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It resets after 7 days counting from time you last opened the box on that "toon". (Timer is per toon)
I belive CP's have a identical reset timer. (but in CP's case is daily, 20 or 24h)
I remember raid resets were on Fridays. Weekly on Tuesdays. Not sure if they changed that.
TU19.2 PATCH NOTES
INCURSION – PARADISE LOST
Fixed the issue with the weekly chest not resetting.
The chest now doesn’t have a cooldown.
If you have multiple keys in your inventory, you can open the weekly chest until there are no more keys in your inventory.
Players will be able to earn 1 key per week.
Fixed the issue with the agent not being able to get the collectibles after defeating the Lovebirds.
Fixed the issue with the missing subtitles for Johnson during the "Vows" collectible comm.
Fixed the issue with the glass windows still being present on the building instead of being destroyed in the final beat.
Fixed the issue with Wright becoming immune if he has poison or bleed debuff active when reaching the armor cap.
DESCENT
Fixed the issue with the blueprint for the TDI "Kard" Custom Named Pistol not dropping from Reconstructed Caches.
Fixed the issue with a second blueprint for the Motherly Love Named Gloves dropping from Reconstructed Caches.
Fixed the issue with the blueprint for the Test Subject Named AR being incorrectly placed in the rifles section at the Crafting Station.
Fixed the issue with the blueprint for the Fox's Prayer Named Kneepads that wouldn’t appear as listed at the Crafting Station after receiving it.
Fixed the issue with the blueprint for The Gift Named Backpack being incorrectly placed in the vests section at the Crafting Station.
Added more weekly collectibles to Descent
Fixed the issue with the Blueprints for the Named Sidearms of several specializations being received from Reconstructed caches:
Diceros Special (Demolitionist sidearm)
Maxim 9 (Technician sidearm)
Firestarter (Firewall sidearm)
Survivalist D50 (Survivalist sidearm).
Fixed the issue with the blueprints for Named gear pieces gained from Reconstructed caches not requiring brand-specific materials. This includes:
Mohterly Love
Contractor's Gloves
Everyday Carrier
Caesar's Guard
Nightwatcher
Zero F's
Emperor's Guard
The Setup
The Hollow Man
The Closer
Ferocious Calm
Pristine Example
The Gift
Claws Out
Forge
Anarchist's Cookbook
GEAR, WEAPONS & TALENTS
Fixed the issue with The Empress International backpack and the Battery Pack Named Backpack drops that could be bought with the Armor core attribute instead of the Skill tier attribute.
Fixed the issue with the Incinerator Turret not exploding after being disabled or destroyed if the player has previously equipped another type of turret and then equipped the Ortiz: Exuro gearset.
Fixed the issue with the Actum Est talent of the St. Elmo's Engine exotic weapon not working after a new St. Elmo's exotic weapon was equipped on the character.
Fixed the issue with The Vigilance Talent resetting when the agent's shield takes damage.
DIRECTIVES
Fixed the issue with deployable skills not being usable while aiming them when the "Cool Skills" directive was active.
UI
Fixed the issue with the area objective marker that would persist after entering the final area of the "November Two" bounty.
Fixed the issue with The Recruiter's name being present in Legacy Manhunt menu for Faye Lau Climax mission.
Added other minor UI fixes.
VANITY
Fixed the issue with GEN Ramen set mods icons that would have Items icons instead of Mods icons when looking from the Apparel menu.
Fixed various clipping issues with a few apparel event items on male Agent:
GEN Ramen pants
GEN Ramen neckpiece
Tomorrow gloves
Low Life shoes
Fixed the issue with several NPC weapons having placeholder textures.
OTHER
Fixed the issue with the Monorail doing a 180° spin as the last fight of the Manning Zoo mission was about to start.
Fixed the issue with the "Access the generators" sub-objective in Countdown from the Reactors arena not updating after interacting with the first button while holding down the Move Forward key.
Added multiple localization fixes.