Patch Notes (312)

[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 [/list] 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 [/list] [*] (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 [/list] Fixes [list] [*] (Co-op) Fixed clients not seeing turrets rotating and tracking targets properly [/list] Demo [list] [*] Updated to match [/list]