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This downloadable update will include various bug fixes and performance improvements. Some changes have been made that we wanted to give special mention to based on feedback from the community:
Addressed the following reported concerns:
Increased the total amount of Loot and Crystals Fatemakers can use at once to 2000 from 500 and allowed the Rabbit to spit out up to 18 pieces of Gear instead of 4
The Loot Table has been updated to use the lowest quality Rabbit Gear up to 200 Crystals, and then use the best tier quality onwards up to 2000 Crystals.
Curator would occasionally decide to cause a mission blocker during “The Ditcher” Side-quest
Enemies would occasionally spawn out of reach and cause a mission blocker during “Search for Vesper’s Soulfire”
[Special Community Request] Adjusted Chaos Mode
Previously, higher Chaos levels would be too difficult compared to expectations. The global modifiers for enemy damage and health has been decreased
Lower-quality gear will phase out as Fatemakers progress through higher levels of Chaos Mode
Increased Chaos Mode cap to 100 and adjusted the Ascended Gear weight scaling to accommodate the increase
Chaos Catch Up would not always work as intended
Character progress would occasionally revert to a previous point after hours of gameplay
Golden Dice achievements gained from other characters in a player’s profile would incorrectly give XP awards at the start of a new game
Added a way for Pigwart to access the cliff that some Fatemakers liked to shoot him from
Fatemakers would be able to get into a nearby nest and not take damage during “Kill Lake Lady”
Spinner Traps in Chaos Chamber would not allow Fatemakers to enter “Save Your Soul”
Fatemakers would occasionally not be able to enter “Save Your Soul” after completing the tutorial in Chaos Chamber.
Fatemakers that did not own DLC would occasionally be able to enter DLC maps in Multiplayer
Vending Machines would occasionally show as empty
[PlayStation] Previously unlocked side-quest Trophies would fail to unlock when transferring Trophy save data from PS4 to PS5
Added additional messages and members of the Gearbox LIVE team and 2K to credits
Various UI adjustments and improvements
Various performance and stability improvements
Various micropatches were nativized
… and more!
Addressed the following gear-specific reported concerns:
Mistrial of the Gull would infect other guns with its hidden special effect through map transitions.
Effects of “Class Ring” would occasionally end early when the Fatemaker’s Action Skill was cooling down
Wards with the “Vibing” enchantment would deal critical hit damage added to the attacks, rather than multiplied by the attacks
Threads of Fate would not destroy its projectiles after the spell ended
Cursed Wit would lose its damage increase if the ward was depleted when the Fatemaker switched maps
Greed Warden’s item card showed incorrect perks. This was just a visual bug; no changes have been made to the weapon’s function.
Spellblade’s would use any melee damage rather than a Melee Hit and the item card description wasn’t accurate to what was happening.
Mosquito’s Mantle passive ability would do unexpected double-dipping on its damage when the Crossbolt would hit the target
Made the following enemy changes:
Stabbomancer Ghost Blades would not damage Dry’l’s arms
Reduced the amount of the ward bar Dry’l recovers per charge from 25% to 20% in Phase 2
Dry'l has been a point of issue with the community due to his constant ward regeneration while also being resistant to the Lightning that is strong against wards. Based on our testing, this should help ease the damage gating threshold.
Reduced Wastard’s ward recovery rate from his Spectral Aegis from 150% ward regen to 100%
This should provide some relief to players who are struggling to break through the recovering wards while killing the Aegis, but can otherwise handle the fight.
Wastard would ignore his timer to summon the Spectral Aegis if Fatemakers killed it before the cooldown succeeded, which let him continuously spawn adds.
Reduced Wastard’s Magic Storm attack damage by 25%
Reduced Knightmare’s charge attack damage from 125% to 75%
Long Bronzed Gilbert would not be killable in Chaos Mode
Addressed the following class-specific reported concerns:
Clawbringer Rebuke skill would not increase the damage for allies when the Clawbringer equipped armor with a Clawbringer Power increase
Blightcaller Bog Totem action skill would occasionally not activate after using it at the same time as a spell
Blightcaller Bog Totem would not be able to be placed in some areas of Mount Craw
Spellshot Ambi-Hextrous would not receive two stacks of Spellweaving when casting two spells at the same time
What's up with that? Does it mean if I go to chaos 100 now (can i even?) i'll get Ascended 25% drop chance or something? ;-)
Also, I dont think i'll be running all those chaos chambers. They've gotta be kidding me. And on each character separately, lol.
EDIT: nvm, inventory/bank bug (icons loading 20 minutes) still there, alt-f4 time to play something that actually doesn't waste my time but is fun.
Right (which is ridiculous and I'm surprised they didn't release it as a $50 DLC "THIS DLC WILL ADD 1024 MORE CONTENT HOURS TO THE GAME!"), but my initial concern is: ascended drop chance is already 2.5%, i.e. what it used to be on max chaos.
If I reach level 100, i'm assuming ascended drop chance is going to be increased, making ascended items drop left and right. I'm not awfully concerned, but that does reduce their "fun factor".
If you can get Ascended chance higher than Primordial then.. Oh wait, Gearbox, nevermind, "WORKING AS INTENDED". ;->
It actually does make sense in terms of giving players what they want. As you grind through chaos level, chaotic, volatile and eventually primordial gear are more or less just junk.
Therefore, from around chaos 50 the lesser "special" item percentage drop rates start going down again. Around 65 the drop rate of chaotic gear is back to 0% because that gear is pointless and volatile also starts decreasing. I expect this pattern will keep going until chaos 100.