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-Added: Incapped squadmates will have a little marker to show where they are if they're off screen. -Added: The last few enemies in a wave will also have markers, so you can track them down. No more hide-and-seek. NOTE We need our testers to help us find where enemies are hiding in Facility when the last few units won't enter. -Tweak: Damage bonuses for gloves were WAY too high. I mean, come on. The Punkers boosting your damage to the same as the Dragon Slayer? Gimme a break. -Tweak: To compensate for unarmed damage being nerfed, your Force, Lethality, and Critical sub-attributes will further increase your Unarmed, Melee, and H2H Critical damage respectively. -Tweak: Slowed the Foundry stage conveyor belts down to half their current speed. -Tweak: Shields take damage while blocking. They absorb all damage, so it's fair they should degrade. Blocking with melee weapons is unaffected. -Tweak: The Chameleon augmentation was deducting Tac-Damage from incoming hits incorrectly. -Fixed: Hank was using the wrong block animation while unarmed. -Fixed: Narrations won't cause your head to bob if it would stop you from blocking, weapon swapping, Tac-dodging, etc. -Fixed: One of the quick attacks for dual wield wasn't swooshing correctly. -Fixed: Oil splats in Industrial Sector were obscuring weapons dropped underneath them.
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