Dev Note:The speed and intensity of the damage ramp up will now be much slower. Fire surfaces will remain very dangerous, but only when standing over them for a prolonged amount of time.
Fixed a crash which could happen when browsing the Social menu.
Fixed a crash which could happen when using or swapping Stimm items.
Fixed a crash which could occur when attacking the tanks in the Warren 6-19 mission finale with a Zealot Artemia Mk III Purgation Flamer.
Fixed an issue with the Cadia Mk XIIIg Assault Chainsword where the Impact inflicted by activated sawing attacks was lower than intended.
Dev Note: Now the values will be aligned to the Cadia Mk IV Assault Chainsword.
Fixed an issue where having a Grimoire equipped would prevent players from picking up Stimms.
Fixed an issue where the portrait picture of the player was not updated immediately after performing changes in the Mourningstar.
Fixed an issue where some of the new foldable shovels introduced in The Traitor Curse Part 2 Anniversary Update were missing attack trail visual effects:
Munitorum Mk III Sapper Shovel
Munitorum Mk VII Sapper Shovel.
Fixed an issue where the Ogryn “Convict Garb (all variations)” upper body cosmetics would display a black shoulder patch instead of the intended colour.
Tweaked the logic for interaction points in the Mourningstar (e.g. Mission Board, Shrine of the Omnissiah).
The interaction will now be more easily accessed without having to point the camera in a very specific direction.
Added a small rev motor sound to the Orestes Mk XII Assault Chainaxe light attacks.
While I very much appreciate the change to fire, I’m not sure I get the numbers presented.
Given the above numbers, and assuming it starts at 0 and takes the highest damage number, after 2 seconds, a player would have taken 24.75 damage from it.
Just what is the damage multiplier on damntation? It must be higher than x10, even disregarding possible extra toughness multipliers.
I mean, usually the time from full toughness → Death was under 2 seconds on my psyker, and Ogryns also reliably went down. I think I’d like to know the numbers for different difficulties in general.
The damage now essentially being halved, more so for clip damage, is welcome, either way.
I’ve noticed that you can’t even pick up players that are down in the flames (assuming you’re reviving them standing safely at the edge of the fire). During the “getting up” animation players will lose their full amount of health again and go down back into the fire.
Better to just let players linger in the flames and hope the fire dissipates before they bleed out.
Fatshark - this needs to be tested ON DAMNATION difficulty.
Honestly- I’d much rather have the instant toughness loss than this insane HP drain.
I assume this time around you guys have actually TESTED this on all game difficulties and in “real” life scenerios to verify the code meets the design intention?
So we no loger die < 1 second when fire grenades (yes, multiple) drop under our feet?
Have you considered stacking fire damage from multiple sources?