[i]I also laid the groundwork for some upcoming systems during this patch. Expect a big gear update soon [/i]
New
[list]
[*] New interactable: Path Shrine
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Updates
[list]
[*] Path System Update
[list]
[*] Beacon level/experience from kills has been replaced with Path Progress
[*] (Co-op) Path experience is per player now. The first player to get to a path level earns the random beacon for the team
[i]Balancing this for single player and multiplayer to scale similarly is difficult, feedback is appreciated![/i]
[*] Armor path perks now scale with Path levels (was total beacons)
[*] Armor path perks interval is now 5 (was 10) and the stat percentages are doubled
[*] Total beacons count in hud has been replaced with path level. You can still see total beacon count when tac info is opened
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[*] (Co-op) Everyone hitting continue button in the end mission screen now skips the timer
[*] Beacons and Mutations are now listed based on primary category in all locations
[*] Keep specific upgrades cost mostly medallions now
[*] (Co-op) Increased the range for players to be in proximity to start objective
[*] (Co-op) Increased average Fallen target switching frequency
[*] You can no longer die from Bleeding damage
[*] You can only Parry attacks from in front of you by default
[*] The Fallen have inherited our beautiful new helmet options
[*] Hud tip popups no longer pause the game unless you are in the keep, they have also been moved over the chat window to be less confusing with combat information
[*] Mutations counter has been replaced with enemy Presence, reflecting their level. Total mutations is still shown when the tac info is opened
[*] Prestige Relic cost has been swapped back to medallions
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Fixes
[list]
[*] (Co-op) Fixed clients not seeing turrets rotating and tracking targets properly
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Demo
[list]
[*] Updated to match
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