Division patch that will “bring back the shooter feeling” detailed

But will it be the game changer they want it to be?

Prior to the release of update 1.4 for The Division, Ubisoft promised that the patch would "bring back the shooter feeling, add more decision making and hard choices when building your character and add more variety to the viable builds."

How will Ubisoft achieve their lofty goal? Well, according to the patch notes for update 1.4, they will be adding World Level Tiers, bring a number of gameplay changes, UI improvements, new activities, rewards and loot. On top that they will be tweaking gear stats, weapons, skills, gear sets and fix plenty of bugs.

Basically, this patch should be a game changer – if all goes well. Luckily, the developers are testing the update out on a Public Test Server (PTS), so bugs can be fixed.

Here are the full patch notes for update 1.4 as it is on the PTS:

New Feature: World Tiers
 

  • Upon reaching level 30, players are now able to select a World Level Tier that controls the level of enemy NPCs encountered and the quality of the loot they drop
  • There are a total of 4 World Level tiers:

    • Tier 1: enemy lvl30, gear score rewards 163
    • Tier 2: enemy lvl31, gear score rewards 182, unlocks Challenge difficulty, unlocks Incursions
    • Tier 3: enemy lvl32, gear score rewards 204
    • Tier 4: enemy lvl33, gear score rewards 229
  • Activity difficulty in a same World Tier (Normal, Hard, Challenging, Heroic) will provide more rewards
  • Heroic Difficulty is no longer available for any game activity.

UI Improvements
 

  • Added a player reporting interface for PC users.
  • Players now have the “mark as junk” option when equipping mods.
  • Players can now mark weapon and gear items as “favorites” which locks them in their inventory. Locked items cannot be sold, shared or dismantled.
  • Added a buyback option to vendor’s inventory. Players can now recover items they have accidentally sold.
  • Added Quick Nav option to vendors and menus allowing players to quickly select item types they want to display.
  • Weapon skins no longer take inventory space.
  • Equipped items are now always displayed at the top of the inventory list.
  • Recalibrated items now have an icon displayed next to their recalibrated stat/talent.
  • Crafting materials can now be converted in bulk at the Crafting Station.
  • Players can now deconstruct items from the Stash.
  • Players now have an option to find a better server if they are currently on one that is not their best option. They can do so from the Group Management menu.
  • Players are no longer able to open their inventory while under status effect.

Gameplay Changes
 

  • Time-to-kill enemy NPCs has been lowered.
  • Many improvements were made to enemy AI.
  • Player ammo capacity has been doubled after level 30.
  • When matchmaking the game will now attempt to refill empty slots if the group privacy allows it.
  • Incendiary and Explosive Rounds will no longer apply status effects like Stagger and On Fire.
  • Accuracy will now be lowered for a short duration after performing a combat roll.
  • Added a delay between leaving a group and signing up for matchmaking.
  • Weapon magazines are now refilled when restocking from an ammo crate.
  • The crafting material drops from the Base of Operations will now reward High-End quality after level 30.
  • Removed scavenging from the game. Scavenging is removed as a secondary stat on all gear pieces. New gear pieces can no longer roll scavenging.
  • The Map indicator for Rogue players now increases in size the closer they are to the player.

Activities, Loots, & Rewards

Global changes
 

  • All NPCs will now have chances to drop High-End and Gear Set items, tougher enemies (veteran, elites) have higher chances to drop.
  • Removed Gear Set Weighting from all activities except Incursions. Any Gear Set can now drop from any activity.
  • Weekly and Daily assignment loot caches now drop items scaled with the players current gear score.
  • Added new blueprints for Level 33 mods and Gear Score 229 High End.
  • Added Field Proficiency: Players can now gain experience past level 30 and earn loot caches.
  • Updated Vendor Stocks:

    • Items quality will adapt better to the player level during the 1 to 30 progression.
    • Vendors now sell items Gear Score 163 to 229 as soon as the players reaches level 30.
    • Added more High End items for sale in all currencies.
    • Added more Gear Set items at Phoenix Credits and Dark Zone Vendors:

      • Phoenix Credit Vendor sells 1 random slot of each Gear Set
      • Dark Zone Vendor sells 1 random Gear Set for each slot

Open World
 

  • Roamer NPC groups and bosses are now back in the open world. They now respawn every 24 hours.

Main Missions

Updated Rewards for all main missions:

  • Normal Mode

    • Boss drop:

      • 1x Superior or High End
    • Reward:

      • 1x Superior
  • Hard Mode

    • Boss drop:

      • 1x High End
    • Reward:

      • 1x High End
  • Challenging Mode

    • Boss drop:

      • 1x High End
      • 1x Gear Set
      • 1x High End Mod
    • Reward:

      • 2x High End or Gear Set
      • 30 Phoenix Credits

Search & Destroy and High Value Targets
 

  • Search & Destroy will now reward the player with 5 Target Intel upon completion at the mission board for normal Search and Destroy, 10 for Critical Search and Destroy (instead of 2 and 4).
  • Weekly HVT vendors now sell 2 of each contract type, instead of 1.
  • Added 40 new High Value Target contracts to the contract pool.

Updated Rewards for all High Value and High Risk contracts:

  • Daily low cost High Value Target

    • Boss drop:

      • 1x High End or Gear Set
    • Reward:

      • 15 Phoenix Credits
  • Daily medium cost High Value Target

    • Boss drop:

      • 1x High End or Gear Set
    • Reward:

      • 1x High End
      • 20 Phoenix Credits
  • Daily high cost High Value Target

    • Boss drop:

      • 1x High End or Gear Set
    • Reward:

      • 1x High End or Gear Set
      • 25 Phoenix Credits
  • Weekly low cost High Value Target

    • Boss drop:

      • 2x High End or Gear Set
      • 1x High End mod
    • Reward:

      • 1x High End
      • 1x Gear Set
      • 50 Phoenix Credits
  • Weekly high cost High Value Target

    • Boss drop:

      • 1x Gear Set
      • 1x High End or Gear Set
      • 1x High End
    • Reward:

      • 2x High End
      • 1x Gear Set
      • 50 Phoenix Credits
  • Weekly low cost High Risk Target

    • Boss drop:

      • 2x High End or Gear Set
      • 1x High End mod
    • Reward

      • 1x Gear Set
      • 1x High End
      • 1x High End weapon
      • 60 Phoenix Credits
  • Weekly high cost High Risk Target

    • Boss drop:

      • 1x Gear Set
      • 1x High End or Gear Set
      • 1x High End mod
    • Reward

      • 2x Gear Set
      • 1x High End
      • 1x High End weapon
      • 70 Phoenix Credits

Underground
 

  • Players can now gain Underground experience past level 40 and earn more Underground Caches.

Updated Rewards for all Underground Operations:

  • Directive now reward with Phoenix Credits and no longer items.
  • Normal Mode (boss drop)

    • 1x Superior or High End
    • Chance for a High End mod
  • Hard Mode (boss drop)

    • 1x High End or Gear Set
    • 1x Gear Set
    • Chance for a High End mod
  • Challenging Mode (boss drop)

    • 2 High End or Gear Set
    • 1x Gear Set
    • Chance for a High End mod

Incursions
 

  • Falcon Lost now has additional checkpoints after each C4 explosion.
  • The 4 Horsemen farm cover has been modified to prevent players from avoiding RC Cars explosions.
  • Abilities cooldown will now reset when the group wipes and respawns at the last checkpoint.
  • Changed Gear Weighting from Incursions: instead of guaranteeing specific Gear Sets, each incursion will now guarantee specific Gear slot items

    • Falcon Lost: Gloves and Masks
    • Clear Sky: Body armor and Holster
    • Dragon’s Nest: Backpack and Kneepads

Updated Rewards for all Incursions:

  • Challenging Mode

    • Boss drop:

      • 2x High End or Gear Set
      • 1x High End Weapon
      • 1 High End Mod
      • Chance for a named weapon
      • 100 Phoenix Credit
    • Reward:

      • 2x High End or Gear Set
  • Heroic Mode

    • Boss drop:

      • 2x High End or Gear Set
      • 1x High End Weapon
      • 1x Gear Set
      • 1 High End Mod
      • Chance for a named weapon
      • 120 Phoenix Credit
    • Reward:

      • 2x Gear Set
      • 1x High End weapon
      • 1x High End or Gear Set

Dark Zone

Updated Rewards for boss drops and Supply Drops in the Dark Zone:

  • Boss Drops:

    • 1x High End or Gear Set
    • 1x Gear Set
    • Chance for a High End mod
  • Supply Drops

    • 1x High End or Gear Set
    • 1x Gear Set
    • 1x High End Mod
    • 15 Phoenix Credits

Gear Stats
 

  • Removed Skill Bonus from all gear items. Instead, Backpack, Holster and Kneepads will now have additional slots dedicated to Performance Mods (Backpack = 2, Holster = 1, Kneepads = 1). Not that this change will not be retroactive.
  • Gear items of Gear Score 182 and higher will now provide fixed base stats in each of the main attributes (this comes in addition to existing random main stat bonus)

    • 182 = 48 Firearms, Stamina and Electronics
    • 204 = 101 Firearms, Stamina and Electronics
    • 229 = 148 Firearms, Stamina and Electronics
  • Reduced the range of additional bonuses such as Critical Hit chance or Headshot Damage.
  • Rebalanced bonuses provided by Performance Mods.
  • Removed stats overlap between Gear Scores (this does not apply to percentage based stats).
  • Armor has been overhauled:

    • Your Armor value now has a different Damage Mitigation value, depending on the World Tier you are in
    • Damage Mitigation has been capped at 60%
    • Reaching Damage Mitigation cap will now require much more armor, forcing you to make a conscious decision to spec into this stat
  • Global Rebalance pass on Gear Talents:

    • Accomplished: Rewards from Accolades are tripled (no change)
    • Astute: The first 3 bullets of your clip have a 5% higher chance to do a Critical Hit (instead of 5 to 10%)
    • Cunning: After reloading, your next shot with this weapon has a 10% higher critical hit chance (instead of 5 to 10%)
    • Decisive: Headshots with your side arm deal 35% more damage (instead of 10 to 25%)
    • Enduring: While in your last segment, your health continuously regenerates to fill up the segment (no change)
    • Forceful: Your armor is increased by 15% while your Signature Skill is active (instead of 5 to 15%)
    • Inventive: Your Skill Power is increased by 15% while you are at full health (instead of 5 to 15%)
    • Nimble: While doing a cover to cover move in combat, you heal 2% of your max Health for every 1 meter run (no change)
    • Perceptive: Your Gold find bonuses are increased by 15% (instead of 10 to 25%, no longer increases item find)
    • Prosperous: Critical headshots grant you Credits (no change)
    • Rapid: The cooldown of your healing skills is decreased by 15% (instead of 5 to 15%)
    • Reckless: You deal 15% more damage and receive 15% more damage (instead of 5 to 15% damage dealt and 10% damage received)
    • Recovered: Damage taken while doing a cover to cover maneuver is regenerated over 5 seconds upon reaching your destination (no change)
    • Refreshed: When your health is in the last segment, all your healing is improved by 30% (instead of 10 to 30%)
    • Rehabilitated: When you are affected by a status effect you are healed for 2% every second (no change)
    • Rejuvenated: Consuming a medkit also removes all negative status effects from you (no change)
    • Relentless: 5% of the damage dealt by your skills is returned to you as healing (instead of 3%)
    • Resourceful: All healing applied to you is also applied to your skill objects (no change)
    • Robust: You have 30% more armor while in cover (instead of 25 to 50%)
    • Savage: Your Critical hit chance is increased by 10% against targets out of cover (instead of 5 to 15%)
    • Specialized: 200% of your Firearms and Stamina are added to your Skill Power (instead of 15% – note that the drastic increase is also due to a new calculation method)
    • Steadfast: While in cover, health regeneration kicks in twice as fast (no change)
    • Sturdy: Your armor is increased by 15% when you stay more than 4 seconds in the same cover (instead of 5 to 15% and 10 seconds)
    • Technical: While your signature skill is active, your Skill Power is increased by 15% (instead of 5 to 15%)
    • Tenacious: Using a Medkit increases your damage by 10% for 10 seconds (instead of 5 to 10%)
    • Vigorous: All your healing skills have Over Heal enabled (no change)

Skills

Global changes
 

  • Skill power will not scale linearly anymore, instead it will follow a curve of diminishing returns.
  • Removed hard caps on most skills.
  • Expected Skill Power is now 3 times higher. Skill Power from Electronics has been multiplied by 3.

(Reference only values, for level 1 character)
First Aid
 

  • Global changes

    • All cooldowns set to 60 seconds
    • Decreased scaling of cooldown with Skill Power from 100% to 70%
  • Base Skill

    • Healing cap increased by 300%, up to 300000
    • Self-heal increased by 81% from 550 to 1000
    • Ally-heal increased by 81% from 550 to 1000
  • Defibrillator

    • Will now revive teammates from dead state
    • Self-heal increased by 36% from 550 to 750
    • Ally-heal increased by 172% from 550 to 1500
  • Overdose

    • Self-heal increased by 100% from 750 to 1500
    • Ally-heal unchanged at 750
  • Booster Shot

    • Self-heal increased by 105% from 440 to 900
    • Ally-heal increased by 50% from 600 to 900

Pulse
 

  • Global changes

    • Decreased scaling of Critical Hit Chance with Skill Power from 100% to 50%
    • Decreased scaling of Critical Hit Damage with Skill Power from 100% to 50%
    • Decreased scaling of cooldown with Skill Power from 100% to 80%
    • Base skill and mods Critical Hit Chance set to 6%
  • Base Skill

    • Critical Hit Damage decreased by 70% from 20 to 6%
  • Recon Pack

    • Critical Hit Damage decreased by 70% from 20 to 6%
  • Scrambler

    • Critical Hit Damage decreased by 70% from 20 to 6%
  • Tactical Scanner

    • Critical Hit Damage decreased by 60% from 25 to 10%
    • Cooldown decreased by 15% from 70 to 60 seconds

Turret
 

  • Global changes

    • Decreased scaling of cooldown with Skill Power from 100% to 80%
    • Base skill and all mods (except Zapper) health increased by 50% from 1000 to 1500
    • Base skill and all mods (except Zapper) increased by 50% from 30 seconds to 45 seconds
    • Scaling of health with Skill Power set to 200%
  • Base Skill

    • Range increased by 17% from 30 to 35 meters
  • Active Sensor

    • Range increased by 17% from 30 to 35 meters
    • Damage increased by 22% from 18 to 22
  • Dragonbreath

    • Damage increased by 20% from 30 to 36
  • Zapper

    • Range decreased by 20% from 20 to 16 meters
    • Health decreased by 50% from 1000 to 500
    • Damage decreased by 80% from 10 to 2

Support Station
 

  • Global changes

    • Base skill and all mods (except Life Support) healing rate increased by 67% from 30 to 50
    • Base skill and all mods (except Immunizer) lifetime decreased by 50% from 30 to 20 seconds
    • Base skill and all mods health increased by 100% from 500 to 1000
    • Base skill and all mods no longer have healing rate cap
    • Base skill and all mods no longer have lifetime cap
  • Life Support

    • Revive time decreased by 40% from 5 to 3 seconds
    • Range increased by 33% from 6 to 8 meters
    • Healing rate increased by 100% from 30 to 60
  • Ammo Cache

    • Healing rate increased to same level as other mods from 24 to 30 (25% increase)
  • Immunizer

    • Lifetime decreased by 33% from 24 to 16 seconds

Sticky Bomb
 

  • Global changes

    • Base skill and all mods no longer have damage cap
    • Scaling of damage with Skill Power set to 125%
    • Scaling of cooldown with Skill Power set to 80%
  • Base skill

    • Cooldown increased by 80% from 50 to 90 seconds
  • Proximity Fuse

    • Cooldown increased by 80% from 50 to 90 seconds
  • Flashbang

    • Explosion range decreased by 25% from 8 to 6 meters
  • BFB

    • Cooldown increased by 80% from 70 to 125 seconds

Mobile Cover
 

  • Global changes

    • Base skill and all mods no longer have health cap
    • Base skill and all mods no longer have cooldown cap
  • Blast Shield

    • Min and Max damage now scale with Skill Power
    • Min and Max damage now displayed in tooltip
    • Blast Resistance increased by 180% from 12.5% to 35%
  • Counter Measures

    • Health increased by 33% from 6000 to 8000

Seeker Mine
 

  • Global changes

    • Base skill and all mods no longer have health cap
    • Base skill and all mods no longer have cooldown cap
    • Base skill and all mods (except Cluster) health increased by 100% from 150 to 300
    • Base skill and all mods (except Gas Charge) cooldown decreased by 29% from 70 to 50 seconds
    • Scaling of cooldown with Skill Power set to 80%
  • Base skill

    • Damage increased by 100% from 1000 to 2000
  • Airburst

    • Damage increased by 100% from 300 to 600
    • Radius increased by 25% from 4 to 5 meters
  • Cluster

    • Health increased by 100% from 50 to 100
    • Damage increased by 100% from 300 to 600
  • Gas Charge

    • Cooldown decreased by 17% from 60 to 50 seconds

Ballistic Shield
 

  • Global changes

    • Base skill and all mods no longer have damage cap
    • Base skill and all mods no longer have defense cap
    • Base skill and all mods no longer have health cap
    • Base skill and all mods no longer have cooldown cap
    • Base skill and all mods cooldown decreased by 11% from 45 to 40 seconds
    • Scaling of cooldown with Skill Power set to 80%
    • Scaling of health with Skill Power set to 200%
  • Base Skill
  • Assault Shield

    • Health increased by 33% from 2250 to 3000
  • Base skill and all mods no longer have a damage buff cap
  • Base skill and all mods no longer have a defense buff cap
  • Base skill and all mods no longer have a health cap
  • Base skill and all mods cooldown decreased by 11%
  • Assault Shield – Health increase by 33%
  • Scaling of health with Skill Power set to 200%
  • Scaling of cooldown with Skill Power set to 80%
  • Ballistic Shield – Removed cooldown cap

Smart Cover
 

  • Global changes

    • Smart Cover cooldown will now begin when the smart cover is destroyed
    • Base skill and all mods Damage Resistance decreased by 65% from 20 to 7%
    • Base skill and all mods Damage bonus replaced with two bonuses:

      • Weapon Stability +5%
      • Weapon Accuracy +5%
    • Base skill and all mods cooldown set to 60 seconds
    • Scaling of Defense bonus with Skill Power set to 150%
    • Scaling of Weapon Stability bonus with Skill Power set to 150%
    • Scaling of Weapon Accuracy bonus with Skill Power set to 150%

Recovery Link Signature Skill
 

  • Recovery Link now revives teammates from dead state and automatically revives the player when down, in solo play.
  • Increased range by 25% from 40 to 50 meters
  • Instant heal now heals for 50% of the total health of the target
  • Increased heal over time duration by 100% from 5 to 10 seconds
  • Heal over time now heals for 100% of the total health of the target over 10s

Tactical Link Signature Skill
 

  • Removed Critical Hit Chance bonus
  • Decreased damage bonus by 40% from 50 to 30%
  • Added 3 new bonuses:

    • +50% RPM
    • +50% Reload Speed
    • +30% Weapon Stability
  • Decreased duration by 17% from 12 to 10 seconds
  • Increased range by 20% from 25 to 30 meters

Survivor Link Signature Skill
 

  • Decreased damage resistance by 38% from 80% to 50%
  • Decreased duration by 33% from 15s to 10s
  • Increased range by 20% from 25m to 30m

Weapons

Global changes
 

  • Damage per second calculations now ignore magazine size, reload speed, accuracy and headshot damage.
  • Weapon Mods have been changed: they will now have one major bonus and an amount of smaller bonuses depending on the quality of the mod.
  • Some stats on Weapon Mods have been merged into one:

    • Horizontal Stability and Initial Bullet Stability are now merged with Stability
    • Hip Fire Accuracy is now merged with Accuracy
  • Damage bonuses are now additive instead of multiplicative.
  • Weapon Talents have been rebalanced.

    • Accurate: Accuracy is improved by 25% (instead of 20 to 50%)
    • Adept: Using a skill increases your critical hit chance by 7.5% for 15 seconds (instead of 3 to 10% for 5 seconds)
    • Balanced: The weapon reaches max accuracy faster when shouldering (no change)
    • Brutal: +12% Headshot Damage with this weapon (instead of 10 to 25%)
    • Capable: Using a skill improves the handling of the weapon for 15 seconds (handling is improved by 25% instead of 20 to 50%, 15 seconds instead of 5 to 15 seconds)
    • Commanding: Every kill performed while your signature is active extends the duration of the signature skill by (5 to 20)% (no change)
    • Competent: Whenever you use a skill, your weapon damage is increased by 10% for 15 seconds (instead of 5 to 15%, 10 seconds)
    • Coolheaded: Doing a headshot reduces all your skill cooldowns by 5% (instead of 2 to 7.5%)
    • Deadly: +15% Critical hit damage (instead of 5 to 30%)
    • Destructive: +15% to armor destruction with this weapon (instead of 3 to 20%)
    • Determined: Killing a target reduces your skill cooldowns by 7.5% (instead of 5 to 10%)
    • Dominant: Every kill performed while your signature skill is active reduces the cooldown of your other skills by 10% (instead of 3 o 10%)
    • Ferocious: +15% Bonus damage to Elite and Named enemies (instead of 5 to 15%)
    • Fierce: +5% Critical hit chance with this weapon (instead of 5 to 10%)
    • Harmful: Each hit has a 15% chance to apply the Bleed status effect to the target (instead of 3 to 15%)
    • Intense: The first bullet of a magazine has a 25% chance to apply the On Fire status effect to the target (instead of 3 to 13%)
    • Meticulous: Killing a target has a 25% chance to instantly refill your magazine (instead of 5 to 25%)
    • Predatory: Killing a target regenerates 50% of your health over 2 seconds (instead of 5 to 15%, 5 seconds)
    • Prepared: When further than 30 meters from your target, your damage is increased by 15% (instead of 40 meters, 5 to 15%)
    • Proficient: The first bullet shot when out of combat has a 50% bonus chance to result in a critical hit (instead of 25 to 50%)
    • Provident: The last bullet of a magazine deals 60% more damage (instead of 25 to 60%)
    • Restored: Killing a target with this weapon removes all negative status effects from you (no change)
    • Skilled: Headshot kills with this weapon increases Signature Skill resource by (3 to 13)% (no change)
    • Stable: Stability is improved by 35% (instead of 20 to 50%)
    • Steady: Killing a target with a headshot removes 100% sway from the weapon for 3 seconds (instead of 3 to 8s)
    • Sustained: +6% Life on kill (instead of 1 to 6%)
    • Swift: Reloading is 15% faster (5 to 15%)
    • Talented: Killing a target with this weapon increases your Skill Power by 15% for 20 seconds (doesn't stack, killing a new target refreshes the timer) (instead of 3 to 10%, 5 to 15 seconds)
    • Toxic: Headshots with this weapon have a 15% chance to apply the Blind status effect (instead of 5 to 15%)
    • Trained: Critical hits increases your Signature Skill resource by 0.1% (no change)
    • Unforgiving: Damage increases based on your missing health: 1 missing segment +10%; 2 missing segments +25% (instead of 5 to 10%, 15 to 25%)
    • Vicious: Your Critical Hit chance is increased by 10% while you are at full health (instead of 5 to 15%)
    • Responsive: When closer than 10 meters from your target, your damage is increased by 15% (instead of 5 to 15%)
    • Self-Preserved: Critical hits with this weapon heal you for 3% of damage dealt (instead of 0.5 to 3%)

Global balance pass on weapons:

Assault Rifles
 

  • G36: Base damage decreased by 5%

LMG
 

  • L86: Base damage increased by 8%
  • RPK: Base damage increased by 10%
  • M60: Base damage increased by 30%
  • M249: Base damage increased by 25%

SMG
 

  • MP7: Base damage decreased by 30%
  • MP5: Base damage decreased by 15%
  • Vector: Base damage decreased by 20%
  • SMG9: Base damage decreased by 20%
  • AUG: Base damage decreased by 20%
  • PP19: Base damage decreased by 20%
  • T821: Base damage decreased by 24%

Shotguns
 

  • All shotguns with Gear Score 229 damage decreased by 30%
  • Showstopper: Base damage increased by 20%

Marksman Rifles
 

  • M1A: Base damage decreased by 35%
  • SVD: Base damage decreased by 5%
  • SCAR: Base damage increased by 24%
  • SRS: Base damage increased by 20%
  • M44: Base damage increased by 15%

Pistols
 

  • X45: Base damage decreased by 40%
  • M9: Base damage increased by 10%
  • Px4: Base damage increased by 25%

Gear Sets

Global changes
 

  • Gear Set gear scores have been brought in-line with High-End gear scores tiers.

    • 191 Gear Set items now have Gear Score 163
    • 214 Gear Set items now have Gear Score 182
    • 240 Gear Set items now have Gear Score 204
    • 268 Gear Set items now have Gear Score 229
  • Removed the 5 piece bonus on all Gear Sets that had one.

Striker’s Battlegear
 

  • 2 pieces: +20% Stability
  • 3 pieces: +10% armor damage
  • 4 pieces: Every consecutive hit deals 1% more damage. Stacks up to 100%. Missing shots drops bonus by 2%. Bonus is reduced by 1% every second

Tactician’s Authority
 

  • 2 pieces: +4000 skill power
  • 3 pieces: +20% skill haste
  • 4 pieces: Every bullet you and your group lands on a hostile adds 0.2% skill power to you for a max of 30% bonus. Bonus lasts for 10 seconds of not beeing refreshed or 10 seconds of beeing at max

Path of the Nomad
 

  • 2 pieces: +20% health on kill
  • 3 piece: Nomads Resolve – Administers a constant small heal, allowing the user to heal passed the segments of the healthbar
  • 4 pieces: Path of the Nomad – When recieving fatal damage, you are instead healed to full health. Can only occur once every 4 minutes

Sentry’s Call
 

  • 2 pieces: +30% Aiming Accuracy
  • 3 pieces: +10% Damage to elites
  • 4 pieces: Headshots mark the enemy, increasing the damage inflicted on the target by 5% for a duration of 30 seconds each. A target can receive up to three marks

Lone Star
 

  • 2 pieces: +100% Ammo capacity
  • 3 pieces:

    • +1000 LMG Damage
    • +1000 Shotgun Damage
  • 4 pieces: When holstering a weapon it's ammo is instantly refilled

Predator’s Mark
 

  • 2 pieces: +5% rate of fire
  • 3 pieces:

    • +800 Assault rifle damage
    • +700 Pistol Damage
  • 4 pieces: Hit 10 shots without switching target to make the target take damage over time for 100% of the total amount of damage already done by those bullets

Final Measure
 

  • 2 pieces: +50% Exotic damage resilience
  • 3 pieces: +15% resistance to damage from Elites
  • 4 pieces: Hostile grenades within range are defused and added to your inventory. Can only occur once every 4 seconds.

Hunter’s Faith
 

  • 2 pieces: +20% Optimal Range
  • 3 pieces: +20% Headshot Damage
  • 4 pieces: Hitting an enemy with a bullet grants you and your group temporary protection. The further your shot, the more protection. Each group member's protection disappears after getting hit by one hostlie bullet.

DeadEYE
 

  • 2 pieces: 40% Initial Bullet Stability
  • 3 pieces: 20% Marksman rifle critical hit damage
  • 4 pieces: When zoomed, Marksman rifles lose headshot bonus but gain 100% critical strike chance

B.L.I.N.D.
 

  • 3 pieces: 100% Blind/Deaf resistance
  • 2 pieces: 20% Pulse Critical Strike Damage
  • 4 pieces: Disabled

FireCrest
 

  • 2 pieces: +3 Incendiary grenades
  • 3 pieces:

    • +30% flame turret damage
    • +50% flame turret range
  • 4 pieces: Damage to targets on fire is increased by 15%

AlphaBridge
 

  • 2 pieces: 100% bonus health regen speed
  • 3 pieces: +5% Weapon Damage
  • 4 pieces: If your Primary and Secondary Weapon is of the same category, they both gain all of the unique active talents.

Reclaimer
 

  • 2 pieces: 100% Support station healing rate
  • 3 pieces: 50% consumable duration
  • 4 pieces: Disabled

Bug Fixing

Underground
 

  • Fixed a bug where NPCs could shoot players through doors while they were being opened.
  • Fixed a bug where the intensity of the Directive Sickness would be decided on Operation entry, allowing for Gear swap to reduce the effect. The intensity will now dynamically adapt to the current Stamina of the player.

Skills
 

  • Fixed a bug where skills could be stuck on cooldown indefinitely in some situations
  • Fixed a bug where First Aid would not trigger if the player is in a firefight.
  • Fixed a bug where First Aid effect would not apply immediately after triggering the skill.
  • Fixed a bug where Smart Cover would be destroyed when used during a combat roll.
  • Fixed a bug where Smart Cover would be destroyed if deployed instantly while the player if aiming down sight.
  • Fixed a bug where Smart Cover Trapper would apply to non-hostile players.
  • Fixed a bug where the self-reload from the 4 piece Lone Star set would not benefit from the Support Station Ammo Cache.
  • Fixed a bug where shooting Smart Cover off a wall would remove its effect.
  • Fixed a bug where the Ammo Cache buff would be lost when two Support Stations with this mod would overlap each other and one of them be destroyed.
  • Fixed a bug where fire damage dealt to a player using the Ballistic Shield would be dealt to the player instead of the Shield.
  • Fixed a bug where players could retain the Mobile Cover buff after leaving the cover.

Talents
 

  • Fixed a bug where Repo Reaper would give bullets to the player when killing an enemy with the primary weapon.
  • Fixed a bug where Tactical Advance damage bonus would not be calculated correctly.
  • Fixed a bug where Triage would apply to consumable cooldowns.
  • Fixed a bug where Specialized would not correctly increase Skill Power.
  • Fixed a bug where Resourceful would not apply to Ballistic Shield.

Controls
 

  • [PC] Fixed a bug where going into cover while keeping the holding the mouse button for continuous fire would interrupt shooting until the mousebutton is released and pressed again.

Gear Sets
 

  • Fixed a bug where the Striker 4 pieces buff would be lost when switching between primary and secondary weapon.
  • Fixed a bug where AlphaBridge would not take a Weapon Talent into account if both weapons have it and the requirements are not met on either one of them.

UI
 

  • Fixed a bug where the supply drop helicopter could be heard from the map in a safe house.
  • Fixed a bug where opening the mod menu from the inventory would always open for the equipped weapon instead of the selected weapon.
  • Fixed a bug where the character and background would turn dark while trying to browse the appearance tab in the inventory.
  • Fixed a bug where Audio would drop out on PS4.
  • Fixed a bug where Grenade range was not displayed properly and appeared smaller than it actually is.
  • Fixed a bug where bonus Medkits and Ammo gathered with specific backpacks or gear items equipped would remain after swapping to other items.
  • Fixed a bug where players would reach maximum capacity for vanity items and wouldn’t be able to pick up new ones.
  • Fixed a bug where using Ammo Cache Support Station in the Underground with Waste Not Want Not Directive active could result in negative ammo.