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Hotfix Patch Notes - v0.7.129080

[h3]Minor Update[/h3]
  • Increased Gravenheart’s stamina to two pips by default.

[h3]Bug Fixes[/h3]
  • Community Report: Fixed a bug where all map items would become viewable from the menu while in the hub.
  • Fixed issue with Vesia’s missing standing turns animation.
  • Fixed an issue where damaging Dro during her mid fight animation at 50% health caused her to loop that animation.
  • Improved issue where Dro would sometimes slide during combat.
  • Fixed issue where the Infiltrator assassin was not spawning during assassin events.
  • Fixed an issue where interacting with the soup vendor, then another vendor caused the wrong UI to display.
  • Fixed an issue where the Salt Devil would continue to rotate to face the player during its death animation.
  • Fixed an issue where frequently Dirk Rifle’s aiming beam would point toward the ground.
  • Fixed an issue where during the extraction cutscene you would see your player character zip across the screen.
  • Fixed an issue with the Wholesale License Perk not reducing the cost of in-run vendors while “Inflation” is at 100%.
  • Fixed an issue where spamming parry over an asset that is lacking player collision resulted in the player falling through, or into, the asset.
  • Fixed issue where clients would occasionally see Goro A-pose instead of aim.
  • Fixed an exploit where in multiplayer games clients could receive 100% off items in shops.
  • Fixed an issue where the Training Plateau modifier would persist during subsequent runs for clients.
  • Community Report: Fixed an issue where the Glitch Bar was not saving that players completed a certain tier.

Hyper Light Breaker was a bust at launch, but a huge new update is luring me in

A stylish co-op roguelike base in the world of one of the all-time great indie hits, Hyper Light Breaker's elevator pitch seemed like a strong one. However, since its early access launch at the start of the year, it's really struggled. Sure, early access is designed to be a time of learning and improvement, but it failed to make a lasting impact with fans of the genre and its celebrated sibling, Hyper Light Drifter. With 1.0 coming next year, developer Heart Machine is putting in some serious graft to turn things around, and today it's shadow-dropped a new Hyper Light Breaker update that I believe is its most important to date.


Read the rest of the story...


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Hyper Light Breaker has shadow dropped a new update with floating islands, difficulty modifiers, a beefy new tank character, and a challenging duo boss that's 'technically 4 bosses' depending on what order you beat them in




In a new trailer at the Gamescom edition of the Future Games Show, Heart Machine simultaneously revealed and launched the latest early access update to Hyper Light Breaker, which includes new systems, a playable character, a fresh boss, and floating islands in the open world. I got a chance to see the new additions in a hands-off gameplay presentation last week, and here are the topline changes:..
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Double Down Update Now Live - Patch Notes

[previewyoutube][/previewyoutube][p]We are excited to announce that our second major update for Hyper Light Breaker, “Double Down”, is now live! Since Hyper Light Breaker launched in Early Access in January of this year, the title has been improving and expanding thanks to YOUR feedback. Today’s update evolves the Hyper Light adventure like never before, bringing a slew of new content and developments for you to jump into.

Check out all the new features, gameplay updates, and bug fixes below!

[/p][h2]Features and Gameplay Updates:[/h2][p]
[/p][h3]New Crowns[/h3][p] The Twins: Bersia & Vesia [/p]
  • [p]Intro Cinematic (not final, expect improvements in the future)[/p]
[p] [/p][h3]New Breaker: Gravenheart[/h3][p][/p]
  • [p]Gravenheart can be unlocked from the loadout menu, like all other Breakers.[/p]
  • [p]Preferred Blades: Soldier’s Light, Bloody Pillar, Vector Hammer, Breaker’s Buster, Zero Edge[/p]
  • [p]Preferred Rails: Grind 42R, Blunderbuss, and Burst Launcher[/p]
  • [p]Preferred Amps: Shatter Gauntlet, Berserker’s Exoskeleton[/p]
  • [p]Brawler Perk: Every Armor Shard increases your melee DMG.[/p]
  • [p]Tank Perk: Parrying has a chance to refill an Armor Shard.[/p]
[h3]Game Flow Updates[/h3][p] Bounties There are now bounties available to collect out in The Overgrowth! See the Deputy by the telepad to choose from a list of available bounties. Bounties are repeatable with rewards that will aid you in your current cycle. [/p]
  • [p]Choose carefully, you’re only allowed to complete two bounties per cycle![/p]
[p] New Currency Rewards: Byte Shifters - Universal Re-rollers Completing Bounties can net you a Byte Shifter artifact that allows you to universally re-roll the following multiple choice offers: [/p]
  • [p]Holobytes[/p]
  • [p]Affixes[/p]
  • [p]Vendor stock[/p]
  • [p]Gear drops with multiple choices[/p]
[p] Soup Vouchers - Free lunch! [/p]
  • [p]Completing Bounties can get you a free lunch at the Soup Bar. Bring your voucher to get a free Soup Buff![/p]
[p] Glitch Bar Once you’ve successfully reached the Abyss, you will then have access to the Glitch Bar. This allows you to customize your runs through a list of difficulty modifiers! [/p]
  • [p]Increase the difficulty to earn more Abyss Stones and Golden Rations.[/p]
[p] The Soup Master is open for business! Go visit the new vendor, Mylus, who offers a variety of delicious soups — after you bring him your ingredients! Ingredients are found all around The Overgrowth, bring them back to the Soup Master and he’ll whip up a soup bowl which will provide a temporary buff. A Buff lasts until one of the following things happens: [/p]
  • [p]The player extracts to the Hub.[/p]
  • [p]The player finishes the run.[/p]
  • [p]The player overwrites a buff with another buff.[/p]
[p] [/p][h3]New Mods[/h3][p] Rot Efficiency - Rail, Blade, Amp Affix [/p]
  • [p]Increase rot duration by 2 seconds[/p]
[p] Bleed Efficiency - Rail, Blade, Amp Affix [/p]
  • [p]Increase how often Bleed triggers during movement[/p]
[p] Mark Efficiency - Rail, Blade, Amp Affix [/p]
  • [p]Increase mark duration by 2 seconds[/p]
[p] Crystal Efficiency - Rail, Blade, Amp Affix [/p]
  • [p]Increase crystal burst speed by 0.5 seconds[/p]
[p] Hack Efficiency - Rail, Blade, Amp Affix [/p]
  • [p]Increase Hack duration by 3 seconds.[/p]
[p] Shock Efficiency - Rail, Blade, Amp Affix [/p]
  • [p]Increase shock bounces by +1[/p]
[p] Concussive Weight [/p]
  • [p]Charged Finisher deals stagger damage equal to 5% of the target’s total stagger meter.[/p]
[p] Symbiotic Virus [/p]
  • [p]When applying maximum stacks of Rot to an enemy, all damage dealt to that enemy will be shared with nearby enemies afflicted with Rot.[/p]
[p] Chaos Injectors [/p]
  • [p]Hitting an enemy inflicts a random status effect every 5 hits.[/p]
[p] Ion Surge - Rail, Blade, Amp Affix [/p]
  • [p]Shock gets additional bounces and deals 10% more damage.[/p]
[p] Perfect Cleave [/p]
  • [p]Hitting an enemy with a charged attack deals max damage in Blade’s damage range.[/p]
[p] [/p][h3]New Enemies[/h3][p] Salt Devil
[/p]
  • [p]Encounter this robo menace in the Arid Wastes. While the Salt Devil may be slow, he’s multi-faceted with several hefty attacks to keep you on your toes.[/p]
[p] Wolf Elite
[/p]
  • [p]A new Elite has entered the chat… The Wolf Elite can be found in all corners of The Overgrowth. With all the wolf minions powers combined (plus seriously dangerous speed) they’re sure to give you a run for your Bright Blood.[/p]
[p] [/p][h3]New Assassin[/h3][p] Infiltrator
[/p]
  • [p]A new Assassin has emerged! Infiltrator, a hard-as-nails wanderer who shoots first and asks questions later. Light on her feet and stunningly quick, she has a barrage of attacks that will catch you by surprise.[/p]
[p] [/p][h3]New Points of Interest[/h3]
  • [p]Ruined Outskirts Overgrown Building[/p]
  • [p]Arid Wastes Wrecked APC[/p]
  • [p]Arid Wastes Academy Library[/p]
  • [p]Jeweled Spire Clawed APC[/p]
  • [p]Shattered Fortress Large Fallen Tree[/p]
  • [p]New Skylab[/p]
  • [p]New Cave[/p]
[h3]New Weapon[/h3][p] Burst Launcher [/p]
  • [p]A grenade launcher that fires a large projectile which explodes on contact with an enemy or after bouncing off terrain once.[/p]
[p] [/p][h3]Other Polish Items, Updates and Improvements[/h3][p] Player Characters: Updated and balanced all player characters preferred loadouts. [/p]
  • [p]The loadout menu now lists each player characters preferred weapons.[/p]
[p] Economy Balancing: [/p]
  • [p]Material cost adjustment for gear upgrading and higher returns on gear breakdown for higher rarity gear.[/p]
[p] Mod Balancing and Updates: [/p]
  • [p]Increased Ally Spike Hazard radius from 150 to 300.[/p]
[p] Enemies: [/p]
  • [p]New Missile Dirk Elite character model is now in game.[/p]
  • [p]Made updates to the Ranged Dirk fixing the cooldown on it’s mine drop.[/p]
  • [p]Updated the Grenade Dirk’s mortar projectile to, when deflected, bounce back to the original shooter at a low arc.[/p]
  • [p]Adjusted the collision size of the Elite Leaper’s projectiles.[/p]
  • [p]Made some improvements to the Flame Wizards Roly Poly Grenade to alleviate some desync between host and clients.[/p]
[p] Weapons: Did a stagger damage pass for all weapons, rebalancing as needed. [/p]
  • [p]All Charged attacks all do more stagger damage![/p]
[p] Environment: [/p]
  • [p]Made slight updates to the layout of the Shattered Fortress Boss Arena to better accommodate the Twins Boss Encounter.[/p]
  • [p]Offshore items now have ocean waves that splash around them.[/p]
  • [p]Added far away “vista” objects to The Overgrowth.[/p]
[p] Audio: [/p]
  • [p]Acrid status effect projectiles now have unique SFX.[/p]
[p] UI: [/p]
  • [p]In multiplayer, each players map marker is now a different color for better readability.[/p]
  • [p]Moved player name indicator up slightly to accommodate recent emote & icon changes.[/p]
  • [p]Completed another font size pass for better text readability, specifically for Steam Deck.[/p]
  • [p]There’s now a “last Breaker alive” warning that pops up in multiplayer if all your comrades are dead.[/p]
[p]
[/p][h2]Bug Fixes:[/h2]
  • [p]Fixed an issue where the Rogue Perk for Ravona often didn’t affect Leapers and Croc Brutes.[/p]
  • [p]Fixed an issue where Lapis’s Soldier perk was activated by pressing the attack button, even while aiming.[/p]
  • [p]Fixed an issue where the Jeweled Spire Crashed Flyer POI was lacking collision in one section causing a collision trap for the player.[/p]
  • [p]Fixed an issue with the Shattered Fortress Abandoned Hall POI had trapping collision behind some barrels that the player could not get unstuck from.[/p]
  • [p]Fixed an issue with the Shattered Fortress Boss Arena where certain walls lacked collision allowing enemies to path through them.[/p]
  • [p]Fixed an issue where some beaches were too small to accommodate POI’s and jump pads, causing POI’s to lockout jump pads.[/p]
  • [p]Numerous environment fixes correcting either floating assets or assets partly pushed into terrain.[/p]
  • [p]Fixed an issue where Bus Stop POI’s in the Ruined Outskirts would be placed too far away from paths.[/p]
  • [p]Fixed an issue where the Shattered Fortress Abandoned Hall POI would be sunken into the ground.[/p]
  • [p]Fixed an issue where in the Shattered Fortress trees would intersect with bridges / spanners.[/p]
  • [p]Fixed an issue where invisible water could be found inland in some instances of the Shattered Fortress.[/p]
  • [p]Fixed an issue where sometimes the jump pads on the outside of the Shattered Fortress Boss Arena would be pushed under the terrain.[/p]
  • [p]Fixed an issue where enemies inflicted with a status effect would spam their pain VO.[/p]
  • [p]Fixed an issue where rapidly changing languages in the options menu could cause the video settings text to disappear.[/p]
  • [p]Fixed an issue where ocean could be found inland on some Ruined Outskirts beaches.[/p]
  • [p]Fixed an issue where the multiplayer menu options wouldn’t update their sprite after being selected and deselected.[/p]
  • [p]Fixed an issue where red health overlapping with HP numbers in HUD made HP hard to read.[/p]
  • [p]Fixed an issue where rail colors were sometimes inconsistent between party members.[/p]
  • [p]Fixed an issue where Lapis’ Soldier perk would activate without a melee weapon equipped.[/p]
  • [p]Fixed an exploit where gear from MP cycles would carry over for clients when hosts disconnect a lobby from the hub.[/p]
  • [p]Fixed an issue where very sporadically players blade special would erroneously charge on land after jumping.[/p]
  • [p]Fixed an issue where sometimes all the Elites on the map would be Elite Slimes[/p]
  • [p]Fixed an issue where the spiked fallout holobyte was not triggering off the cluster bomb impact holobyte's mini bombs.[/p]
  • [p]Community Report: After beating a boss there is a possibility to be teleported out of bounds in the water in MP.[/p]
  • [p]Fixed an issue where in multiplayer status effect meshes are not rendered for other players.[/p]
  • [p]Fixed an issue where the bleed status effect wouldn’t function when applied to Maw.[/p]
  • [p]Fixed an issue where locking onto enemies wouldn’t function when enemies were in a different elevation from the player.[/p]
  • [p]Fixed an issue where often clients would load into runs looking inside their character's heads.[/p]
  • [p]Fixed the issue where Obelisks would continue to display VFX after use.[/p]
  • [p]Fixed an issue where Grey Dirks in an active ghost dodge state were immune to elite death damage.[/p]
  • [p]Fixed an issue where often after a boss fight players would spawn back into the Overgrowth facing the boss arena door.[/p]
  • [p]Fixed an issue where the Boost Shell Holobyte VFX would carry over between runs.[/p]
  • [p]Fixed an issue where performance on Steam Deck would suffer while using Root Hash Hack.[/p]
  • [p]Fixed an issue where players could get stuck between ribs in the Shattered Fortress Titan Ribcage POI.[/p]
  • [p]Implemented some tweaks to alleviate some of the clipping that occurs when Goro uses the Grind 42R rail.[/p]
  • [p]Fixed an issue with the Arid Wastes Boss Arena where players could fall through misaligned geometry on the roof.[/p]
  • [p]Made improvements to fix the issue where sometimes the Host can deck into geo when returning to the hub and continuously drown in a black void.[/p]
  • [p]Fixed an issue where Exus’ targeting reticle for his Fist Slam would get stuck on the ground.[/p]
  • [p]Fixed an issue where the starting bunker could deck underwater.[/p]
  • [p]Fixed various issues with POI’s in certain biomes colliding with other POI’s or Boss Arena’s.[/p]
  • [p]Fixed various collision traps over various terrains.[/p]
  • [p]Fixed an issue where narrative monoliths near boss hills would float in the air until approached by a player.[/p]
  • [p]Fixed various instances of Map Revealer Objects and Obelisks colliding with POI’s and geo.[/p]
  • [p]Fixed an issue where the Junker vendor was seen floating above Exus’s Boss Arena entryway.[/p]
  • [p]Fixed an issue where sometimes players would play their resurrection sequence upon arriving back at the hub.[/p]
  • [p]Fixed an issue where sometimes Dro and Exus would stop engaging the player after rapidly changing targets in a multiplayer game.[/p]
  • [p]Turned down the wetness specular on rocks as the reflection would often make it look like there’s an item to collect.[/p]
  • [p]Fixed an issue where unnaturally bright and harsh lighting can be seen reflecting off certain surfaces when it rains.[/p]
  • [p]Fixed issues with popping foliage and shadows in various spots in the hub.[/p]
  • [p]Fixed an issue where melee attacking during an auto reload will result in the rail needing to reload again.[/p]
  • [p]Fixed an issue where Show/Hide Password couldn’t be highlighted after entering a password; UI creates lobby when exiting password entry line.[/p]
  • [p]Fixed an issue where the Swordmaster attack telegraph VFX wouldn’t appear on the ground if the player is standing next to a tree, in a bush, or somewhere else where the terrain isn’t flat.[/p]
  • [p]Fixed an issue where Lapis’s Soldier perk could be activated by pressing the attack button while in the hub.[/p]
  • [p]Fixed an issue where the Swordmaster can fall into water and die after executing certain attacks.[/p]
  • [p]Fixed an issue where clients wouldn’t get an Abyss stone from the first defeated boss.[/p]
  • [p]Fixed an issue where the Giant’s Needle charged attack would leave a phantom blade behind.[/p]
  • [p]Fixed issues with certain enemies spamming their pain SFX on every hit.[/p]
  • [p]Fixed issues with the vehicle interactables on the Ruined Outskirts Skate Park not be interactable by the player.[/p]
  • [p]Fixed an issue where when clients viewed another player using the shatter gauntlet, the animation would appear choppy.[/p]
  • [p]Fixed an issue where after exiting a boss arena all medigem plants would despawn from the map.[/p]
  • [p]Fixed various instances of POI’s and objects hanging off cliff sides.[/p]
  • [p]Fixed issue where occasionally the Assassins would appear outside of the Drop Down Labs after spawning in and get stuck on the edge of the elevator.[/p]
  • [p]Fixed an issue where the Force Wheel’s charged melee attack would hit enemies behind the player.[/p]
  • [p]Fixed several instances of loot corpses being pushed into the walls of POI’s.[/p]
  • [p]Fixed issue with floating boxes in the Shattered Fortress Titan Weapon POI.[/p]
  • [p]Fixed an issue where sometimes a Leaper would spawn inside the floor of the Jeweled Spire Mining Rig POI.[/p]
  • [p]Fixed bad collision on numerous POI’s across the Shattered Fortress, Jeweled Spire, and Arid Wastes.[/p]
  • [p]Fixed an issue where often clients wouldn’t see the Hosts’ Blade or Rail when spectating.[/p]
  • [p]Fixed an issue where often clients would view others A posing while in spectator mode.[/p]
  • [p]Fixed an issue where sometimes, shortly after entering Maw’s arena the host players would crash.[/p]
  • [p]Fixed an issue with the Jeweled Spire Temple POI puddles not triggering their splash VFX.[/p]
  • [p]Fixed an issue with the Red Slime’s lacking trail VFX.[/p]
  • [p]Fixed an issue where sometimes the Flame Wizard's projectiles would go in the opposite direction when there's a player both in front of and behind them.[/p]
  • [p]Fixed an issue where in several instances the starting bunker elevator was pushed underground.[/p]
  • [p]Fixed an issue where clients couldn’t see interactables VFX or prompts.[/p]
  • [p]Fixed an issue where the Bullet Leaper’s rock throw would deal multiple instances of damage once reflected.[/p]
  • [p]Fixed an issue where ally focused holobytes would drop for breakers who cannot summon allies.[/p]
  • [p]Fixed an issue where Exus would get stuck and fail to enter his second phase.[/p]
  • [p]Fixed an issue where missiles from the Dirk Missile wouldn’t reflect when the Reflector EXE was installed.[/p]
  • [p]Fixed an issue where sometimes the Wolf Elite’s bite attack would cause it to fall into water.[/p]
  • [p]Fixed the issue with Shrine states resetting when upon crash or exit to desktop.[/p]
  • [p]Fixed an issue where black bars would appear on the sides of the screen after Maw dies.[/p]
  • [p]Fixed an issue where too many enemies would spawn at a single POI.[/p]
  • [p]Fixed an issue where occasionally, enemies would spawn inside the walls of the Jeweled Spire Lighthouse POI.[/p]
  • [p]Fixed various instances of Boss Arenas floating above the ground, out of reach of the player.[/p]
  • [p]Fixed issue where Teleporters would have no grass around them.[/p]
  • [p]Fixed an issue where jumppads could get pushed under the surface of bridges rendering them unusable.[/p]
  • [p]Fixed instances of Z fighting on some skylabs.[/p]
  • [p]Fixed issue with the grass in the Arid Wastes Arch Encampment POI having collision.
     [/p]
[h3]Known Issues:[/h3]
  • [p] Multiplayer: Bersia and Vesia might jitter a little for clients during the fight.
    [/p]
  • [p] Quests that require breaking things don't account for breaking things of a higher rarity than indicated.
    [/p]
  • [p] Vesia is missing a turning Animation.
    [/p]
  • [p] Infiltrator losses all pathing when there is an object between them and the player.
    [/p]
  • [p] The Soup Master Vendor, Mylus, doesn’t have idle animation.
    [/p]
  • [p] Salt Devil continues to rotate to face the player during its death animations.
    [/p]
  • [p] Infiltrator’s diamond shot attack does not reflect when perfect parried.
    [/p]
  • [p] The Infiltrator’s big HP bar will sometimes disappear.
    [/p]
  • [p] Interacting with the soup vendor then another vendor displays the wrong UI.
    [/p]
  • [p] Animation of the player characters rising up from the ground is missing from all revivals.
    [/p]
  • [p] Damaging Dro during her mid fight animation at 50% health causes her to loop that animation.
    [/p]
  • [p] Engi - Occasionally, Dirk Ranged enemies will fail to chase the player properly around environmental assets.
    [/p]
  • [p] Sometimes, the Assassin’s health bar disappears for all players.
    [/p]
  • [p] Sometimes, client’s spawn at an underground location when loading into the Overgrowth from a Boss.
    [/p]
  • [p] Player revival animation is cut off prematurely.
    [/p]
  • [p] Rarely, in multiplayer, players may freeze when players are exploring caves. We are still investigating this issue but have not been able to reproduce it consistently. If you run into this issue and have screenshots or video of the issue, please share them in our discord (https://discord.gg/BpJYzY6k) - we believe it is only affecting certain seeds in multiplayer.
    [/p]

July Monthly Update Now Live – Patch Notes v0.6.4.125535

[h2]New Gameplay Mechanics[/h2]
  • [p]Emote System - Part One[/p]
    • [p]We’ve added an emote system for quick communication among teammates in multiplayer[/p]
      • [p]Players can either:[/p]
        • [p]Emote during action[/p]
          • [p]Select your desired emote which will then populate next to your name plate on the left side of the HUD on your teammates screens, as well as above your head[/p]
        • [p]Use an emote as a map marker[/p]
          • [p]By doing this, you can communicate what action you want to take in a specific area of the map[/p]
    • [p]Current Emotes include:[/p]
      • [p]Extract![/p]
      • [p]Fight![/p]
      • [p]Injured![/p]
      • [p]Need This![/p]
      • [p]Yes![/p]
      • [p]No![/p]
    • [p]Expect this feature to become more robust over time. We’ll continue to make improvements in future updates![/p]
  • [p]Gear Upgrade Machines[/p]
    • [p]Find these machines out in The Overgrowth — There will always be one or two per map. Pay Bright Blood to get an upgrade drop, this will randomly upgrade one piece of gear by +1, one time[/p]
      • [p]The gear upgrade drop will be un-interactable if the player has no upgradeable gear[/p]
      • [p]In multiplayer, any player can use the Upgrade Machine, but each player will need to collect the drop from it independently[/p]
  • [p]Obelisks[/p]
    • [p]Find obelisks out in The Overgrowth[/p]
      • [p]Bloodletter Protocol Obelisk[/p]
        • [p]Pay to activate these Bloodletter Protocol Obelisks which will summon a wave of enemies. Gain hp for each enemy you kill[/p]
          • [p]In multiplayer, players within radius of activation are given the buff, and the Obelisk is disabled for all players after activation[/p]
      • [p]Armor Obelisk[/p]
        • [p]Pay Bright Blood to interact with the Armor Obelisks to drop an item that will recover all Armor shards and add +1 to players max armor[/p]
          • [p]In multiplayer, any player can use the Armor Obelisk, but each player will need to collect the drop independently[/p]
  • [p]Updated Amp Rulesets[/p]
    • [p]Players will still have their two level 0 "default" amps that they can purchase via loadout. But now there is a wider pool of amps that can drop in the world instead of it always just being the player's equipped amp[/p]
[p]New Mods[/p]
  • [p]Staggering Bloom Amp Affix[/p]
    • [p]Amps that have an area of effect deal 20% more Stagger damage[/p]
  • [p]Mini Drone Amp Affix[/p]
    • [p]Summons a Mini Drone Ally that deals 5 DMG per shot[/p]
  • [p]Nano Drain Holobyte[/p]
    • [p]Apply 1 armor shard to the player temporarily for 3 seconds after executing an enemy[/p]
  • [p]Shatter Armor Holobyte[/p]
    • [p]When an armor shard is broken, inflict all nearby enemies with Crystal[/p]
  • [p]Threaded Edge Holobyte[/p]
    • [p]Blade attacks that hit 3 or more enemies have an 15% chance to heal 5 health. This includes Blade Specials[/p]
  • [p]Ally Bolster Amp Affix[/p]
    • [p]Ally max HP and duration is increased when another ally times out or is killed[/p]
  • [p]Laced Bitwire Holobyte[/p]
    • [p]When HP falls below 45%, gain armor shards. Cannot gain more than max armor shards[/p]
  • [p]Kinetic Converter Holobyte[/p]
    • [p]Perfect parries have a 40% chance to reset Blade Special cooldown[/p]
  • [p]Lofi Tape Holobyte[/p]
    • [p]When your Blade Special is on cooldown, gain 35% more melee damage[/p]
  • [p]Impact Rivets Holobyte[/p]
    • [p]Deal 30% of Strike damage to an enemy when they are knocked back[/p]
  • [p]Reflective Neuropathy Holobyte[/p]
    • [p]Enemy takes 50% of Strike damage when hitting the player[/p]
  • [p]Danger Focus Holobyte[/p]
    • [p]At 50% HP, gain 30% damage. Damage scales with less HP[/p]
  • [p]Drifter’s Locket Holobyte[/p]
    • [p]100% damage inflicted on enemies, 100% damage taken[/p]
  • [p]Syphon Amplifier Holobyte[/p]
    • [p]Blade Special cooldown reduced 10% on kills[/p]
[p]Balance Updates[/p]
  • [p]Note - expect additional balance changes with our August update![/p]
    • [p]Vendors:[/p]
      • [p]In-Run Vendors that sell gear now take Materials as currency instead of Bright Blood[/p]
      • [p]Hub Vendors now have increased Gear Level upgrade Material costs[/p]
        • [p]Level +3 - 8 > 20[/p]
        • [p]Level +4 - 15 > 30[/p]
        • [p]Level +5 - 20 > 50[/p]
      • [p]Re-rolling gear affixes with a Hub Vendor now increases material cost by +10 per level up to 50 materials[/p]
    • [p]Characters:[/p]
      • [p]Characters can no longer find gear outside of their preferred gear set as drops.[/p]
      • [p]Buffed Soldier Perk’s Light wave projectile DMG from 25% -> 150% of Blast DMG.[/p]
      • [p]Rondo was a bit too tanky for their intended playstyle - Reduced starting armor of Crow B from 2 to 0.[/p]
    • [p]Enemies:[/p]
      • [p]Rebalanced Elite enemies HP[/p]
      • [p]Complete rework of exterior enemy compositions. Trimmed a lot of enemy complexity down and tried to retain size to around 3 medium units and fewer variants. This is to avoid enemies merging into interior more complex comps[/p]
    • [p]Mods:[/p]
      • [p]NOTE: We wanted to try pushing some weaker Holobytes and Affixes to be more punchy and rewarding, especially if they required the player to perform a skill challenge like parrying or employing successful charged attacks in this update.[/p]
      • [p]Holobytes:[/p]
        • [p]Riposte Flare: +20% DMG -> +40% DMG from successful parries.[/p]
        • [p]Curved Grip: +30% Attack Speed -> +50% Attack Speed from successful parries.[/p]
        • [p]Strikestone: +15% -> 25% to Amp charge from successful parries.[/p]
        • [p]Impact Implosion: 25% Strike DMG -> 50% Strike DMG dealt from explosion when performing a charged attack.[/p]
        • [p]Stun Charger: +25 -> +75 increased battery.[/p]
        • [p]Ally Duration: Re-enabled Ally duration as a Holobyte to support Ally builds. Increased duration increase from 10% -> 50%[/p]
        • [p]Trigger Spring: 30% -> 50% increased Firerate.[/p]
        • [p]Doppler String: 25% -> 50% chance to duplicate a summoned Ally.[/p]
        • [p]Battery Caps: +20% -> +40% to Battery.[/p]
        • [p]Grip Glove: 15% -> 100% increased amp charge from attacks.[/p]
        • [p]Cluster Bomb Impact - 8% -> 35% of Blast DMG dealt from each projectile.[/p]
        • [p]Burst Capsule - 1 -> 2 increased Stamina pips.[/p]
      • [p]Affixes:[/p]
        • [p]Steady Shot: Increased DMG from 100% per sec to 300% per sec and reduced charge time to 1 sec from 2 sec[/p]
        • [p]Buffed Ally Spike mod radius and damage scaling. (Base damage stayed the same)[/p]
          • [p]0% -> 2.5% of Blast DMG per level.[/p]
          • [p]Radius scale 1.0 -> 4.0[/p]
        • [p]Re-enabled the Corundum synergy mod to function with the new Armor system. When the player has more than one Crystal affixed Gear, they will gain +1 armor shard.[/p]
      • [p]Status Effects:[/p]
        • [p]Player-side Status Effect Buffs to:[/p]
          • [p]Bleed - Increased Ticks triggered per sec and damage scaling per level.[/p]
          • [p]Burn - Increased Ticks triggered per sec and damage scaling per level.[/p]
        • [p]Adjusted enemy inflicted status effect build up.[/p]
          • [p]Hack[/p]
            • [p]Hits to Build Ups - 3 -> 2[/p]
            • [p]Lifetime of Build Up - 5 -> 8[/p]
          • [p]Burn[/p]
            • [p]Lifetime of Build Up - 5 -> 7[/p]
          • [p]Bleed[/p]
            • [p]Lifetime of Build Up - 5 -> 7[/p]
          • [p]Rot[/p]
            • [p]Hits to Build Up - 3 -> 1[/p]
          • [p]Crystal[/p]
            • [p]Lifetime of Build Up - 5 -> 7[/p]
    • [p]Gear[/p]
      • [p]Root Hash Hack - Previously, Root Hash Hack Ally duration was tied to the same duration as the aura radius. Now Allies will stick around up to 60 seconds so you can catch an army of them and lead them to battle![/p]
        • [p]Increased duration of Root Hash Hack from 10 sec to 60 sec (+5 per level)[/p]
      • [p]Increased Gear Level upgrade costs:[/p]
        • [p]+2 - 5 > 5[/p]
        • [p]+3 - 8 > 20[/p]
        • [p]+4 - 15 > 30[/p]
        • [p]+5 - 20 > 50[/p]
      • [p]Weapon Buffs:[/p]
        • [p]Dual Knives[/p]
          • [p]Increased Dual Knives base multiplier from 0.07 to 0.1[/p]
        • [p]Heavy Axe[/p]
          • [p]Increased Heavy Axe base multiplier from 0.22 to 0.3[/p]
        • [p]Increased combo multiplier on a few hits for both weapons[/p]
    • [p]World Tier Pacing[/p]
      • [p]Changed World Tier accrual awarded for Multiplayer to match Single Player, instead of the XP awarded being less the more players were in the run.[/p]
      • [p]Increased World Tier accrual gain from: Prism pickup, Miniboss kills, Boss kills, Drop Down Lab unlock.[/p]
[p]Other Polish Items, Updates and Improvements[/p]
  • [p]Polished the Hatchling minions tethering functionality[/p]
  • [p]Leaper combat improvements: Sped up melee moves and shortened the delay between leaps[/p]
  • [p]Improved Shrine Menu UI: Now if you can’t afford a medkit or to revive a teammate, the option will be greyed out and display how much you need. Rather than having to click the button before being told you don’t have enough currency[/p]
  • [p]Players will no longer get the “upgrade at the shrine” prompt if all the bosses have been defeated[/p]
  • [p]Improved Crystal Croc Brute projectile SFX[/p]
  • [p]Added ice flows to interior waterways in Shattered Fortress areas[/p]
  • [p]Made various UI improvements for better Steam Deck performance and readability[/p]
  • [p]Made improvements to the Elite Crocbrute’s Behavior:[/p]
    • [p]Cleaning up movement logic (should not attempt to move into spit range between attacks)[/p]
    • [p]Adjusting combat data to account for scale difference with default Crocbrute[/p]
    • [p]Added Line of Sight checks to close range spit attack[/p]
  • [p]Updated ally health bar colors so they’re easier to detect against regular enemies health bars[/p]
  • [p]Keys no longer drop from bosses and only local players will receive keys from chests they open[/p]
  • [p]The Roly Poly Grenade now follows the owning player when it doesn’t have a target[/p]
  • [p]Made adjustments to the Gold Bat’s slow projectile to improve telegraphing and damage radius readability[/p]
  • [p]Key icons now show up on the mini map once a key chest is discovered[/p]
  • [p][/p]
[h2]Bug Fixes:[/h2]
  • [p]Fixed issue where White Dirks claw drag VFX failed to trigger in drop down labs[/p]
  • [p]Fixed issue that was causing deadlock with the Elite Melee Dirk’s melee and ranged channels due to pathing and other restrictions if a POI has multiple levels of verticality[/p]
  • [p]Fixed issue where the “prism collected” stinger wasn’t playing in Drop Down Labs[/p]
  • [p]Fixed issue where players and enemies would get stuck in midair on the Arid Wastes tree trunks[/p]
  • [p]Fixed issue where Medigems were only healing the teammate that interacted with it[/p]
  • [p]Fixed issue where players weren’t shown the “death screen” before transitioning into spectator mode[/p]
  • [p]Fixed issue where Medigems were granting dead teammates HP[/p]
  • [p]Fixed issue where the player would sometimes get an empty prompt at the beginning of the tutorial level[/p]
  • [p]Fixed issue where in some instances the starting bunker shrine would deck inside socket blocks[/p]
  • [p]Fixed issue with the Arid Wastes Desert Society POI trapping enemies inside one of its pillars[/p]
  • [p]Fixed issue where in some instances Dro’s Boss Arena would be inaccessible to the player[/p]
  • [p]Fixed issue where the terrain between biomes wasn’t blending properly[/p]
  • [p]Fixed issue where invisible collision was present in some instances of the Shattered Fortress[/p]
  • [p]Fixed numerous issues where map revealers would deck inside geo[/p]
  • [p]Fixed an issue where the client would get charged for the telepad activation fee twice if they got disconnected from the host[/p]
  • [p]Fixed issue with the Jeweled Spire Bell Temple POI where the jump pads were oversized[/p]
  • [p]Fixed an issue with Ruined Outskirts Titan Sword POI having misplaced collision on the tree roots[/p]
  • [p]Fixed an issue with map revealers decking into hillsides in some instances[/p]
  • [p]Fixed an issue where sometimes socket blocks would protrude into caves[/p]
  • [p]Fixed an issue where player icons would take several seconds to load after exiting a boss arena[/p]
  • [p]Fixed an issue with loot corpses decking into the wall of the Shattered Fortress Ocean Ruins POI[/p]
  • [p]Fixed an issue where the Chemist vendor was misplaced on top of a stack of crates in the Arid Wastes Desert Society POI[/p]
  • [p]Fixed issue with loot corpses pushing into the side of the Shattered Fortress Bear Statue POI[/p]
  • [p]Fixed issue with the Dash Bash holobyte VFX not being visible to all players in a multiplayer lobby[/p]
  • [p]Fixed issue so that Maw's hands are no longer pathing blockers. Hatchlings should now just path through the hands or stop, no longer doing a little dance when a hand is around[/p]
  • [p]Fixed issue where opening the player inventory before receiving the End of Cycle Report disabled the ‘Ready Up’ button[/p]
  • [p]Fixed an issue where in multiplayer, clients were able to see Bat enemies health bars drop below the terrain after death[/p]
  • [p]Fixed an issue where occasionally, the HUD would display overtop boss cutscenes[/p]
  • [p]Fixed a long standing issue with Dirk Rifle Beam enemies damage not applying correctly. Now the laser beam will apply looped damage if it stays on a target[/p]
  • [p]Fixed an issue where slimes aggroed to a player will move slower when that player moves[/p]
  • [p]Fixed an issue where the Wholesale License EXE functioned opposite of its intended effect[/p]
  • [p]Fixed an exploit where clients could kill Root Hack Hash allies during the duration of the amp to spawn a new version with full hp and timer[/p]
  • [p]Fixed an issue where the game would experience a fatal crash when exiting to desktop[/p]
  • [p]Fixed various environment bugs where there was misaligned geo in numerous places[/p]
  • [p]Fixed various environment bugs that were causing gaps between the ocean and the shoreline[/p]
  • [p]Fixed issue where Assassins weapons would remain visible after death[/p]
  • [p]Fixed an issue where enemies would experience an increase of speed when pathing towards a character at a distance[/p]
  • [p]Fixed an issue where enemies would experience an increase of speed when pathing towards their spawn point[/p]
  • [p]Fixed a misplaced interact prompt inside an Arid Wastes Wrecked Vehicle POI[/p]
  • [p]Fixed an issue with wolves continuing to path when entering stagger break[/p]
  • [p]Fixed an issue where multiple invitations from the same sender appear in the list after being disconnected from a Lobby and reinvited[/p]
  • [p]Fixed an issue with the Dash Soles affix so that it no longer is able to spawn with multiple upgrades causing the effects to stack[/p]
  • [p]Fixed and issue where sometimes Charge Beetles would remain stuck in environmental assets while doing their attack animation[/p]
  • [p]Fixed an issue where the training dummy was not being spawned at the beginning of the combat training tutorial causing a soft lock[/p]
  • [p]Fixed an issue where sometimes the Battleship POI would be pushed into the beach cliffside[/p]
  • [p]Fixed an issue where the Desert Dirk Rifle's animation would stutter when looking at the player without aiming[/p]
  • [p]Fixed issue where movement canceling the Gamma Claws blade special was causing the player to lose the ability to full combo, accepting only the first two inputs before resetting[/p]
  • [p]Fixed an issue where the post process volume for Drop Down Labs was affecting surrounding areas[/p]
  • [p]Fixed issue where there was a significant delay between returning to the hub and the after action report[/p]
  • [p]Fixed issue where the Overload Trigger Affix didn’t function properly with the Amp Charger Holobyte[/p]
  • [p]Fixed issue where the Blitz Battery and Blitz Blade mods health reduction would stack when upgraded by clients[/p]
  • [p]Fixed an issue where allies spawned by using the Root Hack Amp would not engage in combat[/p]
  • [p]Fixed an issue with the Roly Poly Grenade amp attaching to vertical surfaces[/p]
  • [p]COMMUNITY ASSIST: Fixed issue where swapping between two Crystal Rails with Corundum refills armor[/p]
    • [p]Corundum now boosts max armor, but doesn't replenish. Also now need 2+ pieces of gear with Crystal to activate[/p]
  • [p]Fixed an issue where the line thick rails with Hack Status effect looked wrong / was causing the beam to disappear[/p]
  • [p]Fixed an issue where health kits were only healing a percentage of a player characters base health value. Now health kits will heal a flat 75 HP (+any modifiers) for every player character[/p]
  • [p]COMMUNITY ASSIST: Fixed an issue where important icons on the map can be hidden by extremely small amounts of Fog of War[/p]
  • [p]Fixed an issue where loot dropped from enemies could pool near the center of the map[/p]
  • [p]Fixed an issue where players were presented with the option to upgrade to Level 6 on gear even though 5 is the max[/p]
  • [p]Fixed an issue where hovering over steam friends in the multiplayer invite menu wouldn’t select the proper entry[/p]
  • [p]Fixed an issue where the world rank would stop at 19 instead of going all the way up to 20[/p]
  • [p]Fixed an issue with the Large Fortress POI’s jump pads were not carrying the player high enough[/p]
  • [p]Fixed an issue where sometimes trees would not replicate between host and client correctly[/p]
  • [p]Fixed an issue where sometimes clients would load into the Overgrowth outside of their proper location[/p]
  • [p]Fixed an issue where in some locked POI’s players could interact with items inside through the walls[/p]
  • [p]Fixed an issue where rapidly pressing the interact button would allow players to collect Medi-gems twice[/p]
  • [p]COMMUNITY ASSIST: Fixed an issue where starting and cancelling a run at the same time would leave players frozen in place[/p]
  • [p]Fixed an issue where hosts and clients were shown a different set of seed and variant after returning from a successful cycle[/p]
  • [p]Fixed an issue where sometimes enemies would spawn with their default mesh when summoned by Root Hash Hack[/p]
  • [p]Fixed an issue where Shattermouth’s would skate while moving on client machines[/p]
  • [p]Fixed an issue where the Threaded Edge holobyte was not functioning as described[/p]
[p][/p][h2]Performance Improvements:[/h2]
  • [p]Numerous optimizations which have drastically improved load times particularly loading into the Overgrowth[/p]
  • [p]Numerous optimizations which improved loading into the Hub from title and run, and loading into boss fight and back into the Overworld after a boss fight
    [/p]