Patches

Patches are updates to Meet your Maker.

The following is a collection of all the Patches that have been applied to Meet your Maker since the closed alpha testing period.

# List of Patches

## 2022

### ?.?.? ALPHA - 20 September 2022

* Falconic Plasmabow added.
* Cannonback added.
* Castle Siege Deco Pack added.

#### **User Interface**

* The pop-up information regarding the “Processing an Advisor” and “Chimera Points” are now mandatory instead of being optional.
* Added an on-screen Message, indicating to pull the lever when at least one advisor level has been accumulated.
* Icon showing the location of the lever has been added when it’s ready to use.
* updated the flashing cadence of the lever station to match the one of the Command Center.

#### **Outpost Raiding**

* Normal Maps will now be slightly more difficult.
* The Dangerous difficulty bracket has been tweaked to push "easier" Outpost in Normal category and "more difficult" Outpost in Brutal category.
* The Gen-Mat reward for a Dangerous Outpost has been increased from 1500 to 2000.

#### **Economy/Progression:**

* Reduced Chimera level requirements from 5 to 3 "Pips".
* Reduced Advisor Level Genmat requirement from 9000 to 5000.
* Reduced Chimera Level rewards to match progression speed increase.

### ?.?.? ALPHA - 6 October 2022

#### **Incinerator Fix**

* Sometimes the Incinerator would trigger when hidden behind a wall - This behavior should be corrected now and will therefore prevent players using this bug to their advantage.

#### **Updated Tutorial**

* To make it more comprehensible and easier, some improvements have been made to the building tutorial experience.

## 2023

### ?.?.? BETA - 6 February 2023

#### **New Features**

* Social Raiding
	+ One of the most highly requested features during the Closed Playtest, social raiding allows Builders to set their Outpost to the Social Active State. This allows friends and fellow community members to search for and challenge your Outpost directly – via the Command Center, head to the World Map and hit R to search for specific Social Outposts. While an Outpost grants no rewards when it’s in the Social Active State, this custom game mode affords some extra flexibility – neither minimum defenses nor a valid Harvester path are required. Additionally, Social Outposts never run out of GenMat; setting an Outpost to Social once it has completed its natural life cycle is a great way to preserve it forever.
* Champion Outposts
	+ Some Outposts just stand out from the crowd, and the Champion Outposts feature puts them front and center. Outposts that perform very well have a chance to be featured. Raid these high-quality Outposts to earn bonus rewards!
* Ranking
	+ Starting from Open Beta, players now earn Ranking Points by raiding and publishing Outposts. Work your way from Bronze Rank all the way through Gold to test your mettle. The best of the best will become Masters, where expert Builders and Raiders can compete to attain the highest Master Rank in the wasteland.
* Trap Range Preview
	+ This new feature allows Builders to toggle on a preview of the range of the traps placed. Being able to clearly visualize the range of effects while building helps Builders to position traps perfectly in conjunction with each other to put the pressure on unsuspecting Raiders.
* Burial Sites Menu
	+ Players from the Closed Playtest may remember the humble beginnings of Burial Site shopping, with limited selection and information. The Plot of Land Store has gotten a big overhaul, and now offers a much larger pool of Burial Sites upon which to build Outposts. More detailed information such as GenMat type, Building Capacity, size, and even the name are listed to allow Builders to make more strategic or creative decisions when breaking new ground.

#### **Quality of Life Improvements**

* Drag & Drop Building
	+ The new drag & drop tool greatly speeds up the Building process by allowing Builders to very quickly place a lot of blocks. Select your starting point, drag your cursor, and watch your Outpost take shape!
* Block Removal Tools
	+ A common frustration from our Closed Playtest was the inability to simply remove all existing blocks from a new burial site. Working with existing ruins can be fun and creative, but also allowing Builders to start fresh when building on a new burial site awards more options. Additionally, this tool can be used to remove all Blocks, Guards, Traps, or decorations of a specific type, to make it easier than ever to adjust and rebuild to your liking.
* Tutorial Upgrades
	+ Closed Playtest players may recall some gradual changes during the playtest itself, but we’ve continued work on improving the tutorial experience to get new Custodians adept at Building and Raiding in no time.
* UI Improvements
	+ We’ve also done a big revisit to the user interface elements, making important information clear and approachable. While these changes are across the board, you’ll notice them the most in places like the Building menus, where it’s now much more straightforward to manage your Outpost.

### 1.0.0 - 4 April 2023

* Meet your Maker official release
* Dead by Daylight Deco Pack added
* Scorched Necropolis DLC added
	+ Sunclaw Fury's Edge skin added
	+ Gilded Warrior Kamaitachi Suit Skin skin added
	+ Desert Cyclops Ironside Suit Skin skin added
	+ Scorched Necropolis Deco Pack skin added

### 1.1.0 - 18 April 2023

* Hellscape Deco Pack added
	+ 2 Blocks: Bloodmesh, Gnarlvine
	+ 2 Props: Tower Lesion, Keyhole Lesion
	+ 1 Animated Prop: Flesh Bloom
	+ 8 Decals
* Relentless Boltshot Mod added

#### **Performance**

* Multiple title crashes have been fixed, which should help provide a more stable experience.

#### **Visual**

* More rust has been added to the texture on the Dead by Daylight Deco Pack Blocks Set, reducing the resemblance to the metal on Traps. This should help you spot traps more easily without altering the visual intentions for the Deco pack.
* We have fixed an issue which caused armor to appear floating below Hornet after reequipping the Armor Mod on a Hornet with a Recorded Path.

#### **Building**

* The “Continue” button on the Accolade Screen will now require you to press and hold to proceed. This should help prevent accidental skipping of Accolade selections.
* The Building controller presets have been swapped from “Default” to “Original.” This will allow you to rotate blocks with the face buttons instead of having to first open the “More” menu.

#### **Sanctuary**

* Subtitles within the Sanctuary will now be set to “Enabled” by default. They may be turned off in Settings.

#### **Misc. Fixes**

* Fixed an issue which prevented players who participated in the Open Beta from unlocking the “Feed the Beast” achievement.
* You may also unlock the 5 achievements associated with each Advisor by adding 10 more levels to the level you started with at launch.
* Fixed an issue which caused HRV to get stuck in collision between a sloped Framed Glass Block and a Cathedral Block.

### 1.1.0.X - 3 May 2023

* Added Catch & Release trap Mod to Iron Claw.

#### **Raiding**

* Traps will no longer detect Raiders through Corrosive Cubes equipped with the Second Wave Mod.
* The Harvester will no longer be killed on spawn by Death Piston Traps placed next to the Shipping Station.
	+ It will also not be killed by the Death Piston when returning to the Shipping Station to deposit harvested GenMat.
* Plasma Clouds from Plasma Sentinel Traps equipped with the Plasma Cloud Mod will now be visible for guests in CO-OP Raids.
* We have fixed an issue which caused a Raider’s animation to break during the revive sequence in CO-OP Raids.

#### **Loadout**

* We have fixed an issue which caused players to be unable to equip Biolinks in slots 2 and 3 after joining a CO-OP Raid.
* We have fixed an issue which caused the Volt Lancer to revert to only having 2 bolts despite unlocking the second upgrade after joining a CO-OP Raid.

#### **Building**

* We have fixed an issue which caused Outpost kill drops to be infinitely refreshed by force closing the game after collecting the loot.
* De-activating and re-activating your Outpost will no longer affect your Outpost’s Matchmaking priority.

#### **Command Center**

* Deleting an Outpost in the My Outposts menu will now require you to go through a confirmation pop-up.
	+ This has been done to help prevent accidental Outpost deletions.

#### **Performance**

* Multiple title crashes have been fixed, which should help provide a more stable experience.

#### **Sanctuary**

* The “Purchase” button will now be disabled if you do not have enough currency to purchase an item or upgrade in one of the Advisor Stations.

#### **Settings**

* We have moved the Controller presets to the top of the Controller Settings page for ease of access.

#### **Accolades Screen**

* Selecting an Accolade can now be done by pressing the directional buttons on Controllers, or numbers on Keyboards.
	+ This should help prevent accidental accolades skips observed on consoles.
	+ For Mouse & Keyboard players, we have not removed the ability to click on the Accolade that you want to select.

#### **Balancing Changes**

##### **Ranking System**

* Raiders will no longer lose Ranking Points when abandoning a Raid.
* It’s no longer possible to receive less than 0 Ranking Points as a Raider or Builder after a successfully completing a Raid or being Raided.
* Ranking Points earned in Bronze and Silver have been made significantly more lenient when considering Raider Deaths, and slightly more in Gold and Master as well.
* Builders will now receive more Ranking Points for the first kill, with an increase from 30 to 75 Ranking Points.
* Builders can no longer lose points if a player Raids their Outpost without dying.
* Builder Ranking Points loss has been reduced across all Ranking tiers.

##### **Prestige**

* The Prestige System and Prestige requirements have been reworked, making it far more achievable to Prestige your Outposts, particularly if you get Accolades.
* The number of Prestige Points earned from rewarded Accolades has been increased from 20 to 40 points.
* The amount of Prestige Points earned from Raider Kills has been rebalanced to weigh the first kills more highly but diminish more quickly.
* The Prestige Point Requirements are now the same across all Burial Sites, and are now consistent from Levels 5 through 10, rather than growing with each level.
	+ The new Prestige Point Requirements are as follows:
	+ Prestige 2: 120
	+ Prestige 3: 150
	+ Prestige 4: 180
	+ Prestige 5+: 200

##### **Hardware**

* The cost to craft Hardware has been increased slightly by 5 Parts. The new crafting costs are as follows:
	+ Spike Drive: 15 Parts
	+ Blast Grenade: 15 Parts
	+ Flash Barrier: 25 Parts
	+ Phoenix Pod: 35 Parts

##### **Player XP**

* More XP Feats may be performed before their XP value starts to diminish, and the diminish rate has been reduced.

### 1.2.1 - 18 May 2023

#### **Command Center**

* We have fixed an issue which caused Outposts to not appear in the Raid Map under certain conditions.

#### **Gameplay**

* We fixed an issue causing some newly created Outposts to not receive Raids.
* Traps should no longer shoot through corner blocks in certain setups.
* Raiders should no longer get trapped in paths which contain double wedges or corners in certain setups.
* Raiders should now receive a consistent amount of increased loot after purchasing the Strip Mine or Power of War Advisor Boosts.

#### **Balancing Changes**

* The size, damage and duration of the Plasma Cloud Mod for the Plasma Sentinel Trap has been reduced. The Reductions are as follows:
	+ Size: 8 meters to 7 meters.
	+ Duration: 5 seconds to 4 seconds.
	+ Damage taken over time: 1 second to 1.25 seconds.
* The damage taken over time from the Corrosive Cube Trap has been reduced from 1 second to 1.25 seconds.
* The explosion charge-up time for Traps equipped with the Self-Destruct Mod has been shortened from 2.5 second to 2 seconds.

### 1.2.1.X - 24 May 2023

* All Outposts should now be matchmade equally, regardless to the amount of kills they get.

### 1.2.2 - 29 May 2023

#### **Bug Fixes**

* We have fixed an issue which caused Incinerator Traps to be able to shoot through blocks with a specific Trap layout.
* We’ve also fixed an issue which caused Incinerator Traps to be able to shoot through Plasma Sentinel Traps.
* Traps placed behind a Holocube equipped with the Second Wave Mod should now trigger as intended after the GenMat has been collected.

#### **Balancing Changes**

##### **Advisor Boosts**

* The duration of the Boosts granted by the Hardware, Weapons, Traps, and Suits Advisors have been increased with a base duration of 1 hour at Advisor Level 1, and +2 minutes will be added to the duration per Level for a maximum of 4.3 hours at Level 100.
* The duration of the Boosts granted by the Guards Advisor have been increased with a base duration of 3 hours at Advisor Level 1, and +10 minutes will be added to the duration per Level for a maximum of 19.5 hours at Level 100.
* The costs to purchase Advisor Boosts have been rebalanced. The new costs are as follows:
	+ **Hardware Advisor – Deathgarden (GenMat Boost)**
	+ Grade 1: Synthite: 100 - Parts: 100
	+ Grade 2: No change
	+ Grade 3: Synthite: 500 - Parts: 500
	+ **Guards Advisor – Power & Glory (Prestige Boost)**
	+ Grade 1: Cells: 50 - Parts: 100
	+ Grade 2: Cells: 75 - Parts: 300
	+ Grade 3: Cells: 100 - Parts: 500
	+ **Traps Advisor – Strip Mine (Synthite Boost)**
	+ Grade 1: Cells: No change - Parts: 100
	+ Grade 2: Cells: No change - Parts: 100
	+ Grade 3: Cells: No change - Parts: 500
	+ **Weapons Advisor – Spoils of War (Parts Boost)**
	+ Grade 1: Cells: No change - Synthite: 100
	+ Grade 2: Cells: No change - Synthite: 300
	+ Grade 3: Cells: No change - Synthite: 500
	+ **Suits Advisor – Watchman (Intel)**
	+ Grade 1: Cells: 50
	+ Grade 2: Cells: 75
	+ Grade 3: Cells: 100
* The weight distribution for the Spoils of War and Strip Mine Advisor boost effects have also been slightly adjusted to put more weight on small Synthite and Parts drops, and less to medium and large drops.

##### **Champion Outposts**

* The number of Raids required to unlock Champion Outposts have been increased on all difficulties. The new requirements are:
	+ Normal: 5
	+ Dangerous: 4
	+ Brutal: 3
* The Track Rewards for Champion Outposts have also been increased. The new rewards are:
	+ Parts: 250
	+ Synthite: 250

##### **Hardware**

* The crafting costs for Hardware has been increased slightly. The new crafting costs are as follows:
	+ Spike Drive: 20 Parts
	+ Blast Grenade: 20 Parts
	+ Flash Barrier: 30 Parts
	+ Phoenix Pod: 50 Parts

### 1.2.3 - 1 June 2023

* We've just released a small hotfix which addresses an issue that allowed Traps to trigger through Holocubes equipped with the Second Wave Mod!

### 1.2.3.X - 13 June 2023

* Added Spring Loaded trap Mod to Bomb Ejector.

### 1.3.0 - 22 June 2023

#### **New Content**

* Added a new splash screen, loading screen and Easy Anti-Cheat artwork to celebrate Sector 1: Dreadshore’s upcoming release.

#### **Quality-of-Life Improvements**

* Outposts may now be activated an infinite amount of times after reaching Prestige 10, for a Synthite Cost!
	+ Activating an Outpost beyond Prestige 10 will still reward players with resources, kills and Accolades.
	+ Outposts activated beyond Prestige 10 are no longer eligible to be Champion Outposts.
* Tutorial #2 “Raid an Outpost” has been improved to better teach the grappling hook and Forsaken Tomb mechanics.
* Newly released content will now be flagged with “!” notifications so players can easily identify content that has been released since they have last played.
* Loading screens now contain useful gameplay tips.
* The consequences of dying as it pertains to loot is now better explained on the death screen.
* The results of Prestiging while there is still GenMat to harvest has been clarified in the user-interface.
* "Aim response curve" visual support and text have been updated to better explain the effect of the various setting options.
* The contrast of cosmetic rarity type colors has been updated to be less subtle, and no longer blend with the UI.

#### **Balancing Changes**

##### **Synthite & Parts Balancing**

* We have added guaranteed Synthite and Parts rewards to Raiding to create a more dependable source of these currencies, while altering the effectiveness of other sources. Overall, this is a slight buff.
	+ Regular Raids will grant Synthite or Parts depending on Outpost difficulty:
	+ Normal: 45 Synthite or Parts
	+ Dangerous: 60 Synthite or Parts
	+ Brutal: 75 Synthite or Parts
	+ Champion Outposts: 100 Synthite or Parts for ALL difficulties.
* Diminishing returns on the quantity of loot contained within drops from Skulls have been removed.
* The Forsaken Tomb loot drops have been reduced from 8 to 5.
* The Parts and Synthite rewards have been removed from the Daily Tribute Reward.
* The Spoils of War (Parts Boost) effects and cost have been reduced:
	+ Level 1: Effect: 10% to 5% - Cost: 50 Cells & 100 Synthite to 50 Cells & 50 Synthite
	+ Level 2: Effect: 20% to 10% - Cost: 75 Cells & 300 Synthite to 75 Cells & 150 Synthite
	+ Level 3: Effect: 30% to 15% - Cost: 100 Cells & 500 Synthite to 100 Cells & 250 Synthite
* The Strip Mine (Synthite Boost) effects and cost have been reduced:
	+ Level 1: Effect: 10% to 5% - Cost: 50 Cells & 100 Parts to 50 Cells & 50 Parts
	+ Level 2: Effect: 20% to 10% - Cost: 75 Cells & 300 Parts to 75 Cells & 150 Parts
	+ Level 3: Effect: 30% to 15% - Cost: 100 Cells & 500 Parts to 100 Cells & 250 Parts

##### **Trap Balancing**

* The Corrosive Cube’s capacity cost has been increased from 15 to 20.
* The Plasma Sentinel’s capacity cost has been increased from 50 to 70, and its Mods have also seen an increase in cost.
	+ Eagle Eye Mod: Capacity cost increased from 15 to 20
	+ Plasma Cloud Mod: Capacity cost increased from 15 to 20
	+ Self-Destruct Mod: Capacity cost increased from 15 to 20

##### **Weapon Balancing**

* The Arc Barrier's Perfect Block window has been reduced by 0.5 seconds on each level. The new Perfect Block windows are as follows:
	+ Level 1: 0.25s
	+ Level 2: 0.35s
	+ Level 3: 0.5s

##### **Hardware Balancing**

* The Phoenix Pod can now be used twice per Raid.
* The Phoenix Pod is now automatically unlocked for all players, and players will start with 25 in their inventory.
* Players will now also start with 25 Grenades in their inventory.

#### **Bug Fixes**

##### **Building**

* We have fixed an issue which prevented Raider deaths from being registered upon force quitting the game. Skulls will now register on every death instead of at the end of a Raid.
	+ Builders will now be rewarded with kills and loot even if the Raider quits by force closing the game on console, or by pressing Alt+F4 on PC.
* Fixed an issue where Buttons are not disabled in the blurred background of the Building Inventory.
* Fixed an issue where Outpost Capacity does not update in Co-op building.
* Fixed an issue where there would occasionally be no gap be no gap between an Incinerator’s Trap Range Preview and an object that is obstructing it.

##### **Raiding**

* We have fixed an issue which prevented Co-Op party guests from receiving Ranking Points after completing a Co-Op Raid.
* Fixed an issue where Co-Op party guest does not gain experience upon completion of a Co-Op Raid.
* Fixed an issue where Death Pistons could trigger through invisible Holocubes.
* Fixed an issue that caused Co-Op partners to glow when revives are interrupted.
* Fixed an issue where low amounts of loot could be generated from destroying Traps or killing Guards in the Tutorial.
* Fixed an issue causing the Harvester to not follow the path when placing Second Wave Holocubes above corner blocks.
* Fixed an issue causing Raiders to die when standing on a wedge with a modded Death Piston below or behind the wedge.
* Fixed an issue where Death Pistons can kill a Raider through a Flash Barrier.
* Fixed an issue causing Hornets to stop patrolling after touching a ceiling.
* Fixed an issue where, if timed correctly, lunge attacks still destroy Traps even if the Raider is not range.
* Fixed an issue causing Raiders to revive inside a block after placing a Phoenix Pod to close to a wedge or Corrosive Cube.
* Fixed an issue where Guards continue to target a dead raider's body.
* Fixed an issue which could occasionally cause a Raider’s weapon to swap after firing the Grappling Hook.
* Fixed an issue where Traps placed on Wedge blocks cannot be destroyed when attacking from the side with melee weapons during Raids.

##### **Sanctuary**

* We have fixed an issue where the Command Center and Replay Station notifications take more than 1 minute to appear when returning to the Sanctuary.
* Fixed an issue where message popups are always displayed when entering the Sanctuary when players did not receive the rewards.

##### **Performance & Stability**

* We have fixed multiple game title crashes.
* Fixed an issue causing a long delay before getting an error message, when attempting to purchase an item in the Advisor Shops without enough currency.

##### **UI**

* We have fixed an issue where the Masquerade Mod icon does not match the Trap Classification.
* Fixed an issue causing the UI to display a large loss of ranking points after completing a raid.
* Fixed an issue where no resources are shown on the "Resources Discovered" at the end of a Raid.

##### **Loadout**

* We have fixed an issue where the same weapon can be equipped in both weapon slots by using Customization options.
* Fixed an issue which caused the Biolink menu to be difficult to read under certain conditions.
* Fixed an issue where the Customization skins' preview is squished.
* Fixed an issue where Trap Mod icons could be visible on Trap frames when no Mods are applied.

##### **Miscellaneous**

* We have fixed an issue causing the "GenMat Defender" achievement to be unlocked under the wrong conditions.
* Fixed an issue preventing the "On Guard" achievement to be unlocked by some players.
* The Hellscape block surfaces have received an update to improve their audio quality.
* Animated props have received an update to improve their visual performance.
* Fixed visual issues when viewing certain blocks from a distance.

### 1.3.0.X - 27 June 2023

* Sector 1 official release
* Added New Environment: Dreadshore
* Added New Trap: Sentry Beam
* Added New Guard: Ravager
* Added New Weapon: Demolition Cannon
* Added New Suit: Nautilus
* Added New Deco Pack: Tempest Cove
* Added New Cosmetic Collection DLC
	+ Added New Deco Pack: Light's End
	+ Added Dreadnought Demolition Cannon skin
	+ Added Maelstrom Nautilus suit skin
* The new Sector 1 Ranking Season will begin, and Sector 0 Ranking Rewards will be available for players who participated in Season 0. The following cosmetics and decals will be rewarded based on Rank Tier:
	+ Gold or higher: Warlord Ironside cosmetic
	+ Silver or higher: Cataclysm Fury's Edge cosmetic
	+ Master: Season 0 decal
	+ Gold: Season 0 decal
	+ Silver: Season 0 decal
	+ Bronze: Season 0 decal

#### **Ranking Balancing**

* The Ranking System has been reworked to improve the flow of progression, requiring less Ranking Points per Rank.
* Rank to Rank requirements will also now increase at a more gradual pace.
* Players will now receive the same base Ranking Points for actions regardless of your opponent’s Rank.
* You will continue to lose more Ranking Points for actions based on your own Rank.

### 1.3.3 - 11 July 2023

#### **Raiding**

* We have fixed an issue with the Grenade physics which resulted in a very long and floaty throw trajectory compared to usual.
* Fixed an issue which caused Traps to be indestructible when placed on Bedrock with Pipes.
* Fixed an issue which caused Traps to be indestructible when placed on the corner piece of Chain Link Blocks.

#### **Guard Augments**

* We have re-added the missing Flamewalker Augment for the Warmonger. The removal of this Augment was unintentional.
* Fixed an issue which caused the Dead Man’s Switch Augment to not always trigger at a distance.

#### **Stability**

* The title should no longer crash when lunging towards a Ravager Guard.
* We have fixed multiple game title crashes.

#### **UI**

* We have fixed an issue in the UI which displayed guaranteed currency rewards for incomplete Raids.

#### **Ranking**

* We have fixed an issue which granted Ranking Points for an incomplete Raid.

#### **Building**

* We have fixed an issue which caused the Tempest Cove items to not display in the Inventory on certain platforms.

#### **New Features**

* Always Social Outposts:
	+ All Outposts that are set to Active or Overdrive can now be found via the Social Raid menu as well. This will allow Builders to share their devious creations without losing the benefit of keeping them Active.
	+ Here are some key things to note about this new feature:
		- Raiding an Outpost on Social while it is available to Raid on your Raid Map will result in the Outpost being removed from the World Map.
		- Launching an Outpost that was attempted but unfinished on the Raid Map will open a warning popup that reads: “You have already attempted to Raid this Outpost on your World Map. If you continue, it will be removed from the World Map.”
		- Raiding an Outpost on Social that is set to Active/Overdrive by the Builder will still be considered a Social Raid, so you will not receive any loot, XP, nor Ranking Points.
* Daily Challenges:
	+ The all-new Daily Challenges system for Raiders replaces the current Chimera Tribute system, giving Raiders a steady stream of tasks, which encourage the use of different mechanics and strategies to complete, and will be rewarded with Cells for doing so.

#### **New Content**

* 5 New Mods and Augments are available to unlock from Prota and Metamorph:
	+ Iron Claw – Self Destruct: The Self-Destruct Mod causes the Trap to explode soon after being destroyed.
	+ Sentry Beam – Burst Beam: This Mod increases the tracking rate and rate of fire but decreases the duration of its attack.
	+ Death Piston – Pulverize: This Mod increases the Piston’s speed.
	+ Incinerator – Firestorm: This Mod increases the duration in which its deadly flames are expelled.
	+ Cannonback – Grand Sacrifice: This new Augment causes the Guard to sacrifice itself by exploding when close to their target.
* New Decals:
	+ 3 new colour decals are now available for all Builders: Hunter Green, Royal Blue, and Aquamarine.

#### **Quality-of-Life**

* Field of View can now be adjusted up to 110 on current generation consoles. (PlayStation 5 and Xbox Series X/.
* Replay scrubbing is now available on all platforms, allowing you to jump ahead and jump back on your replays.
* Dreadshore lighting and fog have been adjusted to improve visibility in Outposts.
* We have updated the game engine to Unreal 5.1, which should result in better shadow quality, a more accurate physical engine, and higher visual quality on high PC settings.
* A new music track has been added to the Splash Screen and loading sequences.
* Aim assist distance has been adjusted for the Falconic Plasmabow, Demolition cannon and the Ravager hitbox.
* Demolition Cannon aim assist has been reduced to 20m, from 7 blocks to 5 blocks to better support its short/mid-range effective range.
* Falconic Plasmabow aim assist has been increased from 7 blocks to 12 blocks to better support its long-range role.
* Players can now see the impact of their actions on their Ranking in a Raid from the Raid Summary screen or from their Active Outposts in the Outpost reports.
* The GenMat Progression UI in the Raid Map has been revamped. It should now be easier to identify the impact of the GenMat you would collect on your progression when choosing your next Raid.
* Analog Turn Speed settings in Building have been adjusted to match with other controller setting values across the game

#### **Balancing Changes**

* Plasma Sentinel Trap:
	+ The size and duration of the Plasma Sentinel’s Plasma Cloud Mod has been reduced.
	+ Size from 6m to 4m in diameter.
	+ Duration from 4 seconds to 3 seconds.
* Trap Capacity Cost Adjustments:
	+ Sentry Beam Mod capacity costs have increased from 5 to 15.
	+ The Self-Destruct Mod for the Death Piston has been increased from 10 to 15.
	+ The Catch & Release Mod for the Iron Claw has been increased from 5 to 10.
* The Ravager’s vision has been decreased from 38m to 31m, matching the Enforcer’s sight range.
	+ A range limit has been added to the Ravager’s projectiles to reduce effectiveness at longer ranges. Projectiles now fizzle over-distance.
* Ravager Guard:
	+ The Ravager’s pre-attack duration has been increased from 1.5s to 2s.
	+ The Ravager’s attack spread pattern has been reshaped by adding a circular grouping.

#### **Bug Fixes**

##### **Co-op:**

* Fixed an issue preventing Co-op Raiders from reviving each other inside the escape zone when carrying the GenMat.
* Fixed an issue preventing Co-op guests from using Grenades.
* Fixed an issue causing Boosts activated by a Co-op guest to have no effect.
* Fixed an issue causing Co-op guests from being awarded incorrect negative Ranking Points at the end of a Raid.
* Fixed an issue causing a Co-op host's death marker to be unreachable for the guest in certain situations.
* Fixed an issue causing dead Co-op Raiders to become invisible while being revived in Test My Base.

##### **Raiding:**

* Fixed an issue preventing certain Hardware with remaining charges to be used in Raid or not matching charges spent.
* Fixed an issue preventing Phoenix Pods from being refunded after faulty placement.
* Fixed an issue causing Volt Lancer projectiles to bounce off Warmonger armour in some cases.
* Fixed an issue causing Lancer and Plasmabow projectiles to bounce off a guard's lower back.
* Fixed an issue causing Cannonbacks to not consistently enter combat when the Raider is positioned above or below them.
* Fixed an issue causing the Sentry Beam to not attack raiders when placed on a corner block.
* Fixed an issue causing Sledgeblade's and Fury's Edge's animations to not play on consecutive attacks.
* Fixed an issue allowing the Raider to destroy their grapple hook.
* Fixed an issue causing the Iron Claw's chain to be unbreakable in certain situations.
* Fixed an issue allowing Raiders to peek inside certain block types.

##### **Building:**

* Fixed an issue causing the difficulty rating of an Outpost to not update with Guard Recordings.
* Fixed an issue causing the difficulty rating of an Outpost to not properly account for Traps placed on the Harvester's path.
* Fixed an issue causing the difficulty rating of an Outpost to not properly account for Plasma Sentinel and Laser Beam traps being in close proximity to other traps.
* Fixed an issue causing the total amount of skulls to not display when filter is set to "All"
* Fixed an issue causing the Loadout to not update correctly while dead in Test My Base.
* Fixed performance issues when using "Strip Outpost" on a saturated Outpost.

##### **Command Center:**

* Fixed an issue displaying Holocubes in thumbnails (now displayed as bedrock)
* Fixed dark thumbnails for Dreashore outposts.

##### **Replays:**

* Fixed an issue preventing users to move in free cam during Replays.
* Fixed an issue displaying confusing raiding controls while viewing a Replay.
* Fixed an issue causing performance issues when scrubbing replays on Consoles.

##### **UI:**

* Fixed an issue causing new item notifications on Biolinks to not be dismissed properly.
* Fixed an issue displaying erroneous values in the Chimera Evolution UI
* Fixed an issue displaying a user's total Ranking Points as being awarded in Outpost reports.
* Equipped cosmetic icons are now displayed consistently throughout the loadout instead of default icons.
* Fixed an issue causing Suit Biolink to not show after having consulted a Biolink with a new item notification.
* Fixed an issue displaying Ranking Earnings for "0" active outposts in Outpost Reports.
* Fixed an issue causing the details of Outpost Reports to not be accessible.

### **Bug Fixes**

* We have fixed an issue which prevented players from entering Outposts equipped with the Sector 0 Ranking Reward decals.
* Fixed an issue where Outposts aren’t removed from the Raid Map when completed as a Social Raid.
* Fixed an issue where a white square is visible when opening the Chimera Project for the first time in a session or the host loads into a session.
* Multiple title crash fixes.

### **NEW CONTENT**

* New Environment: Shattered Peak: An all-new Outpost environment deep in the vast and unforgiving Arctic wasteland.
* New Guard: Assassin: A hunter that relies on stealth to ambush its target. With a cloaking field based on Holocube tech, it remains nearly imperceptible until it unleashes a devastating dash attack.
* New Custodian: Overseer: The Overseer can slowly glide after jumping. In addition, its powerful Biolinks can reveal the location of the Harvester Path, Forsaken Tombs, and nearby resources.
* New Deco Pack: Ice: A Deco Pack inspired by the Arctic wasteland, featuring blocks of ice, frozen metal, thermal heaters, fluttering tarp, and a decal set featuring the markings of a northern shelter.
* New Cosmetic Collection:
	+ New Deco Pack: Lab: Design your own frozen laboratory with winter-proof panels, computer modules and lighting, and a set of decals to guide or deceive Raiders.
	+ New Cosmetics: Gear up with the Epic Icebreaker cosmetic for the Overseer Suit, and the Epic Yeti cosmetic for the Volt Lancer.

### **NEW DIFFICULTY SYSTEM**

There’s no right way to build an Outpost—and that’s a good thing. With traps and guards around every corner, players know to expect the unexpected when raiding Outposts. But what shouldn’t be unexpected is a difficulty spike after you’ve chosen an Outpost to raid. We want everyone’s journey to be as fun as possible, and that includes better accommodating different player preferences.

This new update brings an overhaul of the difficulty system that will make it easier for Raiders to choose the kind of Outposts they want to play. This change affects not only how difficulty is displayed, but also how it's calculated.

Previously, Outpost Danger Score (Normal, Hard, Brutal) was calculated solely on automated factors such as guard and trap placement in relation to the Harvester path. With patch 1.4 we made several tweaks to this system, taking into account trap density, trap combos, and many other factors. We’ve since made even more changes and fixed several bugs based on player feedback that resulted in more difficult Outposts appearing in the Normal category.

To give players a more accurate view of difficulty, we’ll be augmenting the standard Outpost categorizations of Normal, Dangerous and Brutal with a 10-point difficulty scale symbolized by skulls. The more skulls, you see, the deadlier the Outpost.

We’re also planning for this updated difficulty system to have a dynamic component that assesses both the Raider and the Outpost to make the difficulty score a living, breathing rating that can rise or fall depending on Raider performance. Factors such as skill level of the Raider, number of times they died, and more will be considered as the Outpost difficulty score gradually adjusts.

When Sector 2 launches, we'll be turning on this new dynamic component in the background to collect data, fine-tune the system, and to let initial ratings stabilize. Soon after, with our upcoming Mid-Sector update, we’ll be fully launching the dynamic Outpost difficulty system and rewards for players. The more you raid, the more accurate our difficulty system will be. So we’re calling on you, Custodians—raid as much as possible!

Whether you’re seeking a high-speed challenge or a slower, more calculated experience, we want Meet Your Maker to work for everyone. This system will help make raiding a more consistent experience and let you better choose the type of challenge you're after.

### **SECTOR 2 RANKING SEASON HAS BEGUN & SECTOR 1 RANKING REWARDS**

The new Sector 2 Ranking Season has begun, and for players who participated in Sector 1, the following Cosmetic rewards will be rewarded based on your Rank tier.

* Gold or higher: Stormforce Kamaitachi Suit Cosmetic
* Silver or higher: Misfortune Volt Lancer Weapon Cosmetic

The following Decals will also be rewarded based on your Rank tier.

* Master Sector 1 Decal
* Gold Sector 1 Decal
* Silver Sector 1 Decal
* Bronze Sector 1 Decal

Stay tuned for the full reveal of the Sector 2 Ranking Rewards in the coming weeks!

### **QUALITY OF LIFE**

* Mouse and Keyboards are now supported on consoles.
* FSR (FidelityFX Super Resolution by AMD) is now supported on Steam Deck.
* Loot registration (when loot is collected and added to the wallet) should be much more reliable now. This should address some of the issues raised by Raiders where loot wasn’t properly added to their wallet at the end of a Raid.
* We have changed the loadout 3D preview lighting colour for a more neutral light colour, instead of a yellow light.

### **BALANCING CHANGES**

Arsenal Items Cost

Following player feedback, the following items’ Cells cost has been reduced from 15,000 Cells to 7,500 Cells:

* Sector 1 Arsenal Items:
* Nautilus Suit
* Demolition Cannon
* Ravager Guard
* Sentry Beam Trap
* Sector 2 Arsenal items will also maintain this new, reduced cost.

Guards
The community let us know that the Ravager tuning in the Rising Tides update was a little too harsh. We have done some further balancing to support its intended role of a short-range pressure unit better.

* The Ravager’s attack spread pattern has been reshaped to be wider.
* We’ve decreased the charging of the Ravager’s attack slightly, and increased its fire rate, allowing the initial engagement to be a little quicker.

Traps
In our recent Player Pulse survey, the community let us know that the Iron Claw, Incinerator, Plasma Sentinel and Sentry Beam traps needed some additional balancing. As such, we’ve made the following changes.

* The warning time for the Iron Claw has been decreased from 1.0sec to 0.7sec.
* The Iron Claw’s Quick Launch mod’s grapple fire speed has been increased.
* The Incinerator’s reload time has been increased from 1sec to 1.5sec.
* The Plasma Sentinel’s detection range has been decreased from 24m to 22m.
* The Plasma Sentinel’s reload time has been slightly increased from 2.25sec to 2.75sec.
* The Sentry Beam’s tracking speed has been slightly increased, and the tracking duration has been decreased from 3sec to 2sec.
* The Sentry Beams’ Burst Beam mod tracking duration has been decreased from 2sec to 1sec, and its warning duration has been decreased from 2sec to 1sec.

Biolinks

* Quick Strike: Melee lunge speed has been increased by 10% for each stage.
* Stage 1: 25% (from 15%)
* Stage 2: 40% (from 30%)
* Stage 3: 55% (from 45%)
	+ This change was implemented to ensure that Raiders get out of the lunge animation quicker.

Loot

* Loot states are now registered on the backend during Raids, meaning loot will have persistent diminishing returns for a given Outpost. This will prevent “loot farms” from being abused by returning Raiders.
* While these types of Outposts are clever and cool, and fun for one go, it can be unfair to grind these.

### **BUG FIXES**

Raiding:

* We have fixed an issue causing Guards to attack Raiders while standing at the edge of (but still inside) the Safe Zone.
* Fixed an issue causing the Ravager to become idle despite having line of sight on Raiders.
* Fixed an issue preventing users to respawn in the Safe Zone shortly after exiting the Safe Zone.
* Fixed an issue causing loot to sometimes clip into blocks.

Building:

* We have fixed an issue causing Test From Here to not always spawn players in their current position.
* Added a missing Building HUD prompt for the "Hide All Range Previews" action
* Fixed an issue causing Plasma Sentinel's Danger Score to not be calculated properly in certain setups (This could cause some existing Outpost’s Difficulty ratings to increase.)

Co-Op:

* We have fixed an issue which caused co-op guests to receive a disconnection error when attempting to join the Host while in Building Mode.
* Fixed an issue which occasionally caused the game to infinitely load when a host on a last-gen console loads into a Raid with a guest on a current-gen console.
* Fixed an issue which caused players to crash when returning to the Sanctuary while in co-op.
* Fixed an issue which caused the title to crash when Raiding or in “Test My Base” while in co-op.

Social Mode:

* We have fixed an issue causing the Social Raid icon to not always show in the Replay Menu.
* Fixed an issue causing XP icons to show in Social Raid.

Replays:

* We have fixed an issue causing projectiles to display inconsistent colours in Replay.
* Fixed an issue causing Replays to not record the first death of a Raider.
* Fixed an issue causing partial loss of input when quickly navigating to the filter tab in the Replay Menu.

Miscellaneous:

* We have fixed an issue causing modified key bindings to reset after recent patches.
* The haptic feedback caused by Death Pistons has been toned down on PlayStation 5.
* Fixed an issue preventing proper navigation of the My Outposts menu on Xbox platforms.
* Fixed an issue causing the Strip Mine Boost to not influence loot earned as a Builder.
* Fixed an issue causing new item notifications to show in context where the new item cannot be accessed or viewed.
* Fixed an issue causing available Daily Challenges to not be updated immediately after a Refresh action.
* Fixed an issue leading to users at the Master Rank level to be ranked below users with less Ranking points.
* Fixed an issue preventing some users to be able to delete an owned Outpost on Xbox consoles.

Audio:

* We have fixed an issue causing the Plasma Sentinel's cloud VFX to suddenly disappear when using the Plasma Cloud and Self-Destruct mods.

Traps:

* We have fixed an issue preventing trap mods from the Explosion category to not destroy certain traps while in range.
* Fixed an issue causing the Hardened Skin mod to not block Incinerator fire.

### **BUG FIXES**

Traps:

* We have fixed an issue causing Holocube traps to show incorrect textures in the Dreadshore and Shattered Peak environments, making them too obvious.
	+ This also affected Corrosive Cubes and Plasma Sentinels hidden by the Second Wave mod, which is now also fixed.
* Fixed an issue which caused the Plasma Sentinel’s Plasma Cloud mod attacks to not appear correctly (or at all) when it lands on a surface.
* Fixed an issue which caused Death Piston traps to destroy Holocubes when placed inside.
	+ The Death Piston was not consistently waiting for the Holocube to be fully deactivated before activating in turn.
	+ This will also fix an exploit allowing insta-kills when using the Pulverize mod in this setup.

Props:

* We have fixed an issue which prevented Raiders from being able to grapple onto blocks equipped with the Mended Tarp prop from the Ice Deco Pack.
* We have also fixed an issue which caused projectiles and equipment to stick to the Mended Tarp prop.

Outpost Difficulty:

* We have fixed an issue causing an incorrect Outpost difficulty to be assigned in certain setups.
* The Building Options and Social Menus have been updated to display the granular skulls of the new difficulty system.

Weapons:

* We have fixed an issue which caused Volt Lancer bolts to spawn at the incorrect location when fired.
* We have also fixed an issue which caused Falconic Plasmabow darts to be misaligned when fired.

Replays:

* We have fixed an issue causing Guards and Co-Op partners to be shown as alive when they’re dead after fast-forwarding and rewinding replays.

Stability:

* We have implemented multiple title crash and stability fixes.

### **BUG FIXES:**

* We have fixed an issue which caused the Harvester path to be considered valid in setups where Raiders would be forced to go through Corrosive Cubes, leading to potential exploits.
* Fixed an issue preventing the Corrosive Cube’s Splatter Mod from triggering when struck by Bolts.
* Fixed an issue which caused the Codex to display empty entries.
* Fixed an issue which caused the title to crash when viewing replays.

### **RAIDING 2.0: EXPEDITIONS**

Expeditions are an all-new way to engage with the game’s Raiding experience. The Raid Map has gotten an overhaul, which will present you with 3 difficulties of Expeditions to embark on, each with a different level of challenge for the Outposts you’ll Raid.

Upon selecting an Expedition, you’ll begin on a node-based Expedition Map with a web of branching paths, filled with Outposts to Raid and rewards to collect. As you clear Outposts, you’ll earn in-game currency (Synthite, Parts and Cells), new game-changing Enhancements and progress through the brand-new free Seasonal Reward Track.

As you complete Expedition Zones, you’ll earn Expedition Points which are used to unlock exciting rewards from the Seasonal Reward Track such as exclusive cosmetics, decals, and the new Enhancements.

### **ENHANCEMENTS:**

Enhancements are new equippable and depletable gameplay buffs that you can add to your loadout. They greatly change the Raiding experience, providing buffs like increased grapple speed, extra jumps, exploding ranged ammo, and much more!

Enhancements are consumed by using charges. A charge is used upon leaving the Safe Zone and lasts until the Outpost has been completed. Enhancements can be swapped mid-Raid, although doing so will consume a charge on the newly equipped Enhancement the next time you exit the Safe Zone. You will still have lost the charge on the previously equipped Enhancement.

They come in 4 potential rarities, Common, Uncommon, Rare, and Epic, each with increasing levels of impact, and they can be earned from completing Outposts, through the Expeditions Map for reaching the end node of branches, as well as from the seasonal Rewards Track.

Enhancements can also be used in Social Raids without the worry of an Enhancement charge being consumed, so this is a perfect way to test out these new tools!

### **MODS & AUGMENTS:**

NEW GUARD AUGMENTS:

* (Enforcer) Seeker Bolts: The Guard fires bolts that home in on their target.
* (Hornet) Sluggish: The projectile now leaves a spherical slowing field that reduces Custodian movement.
* (Ravager) Combat Ready: Increases how quickly the Guard engages in combat once alerted.

NEW TRAP MODS

* (Impaler) Red Hot: Burning spikes kill anyone who touches their sides. Slightly increases the amount of time the Trap is extended.
* (Corrosive Cube) Spontaneous: Deadly liquid is constantly ejected from the Trap.

### **DYNAMIC DIFFICULTY RATINGS ENABLED**

In our Sector 2: Shattered Peak update, we released a new granular 10-point difficulty scale symbolized by skulls, meaning the more skulls you see, the deadlier the Outpost. This replaced the previous system which featured Normal, Dangerous and Brutal Outpost difficulties.

This overhaul brought in a new system which makes it easier for Raiders to choose the kind of Outposts they want to play. This change not only affected how the difficulty is displayed, but how it’s calculated.

As of today’s update, Outpost Difficulty Ratings will now be dynamic, and will actively change based on how Raiders perform in the Outpost. Raider kills will now be considered when attributing an Outpost’s difficulty.

The initial Difficulty Ratings will rely on the defence configuration of the Outpost, and then will be adjusted over time based on Raider kills as your Outposts are Raided, so we’re calling on you Custodians, raid as much as possible!

Making changes to your Outposts will readjust the Difficulty based on the initial Difficulty Rating.

### **HALLOWEEN DECALS:**

Embrace your Halloween spirit with five glow-in-the-dark decals! These decorations will add a touch of fright to your devious creations! These and other spooky rewards are available to unlock on the Expeditions Reward Track.

### **WISH YOU WERE HERE DECAL**

The long-awaited arrival of the smiling “Wish You Were Here” decal is finally here. Use it to taunt lost Raiders at a dead-end or brighten up your Outposts with a smile. It’s the perfect way to communicate both joy and mischief with a touch of style!

### **QUALITY-OF-LIFE UPDATES**

* Loot Magnetization: Parts and Synthite are now automatically magnetized to the player when in close proximity. Using the “Pick Up Magnet” Enhancement will increase the radius at which the loot is magnetized.
* We have added a "!" new item notification on the Raider HUD's Loadout prompt to indicate when a new Loadout item is available.
* We have updated the game engine to Unreal 5.2.

### **BALANCING CHANGES**

TRAPS BALANCING:

* Incinerator: Fire damage is now applied over time, leaving a small window for the Raider to avoid death.

ADVISOR SHOPS:

* All Synthite costs for unlockable items and item upgrades have been removed. Synthite is now exclusively used for Building and Advisor Boosts.
* Parts costs have been removed from all initial item unlocks. Unlocks now only cost Cells.
* All upgrades now cost Cells and Parts, and the Parts costs for upgrades have been rebalanced.
* Cells costs have been significantly reduced across all purchases that require them. This is inline with reduced Cells rewards that will be listed below.
* The cost to craft Phoenix Pods have been reduced from 50 to 20 Parts.
* The cost to craft Flash Barriers have been reduced from 50 to 30 Parts.

RAIDING:

* We have increased the Guaranteed Rewards for completing Raids:
* Normal Difficulty Outposts
	+ Parts: 45 > 50
	+ Synthite: 45 > 75
* Dangerous Difficulty Outposts
	+ Parts: 60 > 75
	+ Synthite: 75 > 125
* Brutal Difficulty Outposts
	+ Parts: 75 > 100
	+ Synthite: 75 > 125
* Champion Outposts now reward Parts OR Synthite, not both. Rewards are now different per difficulty.
	+ Previous Reward: 100 Synthite and Parts. (All Difficulties)
	+ New Normal Difficulty Outposts Reward: 75 Parts OR 100 Synthite
	+ New Dangerous Difficulty Outposts Reward: 100 Parts OR 125 Synthite
	+ New Brutal Difficulty Outposts Reward: 150 Parts OR 175 Synthite
* We have also added new sources of Cells, Parts and Synthite which are obtainable through the Expeditions system.

CHIMERA LEVELS:

* We have removed the Parts and Synthite rewards from levelling up the Chimera.
* Cells rewards for levelling up the Chimera have been decreased from 250 to 100.

DAILY CHALLENGES:

* The “Use Equipment” challenge requirement has been increased from 15 to 20.
* The “Backstab Guard” requirement has been reduced from 5 to 3.
* The “Deflect or Block Attacks” requirement has been reduced from 20 to 10.
* We have reduced the Cells rewards from the following challenges:
	+ “Complete Raids” from 300 to 100 Cells.
	+ “Complete Raid with Specific Loadout” from 200 to 50 Cells.
* All Synthite challenge rewards have been increased from 250 to 300.
* All Parts challenge rewards have been increased from 250 to 300.

RANKING:

* Ranking Points received from Building have been doubled.
* Ranking Points received from Raiding is now dependent on the difficulty of the Outpost but have been generally increased across the board.

HARVESTER:

* The friendly Harvester is now immune to Corrosive Cube acid.

WEAPONS BALANCING:

* Arc Barrier: The uptime has been decreased from 1.5s to 1s.
* Demolition Cannon: Level 1 ammo has been increased from 2 to 3, and from 3 to 4 at Level 2.

### **BUG FIXES**

ACHIEVEMENTS/TROPHIES:

* The Path of the Chimera achievement has been replaced, as the feature it was based on has been removed. The new achievement, Social Raider, can be unlocked by grabbing the GenMat and escaping in a Social Raid. This new achievement will be automatically unlocked for users who unlocked Path of the Chimera in the past.

ADVISOR BOOSTS:

* We have fixed an issue displaying a Harvester path of 0m for some Outposts after activating the Watchman boost.
	+ Note: This fix will require any Outpost that displays this issue to be reopened by the Builder after downloading this patch update. The issue will be resolved as soon as the Builder loads into the Outpost, so this issue may still be displayed for a few days but should die down over time.

AUDIO:

* We have fixed an issue preventing the Overseer's Slipstreamer Biolink audio from playing when the Biolink is equipped on a different suit.
* Fixed an audio issue occurring when multiple Sentry Beam lasers would hit around the same target.
* Fixed an issue preventing audio from playing when a co-op partner would use any hardware.
* Fixed an issue preventing audio from playing when an Assassin would hit a wall.
* Fixed multiple audio issues with UI interactions.
* Fixed an issue preventing Dead Man's Switch's Audio from playing after melee killing consecutive Guards.

GUARDS:

* We have fixed an issue causing the Warmonger to sometimes go through the raider and miss the attack when in close proximity.
* Fixed an issue allowing Warmongers and Assassins to destroy an Incinerator by attacking its flames.

TRAPS:

* We have fixed an issue preventing the Corrosive Cube's Splatter mod from triggering when hit by a Sentry Beam's laser.
* Fixed an issue causing the Corrosive Cube's Splatter mod to trigger repeatedly when hit by a Demolition Cannon's projectile.
* Fixed an issue preventing flames from the Incinerator’s Napalm mod to be correctly spawned on a trap equipped with the Second Wave mod, in certain conditions.
* Fixed an issue causing Incinerators to destroy themselves when the Eruption mod is triggered.

RAIDING:

* We have fixed an issue causing the Phoenix Pod icon to show multiple instances.
* Fixed an issue allowing dead raider bodies to collect loot and the GenMat.
* Fixed an issue causing the Spike Drive uptime UI to not be displayed after restarting a raid.
* Fixed an issue causing the Volt Lancer's ammo count to be incorrect when entering a raid as a co-op guest.
* Fixed an issue allowing the co-op client to pass through the host after reviving them.

BUILDING:

* We have fixed a visual issue with Lab decal preview icons.
* Fixed an issue preventing users from being able to immediately open the Mod menu or Guard recording when returning from "Test My Base".
* Fixed an issue preventing a Skull to be consulted when in the same position as a Guard.
* Fixed an issue displaying the hologram of a Guard in building, after it being deleted.
* Fixed an issue preventing co-op clients from being able to complete recording/editing before "Test My Base" countdown is completed.
* Fixed an issue causing FPS drops to occur on Outposts filled with large amounts of Framed Glass Blocks or Gearworks Props.

REPLAYS:

* We have implemented a potential fix for an issue causing some Replays to stop responding around the first minute.
	+ We will be monitoring player feedback further to see if this issue still occurs.
* Fixed an issue forcing the camera perspective to always reset to the first player when viewing a co-op replay.
* Fixed an issue causing the Sentry Beam to aim incorrectly when viewing a replay.
* Fixed multiple visual issues with traps VFX when viewing a replay.
* Fixed an issue causing the Assassin to not appear visible when viewing a replay, in certain conditions.

UI:

* We have fixed an issue sometime preventing the user from scrolling the Outpost list in the Build menu.
* Fixed an issue causing the Chimera Project UI to open when attempting to navigate the Outpost Results UI on controller.
* Fixed an issue forcing users to press the "Back" input twice to be able to exit the Social Raid menu.

### **BALANCING CHANGES:**

* Corrosive Cube: The damage over time required to kill a Raider has been increased from 0.5s to 0.6s.
* Impaler: The Blockade and Burning Spike Mods will now stack when equipped together, rather than using the highest value.

### **BUG FIXES:**

* We have fixed an issue causing certain Brutal Expeditions to end when incomplete.
* Fixed an issue incorrectly classifying certain Outposts at the "easiest" difficulty rating (0.5 out of 5).
* Fixed an issue causing the wrong potential difficulty value to be shown for locked Raid nodes in Normal and Dangerous Expeditions.
* Fixed an issue preventing Outposts from being replaced in an Expedition after being depleted of GenMat.
* Fixed an issue preventing the region completed animation and reward pop-up from showing when an Expedition is completed.
* Fixed an issue preventing co-op guests from receiving Expeditions progression.
* Fixed an issue preventing the GenMat reward from showing and being awarded correctly when viewing & completing the first Expedition map.
* Fixed multiple Localisation issues with Expeditions and Enhancements features.
* Fixed an issue causing the "Loadout" prompt in the Raider HUD, to be visible after abandoning the Outpost.
* Fixed an issue causing SFX associated with the Spontaneous mod to be heard when in the Sanctuary.
* Fixed an issue causing Easy-Anti Cheat to occasionally remove the co-op guest without a valid reason.
* Fixed multiple issues causing Enhancements to incorrectly appear equipped, inactive or active in the Loadout menu and Raider HUD.
* Fixed an issue causing multiple acid splats from to spawn when a Corrosive Cube with the Splatter mod is struck.
* Fixed an issue causing the "Open Codex Entry" action to open the wrong menu, when viewing the Enhancements.
* Fixed an issue causing the Spontaneous mod to stop working after repeated revives in Raid or Test My Base.
* Multiple title crash fixes.

### **BALANCING CHANGES**

* We have reduced the size of the Corrosive Cube’s Spontaneous Mod’s acid puddles from 300cm to 200cm and increased the attack cooldown from 1sec to 1.5secs.
	+ The Spontaneous Mod was found to be stronger than intended which made it difficult to navigate through some Outposts. These changes should allow this mod to better serve as a useful area denial tool to combine with other defenses to keep Raiders moving.
* We have shortened the effective range of the Ravager’s attack to 20m.

### **BUG FIXES**

* We have fixed an issue causing acid from a Corrosive Cube’s Spontaneous and Splatter Mods to create damage zones larger than intended, which made it difficult to navigate through sloped areas.
* Fixed an issue causing Decals earned through the Expeditions Reward Track to be incorrectly changed to the Light’s End 1 decal when cloned.
* Fixed an issue displaying all Outposts as the easiest difficulty rating (half skull), from the Social Raid menu.
* Fixed an issue causing the Loadout prompt to remain on screen when resuming building from Test My Base.
* Fixed additional issues with text and localisation in the Expeditions menus.
* Fixed a game title crash related to Easy Anti-Cheat.