>>14701098
It Is Here
https://steamcommunity.com/games/552500/announcements/detail/1654387412107048212
General Changes
>Changed patrols to spawn further ahead of the players in the level to give players more time to react to their presence.
>Fixed issues which would spawn some hordes in plain sight of players.
>In order to reduce the chance of Specials spawning out of thin air, Specials should always find a hidden position before spawning or wait until such a position is found.
Good, but should have been fixed in the last patch.
>Decreased the fuse timer on barrels to 4 seconds, down from 6.
>Increased the damage on explosive barrels to be on par with bombs.
Interesting.
>Chaos Warriors and Maulers will now take into consideration whether a player is surrounded by enemies and then not initiate running attacks against them.
>Reduced the attack range on Savages - Dual wielding Marauders, by around 13%.
>Changed the way the AI-slot system handles Savages and Maulers. They now take up more space around players, in regards to other enemies. This makes them less prone to clipping into other enemies.
Interesting. (Wouldn't be such a problem if games weren't hosted client side.)
>Poison Wind Globadiers now wait between 4 and 6 seconds before throwing their first globe.
>Reduced the initial impact damage radius of Globadier globes from 4 to 2 meters. The gas clouds that lingers remain at a 4 meter radius.
Good.
>Increased the delay of Specials spawns after a Lord dies to 120, up from 40 seconds.
>Reduced the possibility of multiple Specials spawning at the same time when this duration is over.
>This will mitigate some of the issues on Into the Nest, after the lift after fighting Skarrik Spinemanglr.
Good.
>For weapons with light smiting attacks, which are one-handed axes and the combo finishers on one-handed swords and falchion we added damage falloff to the second target of a cleave.
>This means we reduce the armor penetration and damage slightly, but increased cleave slightly.
Oh man one-handed hammer dwarfs are gonna have a rough time with this one.
Making two handed weapons more viable by nerfing the cleave on one handed weapons. We see what your doing Fatshark.
>Saltzpyre's level 25 Talent Resonating Faith now correctly increases the duration of Animosity.
Good, but should have been done last patch.
Axe
>Made light combo attacks faster by 0.1 seconds.
>Made blocking and block attack faster.
Meh.
Handguns
>We’ve made tweaks to the way charging changes the spread of handguns. These changes will make it easier to get precis shots off when charging.
>Increased damage vs Chaos Warriors to 0.5 up from 0.25, on close range. Increased crit damage vs Chaos Warriors to 0.6, up from 0.5.
>Decreased stagger vs Armored enemies on close range.
>Increased damage overall to 0.9, up from 0.75 on close range. And 0.8, up from 0.5 on long range.
>Enemies wielding shields will no longer be able to block charged shots.
>When killing a Marauder, a handgun will now be able to blow their legs off. Enjoy.
Seems like Huntsman is a viable Class again?
==Crossbows== (don't think this is the repeater)
>Reworked the spread on non-charged shots to be more accurate in general.
>Increased damage to 0.6, up from 0.5 on close range. And 0.5, up from 0.35 on long range.
>Reduced stagger slightly.
>Charged crossbow shots now provides a +10% crit chance.
Seems to be bringing the crossbow up to par with the handgun.
Falchion
>Reduced light attacks on armored enemies to 0.25, down from 0.5
>Removed damage to Chaos Warrior on light attacks, down from 0.5
RIP, Rapier is is I guess.
>On Thursday May 3 we will make a HUGE beta patch (around 22gb) available on Steam.
Looks like fatshark couldn't role out those updates in April like they said,
Now they're are rolling all there promises into a "beta" patch.
As if the base game isn't a fucking beta at this point.
At least they gave a date.