Update
Bug fixes
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Fix for escape not closing the Matrix.
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Fix for foundation passives not updating on changing dominant foundation.
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Fix for being able to pickup primary weapons with resourceful and professional.
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Fix for various tooltip errors.
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Fix for wall flipping just after starting a climb when maneuvering into wall.
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Fix for wall diving not functioning sometimes while climbing.
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Fix for TTK building combo points on damaging allies.
Changes and additions
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Another optimisation pass. Some players should see an FPS increase during combat (more optimisation still to come).
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Onryo team score % now reflects the tiered capture progress on Gridlock rather than only updating on capture.
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Team score % now applies as a bonus multiplier towards player masteries at match end (eg. 70% = 1.7x multiplier). To give additional incentive to still play for score even while in a losing match (no bonus for FFA modes).
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Gridlock now begins with 2 sectors activated for testing.
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Can now name saved build slots.
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Matrix search expanded to include pre-requisites (eg. 'experimental' will highlight all items that require it).
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Core 'harvesting' added (more fleshed out head collecting).
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Holding an enemy head for 5 seconds will give 15 core charge (as a replacement for the passive gen/regen).
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If the enemy is still 'inhabiting' the head then that player will be added to your trophy head collection, which will be visible as part of your profile.
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Players being harvested will not be able to deploy for duration.
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Heads that can be harvested will have electrical VFX, (also is used as an indicator for when they can deal additional damage on impacts).
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Headhunter augment will harvest immediately if 'comsumed'.
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Heads that haven't yet been harvested will now deal 100 shock damage on impacts (more effective as a weapon of opportunity).
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Warrant Incendiary grenades no longer snare, explosive damage reduction from 25 > 50% (keeping the focus more on the area denial than the impact).
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Warrant Chem grenades added.
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Chem clouds can now spread and fall from any height.
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Tox / Chem grenades now deal 25 chemical damage on detonation to enemies within 3m, and have clearer VFX for AOE.
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Bolster from 40 > 30 /s defense regeneration (30 is now the hard cap).
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Shoulder barge damage multiplier from 2 > 1.5x.
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Enemies Skulled, Enemies Harvested, Gridlock Victories, Breach Victories, Onryo Victories and Jin-Sec Victories challenges added.
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Menu updates to make better use of the space (some resolutions have overlapping elements).
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Menu navigation will be hidden on opening a page, pressing escape or clicking on the back button will return to the menu.
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Matrix and loadouts will be combined into one page as they are connected to the prime passives and build slots.
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Not final and menus will still need a full overhaul in the future.
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Couple of changes related to movement speed to reign it in a little, as it has slowly crept up over time.
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Hardware foundation from reduced loadout speed penalties > reduced weapon and device speed penalties (no longer applies to Shell or attachment speed penalties).
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Deceleration duration on landing or following a roll from 1 > 0.5 seconds (will slow down quicker).
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