Patch Notes | 13-14th December Closed Beta

[p]The Closed Beta starts tomorrow – or if you’re reading this on Saturday the 13th, it’s launching today. We’ve packed this build with a number of improvements and bug fixes, and we’re genuinely excited to see what you think. Jump into our [url="https://discord.gg/ascendant"]Discord [/url]to share your feedback, report any issues, or just hang out – we’re listening to every word. Most importantly: have an absolute blast! [/p][p][/p][p]Patch notes incoming... [/p][h2]Leaderboards[/h2][list][*][p]For this weekend’s playtest, another [b]Top Dog [/b]event will be running![/p][/*][*][p]You will be able to sign up to a [b]creator clan[/b] and earn points for them for the [b]Top Dog[/b] leaderboard.[/p][/*][*][p]Each [b]Biocore[/b] your team secures earns you [b]100 points[/b] and each [b]kill or assist[/b] you get earns [b]1 point[/b].[/p][/*][*][p]Your clan’s placement on the[b] [/b]leaderboard can also earn you [b]rewards[/b]:[/p][list][*][p]There are [b]decals [/b]for 1st place, 2nd place, 3rd place, top 10, top 50, and top 100.[/p][list][*][p]You must have contributed at least 100 points in order to be eligible for the rewards.[/p][/*][/list][/*][*][p]In addition to these decals, you will also get a [b]decal [/b]representing the creator you’ve joined.[/p][/*][/list][/*][*][p]The event runs for the whole weekend and rewards will be given out when you next come back.[/p][p][/p][/*][/list][h2]Onboarding and Progression[/h2][list][*][p][b]Daily mission[/b] [b]rewards[/b] have been changed. Previously, they all awarded 2,000 XP, 50 Unlock Credits, and 1 Biocore. Each of the three missions still give 2,000 XP, but now give different secondary rewards:[/p][list][*][p]One of them gives 3 Biocores.[/p][/*][*][p]One gives 250 Cosmetic Credits.[/p][/*][*][p]One gives 250 Unlock Credits.[/p][/*][/list][/*][*][p]Long [b]story missions [/b]now reward 100 Unlock Credits (up from 50).[/p][/*][*][p]Large bulk rewards of currency (both Unlock and Cosmetic) are now given out on milestone levels.[/p][/*][*][p]More [b]gear paints[/b] have been added as level-up rewards for various milestone levels.[/p][/*][*][p]The amount of [b]Unlock Credits[/b] rewarded based on match duration has been slightly increased.[/p][/*][*][p]You now need to unlock the content of a themed tech tree bundle before you can progress to nodes beyond it (to make sure that you own the basic modules required for many of the unlocks that follow).[/p][/*][*][p]It should no longer be possible for the [b]custom weapon[/b] station to be offline if any players are on the onboarding mission to buy their custom gun (it also won’t show up as a vote option if this is the case).[/p][p][/p][/*][/list][h2]Events[/h2][list][*][p]When you mouse-over an event option on the match [b]event vote[/b] screen, some of them now display a short video, showcasing where the event is and/or how it functions.[/p][/*][*][p]The [b]airstrike[/b] console has received a UX uplift. The console should have an appearance more in line with other events, the interact description will tell you what you need to do, and the instruction screen has been made more prominent.[/p][/*][*][p]The [b]toxic gas[/b] console has been given a visual uplift to better match how other event consoles look.[/p][p][/p][/*][/list][h2]Weapons & Consumables[/h2][list][*][p][b]Rapid battle rifle triggers[/b] have received a bit of a nerf.[/p][list][*][p][b]Auto - Rapid[/b]: This now adds a little bit more pitch to the recoil, spread builds a bit more from firing, and it's a bit more expensive to equip.[/p][/*][*][p][b]Auto - Ultra Rapid[/b]: A bit more pitch and yaw recoil and spread builds more from firing.[/p][/*][*][p][b]Auto - Rapid Stabilize[/b]r: A tiny bit more pitch recoil and spread from firing is unaffected (it used to reduce the firing spread, but now remains unaffected, unlike the other Rapid triggers).[/p][/*][/list][/*][*][p]The battle rifle [b]Vein-Wrap [/b]stock now spawns a spore cloud when it deals damage with melee, on a 6-second cooldown. It has been made a bit more expensive to compensate, and is now of Legendary rarity (up from Rare).[/p][/*][*][p]Some of the pre-made weapons that can be found in matches have been buffed:[/p][list][*][p][b]SLR Vanquisher[/b]: Use the 2x Holo Sight (instead of 1.5x).[/p][/*][*][p][b]Onslaught FB-2[/b]: Uses the Overheater amp (instead of no amp).[/p][/*][*][p][b]Guardian Angel[/b]: Uses the Focus-Burn Mk2 power generator (instead of Flare-Burst).[/p][/*][*][p][b]M19C Ravager[/b]: Uses a Standard housing (instead of Small Quick-Load).[/p][/*][/list][/*][*][p]The [b]Fire Hog[/b] no longer has an amp (it used to have Fuse Cutter).[/p][/*][*][p]The [b]flamethrower [/b]VFX has been reworked.[/p][/*][*][p]You should now see some impact VFX when you hit a friendly player, to avoid that it looks like you can shoot through them.[/p][/*][*][p]More weapon modules have been given bespoke visuals.[/p][p][/p][/*][/list][h2]Abilities & Perks[/h2][list][*][p][b]Floral Senses[/b] should now play a sound effect when it causes you to get two items out of one plant.[/p][/*][*][p][b]Shield Upgrader[/b] will now play a sound effect when your shield is upgraded.[/p][p][/p][/*][/list][h2]Creatures[/h2][list][*][p]Bots now have a VFX on them while carrying a Biocore.[/p][/*][*][p]Improved some bot behaviours around Biocores (when they pick them up and when they try to steal).[/p][p][/p][/*][/list][h2]Vehicles[/h2][list][*][p]The [b]magazine capacity[/b] for the [b]machine gun[/b] on the [b]three-seater[/b] is now 60 (down from 100).[/p][p][/p][/*][/list][h2]Environment[/h2][list][*][p]Improved collision, in particular around the crater and ravine bases, but also a lot of small fixes around the map.[/p][/*][*][p]Some more placeholder art has been replaced with real assets.[/p][/*][*][p]Base vehicles and myco chambers have been given some ambient audio.[/p][/*][*][p]Some minor uplifts have happened to the tutorial maps.[/p][/*][*][p]The lobby has received a new lighting pass. [img src="{STEAM_CLAN_IMAGE}/43914895/5eb23ade7a04dc6edb34d8ca70d0561d3435f3b2.png"][/img] [/p][/*][/list][h2]Lobby[/h2][list][*][p]You can now access the [b]M1 Energy Bomber[/b] from the firing ranges. The pistol has been moved to nearby tables for each firing range.[/p][/*][*][p]The screens on the various consoles dotted around the lobby should now be sharper.[/p][/*][*][p]There is now music playing in the Thunderdome.[/p][p][/p][/*][/list][h2]Customization[/h2][list][*][p]A lot of new [b]clothing and weapon patterns[/b] have been added. Visit [b]Dude[/b] to browse them.[/p][/*][*][p]The mannequin for clothing items should now use the same body type as the player.[/p][p][/p][/*][/list][h2]UI[/h2][list][*][p]Controller settings are now on a separate tab in the settings menu.[/p][/*][*][p]When a teammate is downed, you can now see their bleed-out timer in their panel on the left side of the HUD.[/p][/*][*][p]The weapon stats in the weapon customizer will now also show numerical values next to the bars.[/p][/*][*][p]You will no longer get the level-up pop-up if you level up in the Thunderdome.[/p][/*][*][p]Your own kill and death entries will now be colored differently in the Thunderdome.[/p][/*][*][p]You can now see which difficulty category a dawner mission belongs to.[/p][/*][*][p]Mission updates now last for longer on the result screen.[/p][/*][*][p]The match result screen now separates rewards earned from missions into their own category (as opposed to lumping them in with rewards earned from the match itself).[/p][/*][*][p]Items on tech trees that are locked behind missions will now also tell you which vendor gives out the requirement mission.[/p][/*][*][p]A sound effect now plays when you receive a new text chat message from your team.[/p][p][/p][/*][/list][h2]Other Updates[/h2][list][*][p]A lot of default controller bindings have been changed following feedback.[/p][/*][*][p]You can now choose between different sensitivity curves on controller.[/p][/*][*][p]Controller deadzone settings have been improved.[/p][/*][*][p]Moving sensitivity sliders in settings with controllers will now let you move in smaller steps.[/p][/*][*][p]More performance improvements have gone in.[/p][/*][*][p]Electric damage is now less loud.[/p][/*][*][p]The jukeboxes in the lobby now display the track name and you can skip songs.[/p][/*][*][p]The Exchange station has been given some audio.[/p][/*][*][p]The cooldown time for voicelines triggered by spotting different creatures has been increased.[/p][/*][*][p]The VFX for shattering windows has been reworked.[/p][p][/p][/*][/list][h1]Bug Fixes[/h1][list][*][p]A lot of (hopefully all) crashes from the previous beta test have been fixed.[/p][/*][*][p]Downed icons would sometimes linger on your teammates on the respawn screen’s map, making it unclear if you can respawn on them or not. This issue should now be resolved.[/p][/*][*][p]Fixed an issue where you were unable to change your loadout during the event vote sequence on controllers.[/p][/*][*][p]If a player changes their loadout during the match event vote, it should now immediately update for their teammates.[/p][/*][*][p]Fixed an issue where some hair styles would behave a bit strange during the winners sequence at the end of a match.[/p][/*][*][p]If you adjust team colors mid match, they should now immediately update on the minimap and above teammates.[/p][/*][*][p]Fixed a variety of collision issues around the map and tutorial where you could wedge in and get stuck (under some stairs in the tutorial and between stairs and a wall in vertical farm to highlight the most obvious ones).[/p][/*][*][p]You should no longer be able to shoot through the myco chamber hatches.[/p][/*][*][p]A lot of smaller environmental fixes.[/p][/*][*][p]‘IMMUNE’ hitmarks should now be visible again (when you shoot a player who is under respawn immunity).[/p][/*][*][p]The ‘Downed’ stat on the result screen should now be tracked properly.[/p][/*][*][p]Fixed some issues with the inspect animations of pistols and plasma rifles with the female body type.[/p][/*][*][p]Fixed some bugs with the green filter in the character customizer.[/p][/*][*][p]‘Escape’ should now close the map, as opposed to opening a menu on top of it.[/p][/*][*][p]A few nodes in tech trees were not connecting properly and should now be fixed.[/p][/*][*][p]A few Biocore costs in the tech trees were incorrectly set up. Rare modules should now consistently cost 3 Biocores to access.[/p][/*][*][p]The inventory screen should now automatically close when the match ends, and not overlap the winners and accolade sequences.[/p][/*][*][p]Fixed various UI text inconsistencies (when things are in all caps vs not).[/p][/*][*][p]You should no longer be able to ping resurrection points while dead and out of lives if the match is in Overtime or Hardcore Mode.[/p][/*][*][p]There should no longer be a few pixels lingering at the bottom of a health or shield bar when they’re 0.[/p][/*][*][p]Fixed a few issues where fingers would clip with charms on beam gloves.[/p][/*][*][p]Fixed the vehicle turret sensitivity being too high on controllers.[/p][/*][*][p]Dawner missions that have their durations reduced should now actually be reduced and not just [i]claim[/i] to be.[/p][/*][*][p]Plants should no longer appear on the map after repeat visits as if you had Floral Senses equipped when you don’t.[/p][/*][*][p]Fixed some issues with navigating tech trees on controllers.[/p][/*][*][p]The profile stat for ‘claimed events’ should now listen to area controls, reactor meltdown, resurrection points, and the EMP. [/p][/*][*][p]You should now get the playstyle select option the first time you ready up even if you’re in a party.[/p][/*][*][p][i]Hopefully, the teammate name plate/health bars should no longer randomly disappear (or lose the shield element) when respawning with beam gloves.[/i][/p][/*][*][p]Fixed some bot navigation issues in the Thunderdome.[/p][/*][*][p]Grenades should no longer fall through the floor in the molding facility.[/p][/*][*][p]A couple of map escapes were fixed.[/p][/*][*][p]Fixed issues with bots going into orbit…somehow.[/p][/*][*][p]The Pyro - Flame Hurler VFX should be aligned better.[/p][/*][*][p]Team member accolades should now be correctly displayed on the result screen.[/p][/*][*][p]A couple of out-of-date codex entries have been fixed.[/p][/*][*][p]Players should now be properly immune for a few seconds when they spawn in at the start of the match, even when it took someone a long time to load in.[/p][/*][*][p]Spore traps from the earthtree maintenance area control should no longer think they are gorlizards in the kill and damage logs.[/p][/*][*][p]Respawn timers should now be synced up again. I.e., if you die and another teammate is already waiting for their respawn, your remaining time will be set to match theirs (unless yours is lower, in which case they are sped up to match you instead).[/p][/*][*][p]Fixed an issue where the ammo display on your second weapon would display 0 until you have fired it after respawning or reconnecting.[/p][/*][/list]