Marathon Update 1.1.0
General Added Streamer Mode option in the Settings: The ability to hide you and your Crew’s names on your screen. The ability to replace your in-run name with a generic one across places like pings, kill feed, death recap, and spectate. The ability to replace other players’ names on your screen with generic names. A configurable matchmaking delay to help make stream sniping harder. Added settings for controller cursor friction. Fixed an issue where doors could sometimes become desynced from the server. Setting your Steam online status to "invisible" no longer causes the in-game roster to be "invisible". Now you have to set that manually. Matchmaking Duos is now a regular option - each day a new location is chosen to have Duo queue active, indicated by a Duos marker on Zone Select. Matchmaking now supports a countdown time before launching into a run. Brand new players to Marathon are more likely to match with other new players during the opening of S2. Players may now select between multiple matchmaking network preferences. Developer Note: This experimental matchmaking preference allows players to choose whether they want to wait for longer to increase their chances of finding a group of players located near to them. We will also continue to monitor the performance of Matchmaking over time and adjust its configuration to provide a balanced experience that works for most players by default. Added the zone name to the Matchmaking status screen. Merged Ranked High Stakes and Low Stakes into a single mode. Item Economy Faction reputation awarded by completing Standard contracts has been significantly improved. Increased the amount of Credits gained when achieving early Season Level rank ups. Premium Rewards Pass owners can now either claim individual rewards with SILK or purchase them for LUX if desired instead. The page will still need to be unlocked before the reward can be purchased. Unclaimed cosmetic Codex rewards will be claimed automatically at the end of Season 1. Increased the size of Overflow inventory to prevent accidental item loss. Runners will now receive a small amount of Runner Level XP for time spent in a Run. Key templates now have objective requirements Runners must fulfill in order to convert the template to a functional key. The first 5 contracts completed each week will award a flat amount of bonus Faction rep. Unused bonuses roll over and stack. Ex: If you join in week 3, the bonus will apply to your first 15 contracts (5 for week 3, plus 10 unused from weeks 1 and 2). Weapon schemas in the Season 1 Rewards Pass have been replaced with Credits for Season 2. At the start of each season, certain gameplay items or materials in older Rewards Passes may get replaced in this way to ensure they maintain value as our game economies change over time. Increased the Credit cost for Shield Implants, Self Revives and Bubble Shields to better reflect their combat value. Sponsored Kits: Added Deluxe and Superior Sponsored Kits to all Factions Enhanced Sponsored Kits unlock at Faction Level 10 Enhanced Sponsored Kits now cost 4,000 Deluxe Sponsored Kits now cost 12,000 Deluxe Sponsored Kits unlock at Faction Level 20 Superior Sponsored Kits cost 40,000 Superior Sponsored Kits unlock at Faction Level VIP Upon unlock, players receive their first Kit for free. This is true for all rarities. No more gear rarity blending. Enhanced Sponsored Kits means Enhanced Gear, etc. Developer Note: Looking at feedback and data, we're making Sponsored Kits unlock sooner, and have gear to match their rarity. Allowing players to reach higher rarity floors sooner was a focus for Season 2 and these changes aim to address that. Replaced Materialist item status effects with new Materialist lootable trinkets. Ping+ V4 Schema is now Superior (purple), to match the rarity of the Ping+ V4 Implant. Salvage is now found more reliably in its associated region. Removed the container-specific Salvage (e.g. Deimosite Rods in Arms Lockers). Rebalanced Credit costs and Schema rarities for Weapons to better match their retuned combat potential. Combat UESC Turrets and Drones are now counted as combatants for purposes of the Run Report and other statistics. Faction awards have been added when starting in-run activities like Supply Drop and Secured Resources, in addition to the faction rep granted when the activities are completed. Some faction awards that were not shared by the crew, such as TAD activations, are now awarded to the whole crew. Runner Shells Adjusted ping to work more intuitively with the DBNO (down but not out) camera angle and to make it much easier to successfully ping enemies while downed. Fixed an issue where the Heat bar would sometimes jump around when performing a heavy melee attack. Fixed an issue where finishers could sometimes push Runners through geometry. Fixed an issue where the crew feed death announcement could fail to appear when a Runner was killed by a non-Runner or non-combatant source like out-of-bounds
Added Streamer Mode option in the Settings:
The ability to hide you and your Crew’s names on your screen.
The ability to replace your in-run name with a generic one across places like pings, kill feed, death recap, and spectate.
The ability to replace other players’ names on your screen with generic names.
A configurable matchmaking delay to help make stream sniping harder.
Added settings for controller cursor friction.
Fixed an issue where doors could sometimes become desynced from the server.
Setting your Steam online status to "invisible" no longer causes the in-game roster to be "invisible". Now you have to set that manually.
Duos is now a regular option - each day a new location is chosen to have Duo queue active, indicated by a Duos marker on Zone Select.
Matchmaking now supports a countdown time before launching into a run.
Brand new players to Marathon are more likely to match with other new players during the opening of S2.
Players may now select between multiple matchmaking network preferences.
Developer Note: This experimental matchmaking preference allows players to choose whether they want to wait for longer to increase their chances of finding a group of players located near to them. We will also continue to monitor the performance of Matchmaking over time and adjust its configuration to provide a balanced experience that works for most players by default.
Added the zone name to the Matchmaking status screen.
Merged Ranked High Stakes and Low Stakes into a single mode.
Faction reputation awarded by completing Standard contracts has been significantly improved.
Increased the amount of Credits gained when achieving early Season Level rank ups.
Premium Rewards Pass owners can now either claim individual rewards with SILK or purchase them for LUX if desired instead. The page will still need to be unlocked before the reward can be purchased.
Unclaimed cosmetic Codex rewards will be claimed automatically at the end of Season 1.
Increased the size of Overflow inventory to prevent accidental item loss.
Runners will now receive a small amount of Runner Level XP for time spent in a Run.
Key templates now have objective requirements Runners must fulfill in order to convert the template to a functional key.
The first 5 contracts completed each week will award a flat amount of bonus Faction rep. Unused bonuses roll over and stack.
Ex: If you join in week 3, the bonus will apply to your first 15 contracts (5 for week 3, plus 10 unused from weeks 1 and 2).
Weapon schemas in the Season 1 Rewards Pass have been replaced with Credits for Season 2.
At the start of each season, certain gameplay items or materials in older Rewards Passes may get replaced in this way to ensure they maintain value as our game economies change over time.
Increased the Credit cost for Shield Implants, Self Revives and Bubble Shields to better reflect their combat value.
Sponsored Kits:
Added Deluxe and Superior Sponsored Kits to all Factions
Enhanced Sponsored Kits unlock at Faction Level 10
Enhanced Sponsored Kits now cost 4,000
Deluxe Sponsored Kits now cost 12,000
Deluxe Sponsored Kits unlock at Faction Level 20
Superior Sponsored Kits cost 40,000
Superior Sponsored Kits unlock at Faction Level VIP
Upon unlock, players receive their first Kit for free. This is true for all rarities.
No more gear rarity blending. Enhanced Sponsored Kits means Enhanced Gear, etc.
Developer Note: Looking at feedback and data, we're making Sponsored Kits unlock sooner, and have gear to match their rarity. Allowing players to reach higher rarity floors sooner was a focus for Season 2 and these changes aim to address that.
Replaced Materialist item status effects with new Materialist lootable trinkets.
Ping+ V4 Schema is now Superior (purple), to match the rarity of the Ping+ V4 Implant.
Salvage is now found more reliably in its associated region. Removed the container-specific Salvage (e.g. Deimosite Rods in Arms Lockers).
Rebalanced Credit costs and Schema rarities for Weapons to better match their retuned combat potential.
UESC Turrets and Drones are now counted as combatants for purposes of the Run Report and other statistics.
Faction awards have been added when starting in-run activities like Supply Drop and Secured Resources, in addition to the faction rep granted when the activities are completed.
Some faction awards that were not shared by the crew, such as TAD activations, are now awarded to the whole crew.
Adjusted ping to work more intuitively with the DBNO (down but not out) camera angle and to make it much easier to successfully ping enemies while downed.
Fixed an issue where the Heat bar would sometimes jump around when performing a heavy melee attack.
Fixed an issue where finishers could sometimes push Runners through geometry.
Fixed an issue where the crew feed death announcement could fail to appear when a Runner was killed by a non-Runner or non-combatant source like out-of-bounds volumes.
Fixed an issue where DBNO (down but not out) movement animations would not play if the player was holding ADS (aim down sights) when downed.
Mantle has been adjusted to make climbing up rough terrain more consistent.
Fixed an issue where players would bump up and down repeatedly when pushing up against railings.
The Prime Recovery and Tactical Recovery stats now increase the recharge rate of their respective abilities by a maximum of 70%, down from 100% in S1.
Developer Note: With the Cradle, players have far more direct access to increasing their baseline Runner stats without needing to collect materials and purchase faction upgrades. This is a significant increase in average power that we need to adjust for to maintain our intended balance tuning. Additionally, in the live game these stats are shaving off too much of the cooldown time for powerful abilities when maxed out, which when combined with Energy Amp is resulting in situations where it feels like certain abilities have no counterplay. We're taking a swing at the top end recharge rates to help manage this power increase and preserve opportunities for players to capitalize on the downtime between enemy abilities.
Smart Heal will now recommend a Cardio Kick if a Runner is missing zero health and has one available.
Defender System (Prime Ability):
Deploy a defensive platform that harmlessly neutralizes incoming explosives. You and your allies also gain increased weapon stability and reload speed when standing near the device. And as always, bear in mind that it’s got a limited number of projectiles to fire! Be sure to keep a steady eye out.
Snare Mine (Tactical Ability):
Toss a proximity-triggered mine which detonates into several Immobilizing submunitions when enemies get too close.
Prey Tracker (Trait Ability):
Activate motion tracking systems in your HUD that allow you to see moving enemies on radar within a conical zone in front of you.
Castle Doctrine (Passive):
You ready and reload SMGs, Pistols, and Shotguns more quickly based on the number of nearby hostiles. When you take splash damage, your Hardware, Firewall, and Self-Repair Speed are increased for a short time.
Fixed an issue where the Smoke Screen projectile could get stuck in tight corners and fail to detonate.
Fixed an issue where Riot Barricade could be activated while getting on a ladder.
Fixed an issue where switching weapons during a Thruster activation could fail to ready the weapon.
Fixed an issue where Shock Drone detonation VFX could appear far away from the actual detonation.
Added an inspect animation for Reboot+.
Updated Reboot+ targeting icons for a more consistent visual style.
Reduced instances of desync when being hit by Knockback.
Fixed multiple Thief drone exploits where the drone could go out of bounds or into unplayable areas.
The Close and Personal shared Core has been removed. This benefit can now be obtained from the Cradle upgrade system instead.
Reversal (Enhanced): Defeating an Immobilized target heals you over time.
Wellness Beacon (Deluxe): While standing near your Defender System, you and your allies use medical items more quickly.
Eminent Domain (Prestige): Runner grenades neutralized by your Defender System fall to the floor and become lootable.
+ 7 more!
Implants have been significantly reworked. Each implant now has a single, fixed perk and a fixed stat package.
Item rarity now determines the total amount of stats provided by an implant. The total amount of stats scales up with each rarity tier, from grey all the way up through gold.
Certain implants can only be found at higher rarity tiers.
Energy Harvester's perk now activates on tactical ability activation rather than deactivation. This means that state-based tactical abilities (like Assassin's Active Camo) gain the benefit while the ability is active, rather than needing to wait for the effects to end.
Head
Blindside - Performing a finisher on a downed Runner grants you the effects of Signal Jammer for a short time.
Immune Response - Cleansing an MCH status effect briefly increases your Melee Damage. Cleansing an OS status effect briefly increases your Self-Repair Speed
Dynamo - Gain increased Agility and Heat Capacity when your tactical or prime abilities are fully charged. Stacks twice.
Torso
Going Dark - While channeling a healing consumable, you become invisible.
Splash Guard - When you take splash damage, your Agility is briefly increased. You take less self-damage from your explosive equipment.
Inoculation Kit - While under the effects of an MCH or OS status effect, all of your non-resistance stats are increased.
Lower
Duck and Cover - After sliding, your Self-Repair Speed is briefly increased and you use healing consumables more quickly.
Trailblazer Kit - After defeating a hostile with a melee or knife attack, your next slide generates no heat.
Weapon cosmetics can now be customized directly through an item's "Inspect" screen.
Weapons in the Overflow inventory can now be inspected, which allows their mods to be removed if there is Vault space available.
Fixed an issue where picking up loose loot while switching weapons could result in the player's equipped weapon being in a bad state.
New – D54 Battle Pistol
Fully automatic, 3-round burst handgun.
CE Tactical Sidearm
Increased the speed at which the weapon's recoil settles when firing by 15%.
Reduced ADS accuracy error multiplier by ~50%.
Rebased aim assist and magnetism min and max falloff distances:
Aim Assist
Minimum distance increased from 11 meters to 14 meters at base range stat and from 14 meters to 22 meters at maximum range stat.
Maximum distance increased from 22 meters to 25 meters at base range stat and from 21 meters to 29 meters at maximum range stat.
Magnetism
Minimum distance increased from 15 meters to 18 meters at base range stat and from 18.6 meters to 29.6 meters at maximum range stat.
Maximum distance increased from 25 meters to 26.2 meters at base range stat and from 24.8 meters to 39 meters at maximum range stat.
Rebased aim assist cone size stats:
Increased aim assist cone size at base aim assist stat by 33%.
Increased aim assist cone size at max aim assist stat by 16%.
Rebased hip fire and ADS projectile accuracy stats to compensate.
In general, this means an increase in projectile error all up to account for the increased aim assist cone size.
Reduced crouch accuracy bonus at max crouch accuracy stat by 117%.
Reduced moving accuracy bonus at minimum moving accuracy stat by 22%.
Increased moving accuracy bonus at maximum moving accuracy stat by 50%.
Magnum MC
Decreased the rate of fire from 150rpm to 138rpm.
Damage per bullet increased from 33 to 41.
Precision multiplier decreased from 2.0 to 1.9.
Increased the aim assist fall off start distance by 20%.
Adjusted reticle recentering behavior for easier follow-up shots when firing rapidly.
New – KKV-9SD
Pistol frame SMG with an integrated suppressor.
BRRT
Increased magazine size from 35 to 45.
Copperhead RF
Converted base bullet and Prestige mod bullets from projectile to hit scan.
Rebased magazine stats to multiples of 3 to better support Prestige mod
Base magazine size goes from 28 to 30.
Max magazine size goes from 78 to 57.
Misriah 2442
Increased pellet spread in hip fire by 10%.
Increased pellet spread while aiming down sights by 5%.
Increased base rate of fire from 58RPM to 72RPM.
This is to compensate for the removal of increased fire rate stats previously granted by Slick Mag magazine mod family.
Rebased magazine stat so now every mag will result in at least +1 round in the magazine.
Base magazine size remains at 4 and max magazine size remains 10.
Reduced base damage falloff start from 11 meters to 10 meters.
Increased max damage falloff start from 15 meters to 16 meters.
Overrun
Reduced horizontal and vertical recoil for base weapon, resulting in more control at lower rarity tiers:
Horizontal recoil reduced by ~50%.
Vertical recoil reduced by ~12%.
Twin Tap
Reduced this weapon’s horizontal recoil variance, resulting in ~75% less horizontal spread.
RPM changed from 420rpm to 600rpm
Increased the speed of rounds in a burst by ~30%.
Decreased actual rate of fire by ~20% to compensate.
Damage per bullet increased from 17 to 22.
Precision multiplier reduced from 1.7x to 1.3x.
Fixed an issue where this weapon was not benefitting from crouch accuracy stat bonuses.
Increased magazine capacity across all mags
Slightly increased the speed at which the accuracy cone returns to baseline when firing.
Q-Tap Regen Optic
Rate of fire decreased by ~12.5%.
Precision multipliers decrease from 1.7x to 1.4x.
Increased damage per bullet from 14 to 15.
V75 SCAR
Increased reload speed by ~18%
Impact HAR
Added more camera shake at high stability stat to feel more appropriate for a heavy ammo weapon.
Converted bullets fired from this weapon from projectile to hitscan.
V66 Lookout
Decreased charge shot charge time by 18%
Increased reload speed by ~18%
BR33 Volley Rifle
Fixed an issue with the BR33 Victory Lap “blunique” (Deluxe Unique) variant that was granting erroneous stats and updated it with the correct intended stats.
The erroneous stats weren't providing any bonuses or penalties, this is under the hood cleanup.
The correct intended stat bonuses are:
+10 Stability
+30 Range
+10 Accuracy
+30 Reload Speed
+30 Move Speed
+40 ADS Speed
+20 Equip Speed
+10 Aim Assist
Mods can now be dragged directly from one weapon to another in the Loadout UI screen.
Mods can now be dragged from an equipped weapon into a container while in-run.
Fixed an issue where dragging a mod to detach it failed to play a sound cue.
Removed sniper thermal optics.
Stack Overflow
Rotated all rarities out of the loot pool for Season 2.
Optimal Prime
Rotated all rarities out of the loot pool for Season 2.
Rorschach Test
Now adds a bonus to stability and aim assist for 10 seconds after activation.
Increased the overflow amount for ballistic weapons by roughly ~20%.
Insurance Plan
The MCH and OS cleanse from the Superior rarity tier is now part of the Deluxe and Enhanced rarity tiers as well.
Keyboard Warrior
Increased accuracy and range stat bonuses by 25%.
Chaos Theory
Added a passive boost to the reload stat for Enhanced, Deluxe, and Superior rarities.
See Ya
Increased the duration of invisibility from 3 seconds to 4 seconds.
Trigger Discipline
Fixed an issue where Trigger Discipline was always permanently active.
Reworked the perk under the hood to provide bonuses to the relevant accuracy stats instead of only just a flat bonus multiplier.
Reduced the flat bonus multiplier to a static value across all tiers
This should mean each tier of Trigger Discipline should feel as powerful as before but feels more predictable across different weapons.
Added perk feedback to the HUD tray to help communicate the active timer of the perk.
Background Process
Added a passive bonus to the equip speed stat across all tiers.
Mini Jammer
Fixed an issue where the Deluxe rarity tier could activate while the weapon is stowed.
Added passive stat penalties to the aim assist and ADS speed stats across all tiers.
Increased the time it takes to activate the perk effect on Enhanced, Deluxe, and Superior tiers.
Enhanced: was 2.5 seconds; is now 3 seconds.
Deluxe: was 1 seconds; is now 2 seconds.
Superior: was 0.5 seconds; is now 1 second.
Blue Blood
Now heals 25 health over 1 second. Previously was instant.
Reverse Card
Now heals 20 shield over 1 second. Previously was instant.
Removed the requirement of the player needing to be below half health in order to proc Reverse Card.
Eyes On Fire
Added a passive bonus to the aim assist stat across all tiers.
Bounty Hunter
Increased the amount of credits rewarded per UESC kill:
Standard: 10 credits increased to 25 credits.
Enhanced: 15 credits increased to 50 credits.
Deluxe: 20 credits increased to 75 credits.
Superior: 25 credits increased to 100 credits.
Fixed an issue where Bounty Hunter wasn't awarding credits upon killing UESC scan drones.
Cloudborn
Redesigned perk benefits entirely:
While in smoke, this weapon has increased stability, accuracy, handling, and movement speed.
Previously the benefit was overflowing the magazine on reloading while in smoke.
New – Ghillie Suit (all rarities)
After crouching for a short duration, this weapon has increased stability, range, and accuracy.
New – Buffer Overflow (all rarities)
Precision downs and kills with this weapon grants a stacking increase to reload speed.
New – Urgent Care (all rarities)
Kills or downs with this weapon while missing health grants a stacking bonus to your Self-Repair speed until you return to full health.
Developer Note: The number of stacks and benefits increases with each tier. Upon S2 launch, the chip mod description will not specify this and will be fixed in an upcoming release.
New – Alarmist (all rarities)
After aiming down sights for a brief duration, projectile impacts create a terrifying scan drone alert.
New – Refocuser (all rarities)
Taking explosive damage grants this weapon increased ADS speed and aim assist.
New – Scrapyard (all rarities)
Defeating hostiles with this weapon has a chance to spawn depleted health items or standard materials.
Dev Note: The chance increases with each tier. Upon S2 launch, the chip mod description will not specify this and will be fixed in an upcoming release.
New – Exterminator (all rarities)
This weapon deals increased damage against the terrors of \[REDACTED].
New – Brain Freeze (Superior rarity only)
Precision downs and kills with this weapon create a small explosion that spreads Frost to nearby hostiles.
Shotgun
Compartmental Mag
Enhanced (Green): was +25 Range and +30 Magazine, now +10 Range, +10 Magazine, and +10 Reload Speed
Deluxe (Blue): was +35 Range and +40 Magazine, now +15 Range, +20 Magazine, and +20 Reload Speed
Superior (Purple): was +45 Range and +10 Magazine, now +20 Range, +30 Magazine, and +30 Reload Speed
Fastload Mag
Enhanced (Green): was +20 Magazine and +30 Reload Speed, now +20 Reload Speed
Deluxe (Blue): was +30 Magazine and +60 Reload Speed, now +10 Magazine and +40 Reload
Added the Revealing Rounds perk as an intrinsic perk.
Superior (Purple): was +40 Magazine and +90 Reload Speed, now +20 Magazine and +40 Reload Speed
Added the Revealing Rounds perk as an intrinsic perk.
Extra Mag
Enhanced (Green): was +10 Reload Speed and +30 Magazine, now +30 Magazine
Deluxe (Blue): was +60 Magazine and +20 Reload Speed, now +50 Magazine
Superior (Purple): was +90 Magazine and +30 Reload Speed, now +80 Magazine
Slick Mag
Enhanced (Green): was +40 Rate of Fire and +20 Magazine, now +10 Magazine and +15 Range
Deluxe (Blue): was +50 Rate of Fire and +30 Magazine, now +20 Magazine and +40 Range
Superior (Purple): was +60 Rate of Fire and +40 Magazine, now +30 Magazine and +60 Range
Rifle/SMG
Hollow-Case Rounds
Enhanced (Green): was +10 Magazine, +5 Reload Speed, and +5 Range, now +10 Range and +10 Reload Speed
Deluxe (Blue): was +30 Magazine, +15 Reload Speed, and +15 Range, now +20 Range and +20 Reload Speed
Superior (Purple): was +50 Magazine, +25 Reload Speed, and +30 Range, now +30 Range and +30 Reload Speed
Reloader Mag
Enhanced (Green): was +10 Magazine and +10 Reload Speed, now +10 Magazine and +30 Reload Speed
Deluxe (Blue): was +30 Magazine and +40 Reload Speed, now +20 Magazine and +50 Reload Speed
Added the Revealing Rounds perk as an intrinsic perk.
Superior (Purple): was +60 Magazine and +80 Reload Speed, now +30 Magazine and +70 Reload Speed
Added the Revealing Rounds perk as an intrinsic perk.
Steady Rounds
Enhanced (Green): was +10 Magazine and +10 Stability, now +10 Magazine, +10 Stability, and +10 Range
Deluxe (Blue): was +20 Magazine, +20 Stability, +15 Range, now +20 Magazine, +30 Stability, and +15 Range
Superior (Purple): was +40 Magazine and +50 Stability, now +30 Magazine, +50 Stability, and +20 Range
Drum Mag
Deluxe (Blue): was +60 Magazine, now +50 Magazine
Superior (Purple): was +90 Magazine, now +80 Magazine
Precision Rifle
Stabilizing Mag
Enhanced (Green): was +10 Stability and +20 Magazine, now +20 Magazine and +20 Stability
Deluxe (Blue): was +30 Stability and +40 Magazine, now +30 Magazine and +40 Stability
Superior (Purple): was +50 Stability and +50 Magazine, now +40 Magazine and +50 Stability
Combat Mag
Enhanced (Green): was +10 Range, +10 Magazine, and +20 Reload Speed, now +10 Magazine and +30 Reload
Deluxe (Blue): was +20 Range, +40 Magazine, and +20 Reload Speed, now +20 Magazine and +50 Reload
Added the Revealing Rounds perk as an intrinsic perk.
Superior (Purple): was +40 Range, +60 Magazine, and +40 Reload Speed, now +30 Magazine and +70 Reload
Added the Revealing Rounds perk as an intrinsic perk.
Feather Mag
Enhanced (Green): was +10 Magazine and +20 Reload Speed, now +10 Range, +10 Reload Speed, and +10 Magazine
Deluxe (Blue): was +20 Magazine and +40 Reload Speed, now +20 Range, +20 Reload Speed, and +20 Magazine
Superior (Purple): was +40 Magazine and +70 Reload Speed, now +30 Range, +30 Reload Speed, and +30 Magazine
Hi-Cap Mag
Deluxe (Blue): was +60 Magazine, now +50 Magazine
Superior (Purple): was +90 Magazine, now +80 Magazine
Pistol
Balanced Mag
Enhanced (Green): was +15 Magazine and +10 Reload, now +10 Magazine, +10 Range, and +10 Reload Speed
Deluxe (Blue): was +30 Magazine and +15 Reload, now +20 Magazine, +20 Range, +20 Reload Speed
Superior (Purple): was +50 Magazine and +30 Reload, now +30 Magazine, +30 Range, and +30 Reload Speed
Hi-Speed Mag
Enhanced (Green): was +10 Magazine and +15 Reload Speed, now +20 Magazine and +30 Reload Speed
Deluxe (Blue): was +30 Magazine and +50 Reload Speed, now +30 Magazine and +50 Reload Speed
Added the Revealing Rounds perk as an intrinsic perk.
Superior (Purple): was +30 Magazine and +70 Reload Speed, now +40 Magazine and +70 Reload Speed
Added the Revealing Rounds perk as an intrinsic perk.
Steady Mag
Enhanced (Green): was +10 Stability and +10 Magazine, now +10 Stability, +10 Magazine, and +10 Range
Deluxe (Blue): was +15 Stability and +25 Magazine, now +30 Stability, +20 Magazine, and +15 Range
Superior (Purple): was +25 Stability and +60 Magazine, now +50 Stability, +30 Magazine, and +20 Range
BFM
Enhanced (Green): was +20 Magazine, now +30 Magazine
Superior (Purple): was +90 Magazine, now +80 Magazine
Railgun (Payload)
Balanced Payload
Enhanced (Green): was +15 Magazine, +10 Reload Speed, +5 Movement Speed, now +10 Magazine, +10 Stability, +10 Reload Speed
Deluxe (Blue): was +30 Magazine, +20 Reload Speed, +15 Movement Speed, now +20 Magazine, +20 Stability, +20 Reload Speed
Superior (Purple): was +40 Magazine, +30 Reload Speed, +20 Movement Speed, now +30 Magazine, +30 Stability, +30 Reload Speed
Turbo Drive
Enhanced (Green): was +10 Magazine and +30 Reload Speed, now +20 Magazine and +30 Reload Speed
Deluxe (Blue): was +20 Magazine and +60 Reload Speed, now +30 Magazine and +50 Reload Speed
Added the Revealing Rounds perk as an intrinsic perk.
Superior (Purple): was +30 Magazine and +70 Reload Speed, now +40 Magazine and +70 Reload Speed
Added the Revealing Rounds perk as an intrinsic perk.
Hi-Velocity Payload
Enhanced (Green): was +20 Magazine and +10 Range, now +20 Magazine and +30 Range
Deluxe (Blue): was +40 Magazine and +20 Range, now +30 Magazine and +50 Range
Superior (Purple): was +60 Magazine and +30 Range, now +40 Magazine and +80 Range
Mega Drive
Superior (Purple): was +90 Magazine, now +80 Magazine
LMG (Belts)
Cloudfeather Belt
Enhanced (Green): was +10 Magazine and +20 Reload, now +20 Magazine, +10 Reload Speed, and +10 Stability
Deluxe (Blue): was +20 Magazine and +60 Reload, now +30 Magazine, +20 Reload Speed, and +20 Stability
Superior (Purple): was +30 Magazine and +80 Reload, now +40 Magazine, +30 Reload Speed, and +30 Stability
Turbo Belt
Enhanced (Green): was +15 Magazine, +5 Reload Speed, and +10 Movement Speed, now +10 Magazine, +20 Reload Speed, and +20 Movement Speed
Deluxe (Blue): was +30 Magazine, +15 Reload Speed, and +20 Movement Speed, now +20 Magazine, +40 Reload Speed, and +40 Movement Speed
Added the Revealing Rounds perk as an intrinsic perk.
Superior (Purple): was +40 Magazine, +20 Reload Speed, and +30 Movement Speed, now +30 Magazine, +80 Reload Speed, and +80 Movement Speed
Added the Revealing Rounds perk as an intrinsic perk.
Balanced Belt
Enhanced (Green): was +10 Range and +10 Magazine, now +10 Range, +10 Stability, and +10 Magazine
Deluxe (Blue): was +15 Range, +50 Magazine, and +5 Reload Speed, now +30 Range, +30 Stability, and +30 Magazine
Superior (Purple): was +20 Range, +60 Magazine, and +10 Reload Speed, now +50 Range, +50 Stability, and +50 Magazine
Mega Belt
Enhanced (Green): was +20 Magazine, now +30 Magazine
Deluxe (Blue): was +60 Magazine and -5 Movement Speed, now +50 Magazine
Superior (Purple): was +90 Magazine and -10 Movement Speed, now +80 Magazine
Volt Cell (Fusion Ammo)
Compression Chamber
Enhanced (Green): was +20 Magazine, now +20 Magazine and +20 Range
Deluxe (Blue): was +30 Magazine, +20 Reload Speed, and +10 Movement Speed, now +40 Magazine and +40 Range
Superior (Purple): was +50 Magazine, +30 Reload Speed, and +45 Movement Speed, now +60 Magazine and +60 Range
Tapered Heat Sink
Enhanced (Green): was +10 Magazine and +15 Reload Speed, now +10 Magazine and +30 Reload Speed
Deluxe (Blue): was +40 Magazine and +20 Reload Speed, now +20 Magazine and +50 Reload Speed
Added the Revealing Rounds perk as an intrinsic perk.
Superior (Purple): was +65 Magazine and +30 Reload Speed, now +30 Magazine and +70 Reload Speed
Added the Revealing Rounds perk as an intrinsic perk.
Air-Cooled Chamber
Enhanced (Green): was +15 Magazine and +10 Reload Speed, now +10 Magazine and +20 Stability
Deluxe (Blue): was +20 Magazine and +40 Reload Speed, now +20 Magazine and +40 Stability
Superior (Purple): was +30 Magazine and +70 Reload Speed, now +30 Magazine and +70 Stability
Hi-Cap Heat Sink
Enhanced (Green): was +20 Magazine, now +30 Magazine
Deluxe (Blue): was +50 Magazine and -5 Reload Speed, now +50 Magazine
Superior (Purple): was +90 Magazine and -10 Reload Speed, now +80 Magazine
Volt Array (Volt Battery Ammo)
Cloudfeather Chamber
Enhanced (Green): was +10 Magazine, +10 Reload Speed, and +10 Movement Speed, now +20 Magazine, +10 Reload Speed, and +10 Range
Deluxe (Blue): was +40 Magazine, +20 Reload Speed, and +25 Movement Speed, now +30 Magazine, +20 Reload Speed, and +20 Range
Superior (Purple): was +70 Magazine, +30 Reload Speed, and +45 Movement Speed, now +40 Magazine, +30 Reload Speed, and +30 Range
Null-Grav Chamber
Enhanced (Green): was +10 Stability, +15 Range, and +10 Magazine, now +10 Magazine and +20 Stability
Deluxe (Blue): was +20 Stability, +15 Range, and +30 Magazine, now +20 Magazine and +40 Stability
Added the Revealing Rounds perk as an intrinsic perk.
Superior (Purple): was +30 Stability, +15 Range, and +40 Magazine, now +30 Magazine and +70 Stability
Added the Revealing Rounds perk as an intrinsic perk.
Turbo Chamber
Enhanced (Green): was +10 Magazine and +15 Reload Speed, now +10 Magazine and +30 Reload Speed
Deluxe (Blue): was +20 Magazine and +45 Reload Speed, now +20 Magazine and +50 Reload Speed
Superior (Purple): was +30 Magazine and +60 Reload Speed, now +30 Magazine and +70 Reload Speed
Hi-Cap Chamber
Enhanced (Green): was +20 Magazine, now +30 Magazine
Superior (Purple): was +90 Magazine, now +80 Magazine
Sniper
SP Scope (Thermal)
Superior (Purple): Rotated the Superior rarity out of the loot pool for Season 2. As this was the only thermal sniper optic left in the loot pool, this means there will not be a thermal sniper optic mod available in Season 2.
Neuro-Optic Lens (Variable Zoom)
Enhanced (Green): was +50 ADS Speed, now +15 ADS Speed and +15 ADS Accuracy
Deluxe (Blue): was +70 ADS Speed, now +30 ADS Speed and +30 ADS Accuracy
Superior (Purple): was +100 ADS Speed, now +60 ADS Speed and +60 ADS Accuracy
Accu-Sight Optic
Enhanced (Green): was +10 ADS Speed and +30 ADS Accuracy, now +10 ADS Accuracy, +10 Range, and +10 Moving Accuracy
Deluxe (Blue): was +20 ADS Speed and +50 ADS Accuracy, now +20 ADS Accuracy, +20 Range, and +20 Moving Accuracy
Superior (Purple): was +30 ADS Speed and +70 ADS Accuracy, now +40 ADS Accuracy, +40 Range, and +40 Moving Accuracy
Long Scope (Rangefinder)
Enhanced (Green): was +15 Range, now +10 ADS Speed, +10 Range, and +ADS Accuracy
Deluxe (Blue): was +30 Range, now +20 ADS Speed, +20 Range, and +20 ADS Accuracy
Superior (Purple): was +45 Range, now +40 ADS Speed, +40 Range, and +40 ADS Accuracy
Rifle/SMG
Shortwave Scout Optic (Thermals)
Superior (Purple): was -20 ADS Speed and +70 ADS Accuracy, now -20 ADS Speed, +60 Moving Accuracy, and +60 Range
TwinScope Optic (Variable)
Enhanced (Green): was +20 ADS Speed and +25 ADS Accuracy, now +20 ADS Accuracy and +10 ADS Speed
Deluxe (Blue): was +30 ADS Speed and +35 ADS Accuracy, now +40 ADS Accuracy and +20 ADS Speed
Superior (Purple): was +40 ADS Speed and +50 ADS Accuracy, now +70 ADS Accuracy and +40 ADS Speed
MidSight Optic
Enhanced (Green): was +30 ADS Accuracy and +30 Moving Accuracy, now +10 ADS Speed, +10 ADS Accuracy, and +10 Moving Accuracy
Deluxe (Blue): was +40 ADS Accuracy and +40 Moving Accuracy, now +20 ADS Speed, +20 ADS Accuracy, and +20 Moving Accuracy
Superior (Purple): was +60 ADS Accuracy and +60 Moving Accuracy, now +40 ADS Speed, +40 ADS Accuracy, and +40 Moving Accuracy
Far Reach Optic (Rangefinder)
Enhanced (Green): was +30 Range, now +10 Range, +10 ADS Speed, and +10 ADS Accuracy
Deluxe (Blue): was +50 Range, now +30 Range, +20 ADS Speed, and +20 ADS Accuracy
Superior (Purple): was +70 Range, now +60 Range, +30 ADS Speed, and +30 ADS Accuracy
Pistol
Duelist Lens (Thermals)
Superior (Purple): was -20 ADS Speed, +20 Range, and +70 ADS Accuracy, now -20 ADS Speed, +60 Moving Accuracy, and +60 Range
Oracle Lens
Enhanced (Green): was +40 ADS Speed, +30 Moving Accuracy, and +30 ADS Accuracy, now +20 ADS Accuracy, +10 Moving Accuracy
Deluxe (Blue): was +60 ADS Speed, +50 Moving Accuracy, and +40 ADS Accuracy, now +60 ADS Accuracy, +20 Moving Accuracy
Superior (Purple): was +80 ADS Speed, +80 Moving Accuracy, and +50 ADS Accuracy, now +70 ADS Accuracy, +50 Moving Accuracy
Vigilant Lens
Enhanced (Green): was +20 ADS Speed and +15 ADS Accuracy, now +20 ADS Speed and +20 Moving Accuracy
Deluxe (Blue): was +30 ADS Speed and +30 ADS Accuracy, now +30 ADS Speed and +30 Moving Accuracy
Superior (Purple): was +40 ADS Speed and +45 ADS Accuracy, now +70 ADS Speed and +50 Moving Accuracy
Rangefinder Lens (Rangefinder)
Enhanced (Green): was +20 ADS Accuracy, now +10 Range, +10 ADS Accuracy, and +10 Moving Accuracy
Deluxe (Blue): was +40 ADS Accuracy, now +30 Range, +20 ADS Accuracy, and +20 Moving Accuracy
Superior (Purple): was +60 ADS Accuracy, now +50 Range, +40 ADS Accuracy, and +30 Moving Accuracy
Precision Rifle
Thermal Optic (Thermals)
Superior (Purple): was -20 ADS Speed and +50 ADS Accuracy, now -20 ADS Speed, +60 ADS Accuracy and +60 Moving Accuracy
Cold Vigilance Scope
Enhanced (Green): was +30 ADS Speed and +20 ADS Accuracy, now +10 ADS Speed, +10 ADS Accuracy, +10 Moving Accuracy
Deluxe (Blue): was +50 ADS Speed and +35 ADS Accuracy, now +30 ADS Speed, +20 ADS Accuracy, +20 Moving Accuracy
Superior (Purple): was +80 ADS Speed and +45 ADS Accuracy, now +70 ADS Speed, +30 ADS Accuracy, +40 Moving Accuracy
Hi-Zoom Optic
Enhanced (Green): was +25 ADS Accuracy and 20 Range, now +20 ADS Accuracy and +20 Range
Deluxe (Blue): was +30 Range and +35 ADS Accuracy, now +40 ADS Accuracy and +40 Range
Superior (Purple): was +70 Range and +50 ADS Accuracy, now +70 ADS Accuracy and +70 Range
Rangefinder Optic (Rangefinder)
Enhanced (Green): was +30 ADS Accuracy and +25 Moving Accuracy, now +10 Range, +10 ADS Accuracy, and +10 Moving Accuracy
Deluxe (Blue): was +50 ADS Accuracy and +50 Moving Accuracy, now +30 Range, +20 ADS Accuracy, and +20 Moving Accuracy
Superior (Purple): was +70 ADS Accuracy and +75 Moving Accuracy, now +70 Range, +40 ADS Accuracy, and +30 Moving Accuracy
LMG
Accu-Sight Lens (Thermals)
Superior (Purple): was -20 ADS Speed, +50 Range, and +50 ADS Accuracy, now -20 ADS Speed, +60 Range, and +60 Moving Accuracy
Optic 1.4x
Enhanced (Green): was +20 ADS Accuracy and +20 Moving Accuracy, and +20 ADS Speed and +20 ADS Accuracy
Deluxe (Blue): was +30 ADS Accuracy and +50 Moving Accuracy, and +40 ADS Speed and +40 ADS Accuracy
Superior (Purple): was +50 ADS Accuracy and +80 Moving Accuracy, and +60 ADS Speed and +60 ADS Accuracy
Clear-Eyed Lens
Enhanced (Green): was +30 ADS Speed and +15 ADS Accuracy, now +10 ADS Accuracy, +10 Range, and +10 Moving Accuracy
Deluxe (Blue): was +50 ADS Speed and +25 ADS Accuracy, now +30 ADS Accuracy, +20 Range, and +20 Moving Accuracy
Superior (Purple): was +70 ADS Speed and +35 ADS Accuracy, now +70 ADS Accuracy, +40 Range, and +30 Moving Accuracy
Rangefinder Optic 1.3x (Rangefinder)
Enhanced (Green): was +20 ADS Accuracy +20 Crouch Accuracy, now +10 Range, +10 ADS Accuracy, and +10 Crouch Accuracy
Deluxe (Blue): was +30 ADS Accuracy +30 Crouch Accuracy, now +20 Range, +20 ADS Accuracy, and +20 Crouch Accuracy
Superior (Purple): was +50 ADS Accuracy +50 Crouch Accuracy, now +40 Range, +40 ADS Accuracy, and +40 Crouch Accuracy
Grenade ready animations extended by 0.2 seconds.
Developer Note: The ready animation plays when a grenade is pulled out and primed. The throw (after the button has been released) is unchanged. We feel this change preserves the responsiveness and joy of throwing a grenade, but has a measurable effect on how many grenades can be thrown in rapid succession. The extra time also allowed us to polish the ready animations and make them a little more expressive.
New – Frost Mine
The Frost Mine is a placeable piece of equipment, similar to a Claymore. It detonates when an enemy is nearby and instead of a high damage conical blast like the Claymore, it explodes in a spherical blast dealing moderate damage but also spreading the Frost debuff to any enemy caught in it.
New – Vector Grenade
This grenade’s primary purpose is not damage, but rather information. When a Vector Grenade detonates, it creates a field of revealing pulses that linger in the world for a short time, highlighting spaces in a large area and any enemies inside its radius. This grenade is an essential companion in Night Marsh and in other hard-to-see places.
New – Signal Flares
Signal flares come in red, green, and blue varieties, and they each have a different lens flare shape.
Frag Grenade
Reduced max damage by 15% (135 → 115).
Heat Grenade
Reduced damage by 50% (40 → 20).
Signal Jammer
Visual and detection jamming will temporarily flicker off when a player performs actions, uses abilities, shoots their weapon, or takes damage.
No longer blocks detection by Early Warning System (Prestige Recon Core).
No longer blocks detection by Vital Intel (Stryder M1T Prestige Optic Mod).
Developer Note: Signal Jammers in Season 1 felt like a default requirement for any engagement because they offered a flat, guaranteed advantage whether you were repositioning for an ambush or sprinting directly into combat. This change will make Signal Jammers reward tactical movement and stealth while being less effective during a firefight.
Non-Warden UESC Ghost weapon damage decreased by ~20%.
Reduced tox plant activation radius, updated ground visuals for better visibility.
Removed damage from the Compiler's death performance, though Runners will still be knocked back.
Fixed an issue where the Scorch Warden's slam attack could be initiated through walls.
Reduced camera displacement from UESC Scout's heat blast ability.
Players are now able to click on an equippable loadout slot while on vault screen to refine the vault to only display compatible items.
Simplified the visuals of Item Tiles
Players can now use keyboard/controller shortcut to purchase upgrades in the faction upgrades screen.
Default keybinds:
Controller: PS5: Square | Xbox: X
Mouse and keyboard: Space Bar
The Run Report now displays rewards earned in-run via events and objectives.
Improved UI performance for Faction menus.
Added Tooltips for stat comparison support.
Updated death box lockout icon for a more consistent visual style.
Fixed an issue where LUX currency balances could temporarily display an incorrect remaining balance after making a purchase.
Fixed an issue where items tracked from Codex entries could not be untracked elsewhere.
Fixed an issue where rewards failed to preview during Faction rank up.
Fixed a bug that showed icon for selling over limit on items that weren't being sold.
Fixed a visual artifact that could appear in the Rank up celebration animation.
Fixed an issue where interact waypoints could sometimes appear on empty containers.
Default cosmetics for all Runners, weapons, and profile items are now visible in Customize. Players can reset cosmetics to their default appearance by equipping the default option (rather than "unequipping" their current cosmetic).
Default cosmetics should no longer show Customize notifications as if they're "New".
Item previews can now be rotated more freely for inspection from more angles.
Split off Customize menu from Vault menu and added it to Main Menu.
Added a new "Accessories" section to Customize where Runners can view their Charm and Sticker collections.
Run Preparation screens (Zone Select and Ready Up) have QoL (quality of life) improvements and revisions.
Clearer delineation between map variants and game modes.
Clearer approach to selecting Crew size and fill options.
Additional visual polish to the Ready Up experience.
Removed the Loadout menu to simplify and speed up Run Preparation.
Added Navigation support for In-Lobby Matchmaking.
Added and re-organized Main Menu buttons to allow quicker access to major Run Preparation systems.
Updated the presentation of buttons in the persistent bottom bar to make it simpler and clearer.
Improved UI performance in the Armory.
Weapons in the Armory that are free claims now display the indicator of their mod rarity.
Fixed an issue that caused Armory offers to not show any purchase requirements for an item after claiming its daily free offer.
Fixed an issue that would leave multiple unmerged partial stacks of materials in the vault after purchasing a barter offer from the Armory that had a material cost.
Fixed an issue where material cost in armory barters is not displayed.
Sponsored Kits with a sell value now display a Sell action rather than an incorrect 0-credit Dismantle action
Improved the consistency of Push-to-Talk inputs while in lobby.
Added the ability to mute players from the player profile screen.
Updated crew member tooltips to show "enable/disable text chat" when hovering yourself.
Fixed a bug where inventory items would not show up when players joined your crew at the ready screen.
Crew Leaders can control Crew Size from a drop down after Zone Select.
The "recent players" tab of the friends list now has the players from the most recent run at the top and fixed an issue where friends would be out of order on the recent players list.
When you have a pending invite, your friends list will automatically go to the "all invites" tab the first time you open it.
Mailbox messages with unclaimed attachments will now display a confirmation dialog before deletion.
In-game friends list should correctly reflect online Marathon players and shouldn't include friends from other Bungie games.
Fixed an issue where players couldn't see other crew member's weapon customizations on the ready screen.
Fixed the report player dialog content that was not staying within title safe area on ultrawide screens.
Added contract tagging for latest seasonal content.
Fixed various issues where contracts were pointing players to the incorrect location; tool tips could be clarified or corrected, or waypoints were not behaving properly.
Fixed various issues where voice over from contracts were playing to multiple crews, or only one crew even if multiple crews completed the contract in the same run.
Fixed an issue where destroying turrets or drones were not counting towards multiple contracts.
Fixed an issue where Runners could not reacquire the Runner Gunner Cryo Archive contract on a later cycle if the contract had expired before claiming.
Priority contracts no longer have a faction rank requirement. The ranks at which standard contract pools are rotated in and out have been adjusted.
Based on the faction contract active, UESC kills will grant a small amount rep towards that faction.
Tuned difficulty of various contracts down to reduce the amount of runs it takes to complete them.
Developer Note: Our goal is to shave off the rough edges, chill down a bit on the heavy traversal and the “in a single run” requirements and reformulate Priority Contracts so they don’t feel like a blocker to your progress.
Fixed an issue with the Deconstructed III contract where Deluxe (blue) and Superior (purple) salvage were progressing the contract the same amount as Standard (grey) salvage. Also clarified what types of salvage would progress the contracts in the tool tips.
Fixed an issue where the Paradigm Shift contract was negatively interfering with Selection Pressure contract.
Fixed an issue where teammates could not contribute progress to the first objective of Assault With Battery 1 when getting kills with Void Battery weapons.
Fixed an issue with Return on Investment Contract where if a crew died after hacking the container, another crew could not interact with it.
Fixed an issue in Unsanctioned Hostilities 3/5 where Runners in the same crew could scan the same anomaly more than once, spawning only one sample and blocking contract completion.
Fixed an issue where Runners could become trapped behind barriers in the Drone Wing during the Mida Truth/Lies 2/6 contract.
Fixed an issue with Parasitism 1/5 on Outpost where completing the DCON step would revert progress.
Fixed an issue where Triage’s Prime ability wasn’t granting progress on the Standard Contract III.
Fixed an issue where Recon’s Tracker Drone was not granting progress on ability kills for Selection I.
Fixed an issue in Co-Evolution 4/5 where objective progress at the shared SIMbiot synthesizer could be awarded to the wrong Runner instead of the Runner who completed the synthesis/injection step.
Fixed an issue where Runners could block progression in the contracts Parasitism 3/5 (and also Co-Evolution 2/5) by using the Bio-Research synthesizer/extraction machine twice, preventing the required sample from ejecting.
Fixed various instances of floating/misplaced geometry and hazards such as lasers.
Fixed instances of flickering surfaces that can appear on some objects. Also fixed some geometry that had improper hit detection and/or physics.
Fixed multiple broken ladders and blocked vents.
Fixed various areas where invisible walls prevented Runner movement.
Fixed an issue where death boxes could spawn out-of-bounds or in inaccessible areas.
This new zone introduces new mechanics, new combatants, and locations to explore.
Added a guaranteed in-run source of backpacks to the Intercept event.
Fixed an exploit in Hauler where Runners could hide in an area with improper physics without being seen.
Dermachem and Neurochem Salvage can now be found at Algae Ponds.
Fixed an issue where Lockdown would not spawn in Algae Ponds if it had previously spawned in Complex and vice versa.
Fixed an issue where the extractor on the second floor of Bio-Research would become permanently non-interactive after wrong item was placed in it, or if used while empty.
Fixed an issue where Final Exfil was not spawning on Marsh.
Fixed an issue where crawling into certain areas would cause the Runner to take damage and die.
Fixed an issue where pinging Convoy would create double waypoints in the 2D map.
Fixed areas where Heat Cascade was penetrating through ceilings or objects.
Adjusted Cryo Archive contracts to lean into Cryo's mechanics instead of requiring exfil and vault completions.
Developer Note: We reworked these to set more achievable goals that can be progressed over multiple runs and to help teach Cryo softshells the mechanics of the ship, with the seventh contract still requiring you to take down the Compiler.
Fixed an issue where the Vault 4 door was erroneously appearing as interactable.
Fixed an issue where Cryo Archive was not available to some players even after meeting the criteria.
Fixed some instances of loot falling through the floor when dropped.
Fixed multiple areas where players could get stuck in the world, or could fall/see out of bounds.
Fixed an issue where Pump Credentials were inaccessible due to spawning too close to another object in Cryo Archive.
Implemented a round of CPU performance improvements
This is the first of many updates we’re planning to make, please keep the reports coming.
Adding support for frame generation on PC.
Frame Generation increases frame rate by generating additional frames from existing data.
Includes DLSS (NVIDIA), FSR (AMD), and XeSS (Intel)
Frame Generation is only recommended if you are already rendering at 60 frames per second or higher. Using Frame Generation at lower frame rates may affect input latency and image quality.
NVIDIA DLSS requires a GeForce RTX 40 Series GPU or higher and Hardware-accelerated GPU Scheduling must be enabled in your Windows settings.
Text in Faction introduction videos is now localized with subtitles.
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