Multiplayer
Power trajectory
Up = buffed, down = nerfedPatch history
- ≈🐛Bug fixpaint scheme sync
Fixed an issue where paint schemes were not syncing correctly when joining multiplayer games.
- ≈🐛Bug fixdesync frequency
Fixed a rare multiplayer desync issue that could trigger whenever damage was dealt.
- ≈🐛Bug fixstability
Fixed a multiplayer desync issue that occurred when a player disconnected from a session.
Bugfix
- ▲📊Numericthreat scaling per player—→Reduced
Reduced the amount of threat added per additional player in multiplayer sessions.
numeric
- ▲📊Numericaverage squad size—→Reduced
Reduced average enemy squad size for groups larger than 2 players, scaling more heavily for higher player counts.
numeric
- ≈🐛Bug fixSave Systemsave point timing
Fixed an issue where save points were created before player revival, which broke multiplayer campaign continues.
bugfix
- ≈🐛Bug fixconnection stability
Fixed a multiplayer desync that occurred when loading a save where a player had a loaded firearm in a holster.
- ▼🐛Bug fixcredits5000→0 credits
Fixed a bug where non-host players incorrectly gained 5000 credits upon loading a save for the first time.
- ≈🐛Bug fixconnection stability
Fixed a possible source of desync occurring at the start of missions.
- ≈✨Newlobby text—→Added
The multiplayer lobby now displays the selected campaign text when connecting.
quality
- ▲🐛Bug fixSquad InventoryaccessHost only→All players
Fixed a bug where non-hosts could not access the squad inventory after the host had used it.
bugfix