Hey Everyone,
[p]Hotfix #83 (1.10.2) is currently rolling out across our platforms. This hotfix polishes up the Hive Scum class a bit, fixes various game issues & crashes, and also increases the character slots for all players from 8 to 9.[/p][p]In the meantime, you can read the notes below. [/p][p][/p]
Hive Scum
Talent Tree Layout
[p]Dev note: “Hi everyone. This update sees a handful of changes to the layout of the Hive Scum Talent Tree. Mainly, we are addressing the sharp difficulty curve of early game Hive Scum by moving a few stronger talents from the later sections of the tree further up. What’s important to note is that outside of fixes and touch-ups, there are no direct balance changes to individual talents as of yet, so the overall power level of Hive Scum is the same. Even so, please consider this a light first stab at the overall Hive Scum feel, and know that we are keeping a watchful eye. Oh, and your talents will not be reset (but your talents might have moved around in the new layout!). Talk to you soon. - Teodor, class designer.”[/p][p][/p]- [p]‘Sticky Hands’ has been replaced with ‘Quick and Deadly’.[/p][/*]
- [p]‘Quick and Deadly’ has been replaced with ‘Unload’.[/p][/*]
- [p]‘Unload’ has been replaced with ‘Moving Target’.[/p][/*]
- [p]‘Moving Target’ has been replaced with ‘Burst of Energy’.[/p][/*]
- [p]‘Burst of Energy’ has been replaced with ‘Cheap Shots’.[/p][/*]
- [p]‘Cheap Shots’ has been replaced with ‘Jittery’.[/p][/*]
- [p]‘Jittery’ has been replaced with ‘Tis But a Scratch’.[/p][/*]
- [p]‘Tis But a Scratch’ has been replaced with ‘Like the Wind’.[/p][/*]
- [p]‘Like the Wind’ has been replaced with ‘Untouchable’.[/p][/*]
- [p]‘Untouchable’ has been replaced with ‘Sticky Hands’.[/p][/*]
Talent Fixes
- [p]Enemies killed by Chem Toxin from a direct Needle Pistol hit will now consistently trigger ‘Desperado’ and count for ‘Blinder/Blackout’ regeneration.[/p][/*]
- [p]The talents ‘Blessed Stimms’ and ‘Chemical Dependency’ will now be triggered when entering the proximity of a Stimm Supply loaded with a Stimm (once for each Stimm Supply deployment).[/p][/*]
- [p]Fixed situations where Stimm Supply would fail to be placed due to not finding a valid position, resulting in it getting stuck in the player’s hands. It will now default to being placed at the player’s feet as a fall back.[/p][/*]
- [p]There have also been a handful of description changes for talents, to clarify their intended behaviour.[/p][/*]
- [p]Fixed an issue where ‘Precision Violence’ would stop replenishing Toughness under certain conditions. [/p][/*]
- [p]Fixed a crash which could occur with ‘Blinder/Blackout’ and ‘Boom Bringer’ projectiles in combination with flame-throwing weapons[/p][/*]
- [p]Fixed an issue where Battering Momentum would not trigger the correct buff.[/p][/*]
- [p]Fixed misleading description text for ‘Ramping Backstabs’.[/p][/*]
- [p]Fixed an issue where damage over time effects would cancel ‘Ramping Backstabs’.[/p][/*]
- [p]Fixed an issue where ‘Hyper-Critical’ could trigger on Captain type enemies.[/p][/*]
- [p]Updated the description for ‘Rampage!’.[/p][/*]
Boom Bringer
[p]Dev note: “Both Blackout and Chem Grenade are doing really well for themselves, and we want to make sure that all three Blitzes have a proper place in the game. So here’s a Boom Bringer buff.”[/p]- [p]Ammo:[/p][list]
- [p]Increased from 2 to 3[/p][/*]
- [p]Carapace modifier increased from 2.0 to 2.4[/p][/*]
- [p]Far Radius increased from 4m to 7m[/p][/*]
- [p]Far Range Drop-off increased from 2m to 4m[/p][/*]
- [p]Close Radius increased from 2m to 4m[/p][/*]
- [p]Close Radius Drop-off increased from 1m to 2m[/p][/*]
- [p]Far range damage:[/p][list]
- [p]From 900 to 1300[/p][/*]
Hive Scum Weapons
- [p]Updated the stat values for starter weapons for new Hive Scum operatives.[/p][list]
- [p]Dev Note: We have slightly increased the values of each stat for the Hive Scum weapons received when creating a new character, to smooth out the initial difficulty curve while leveling.[/p][/*]
- [p]Increased the hitbox and damage windows for most Light attacks.[/p][/*]
- [p]Slightly increased the 1st target damage of Light attacks, especially against the Unarmoured and Infested armour types.[/p][/*]
- [p]Mk I:[/p][list]
- [p]Slightly increased the range of the Heavy 1 attack.[/p][/*]
- [p]Fixed ‘Critical Bonus’ stat not applying correctly.[/p][/*]
- [p]Fixed an animation issue when taking damage.[/p][/*]
- [p]Decreased the amount of camera animation when sprinting.[/p][/*]
- [p]Fixed an issue where the weapon could get stuck in the blocking animation.[/p][/*]
Penances
- [p]Fixed an issue where ‘Alchemist’ could fail to track correctly during missions. [/p][list]
- [p]This penance is now tracked on a time interval basis rather than when a stack of Chemical Dependency is lost.[/p][/*]
Misc
- [p]The ‘Vox-Caster “Theta-901”’ cosmetic is now equippable on Hive Scum operatives. [/p][/*]
- [p]Various polish, bug fixes and tweaks on Hive Scum cosmetics.[/p][/*]
- [p]Added a unique Inspect pose for the Hive Scum. [/p][/*]
- [p]Fixed a crash when switching between creating different classes in character creation.[/p][/*]
- [p]Added more Valkyrie poses for the Hive Scum. [/p][/*]
General Features & Tweaks
- [p]The number of Operative slots available to all players was increased from 8 to 9[/p][/*]
- [p]Talent Tree Improvements:[/p][list]
- [p]Deselecting a Combat Ability, Aura or Blitz Ability should now also deselect its sub nodes.[/p][/*]
- [p]Added UI indication for when a Talent Tree is in an invalid state. Note that entering a mission with a Tree that is in an invalid state will use its most recently valid version.[/p][/*]
- [p]Talent changes are now evaluated after each node change, which will address issues like the unspent points notification not updating when it should[/p][/*]
Fixes
General Bug Fixes
- [p]Fixed an issue in The Theatre of Rectitude that could cause the Mortis Trial to be incompletable.[/p][list]
- [p]Dev Note: We had disabled the The Theatre of Rectitude from being accessible in the Mortis Trials due to this issue, and it is now re-enabled.[/p][/*]
- [p]Mission selection not updating correctly when swapping difficulties.[/p][/*]
- [p]Graphical elements incorrectly pulsating on the mission debrief selectors.[/p][/*]
- [p]The button for going Back not accepting a direct input/click.[/p][/*]
- [p]Spawning in such a way that they couldn’t be interacted with.[/p][/*]
- [p]Collision being a bit larger than the Shrine and displaying incorrect impact effects.[/p][/*]
- [p]An incorrect sound would sometimes play while the shield was active on the Shrines. [/p][/*]
- [p]The chime after Shrine completion is not being played consistently.[/p][/*]
- [p]Fixed the flare vfx not being aligned correctly at the end of the mission.[/p][/*]
- [p]Fixed an issue where trickle spawning of enemies was still activated even after killing the Monstrosity enemy at the end of the mission.[/p][/*]
- [p]Fixed an issue where the UI for the breaching charge was not activated for players who joined during that section.[/p][/*]
- [p]Fixed an issue where the cinematic explosions were able to duck gameplay sounds.[/p][/*]
- [p]Fixed a rare issue of the shield and pistol getting misplaced when you interrupt the reload to block after having interrupted the reload once before.[/p][/*]
Cosmetic Fixes
- [p]Fixed an issue where one of the bullets on the Veteran “Athonian 98th Fatigues” upper body cosmetic would clip through the cape fabric during movement. [/p][/*]
- [p]Fixed general clipping issues on the Zealot “Athonian 98th Pilgrim’s Vestments” upper body cosmetic. [/p][/*]
- [p]Fixed an issue where the cape on the Zealot “Athonian 98th Pilgrim’s Vestments” upper body cosmetic would clip when rotating the character in the Operative select. [/p][/*]
- [p]Fixed an issue where the Veteran “Athonian 98th Warhelm (Red)” helmet would not modify the player character's voice. [/p][/*]
- [p]The Zealot “Athonian 98th Pilgrim’s Warhelm (Purple)” headgear cosmetic name is now correctly updated to “(Red)”. [/p][/*]
- [p]Fixed the rosary clipping with the chest plate on the Zealot “Krieg Greatcoat (Marked by Faith)” upperbody cosmetic. [/p][/*]
- [p]Fixed clipping issues on the Psyker “Deimos Mk VId Rebreather” headgear cosmetic [/p][/*]
- [p]The Hive Scum “Scratch and Snick” weapon skin now displays the correct “Obtained from:” text. [/p][/*]
- [p]Fixed some clipping issues and the mantle separating during movement on the Ogryn “Athonian 98th Fatigues (XXXXL)” upperbody cosmetic. [/p][/*]
- [p]Fixed a clipping issue and a metal attachment warping on the Psyker “Athonian 98th Witch's Garb” upper body cosmetic. [/p][/*]
- [p]Fixed an issue where a section of the Zealot “Cyclopean Pain Hood” headgear cosmetic was shaded lighter than intended. [/p][/*]
Known Issue
- [p]In patch 1.10.0, we introduced a change to how explosions work that was meant to improve performance around said explosions. A side effect of this was that players are being ‘hit’ by explosions from farther than before, which was unintended. We’re aiming to fix this issue in the next hotfix.[/p][p][/p][/*]
[/p][p]– The Darktide Team[/p]
