Hello again! Small patch because we were focus on memory problem what was solved! In patch notes mostly balances changes, TC, and few others
I BURST Dev team
-Reworked Cyborg Class: Cyborgs can now install a 3rd of each combat implant. The updated effects are avaible below
-Reworked Bounty Hunter Class: There is no longer a flat crit power bonus, however you now gain 1 crit power for each of your crit chance as well as your target's crit chance. You also recieve a 15% bonus for penetration defense critical rolls.(Stonewall, ST/LK on Cripples)
-Added defense critical rolls for:
1.) Crippling arms (based on Strength - 1ST = 5% res, cap 95%)
2.) Crippling legs (based on Luck - 1LK = 5% res, cap 95%)
3.) Weapon drop (based on Strength - 1ST = 4%, cap 80%)
-Iron Grip will ALWAYS resist weapon drop and arm cripples.
-Aggressive Implant T2 is now working properly.
-Town Control timers can only be started once per hour (per town). You must be more tactical now!
-Reno and TC neutral NPCs should no longer aggro on players during PvP.
-Hawthorne's Landscape changed ( + a small quest ).
-Some fixes to BH mine.
-Removed Halloween theme textures from towns.
-Removed exploitable containers from tanker quest. ( lvl 1, lvl 2 )
-Made a few changes in Necropolis' Vault 12.
-Tier 4 helmets will be avaible to craft on the weekend.
-Nerfed Electronic Lockpick MK1 ---> 75% Base chance to break.
-Buffed Electronic Lockpick MK2 ---> 50% Base chance to break. (With 200% Lockpick skill, chance is lower.)
+4% Critical Chance, +20 flat damage with fire damage
+1 damage for each bullet, +10% total damage
+1 Action Point, +10% movement speed
+5 FoV points, +10 montion sensor range
4% Fire / Laser / Plasma Resistance, +25% resist in critical rolls
4% Normal / Explode Resistance, -10 enemy critical roll
+20 Max HP, -5 CD for healing rate
+5 Critical Roll, 50% penetration of critical defense rolls