td] - [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 2[/b] [/th] [td] 8% [/td] [td] 35m [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 3[/b] [/th] [td] 11% [/td] [td] 40m [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 4[/b] [/th] [td] 13% [/td] [td] 45m [/td] [td] 200 damage [/td] [/tr] [tr] [th] [b]Lvl 5[/b] [/th] [td] 15% [/td] [td] 50m [/td] [td] 300 damage [/td] [/tr] [/table] [i]Tethering Trap:[/i] [table equalcells=1][tr] [th]Shocker Mod Level[/th] [th] [b] Damage per tick is increased. [/b] [/th] [th] [b] The radius of the Ability is enlarged. [/b] [/th] [th] [b] Every 2000 damage inflicted on a target inside the trap reduces the ability's cooldown. [/b] [/th] [/tr] [tr] [th] [b]Lvl 1[/b] [/th] [td] 120 [/td] [td] - [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 2[/b] [/th] [td] 180 [/td] [td] 48m [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 3[/b] [/th] [td] 240 [/td] [td] 52m [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 4[/b] [/th] [td] 300 [/td] [td] 56m [/td] [td] by 1s [/td] [/tr] [tr] [th] [b]Lvl 5[/b] [/th] [td] 360 [/td] [td] 60m [/td] [td] by 2s [/td] [/tr] [/table] [table equalcells=1][tr][th]Strangler Mod Level[/th] [th] [b] When a target breaks the trap link, Fletcher regains Structure Points. [/b] [/th] [th] [b] The Trap's lifetime is increased to the specified amount. [/b] [/th] [th] [b] Exiting the trap imposes a temporary debuff on the target. [/b] [/th] [/tr] [tr] [th] [b]Lvl 1[/b] [/th] [td] 1500 [/td] [td] - [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 2[/b] [/th] [td] 2000 [/td] [td] 8s [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 3[/b] [/th] [td] 2500 [/td] [td] 10s [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 4[/b] [/th] [td] 3000 [/td] [td] 12s [/td] [td] 2s [/td] [/tr] [tr] [th] [b]Lvl 5[/b] [/th] [td] 3500 [/td] [td] 14s [/td] [td] 3s [/td] [/tr] [/table] [table equalcells=1][tr] [th]Isolation Mod Level[/th] [th] [b] Outgoing damage from the trapped target is reduced. [/b] [/th] [th] [b] Trap's Structure Points are increased to the specified amount. [/b] [/th] [th] [b] Damage from the detonation of the binding sphere scales with the damage dealt to bound targets. Maximum potential explosion damage:   [/b] [/th] [/tr] [tr] [th] [b]Lvl 1[/b] [/th] [td] 4% [/td] [td] - [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 2[/b] [/th] [td] 7% [/td] [td] 3000 [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 3[/b] [/th] [td] 10% [/td] [td] 3500 [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 4[/b] [/th] [td] 13% [/td] [td] 4000 [/td] [td] 2500 [/td] [/tr] [tr] [th] [b]Lvl 5[/b] [/th] [td] 15% [/td] [td] 5000 [/td] [td] 3500 [/td] [/tr] [/table] [i]Hunter's Mark:[/i] [table equalcells=1] [tr] [th]Splinter Mod Level[/th] [th] [b] Maximum radius for automatic application of the Hunter's Mark on the Squad member is increased to: [/b] [/th] [th] [b] Duration of the Hunter's Mark is increased to: [/b] [/th] [th] [b] Death of a target under the effect of the Hunter's Mark permanently reduces the ability's cooldown. This effect can stack up to 5 times. [/b] [/th] [/tr] [tr] [th] [b]Lvl 1[/b] [/th] [td] 50m [/td] [td] - [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 2[/b] [/th] [td] 55m [/td] [td] 17s [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 3[/b] [/th] [td] 60m [/td] [td] 18s [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 4[/b] [/th] [td] 65m [/td] [td] 19s [/td] [td] by 2s [/td] [/tr] [tr] [th] [b]Lvl 5[/b] [/th] [td] 75m [/td] [td] 20s [/td] [td] by 3s [/td] [/tr] [/table] [table equalcells=1] [tr] [th]Predator Mod Level[/th] [th] [b] Every 4 seconds, Fletcher gains a stack of increased damage while a target is marked. [/b] [/th] [th] [b] When a marked target receives 2000 damage from Fletcher or an ally, the duration of Hunter's Mark is extended: [/b] [/th] [th] [b] Ammo regeneration is accelerated by 30% each time a specified amount of damage is dealt to the marked target. This effect can stack up to 3 times. [/b] [/th] [/tr] [tr] [th] [b]Lvl 1[/b] [/th] [td] 0.5% [/td] [td] - [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 2[/b] [/th] [td] 0.75% [/td] [td] by 0.5s [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 3[/b] [/th] [td] 1% [/td] [td] by 0.75s [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 4[/b] [/th] [td] 1.5% [/td] [td] by 1s [/td] [td] every 2500 damage dealt [/td] [/tr] [tr] [th] [b]Lvl 5[/b] [/th] [td] 2% [/td] [td] by 1.25s [/td] [td] every 2000 damage dealt [/td] [/tr] [/table] [table equalcells=1] [tr] [th]Leech Mod Level[/th] [th] [b] A percentage of damage dealt to the marked target is restored as Structure Points. [/b] [/th] [th] [b] Critical damage is increased during the duration of Hunter's Mark on the target. [/b] [/th] [th] [b] Every critical hit deals additional damage, calculated as a percentage of the marked target's maximum Structure Points. [/b] [/th] [/tr] [tr] [th] [b]Lvl 1[/b] [/th] [td] 3% [/td] [td] - [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 2[/b] [/th] [td] 6% [/td] [td] by 0.5s [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 3[/b] [/th] [td] 9% [/td] [td] by 0.75s [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 4[/b] [/th] [td] 12% [/td] [td] by 1s [/td] [td] 2% [/td] [/tr] [tr] [th] [b]Lvl 5[/b] [/th] [td] 15% [/td] [td] by 1.25s [/td] [td] 3% [/td] [/tr] [/table] [i]Mainframe:[/i] [table equalcells=1][tr][th]Survivalist Mod Level [/th] [th] [b] Reduces shield recharge delay. [/b] [/th] [th] [b] Improves Repair Kit effectiveness. [/b] [/th] [th] [b] If an opponent removes Fletcher's shields, incoming critical damage is reduced for 5 seconds. [/b] [/th] [/tr] [tr] [th] [b]Lvl 1[/b] [/th] [td] by 2s [/td] [td] - [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 2[/b] [/th] [td] by 4s [/td] [td] 5% [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 3[/b] [/th] [td] by 6s [/td] [td] 10% [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 4[/b] [/th] [td] by 8s [/td] [td] 15% [/td] [td] by 10% [/td] [/tr] [tr] [th] [b]Lvl 5[/b] [/th] [td] by 10s [/td] [td] 20% [/td] [td] by 20% [/td] [/tr] [/table] [table equalcells=1][tr][th]Sprinter Mod Level [/th] [th] [b] Fletcher gains an unstoppable Super Sprint after performing a dash or jump, with the following duration. [/b] [/th] [th] [b] Dash charge regeneration is increased. [/b] [/th] [th] [b] Automatically shoots the nearest target within the specified radius during a dash. [/b] [/th] [/tr] [tr] [th] [b]Lvl 1[/b] [/th] [td] 3s [/td] [td] - [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 2[/b] [/th] [td] 5s [/td] [td] 5% [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 3[/b] [/th] [td] 7s [/td] [td] 10% [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 4[/b] [/th] [td] 9s [/td] [td] 15% [/td] [td] 50m [/td] [/tr] [tr] [th] [b]Lvl 5[/b] [/th] [td] 12s [/td] [td] 20% [/td] [td] 100m [/td] [/tr] [/table] [table equalcells=1][tr] [th]Striker Mod Level [/th] [th] [b] Fletcher regenerates Shield Points for every three successful hits on enemies. [/b] [/th] [th] [b] Fletcher's Ability Power increases for every enemy within a 100-meter radius (excluding drones), stacking up to 3 times. [/b] [/th] [th] [b] When Fletcher eliminates an enemy, the current cooldowns of all his abilities are reduced. [/b] [/th] [/tr] [tr] [th] [b]Lvl 1[/b] [/th] [td] 60 [/td] [td] - [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 2[/b] [/th] [td] 120 [/td] [td] 100 AP [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 3[/b] [/th] [td] 180 [/td] [td] 200 AP [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 4[/b] [/th] [td] 240 [/td] [td] 300 AP [/td] [td] by 15% [/td] [/tr] [tr] [th] [b]Lvl 5[/b] [/th] [td] 300 [/td] [td] 400 AP [/td] [td] by 30% [/td] [/tr] [/table] [h3] Prophet: [/h3] [list] [*] Sentinel Drone with Martyr Mod will activate self-destruction upon any impact. Final Rocket Barrage will not trigger if caused by environmental objects. [/*] [/list] [h3] Ursus: [/h3] [list] [*] Redesigned Crosshair UI for the F.A.N.G. Rocket. [/*] [*] Added SFX and VFX effects to the F.A.N.G. Rocket, visible to both sides when triggered. [/*] [*] Decreased scatter for Ursus' Automatic Shotgun. [/*] [/list] [h3] Fenris: [/h3] [list] [*] Global animation update for Fenris' feathers in various states (idle, moving, during Ability activation). [/*] [*] Changed camera position in aiming state. [/*] [*] Disabled close-up aiming mode for Plasma Arc ability. [/*] [/list] [h3] Taurus: [/h3] [list] [*] Vampiric heal with Obelisk Pylon now only effective against other Hunters or Drones, not environmental objects. [/*] [/list] [h3] Razorside: [/h3] [list] [*] Reduced cooldown for Razorside's Nuker Grenade from 30s to 20s. [/*] [/list] [h2] Maps [/h2] [list] [*] Trees on maps now react to shots, projectiles, Abilities, and Hunters movement. [/*] [*] Added Holiday decorations to main Hangar and Maryland Heights map. [/*] [*] Enhanced shadow details and sharpness. [/*] [/list] [h2] Audio [/h2] [list] [*] Reimagined Track List: Enhanced the game's music with the addition of new themes and tracks: [list] [*] New Hangar theme introduced. [/*] [*] Added 'Olau' and 'Yume' tracks for the Maryland Heights map. [/*] [*] 'Oscillasis' and 'Flimpse' tracks now featured for the Crimson Ridge map. [/*] [/list] [/*] [*] Improved audio mixing with new presets (Immersive and Informative) in Game Settings. [/*] [*] Redesigned Colossus movement audio.[/*] [*] Music changes now correspond to match events.[/*] [*] Synchronized wind SFX and VFX.[/*] [*] Enhanced sound for Stealth-based Abilities.[/*] [*] New playback style for incoming projectiles sound. [/*] [*] Redesigned Fenris' incoming projectile sound for distinctiveness. [/*] [*] Seamless music transition between Login and Hangar screens. [/*] [/list] [h2] UI Updates [/h2] [list] [*] [b]Hangar UI:[/b] [list] [*] Moved the PLAY button to the left side of the screen. [/*] [*] Transferred all Social features, including the Chat interface, to the right side in a vertical widget bar. [/*] [*] Centered 'Match Found' notification in the Hangar Menu. [/*] [*] Centered Hunter cards in the carousel. [/*] [/list] [/*] [*] [b]Social Tab Enhancements:[/b] [*] Added online status indicators: In hangar, In battle, Offline. [/*] [*] Enabled sorting the Friend List by online status. [/*] [/list] [*] [b]Other Updates[/b] [list] [*] Removed 'Danger' notification when the Hunter is inside the Energy Barrier during an attack. [/*] [*] Fixed missing 'Danger' notification for Hunters at the edge of the Orbital Drop landing spot. [/*] [*] Corrected disappearing 'Warning' notification when moving between Danger zones. [/*] [*] 'Squad destroyed' notification now appears post Squad elimination. [/*] [*] Removed Survival Percentage stat from the Player Stats window. [/*] [/list] [/*] [h2] Bug Fixes and General Improvements [/h2] [list] [*] Resolved a bug causing the AoE prediction circle for Prophet and Fletcher to disappear near the Hunter. [/*] [*] Prevented entering Matchmaking queue with two Fletchers in a Squad. [/*] [*] Fixed overlapping HUD elements, including Consumables slots and Structure Points Bar. [/*] [*] Corrected lingering highlight over Hunter Icons in the selection menu. [/*] [*] Fixed Weaver's Stalwart and Stinger Mods not spawning a Pylon behind the Energy Barrier upon Ability activation. [/*] [*] Amended incorrect Reward button text in the Hunter Progression window. [/*] [*] Enhanced realism for small destructible objects. [/*] [*] Resolved a bug granting a permanent effect from Power Pylons. [/*] [*] Corrected Trenchwalker's Mod name from 'Repeater' to 'Marksman'. [/*] [*] Fixed scaling issues with Fenris' Plasma Arc ability and Mod level. [/*] [*] Improved collision detection for AI Partners and Enemies. [/*] [*] Addressed an issue preventing Ursus from locking onto targets for F.A.N.G. Rocket due to size differences. [/*] [*] Fixed missing doubled penalty when Ursus' Glacial Armor with Freejack Mod is destroyed. [/*] [*] Resolved issues with Progressive Achievements not granting rewards upon completion. [/*] [/list]