Back 4 Blood Update - Latest Patchotes for the shooter of Turtle Rock
What optimizes turtle skirt with your zombie-based coal shooter? What is included in the latest back 4 Blood update? If you ask these questions, you are exactly right here, because we have details on the latest back 4 blood update and patches for the coop shooter.
From small bug fixes and balance changes to major updates such as solo progress and DLC content, Back 4 Blood has a lot in the pipeline and much has already been fixed. In addition to the patch notes, Turtle Rock provides great work to the back 4 Blood community through its Trello board.
Continue reading to see the newest Back 4 Blood Update Details with the patches directly from Turtle Rock. This article is updated regularly, so do not worry to miss the latest additions to the game.
Back 4 blood update
The compilation of the latest Back 4 Blood Update Catholics can be found below:
Back 4 Blood December Update — December 16th
Back 4 Blood December update provides offline campaign progress, new supply lines and more. The full stick note can be below:
New features
Offline campaign with progress New Supply Lines — Hearing Distributors Limited track added, which offers new free circuits to issue supply points New map type — Cards burn New map type added, which is available from the supplier dealers supplier This card type can be played in any saleroom to get temporary effects such as instant healing, currency boot, increasing resistors and more Seasonal holiday event Festive decorations to Fort Hope and the shooting range added Releasable seasonal character skins, weapon skins, emblems and sprays added New (not burning) cards Belt buckle — Increase the Quickly Inventory by 1 Utility Belt — Increases the Quickly Inventory by 2nd -10% causer damage Tool Belt — Increase the Team Quickly Inventory by 1 Britten exercise ground Added to Fort Hope Added option to play in Fort Hope as a ridden to practice the fighting and exploration of mutation skills Bots accompanying the player in the solo campaign are randomly selected Ultrawide improvements Statistical tracking now activated in training Remarkable bug fix: An exploit has been fixed, which allowed players to duplicate offensive uses Remarkable bug fix: An exploit has been resolved, which allowed players to select duplicates instead of a card
Campaign updates
General Completion Note: We have made the following changes to make the control on the PC faster. Player acceleration to increase to 2100 (before 1900)
Brake information to 7 (previously 6.5) The player starts with maximum ammunition when he starts a run Cleaner hatboxes are more accurate and reduce accidental friendly fire The target aid when targeting armored commons has been improved The damage by friendly fire is no longer increasing with every army stage Healing efficiency now improves the temporary healing Bots now keep their existing inventory and update their weapons with each card Saving individual matchmaking settings in quick play, campaign and training runs has been improved. Clarification to prompt Leave Game during a party Game collision near the spawn points of the Rogers smoothed Forced success now also give the SWAT team title Act 2 and 3 added a card train Improved navigation of large Special Ridden between the first and second destination of Search and Rescue: A Clean Sweep The Jukebox can no longer be damaged after the last bus was loaded on Search and Rescue: Bar Room flash The remaining research boxes will be in Dr. med. Rogers' neighborhood highlighted: T-5 Improved navigation for Special Ridden in Saleroom in Rogers' Neighborhood: Garden Party Collisions around the morgue for Ridden and Cleaners on Remnants: A Friend in Need improved The waypoint for the Tories of Remnants: The Road To bright. Was adjusted Added additional places for Ridden to enter the quarantine area when the Availed is closed at Remnants: The Road To Bright The appearance of an NPC in Job 10:22: Heralds of the Worm, Part 1 was adapted for uniform campaign and training modes The confirmation is now immediately after the message of a player Changes have been made to the credits
Speed Card Updates Note of the developers: We have found that the use of speed-running decks generates voltages between the players, as a single player uses a speed running deck to separate from the rest of his team to finish the level. We have made the following changes to better adapt the speed while running to the realizability of other strategies and builds. evasive — speed reduced to 15% (from 20%) Fleet of foot — Movement speed bonus reduced to 8% (previously 10%) Fleet of foot — Clear resistance trade-off increased to -7% (previously -5%) MAD Dash — Endurance efficiency reduced to -40% (previously -30%) Olympic Sprinter — Clear Resistance Trade-OFF increased to -7% (previously -5%) PEP in your step — Movement speed bonus reduced to 8% (previously 10%) Rhythmic breathing — endurance bonus reduced to 40% (previously 60%) Rhythmic breathing — Now + 40% stamina, remote disadvantage -20% slow resistance Very fast race — changed to remove the movement speed buff for 3 seconds when hit Very fast race — Movement speed bonus reduced to 12% (previously 15%) LASER — The movement speed bonus was reduced to 4% (previously 6%). Stimulants — Card revised. There is no more speed of movement. Grants now 20% endurance regeneration, increased reloading to 15% (previously 10%) and increased change speed to 15% (previously 10%)
Fighting card updates Note of the developers: We have received feedback that players did not think of slow and steady fighting for as practicable as other strategies. In addition, we wanted to balance the changes in Speed Running generally. We have revised and improved the following fighting cards to make the fight more consistent. Cold brewed coffee — now ads speed +25%, weapon change +25%, speed use +25%, recharge speed +15% Battle Training — 50% ball casting away. +1 Ball tonnes and +5 melee tonnes added Fighting Training — now +5% ball damage, +25% ball tonnes Energy drink — Stamina reduced to 15% (previously 40%), -5% Damage resistance, weapon change + 25% added, movement speed when shooting + 15%, slowing resistance + 10% Position — Tooltip update to include all secondary weapons, ammunition probability increased to 3% (previously 2%), now is the possibility to spawn Molotov Grand Ca library Cartridges — Now +7.5% ball damage, +200% ballpoint pen, punishment removed LINE, EM UP — Range now drops +10%, recoil control +15, ballpoint pen +25%, ADS speed +25%. No more AS required Marathon runner — deactivated sprint no longer Note of the developer: That's how the kiting should be made possible. Road robbers — Ammunition probability has been increased to 3% (previously 2%), now has a chance to drop barbed wire Patient hunter — Reduced time per stack to 0.75 (previously 1) Current Exchange — Effect can not be stacked any more Current exchange — Weapon change window increased to 1 second (before 0.75) POWER RELOAD — Nachladefenster increased to 1 second (before 0.75) Silver balls — Now +10% ball damage, +15% range, punishment removed Target-proof — During ADS adds a stack buff that offers 10/20 / 30% recovery reduction over 2.25 seconds Tunnel view — Added statistics, which increases the vulnerability damage, the longer the player in Ads 5/10 / 15% over 2.25 seconds Te ammunition (dealer card) — now also grants + 1% increased damage Good nested — 20% endurance efficiency
Healing card updates Note of the developers: In addition to the fighting card buffs, we have made the following changes and buffs on shrubs. Fresh Association — Heals now at the beginning of each level 15 health Fresh Association — Recreation to Trauma ta increased to 15 (previously 10) Note of the developers: This has been improved to mitigate the loss of dream gutting experienced EMT Group therapy — healing increased to 8 (previously 5) Life insurance — Life was reduced to 1 (previously 2). Now reduces the team-Incap trauma by 15%. Removes copper loss Needs of many — health crops to -10 reduced (previously -20%) PEP Talk — now granted in the revival 3 flat-rate damage resistance from all sources and grants the revived goal 10 health Saleroom recovery — Heals now 15 health and trauma recovery up to 7 (previously 5). Note of the developers: This has been improved to mitigate the loss of dream gutting experienced EMT
General map updates The cards Share the prosperity, Box O'Bags, Over stable bags, Experienced EMT, and Saleroom recovery Turn your effects to a team Wipe no longer additionally Developers Note: We have detected an error in which a number of cards have been used after a team deletion more or not as intended. Team munition cards The dealer now give a damage increase of 1% AdrenalingLaden — Card revised. Does not give any additional endurance more, no reduced endurance regeneration more, no immediate endurance More, fired endurance regeneration is now stackable 5 times and gives 7 endurance over 7 seconds Munition Mule — Deactivates no more support items, but reduces the speed of movement by 5% Bounty Hunter — Updated text to mention contributing team kills Experienced EMT card revised. Bonus life reduced to 10% (previously 20%), now increases endurance and endurance regeneration by 10% The card has been revised to make it usable in more situations. Experienced EMT — heals trauma ta no longer Note of the developer: Due to troubleshooting, where this card used its effect more strongly than intended, a non-intended trauma was healed. We have polished other cards, such as fresh bandage and Saleroom recovery To mitigate this change and add a free first aid cabinet charging. Energy bar — Endurance regeneration increased to 30% (previously 20%) Hyperfocused penalty to -40% movement speed adapted when shooting or melee attack (previously -75% ADS movement speed) Wooden armor — no longer increases the explosion damage suffered
Updates of the corruption card Corruption boss cards no longer appear at the beginning of a share Executive Note: These cards caused an increase in difficulty in all levels of difficulty. We want players to have more time to prepare for bosses and later chapters. Hag spawns no longer with the fog corruption card Note of the developer: The Hag stacked with Boss targets, resulting in an increase in difficulty in all levels of difficulty. Rebel Maximum Density Reduced UM Dusters and The Mist Corruption Cards Crusher from all levels of search and rescue: Book Worms removed
Accounting updates All guns have the same catch length of the target aid The target help now inserts in the middle of the sleeper base, instead of the body Aim…
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