[b]April Update Patch notes[/b]
Just before we get ready for a release, we wanted to give you a final look at the April update.
A slew of changes are coming your way including sound occlusion, NPC behavior, aim-assist settings, map updates and more.
To top it all, we have a special surprise included in this patch that we can't wait for you to discover very soon.
In the meantime, let's dive into the patch notes!
[b]Live Experiment
Solo and Duo Player Count[/b]
Back at the launch of catalog 3, we ran several player count experiments for solo lobby team sizes. While we got some valuable feedback from the experiment, the fact we were deep reworking core systems for operation overhaul and the wide array of player counts we tried meant that it was pretty hard to measure how positive the impact was on the experience.
We feel we are in a much better spot to gate the impact of this now so we would like to run a new experiment affecting two modes. For the launch weekend solo and duo will get the following tests:
- [b]Solo lobbies will be changed to 8 players per lobby.[/b]
- [b]Duo lobbies will be changed to 5 teams per lobby (10 players).[/b]
[b]Fragrant Shore:[/b]
A new staff room on the waterfront, a balcony to flank inside the clock tower and a bunch of new visual cover both inside and in front of the capitol helps make Fragrant feel more fresh. There is also a whole new path to reach the central room of the vault if you enter from the waterfront, giving more leeway to dodge rivals in this crucial part of the level.
[b]Diamond Spire:[/b]
Tinted glass in restricted areas now offer much more options for stealth oriented players. Staff rooms have been expanded to make them more vast and interesting to play in and a bunch of rather empty areas have received visual cover and intel locations.
[b]UI Refresh[/b]
Updates to UI across the game from menus to in-game hud to make things cleaner and more stylish. Work has also been put into making the HUD a bit less intrusive overall while keeping things clear, especially when it comes to current equipment at the right of the screen.
[b]Aim-Assist Settings [/b]
We are rolling some new aim-assist settings for controllers. You will now be able to disable aim-assist on hostile guards to keep it only on guards and adjust the strength for hipfire vs ADS.
[b]Reusable Vault Printer[/b]
Can now be re-used to reduce camping in the infiltration phase. Additionally, we moved some locations that were a bit too close for comfort, making it easy to camp two printers at once. We hope these changes will make the infiltration phase feel more dynamic.
[b]Extraction Phase feedback tweaks[/b]
We have adjusted the overall colors of the navmode when scanning with the briefcase to better see the contrast between rival players and the environment.
Additionally, we have tweaked the size of the UI indicator showing the location of the last briefcase ping and extended the time this ping is visible substantially.
[b]Share XP sources in team modes[/b]
As it currently stands, team modes often lead to much less XP being gained for players compared to solo matches for a wide variety of reasons. One step we are taking to alleviate this is now making sure that XP from unlocking doors and field upgrade chests will be shared to the entire team, no matter who spent it. XP cassettes, piles of bonds and purses of credits will also award their XP amount to the entire team when looted now (the credits and bonds amount will still only go to the looter though).
Additionally, we have raised the amount of XP for reviving a teammate to 100 up from 50.
We know this probably won’t entirely solve the issue, but we hope it’s a positive first step in making team matches more worth your time when looking for that sweet XP.
[b]Balance
Expertise Match Cooldown[/b]
We are reducing the amount of time players have to wait before using their expertise on match start. We hope this reduces the gap between very expertise dependent characters and less dependent ones while still keeping some form of guard rails against very quick rushes using some expertises.
- Expertise charge on match start 0% => 50%
- Delay to be able to run after firing a weapon has been reduced from .75 to .25 seconds.
- Maximum turn rate while running has been increased by 20 degrees, allowing controller users to run without having to keep a strict angle on their controllers.
- Damage Falloff start at 20m => 25m
- Max damage at full falloff 60% => 70%
- Headshot Damage 82 => 80
- Can no longer pick up gadgets while invulnerable
- Can no longer pick up gadgets while invulnerable
- Fire rate 4.25 => 5.25 shots per second
- Can no longer pick up gadgets while immaterial.
- Zone size has been reduced by about 55% to reduce mobility while inside
- Can no longer use social interacts inside the zone
- Hip Fire damage 10 => 15 per shot
- ADS intel shot damage 20 => 23 per shot
- Magazine size 5 => 6
- Charge time has been normalized: First charge takes .5s and every subsequent charge level now takes .65 seconds
- Damage per charge level change from 10-15-20-40-60 => 10-20-30-40-50
- Intel shot cost 3 => 2 intel
- Reduced recoil in scope
- % Refund per intel spent or gained 2.5% => 1%
- % chance of full refund per intel 5% => 3.5%
- Reduced Recoil
- Damage 8 => 9
- Headshot damage 11 => 12
- Damage Falloff start at 20m => 25m
- Max damage at full falloff 60% => 70%
- Reticle is now visible when aiming a sword attack.
- Base Poison Duration 12s => 10s
- Bonus sword damage on poison 30% => 15%
- Poison duration 24s => 18s
- Scaled up the drone to be 15% bigger than previously, with appropriate tweaks to hitbox to make it easier to hit when on the move.
- Slow rate 30% => 40%
- Shield health will now drain slowly when open (2.5 HP per second) in handheld mode and regenerate when closed.
- Tweaked visual effects to make the current damage state clearer.
- Delay to shoot after opening shield now applies to charge weapons correctly.
- Slight expansion of the weak point hitbox in deployed mode to help shoot it in less than ideal placements.
- Fixed an issue where guards would internally consider you heat level 1 when you were not, causing more aggression than intended.
- Extended spy cache loot range to fix issues grabbing it when a lot of items are present.
- Fixed a crash that could happen once a game is found before getting to agent select.
- Defeat screen will no longer pop immediately when dying.
- Fixed an issue where projectile weapons could shoot behind walls and other obstacles when close enough to them.
- Fixed an issue where guards would actively try to enter a purple room when they should not be able to.
- Fixed an issue that would lead to navmode overlay being stuck after getting eliminated.
- Fixed Navmode overlay stuck on death.
- Fixed an issue that caused Ace’s expertise to miss when trying to apply on a NPC.
- Fixed an issue that would lead to the big blind ability not highlighting out of cover spies inside.
- Fixed an issue that prevented Cavalière from investigating field upgrade chests and lost and found boxes.
- NPC no longer look at you when invisible.
- Fixed clipping issues in result screens featuring Larcin.
- Fixed an issue with Nautilo’s audio making it audible from much too far away.
- Fixed an issue where Octo could store a charge shot with the Nautilo.
- Toned down Nautilo effect on the victim’s camera to limit the “flash” effect.
- Xiu’s VIP clones can no longer open orange doors.
- Fixed an issue where getting revived inside Sasori’s bubble would leave the tooltip stuck.
- Fixed an issue where Sasori would get cooldown reduction twice with his darts using down with the sickness.
- Fixed an issue where kunai would not spawn if the shot was not charged.
- Fixed an issue where Sasori’s poison would prevent the use of shortcuts.
- Fixed Yu-Mi’s EMP destroying the umbrella shield in another player’s inventory even when not out.
- Fixed multiple chairs and benches across all levels to make them sittable.
- Fixed multiple instances of invisible keycards clipping in meshes.
- Fixed an issue where both purple and blue keycards could spawn in the same room inside the vault.
- Fixed NPC stuck spots across multiple maps
- Fixed a spot where players could leave the map using two bounce mats.
- Fixed some spots that would not count as part of purple rooms outside the vault.
- Deploying the umbrella shield will no longer stop you from sprinting.
- Fixed UI issue with hacktrap when placing traps in pregame lobby before the game starts.
- Fixed an issue that would cause tripwire UI to persist forever when getting eliminated inside of it.
- Fixed an issue where mimic could break spectator cam with many different objects.
- Fixed an issue that made it difficult to place gadgets while in social interactions.
