V0.33 Changelog

Steel Hunters Alpha Test Playtest

[h2] Hunters [/h2] [h3]Fletcher [/h3] [list] [*]Fletcher back in the Hunters' roster.[/*] [*]Added a personal Fletcher voiceover.[/*] [*]Tuned Fletcher's left- and right-back launchers' animations: both now move independently from the Hunter's body and are directed towards the target in the aiming state. [/*] [*]Added a new melee attack animation and VFX.[/*] [*]Added a new Tethering Trap ability animation.[/*] [*]Added new animations for the Revive state, Ammo Refill process, and Repair Kit activation.[/*] [*]Reworked walking, stopping, pivoting, and turning animations.[/*] [*]Added new VFX for Fletcher's Magnetic Longbow and its mods, Tethering Trap, and Hunter's Mark abilities.[/*] [*]Updated an AoE (area of effect) preview for the Tethering Trap ability.[/*] [*]Updated SFX for Fletcher's use of the weapon, abilities, and locomotion.[/*] [*]Updated the ability widget which shows the accumulated upcoming explosion damage for the Tethering Trap Isolation Mod.[/*] [*]Updated Fletcher's avatars and icons in the roster and progression screens.[/*] [*]Updated Fletcher's twitch SFX.[/*] [/list] [h3]Magnetic Longbow[/h3] [list] [*]Increased base damage from 440 to 475.[/*] [*]Increased the minimal charge time for a shot from 0 to 0.1 sec.[/*][*]Updated the recoil animation.[/*] [*]Added a shaking camera VFX when the Magnetic Longbow charge reaches its maximum.[/*] [*]Added a FOV (field of view) transition for Fletcher charging the Magnetic Longbow and holding it.[/*] [*]Added additional statistics: radius of AoE (area of effect) debuff for the Magnetic Longbow Overload Mod.[/*] [*]Changed the ballistic characteristics of an arrow: initial projectile speed, gravity scale, scaling by charge level.[/*] [*]Changed the name of the Serendipity Mod to Opportune Mod.[/*] [/list] [h3]Ballista Mod[/h3] [list] [*]Increased the time needed for a full draw from 0.9 to 1 sec and the full draw damage boost from 25% to 40%.[/*] [*]Increased bonus damage from charging for effect levels 2-5.[/*] [*]Changed the DoT (damage over time) applied to critical shots.[/*] [/list] [table equalcells=1] [tr] [th][/th] [th] [b] Increases bonus damage upon charging. [/b] [/th] [th] [b] UPD! Critical shots now apply a Damage Over Time effect for 3 seconds with specified DPS. [/b] [/th] [th][b]UPD! Critical shots now apply a Damage Over Time effect for X 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] 45% [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 3[/b] [/th] [td] 70% [/td] [td] 50% [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 4[/b] [/th] [td] 80% [/td] [td] 55% [/td] [td] 200/sec for 3 sec [/td] [/tr] [tr] [th] [b]Lvl 5[/b] [/th] [td] 100% [/td] [td] 60% [/td] [td] 200/sec for 5 sec [/td] [/tr] [/table] [h3]Opportune Mod[/h3] [list] [*]Reduced the time needed for a full draw from 0.8 sec to 0.7 sec and the full damage boost from 30% to 20%.[/*] [*]Added a UI icon to indicate the trigger Energy Cells value when the 3rd effect of the Opportune Mod activates.[/*] [/list] [h3]Overload Mod[/h3] [list] [*]Reduced the critical damage modifier from 70% to 50%.[/*] [*]Changed the default AoE debuff radius from 0-30 to 20m.[/*] [*]Increased the AoE debuff radius for Effect 2.[/*] [*]Increased full draw damage boost from 35% to 40%.[/*] [/list] [table equalcells=1] [tr] [th][/th] [th] [b] Damage from debuffs increases by a percentage based of the target's current Structure Points. [/b] [/th] [th] [b] UPD! Max AoE 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] 30m [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 3[/b] [/th] [td] 11% [/td] [td] 35 m [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 4[/b] [/th] [td] 13% [/td] [td] 40 m [/td] [td] 200 damage [/td] [/tr] [tr] [th] [b]Lvl 5[/b] [/th] [td] 15% [/td] [td] 45 m [/td] [td] 300 damage [/td] [/tr] [/table] [h3]Abilities[/h3] [list] [*]Updated UI icons for Fletcher's abilities after an in-battle level upgrade.[/*] [*]Added a shaking camera VFX when Fletcher activates his abilities.[/*] [/list] [h3]Tethering Trap[/h3] [list] [*]Reduced the time for Tethering Trap ability activation from 3 to 2 sec.[/*] [*]Added a FOV (field of view) transition for Fletcher's Tethering Trap targeting state.[/*] [*]Reduced the target distance for the Tethering Trap targeting state and changed the aim offset, which now aligns with the launcher position behind Fletcher's left shoulder. [/*] [*]Changed the name of the Shocker Mod to Jolt Mod.[/*] [/list] [h3]Jolt Mod[/h3] [list] [*]Increased the damage scale per trapped enemy from 10% to 20%.[/*] [*]Increased the ability radius for levels 2-5.[/*] [*]Reduced the damage inflicted per tick for levels 1-5.[/*] [/list] [table equalcells=1] [tr] [th][/th] [th] [b] UPD! Damage per tick is increased. [/b] [/th] [th] [b] UPD! The radius of the Ability is enlarged. [/b] [/th] [th][b]UPD! Every 2000 damage inflicted on a target inside the trap reduces the ability's cooldown by 20%[/b][/th] [/tr] [tr] [th] [b]Lvl 1[/b] [/th] [td] 100 [/td] [td] - [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 2[/b] [/th] [td] 125 [/td] [td] 42.5 m [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 3[/b] [/th] [td] 150 [/td] [td] 45 m [/td] [td] - [/td] [/tr] [tr] [th] [b]Lvl 4[/b] [/th] [td] 175 [/td] [td] 47.5 m [/td] [td] for 1 sec [/td] [/tr] [tr] [th] [b]Lvl 5[/b] [/th] [td] 200 [/td] [td] 50 m [/td] [td] for 2 sec [/td] [/tr] [/table] [h3]Hunter's Mark[/h3] [list] [*]Changed the name of the Splinter Mod to Proximity Mod.[/*] [/list] [h3]Predator Mod [/h3] [list] [*]Reduced the damage threshold for activation.[/*] [*]Reduced the ammo regeneration per stack.[/*] [/list] [table equalcells=1] [tr] [th][/th] [th] [b] Every 4 seconds, Fletcher gains a stack to the damage dealt while a target is marked. [/b] [/th] [th] [b] When a marked target receives 2000 damage from Fletcher or his ally, the duration of Hunter's Mark is extended: [/b] [/th] [th][b]UPD! Ammo regeneration is accelerated 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] by 15% every 1250 damage dealt [/td] [/tr] [tr] [th] [b]Lvl 5[/b] [/th] [td] 2% [/td] [td] by 1.25s [/td] [td] by 30% every 1250 damage dealt [/td] [/tr] [/table] [h3]Razorside[/h3] [list] [*]Improved the locomotion animation for Razorside.[/*] [*]Added new animations for the Revive state, Ammo Refill process, and Repair Kit activation for Razorside.[/*] [*]Improved SFX for Razorside's weapon customization.[/*] [/list] [h3]Taurus[/h3] [list] [*]Added new VFX and SFX for the Taurus Pylon in-game and updates for the Taurus Hangar Unlock.[/*] [*]Added low-ammo weapon SFX.[/*] [/list] [h3]Prophet [/h3] [list] [*]Renamed the 'Summon Sentinel' ability (previously 'Sentinel Drone') for Prophet.[/*] [*]Changed the visual of Prophet's Sentinel Drone in the game.[/*] [*]Improved stability and hit recording.[/*] [*]Added low-ammo weapon SFX.[/*] [/list] [h3]Charge Cannon - Base Stats[/h3] [list] [*]Increased base reload duration from 3 to 3.5 sec.[/*] [*]Increased active reload duration from 2.1 to 3 sec.[/*] [*]Substantially increased standing scatter range.[/*] [*]Substantially increased walking ADS (Aim Down Sights) scatter range.[/*] [*]Increased standing hip fire scatter range.[/*] [*]Increased walking hip fire scatter range.[/*] [*]Reduced the charge damage modifier's upper limit from +100% to +75%.[/*] [*]Reduced the charge scatter radius reduction's upper limit from -85% to -75%.[/*] [/list] [h3]Charge Cannon - Fatebringer Mod[/h3] [list] [*]Changed the parameters of Effect 1: Every critical hit increases damage by 2.5%, stacking up to 5/6/7/8/9 times. Reloading resets the stacks. [/*] [*] Reduced Effect 3 scaling: Successful hits with a fully charged weapon have a 15/30% chance of returning the bullet to the magazine. [/*] [/list] [h3]Vengeance Strike - Base Stats[/h3] [list] [*]Reduced ability channeling duration from 1.5 to 1 sec.[/*] [*]Increased ability AoE (Area of Effect) radius from 50 to 55 m.[/*] [*]Increased the total number of missiles spawned from 10 to 12.[/*] [*]Increased barrage duration from 10 to 12 sec.[/*] [*] Reduced the delay between missile spawns (Min, Max) from (1 sec, 1.2 sec) to (0.8 sec, 1 sec). [/*] [*]Reduced ability cooldown from 55 to 50 sec.[/*] [/list] [h3]Heartbreaker [/h3] [list] [*]Heartbreaker now has reduced scatter when shooting from the hip.[/*] [*]Increased the damage inflicted by Heartbreaker's melee attack to 1400; for a melee attack in stealth, the damage inflicted is reduced to 1050. [/*] [*]Changed the 3rd effect applied in the Stealth Nimble Mod for Heartbreaker: it adds an additional dash charge while the ability is active and reduces the time to recharge a dash charge by 10% for level 4 and by 20% for level 5. [/*] [*]Updated Heartbreaker's twitch SFX.[/*] [/list] [h3]Sonar Pulse - Maimer Mod[/h3] [list] [*]Added scaling to Effect 3: Enemy Hunters marked by the ability take 250/500 damage, interrupting any channeled abilities. [/*] [*]The ability now only targets enemy Hunters instead of any enemy.[/*] [/list] [h3]Weaver [/h3] [list] [*]Created new SFX for Weaver's Triple Cannon.[/*] [*]Added new SFX for Weaver's barrier activation.[/*] [*]Improved SFX for Weaver's weapon customization.[/*] [/list] [h3]Triple Cannon - Azure Mod[/h3] [list] [*] Added scaling to Effect 3: While channeling the Restore Ammo ability (default key: T), your abilities cool down 150/250% faster. [/*] [/list] [h3]Triple Cannon - Hellfire Mod[/h3] [list] [*]Changed Effect 1 parameters: Hits have a 33% chance to apply a DoT (Damage over Time) effect that deals 20/40/60/80/100 damage per second for 5 seconds. Maximum 5 stacks. [/*] [*]Reduced Effect 3 scaling: Restores structure points equal to 10/15% of the damage dealt when hitting targets with 3 or more stacks of the DoT effect. [/*] [/list] [h3]Ursus [/h3] [list] [*]Improved stability and hit record.[/*] [*]Added low-ammo weapon SFX.[/*] [*]Added a personal Ursus voiceover.[/*] [/list] [h3]Glaciar Armour - Centenarian Mod[/h3] [list] [*] Increased Effect 2 scaling: Increases heal by 200/250/300/350 structure points. [/*] [/list] [h3]Other Changes[/h3] [list] [*]Tweaked the camera in aim for a better FX trail view for all Hunters.[/*] [*] Hunters cannot change direction while jumping or dashing and right after landing. They continue moving after a short recovery time. [/*] [*]Increased the cut-off distance from 15 to 100 m for the blocked shot red cross UI icon for all Hunters.[/*] [*]Optimized performance and memory usage for all Hunters.[/*] [*]Added a shoulder push animation when a Hunter runs into a destructible building[/*] [/list] [h2]Maps [/h2] [list] [*]Brought the 'Quarry' map back to the game with massive reworks: added new Teleportation Terminals, SFX, and introduced multiple visual updates including landscape, vegetation, man-made objects, puddles, props, landmarks, and rocks. [/*] [*]Added new VFX for the Extraction Zone activation: starfall particles indicate the Extraction Zone.[/*] [*]A Dropship is now visible on the maps.[/*] [*]Trees now lose their crown and stump after being destroyed.[/*] [*]Updated lighting and materials visuals on small objects and vegetation, enhanced fog, and changed the visibility distance for Maryland Heights and Crimson Ridge. [/*] [*]Optimized performance in the Space Port area for Crimson Ridge.[/*] [/list] [h2]Game Mode[/h2] [list] [*]The Grade I Supply Pod quest will now be canceled upon Hunting Ground announcement.[/*] [*]Hunting Ground active time reduced to 110 sec.[/*] [*] The Hunting Ground zone is now highlighted on the radar and on the mini-map until all three Hunting Ground Drones are eliminated. [/*] [*]Updated the VFX for Teleportation Terminal activation.[/*] [*] Now, when a player attacks a drone, other drones nearby will consider it an attack, joining the combat or fleeing in case of scouts. [/*] [*]When a drone is in combat with multiple targets, it can switch the target to the closest available one.[/*] [*]When a player stays in the Drop Pod area for too long (over 10 sec), Guard Drones will attack them.[/*] [*]The fleeing speed of Scout Drones was slightly increased, and the FX emoticon stays visible during the flee.[/*] [*]Drones will now flinch when hit.[/*] [*]Updated Guard Drone combat strafing; it should be faster and more noticeable.[/*] [*]Updated the icons for the 'Tag Hunt' quest.[/*] [*]The Bounty Hunter contract can no longer be dropped from Prophet's Sentinel Drone.[/*] [*]Updated markers' VFX for both the Bounty Hunter and their victim in the 'Bounty Hunter' in-game event.[/*] [*]Updated animations and UI elements for Announcements.[/*] [*]Added new UI icons for the 'Tag Hunt' and 'Bounty Hunter' in-game events.[/*] [*]Added in-game events status update information to the text chat.[/*] [*]Updated Results Screen texts.[/*] [*]Adjusted the Spectator Mode timer position: it moves down when an announcement appears on the screen or is hidden when the Extraction Zone is taken. [/*] [*]Changed the UI icon for the Escape Pod.[/*] [*]Extraction Zone timing now depends on the number of teams remaining on the map.[/*] [*]Added a new quest to the 'Extraction Zone' phase: players can now get Cores and Consumables for being the first to capture the Extraction Zone. [/*] [*]Added Guard Drones to the Extraction Zone. Two of them will guard the Escape Pod upon its activation, others will spawn in pairs every 30 sec for the last 2 min. [/*] [*]Improved the logic of how a Colossus spawn point is chosen.[/*] [*]AI squadmates can now activate teleports at the player's request if they are within 200m from the Teleportation Terminal. [/*] [/list] [h2]Meta and UI[/h2] [list] [*]French and Polish localizations have been added to the game.[/*] [*]Added new 24-hour and 48-hour missions.[/*] [*]Introduced new types of battle missions.[/*] [*]Gear equipping and 'Favorite Gear' hotkeys now work for a hovered gear icon.[/*] [*]Lobby UI improvements: updated Hunters' logos, 'Change Hunter' and 'Mods Switch' buttons, animated Stephen, updated lighting, added new VFX, removed redundant loading screen tips, and made the Energy bar more visible. [/*] [*]Now, a player receives a new skin for the corresponding Hunter upon reaching the highest Hunter level possible.[/*] [*]Added a notification pop-up to inform players of the level they have reached and their associated rewards.[/*] [*]Added sorting in UI for all entities in Hunter Leveling: System's order on the Loadout screen; Effects order on the Select Mod screen; Mods order on the Select Mod screen; Systems. [/*] [*]Introduced several new widgets: tabs for three mission types, tooltips for each mission type, and main screen widgets for each mission type. [/*] [*]Added AZERTY keyboard support.[/*] [/list] [h2]Audio [/h2] [list] [*]New SFX will now be audible when a player switches between quests UI panels.[/*] [*]Added an option to set the 'Informative Sound' preset as default.[/*] [*]Added a new log-in screen soundtrack to the game.[/*] [*]Added new SFX for interaction with cars.[/*] [*]Audio occlusion effect for blocking volumes was added for tunnel areas on Crimson Ridge.[/*] [*]Voice chat can now be used upon entering the Hangar.[/*] [*]New SFX were added for damage received and red screen effects.[/*] [*]Improved gunfight SFX mechanics.[/*] [*]Updated the minimum distance threshold for incoming shell sounds.[/*] [/list] [h2]Bugfixes and General Improvements[/h2] [list] [*]Added ultra-wide monitor support.[/*] [*]Fixed a bug where a UI icon was missing from the Tethering Trap Strangler Mod in the aiming state.[/*] [*]Fixed an incorrect scatter debuff application for Hunters with inherently high scatter levels (Taurus, Heartbreaker) for Fletcher's Magnetic Longbow Ballista Mod. [/*] [*]Fixed a bug where multiple Hunter's Mark UI icons were displayed for one target.[/*] [*]Fixed a bug where camera rotation broke during the transition between idle and aiming states.[/*] [*]Fixed a bug where Fletcher would slide if a player dashed after applying one of Fletcher's abilities.[/*] [*]Fixed a bug where Fletcher was missing bow animation in the Hangar.[/*] [*]Fixed a bug where Fletcher's left- and right-back launchers disappeared at certain angles in Inspection Mode in the Hangar. [/*] [*]Fixed a bug where Fletcher's left-back launcher animation twitched when the Tethering Trap ability was activated.[/*] [*]Fixed a bug where multiple Hunter's Mark debuff icons were displayed on a target's health bar in Predator Mod for Fletcher. [/*] [*]Fixed a bug where Fletcher' Overload Mod for Magnetic Longbow would incorrectly stack on the target.[/*] [*]Fixed bugs where different UI elements overlapped upon leveling up, gaining XP, etc.[/*] [*]Fixed a bug where Fenris' UI would disappear after the Hunter used the Blink ability.[/*] [*]Fixed a bug where an ability animation would break if the Hunter jumped or dashed while the animation was playing. Now, players cannot jump/dash while an ability animation is playing. [/*] [*]Fixed a bug where players couldn't see the decals from Ursus' Round Rockets hit.[/*] [*]Fixed a bug where Hunters would slide over the ground after starting/stopping moving.[/*] [*]Fixed a bug where a player could not push an AI enemy away with a melee attack.[/*] [*]Fixed a bug where an AI Hunter could start sliding immediately after landing.[/*] [*]Fixed a bug where an AI Hunter could slide and teleport during a melee attack.[/*] [*]Fixed a bug where Taurus's Pylon and Weaver's Energy Barrier wouldn't get damaged by Razorside's Burner grenade.[/*] [*]Fixed a bug where a Hunter would face the same direction they faced after the first revival if revived more than once.[/*] [*]Fixed a bug where a Hunter would get 'stuck' in the Repair Kit application VFX after being revived if this Hunter was killed while applying the Repair Kit. [/*] [*]Fixed a bug with the UI showing incorrect numbers for Heartbreaker's Tracker and Maimer Mods.[/*] [*]Fixed a bug where Hunters were not able to use abilities for some time after leaving the Colossus state.[/*] [*]Fixed a bug where Weaver's Melee animation wouldn't play when Minigun is used.[/*] [*]Fixed a bug where Taurus wouldn't stop charging at close range.[/*] [*]Fixed a bug with a faulty UI icon appearing after forced landing.[/*] [*]Fixed a bug where players were unable to open any of the available Salvage Crates inside the Trophy Vault.[/*] [*]Fixed a bug where a Node wouldn't change to 'Unlocked' status after activation.[/*] [*]Fixed a bug where updating Gear would cause a game crash.[/*] [*]Fixed a bug where Accuracy statistics would show incorrect values in the Hangar.[/*] [*]Fixed a bug where a squad leader would retain the leader's UI icon even after a squadmate leaves the squad.[/*] [*]Fixed a bug where Razorside would roll over every time after jumping/falling.[/*] [*]Fixed a bug where a Hunter's animation would twitch and then play at high speed if the Hunter walked back and then immediately to the left. [/*] [*]Fixed a bug where Razorside's razors would change their position in the aiming state.[/*] [*]Fixed a text saying 'AMMO CRATE: Restores -1 Ammo, 33% of Max Ammo Storage Capacity' visible to a player in the Colossus state.[/*] [*]Fixed a bug where a player's UI icon would overlap a squadmate's icon on the mini-map in Spectator Mode.[/*] [*]Fixed several bugs with typos in UI text.[/*] [*]Fixed a bug where wrong colors were displayed for consumables UI icon beacons.[/*] [*]Fixed a bug where messages about Dog Tags were not displayed in chat when pinged, and the ping SFX wouldn't play.[/*] [*]Fixed a bug where the widget showing the distance to the Bounty Hunter victim displayed incorrect values.[/*] [*]Fixed a bug where UI elements would cover the map if opened in Tutorial.[/*] [*]Fixed a bug where AI Hunters' models could become invisible in the game.[/*] [*] Fixed a bug where the 'Waiting for server' message was displayed incorrectly when queuing for a match in "Last Stand: PvP" mode. [/*] [*]Fixed several bugs where text wouldn't fit in the button.[/*] [*]Fixed a bug where players could rotate Hunters in the Onboarding part of progression before the 'Unlock Hunter' stage.[/*] [*]There will be only one "Match result" category on the match results screen after exiting the tutorial and the very first battle post-Tutorial. [/*] [*]Fixed a bug where players were not able to see Hunters' modules in the Hangar and in-game.[/*] [*]Fixed a bug where players couldn't see Taurus's Pylon and Prophet's Sentinel Drone in the Hangar.[/*] [*]Fixed several bugs where subtitles didn't match Hunters' voice lines or announcements.[/*] [*]Fixed a bug where parts of Heartbreaker's and Prophet's ragdolls couldn't be shot off.[/*] [*]Fixed a bug where players couldn't close the 'Settings' menu when opened in battle.[/*] [*]Fixed a bug where the game client would crash when a player was shooting.[/*] [*]Fixed several bugs where players would see an incorrect value for their Sportsmanship rating in the game.[/*] [*]Fixed a bug with incorrect UI for Daily, Weekly, and Monthly offers on the XP Conversion screen.[/*] [*]Fixed a bug where Ursus weapons would block the field of view if Ursus was standing on a sloped surface.[/*] [*]Fixed a bug where UI elements would freeze when an ability was used.[/*] [*]Updated VFX for forced landing.[/*] [*]Fixed a bug where the player could be softlocked when pressing the text chat key (Enter) after loading into a level if their squadmate was disconnected while loading. [/*] [*]Fixed a bug that prevented Hunter rotation after entering and leaving the 'Hunter' tab in the Hangar.[/*] [*]Fixed a bug where the profile avatar would not update when choosing Fletcher as the avatar for friends and squad members. [/*] [*]Fixed a bug where Heartbreaker's Sonar Pulse animation would not work correctly.[/*] [*]Fixed a bug where Weaver's Barrier became invisible if the Stalwart Mod was equipped.[/*] [*]Fixed a bug where Weaver's Minigun heating VFX wouldn't work.[/*] [*]Fixed a bug where VFX for trails from Ursus's shooting was too intense.[/*] [*]Fixed a bug where Fletcher's Tethering Trap couldn't go through an ally's Energy Dome.[/*] [*]Fixed a bug where AI rivals were not able to move after revival.[/*] [*]Fixed a bug where the AFK warning was not shown to a player.[/*] [*]Fixed a bug where players saw incorrect texts, hints, and splash screens in Tutorial.[/*] [*]Fixed a bug where players could open a mod that should not be available until a certain level.[/*] [*]Fixed a bug where players could see incorrect numbers for Gear effects.[/*] [*]Fixed a bug where AI Razorside wouldn't use the Shield Recharge ability.[/*] [*]Fixed several bugs where incorrect values or broken UI elements were displayed on the Result Screen, or when players could see Sportsmanship sanctions messages unduly. [/*] [*] Fixed a bug where the squads UI elements were empty on the Result Screen and the progression of onboarding quests wasn't displayed. [/*] [*]Fixed a bug where the camera would work incorrectly when playing as Prophet.[/*] [*]Fixed a bug where a running Hunter would not be able to run anymore after interacting with consumables or loot crates.[/*] [*]Fixed a bug where Razorside would moonwalk when a player wanted him to jog.[/*][*]Fixed a bug where Taurus's melee attack animation would play too fast.[/*] [*]Fixed a bug where Heartbreaker's Sonar Pulse Maimer Mod would provoke drones other than Prophet's Sentinel Drone.[/*][*]Fixed a bug where cooldowns for all abilities were not displayed in the HUD after leaving the Colossus state.[/*][*]Fixed a bug where a player couldn't ping enemy Sentinel Drones.[/*] [*]Fixed a bug where the Consumables menu was hidden incorrectly when the Hunter was eliminated.[/*][*]Fixed a bug where no shields were restored after upgrading Weaver's Energy Barrier Shield Node.[/*][*]Fixed a bug where a player couldn't see the squadmate's Hunter in the Hangar.[/*] [*]Fixed a bug where Razorside's 'feathers' would twitch in LOD (level of detail) transition.[/*][*]Fixed a bug where a falling Razorside animation was too abrupt.[/*][*]Fixed a bug where Razorside would leave the aiming state when being melee attacked.[/*][*]Fixed a bug where Heartbreaker's Marksman Mod SFX was broken.[/*][*]Fixed a bug where twitch SFX on the Result Screen were not audible.[/*][*]Fixed a bug with Taurus's and Weaver's voice lines being interchanged.[/*][*]Fixed a bug where SFX would playback when clicking tabs in the Hangar.[/*][*]Fixed a bug where Loading Screen music track was not audible for Tutorial.[/*][/list]