about 4 years ago - /u/ - Direct link
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/548430/announcements/detail/2201640722651675712]here[/url].
about 4 years ago - GSG Mark - Direct link
HOTFIX 8 LIVE NOW!
Hello Miners,

This hotfix includes a moderate boost to the health of the Glyphid Praetorian as well as several weapon fixes and tweaks, especially to the Experimental Plasma Charger. Read the patch notes below for all the juicy details!

--- PATCH NOTES ---

  • Fixed a bug that caused your character model to turn into a grenade in Terminals
  • Further improvements to prevent the Droppod from landing on Machine Events.
  • Fixed a bug that could make other players animations look laggy if their net connection was poor
  • Enabled network smoothing on the server when looking at clients
  • Beast Master now actives by holding the Use button
  • Fixed a bug that caused Glyphid Praetorian / Glyphid Oppressor / Dreadnought attacks to only damage players and not tamed Glyphids
  • Fixed a bug that caused enemies to attack tamed Glyphids even after they are dead
  • Fixed a bug that enabled the Glyphid Oppressors attacks to trigger after death
  • Increased the damage from Temperature Shock
  • Made Temperature Shock activation more reliable and responsive
  • New temperature shock icons and added a sound to improve feedback
  • Fixed a case where enemies would not spawn from waves if you buried yourself in a tiny room so small that it has no nav points
  • Added new crystal formations to Crystal Caverns

ENEMY TWEAKS
----------------------------

  • Added a 25% health boost to the Glyphid Praetorian

    Having diverse enemies (in terms of speed, size, health, attack rate, etc.) is what we think creates interesting action and makes target prioritization relevant and worth mastering. We have units with radically different properties so the mix of enemies, together with the level layout, will often generate small combat “puzzles” that are fun to engage with.
    One element we always considered vital is having enemies with a significantly larger health pool. That’s the reason why Praetorians can be found in every mission. An enemy that stays alive for longer is likely to produce situations in which the player has to reevaluate the combat circumstances. For instance, you might need to engage another target before finishing this one off. It makes smaller and more aggressive enemies shine because they synergize. They also incentivize teamwork, since they encourage joining forces to be defeated.
    We felt that, with the current firepower, Praetorians are not playing their part. They die too fast for these things to happen. A moderate health boost should allow the Praetorian to perform the role we envisioned for this enemy.

GENERAL WEAPON FIXES
----------------------------

  • Fixed Warthog crosshair showing a dot in the middle
  • Fixed BRT mod that stuns on all bullets hitting the target not working for clients.
  • Fixed a bug that caused the crosshair to disappear
  • Fixed Sticky Grenade for client
  • Fixed return to sender being able to reverse the projectile speed multiple times
  • Fixed Explosive Goodbye not being activatable for clients
  • Fixed line projectiles with Explosive Goodbye not exploding if you pressed again too quickly
  • Increased the size of the plasma field left behind by the Explosive Goodbye mod on the Breech Cutter

EXPERIMENTAL PLASMA CHARGER TWEAKS
----------------------------

  • Changed the two charged shot damage mods to affect both AoE and direct damage
  • Replaced the Bouncy Plasma mod with the Plasma Burn mod that heats targets up potentially setting them on fire or extending the burn time of enemies that are already on fire
  • Made it so that the Thin Containment Field mod now also affects the heat generated by normal shots
  • Decreased the charge speed bonus from crystal capacitors
  • Lowered the radius bonus of the Expanded Plasma Splash mod
  • Flying Nightmare projectile now continues through all targets but no longer causes an explosion on impact
  • Reduced the base radius of the Flying Nightmare projectile
  • Flying Nightmare radius is now increased by the Plasma Splash mod and Overcharger OC
  • Updated the stats display to more clearly communicate the damage of a Flying Nightmare projectile
  • Increased the direct damage bonus and added an AoE damage and range bonus to the Overcharger OC and the penalties are now charge shot ammo cost and cooling rate
  • Increased the damage bonus and ammo penalty of Heavy Hitter OC
  • Increased the size of the field left behind by the Persistent Plasma OC and extended it's life
  • Replaced the cooling penalty on the Heat Pipe OC with a penalty to the heat generated by normal shots and added a small bonus to charge speed
  • Fixed the Persistent Plasma OC not triggering when a Thin Containment Field shot was detonated
  • Fixed Flying Nightmare damage not being affected by the Overcharger OC