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v4.3 Legend and Ultimate II

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@bryce-and bryce-and released this 06 Nov 22:42

Legendary and Ultimate now pay out. Unlocking each tier opens an exotic reward menu, Ultimate is tougher and denser, and a new Guardian can skip straight to Legendary.

  • Unlocking Legendary plays a new unlock sequence and opens a reward menu: 3 exotic armor pieces for your class and 3 exotic weapons. Keep 1 of each
  • Unlocking Ultimate plays a bigger one: 5 and 5, keep 2 of each. Choose "Decide later" and the menu waits for you in Orbit
  • Legendary: the campaign's final boss drops an exotic every time you beat it
  • Ultimate: every mission drops an exotic the first time you clear it
  • An Ultimate reward awaits those who finish the campaign on Ultimate difficulty
  • Ultimate enemies stand 50 Light above you, or 50 above the mission if you are under it. Legendary and Ultimate send more enemies
  • Skip Campaign: once any of your Guardians has cleared the campaign, another can skip it from character select (hold to confirm). They reach the level a full clear gives, get a full Legendary set at Light 200 and the Legendary reward menu, but no mission drops
  • Press I anywhere, even mid-mission, to open the full Character screen: gear, mods, shaders, vault. It replaces the old in-mission inventory
  • Each weapon and armor slot holds 9 items besides the one you have equipped; extras go to the Postmaster, which now holds 50. The item count is gone from the Character screen
  • Your saves carry over. Anything past 9 in a slot moves to that Guardian's Postmaster; nothing is lost

v4.2 Legend and Ultimate

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@bryce-and bryce-and released this 06 Nov 22:15

The campaign has two harder tiers. Clear it to open Legendary, clear Legendary to open Ultimate, and pick your tier in the Director.

  • Legendary: the same 18 missions, with enemies 25 Light above you and majors across the board. Missions run from Light 200 to 300, and the Light cap rises to 300
  • Ultimate: enemies 50 Light above you, even more majors, and no revives. One death and the mission starts over (in a fireteam, any death ends the run). Missions run from 300 to 350, and the cap rises to 350
  • Clear the base campaign to unlock Legendary; clear Legendary to unlock Ultimate. Clear Ultimate on any Guardian and both open for all of your Guardians
  • The Director has a Base / Legendary / Ultimate switch on every destination. Each tier keeps its own clears, and its missions open in order
  • Fireteams play the leader's pick
  • Equipped armor can be infused: Shift+Click it in the Character screen
  • Past Light 200, level rewards, Horde and Endless hold your Light instead of dropping you back to 200
  • Your saves carry over: your clears count as Base clears, and a Guardian who already finished the campaign has Legendary waiting

v4.1 Light and Scaling

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@bryce-and bryce-and released this 06 Nov 21:51

Your Light matters now. Some enemies are far stronger than you, and you will know it the moment you see them.

  • Enemies up to 50 Light above you can still be beaten, but it is extremely hard: at 50 under you deal a quarter of your damage and take three times as much
  • Enemies 51 or more Light above you are immune. Your hits show IMMUNE, their plates show a "?" in place of the faction emblem, their names are scrambled, and their attacks nearly kill in one hit
  • A warning at the start of a mission tells you when you are underpowered, and when enemies are immune
  • Horde, Endless and patrol zones scale to your Light, so they are never out of reach
  • Fireteams: a member below the leader's Light plays at the leader's Light. Loot still drops at your own Light
  • No save changes

v4.0.3 Hotfix

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@bryce-and bryce-and released this 06 Nov 21:41

Railings sit on their walkways, and doorways and walkways are clear of pieces that reached into them.

  • Titan: the railings on the Hope causeway and the Sunken Labs gangway sit on the walkway now (they floated 2.4 to 6 m above it)
  • Doorways and walkways cleared: no more wall ends, towers, planters, pipe supports, rocks or a ship's nose poking into doorways. Covers the Titan Hope lobby, the Sunken Labs Solarium and lab corridor, the Cosmodrome patrol pump house, warehouse and admin block, the Meridian Bay lobby, the Dust Palace hall and the Hellmouth tunnel doorways
  • Mars Buried City lobby: its second door faces the cross street now instead of opening onto the arena wall
  • Railings, posts and chains that floated sit where they belong: the Mindbender rope bridge, the Chamber of Night island bridge rails, the Crota's End orb chains, the Mars crane hooks and watchtower posts, and the Tangled Shore rock posts
  • No save changes

v4.0.2 Hotfix

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@bryce-and bryce-and released this 06 Nov 21:23

A buried Mars subway, a new road to Terrabase Charon, a dry Titan gallery, and the last co-op life.

  • Mars patrol: the subway is now a real tunnel under the city. Its roof sits level with the street, the streets cross over it, and the road from the Scablands no longer runs into the trench
  • Io patrol: Terrabase Charon has a new ramp on its north side with the road running up to it, and the Pyramidion's side walls are solid at ground level (you could walk into them)
  • Io patrol: the ringed base of the drill at Giant's Scar is solid
  • Titan patrol: the sea no longer shows inside the descent tube, the Sunken Gallery and the chamber
  • Fireteams: the last pooled life no longer brings you back. You stay down for a teammate, and if everyone goes down the run ends (as solo revives since 4.0.1)
  • No save changes

v4.0.1 Hotfix

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@bryce-and bryce-and released this 06 Nov 21:12

Solid Ground: pieces sit on the ground they stand on, collision fits what you see, and enemies no longer spawn in walls.

  • Collision pass on every map and patrol zone: things you could walk through now block, and diagonal or leaning pieces (walls, slabs, wrecks, rocks) get collision turned with them instead of a square box, so you slide along them
  • Enemies no longer spawn inside walls or crates: a spawn needs open, walkable ground for the whole body
  • Solo: the death that uses your last revive ends the run (it used to say "Revives remaining: 0" and bring you back)
  • Patrol roads on the Moon, Mars and Io follow the slopes instead of stepping off them in flat slabs, and their edge markers follow too
  • Diagonal walls and stair steps on slopes reach down to the ground at their low end
  • Fixed pieces that hung in the air: the Devils' Lair corridor lights, a Cabal door and hazard block on Mars, Io cracks, hazard strips, post and floodlight bases and bulwark buttresses, Titan ramp rails and a landing pad, the Tangled Shore net racks, the Dreaming City wall caps and processional strip, the Leviathan wall plinths, the light bar and fallen stones in the Io patrol
  • No save changes

v4.0 Know Your Enemy

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@bryce-and bryce-and released this 05 Nov 18:44

Every Fallen, Hive, Cabal and Scorn unit has been rebuilt from the ground up, a few new faces join their ranks, and the Scorn fight differently: Ravagers swing burning lanterns and Raiders snipe.

  • Fallen: new models in red and bone for the Dreg, Vandal, Captain, Brig, Servitor, Shanks and Explosive Shanks. Captains carry a scorch cannon, Shanks are bigger, and the Servitor hovers low
  • Hive: new Thrall, Cursed Thrall, Acolyte, Knight, Ogre and Shrieker, with guns in hand and a Shrieker shell that turns two ways at once. New unit: the Hive Wizard floats in from the second zone and casts
  • Cabal: new Legionary, War Beast, Centurion, Colossus, Incendior and Gladiator, rifles shouldered like real weapons. New units: the Psion sniper and the Phalanx, whose shield drops for a moment when you shoot its core. The Loyalists on the Leviathan wear gold and royal purple
  • Scorn: new Screeb, Wraith, Stalker, Raider, Lurker, Ravager, Chieftain and Abomination, all pale veined skin, gold scrap armour and chains. Shoot the Abomination in the gold helm sunk into its chest
  • Scorn Ravager: now a normal-sized melee fighter that comes in packs of one to four. It swings its lantern as it runs, whirls it overhead, then slams it down, leaving a pool of fire. Do not stand in it
  • Scorn Raider: now a crossbow sniper. Watch for its aim line and step out of it. The Lurker is quicker behind its shield, Stalkers and Lurkers are the common Scorn, and Wraiths are rare
  • Precision hits land on heads (and the Abomination's helm) on every rebuilt unit
  • No save changes

v3.9 Open Frontier

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@bryce-and bryce-and released this 04 Nov 17:56

Patrol the Dreaming City: rocky cliffs over a sea of cloud, the Blind Well in the Divalian Mists, the Gardens of Esila, the towers and palace of Rheasilvia, and a purple crystal cavern, all under a torn ring in the sky. Every destination now has a patrol zone.

  • Patrol: the Dreaming City now has a Patrol button in the Director. You land on the Strand, a rocky shore under a colossal Awoken arch-spire, and paths and bridges lead to every area
  • The city: the Divalian Mists under the palace wall, the court of the Blind Well, the Gardens of Esila through an overgrown gorge, the towers and bridges of Rheasilvia with a palace you can walk into, a crystal cavern with hooded statues on its stair, and Aphelion's Rest on the cliffs
  • Factions: the Taken hold the Mists, the Gardens, the palace and the cavern; the Scorn hold Aphelion's Rest and the lower decks of Rheasilvia
  • Beacons and events: six beacons across both factions and two public events. The Blind Well (new): stand in its light ring to hold it shut while the Taken pour out, and kill the Well Captains in time for Heroic. The Scorn run Ether Resupply at Aphelion's Rest
  • Falling: the edges are open, as on the Tangled Shore. Fall and you wake on the Strand, with no revive spent
  • People: Petra Venj waits on the Strand with a second side quest, "The Torn Veil"
  • Patrol enemies: they only notice you within 60 m, or when you hurt them, and walk back to their camp when they lose you. No more packs chasing you across the map
  • Fixed: holding E for the Sparrow and O for orbit filled at a third of the right speed. They now take 1 s and 5 s
  • No save changes

v3.8 Open Frontier

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@bryce-and bryce-and released this 03 Nov 18:28

Patrol the Tangled Shore: rock islands chained together over a cloud abyss, the Spider in his lair, Petra Venj at Thieves' Landing, and Fallen, Scorn and Hive fighting over the scraps. Mind the edge.

  • Patrol: the Tangled Shore now has a Patrol button in the Director. You land at Thieves' Landing, a safe cavern under a rock ceiling hung with Fallen pods, and decks and plank bridges link it to every rock on the Reef
  • The Reef: the chained rocks of the Rift with their Fallen cranes, Four-Holed Cove, Jetsam of Saturn (a crashed Hive ship you can walk into), the Scorn flats and Trapper's Cave, all under a broken ring of debris round a glowing core
  • Falling: the edges are open. Walk or ride off one and you tumble into the clouds and wake at the landing. It costs no revive and no co-op life. Wide decks are the Sparrow routes; plank bridges have rope rails
  • Factions: the Fallen hold the Rift and the Cove, the Scorn the flats and Trapper's Cave, and the Hive the crashed ship. Each wears its own look
  • Beacons and events: six beacons across all three factions (one inside the ship's hold) and two new public events. Ether Resupply: kill the Ether Chieftains in time for Heroic. Hive Awakening: kill the Hull Knights in time for Heroic
  • People: the Spider sits on his throne between two guards and has a word for any Guardian who walks in. Petra Venj waits at the landing with a side quest, "The Queen's Wrath"
  • No save changes

v3.7 Open Frontier

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@bryce-and bryce-and released this 03 Nov 16:54

Patrol Io: green canyons ruled by the Vex, a Taken blight, a Red Legion base you can walk through, and the Pyramidion, a colossal Vex block you can step inside.

  • Patrol: Io now has a Patrol button in the Director. You land at the Lost Oasis, a still lake under a petrified tree, and dirt roads run through yellow-green canyons and up onto the mesas to every area
  • The Pyramidion: a colossal tilted block of Vex stone, 200 m wide and over 300 m tall, glowing red under its lifted edge. Walk in through its gate to a vast hall with stairways down through floating Vex blocks to a pit glowing red under a suspended core
  • Across Io: the White Tree canyon, the Giant's Scar with its Cabal drill, Terrabase Charon with a Taken blight crackling beside it, and a Red Legion base with a hangar, a command hall and corridors you can fight through
  • Factions: the Vex hold most of Io, the Taken spread from the blight, and the Red Legion hold their base and the Scar. Camps spawn the real Vex and Taken units
  • Beacons and events: seven beacons (four Bounties, three Clears, one inside the Pyramidion) and two new public events. Vex Incursion: a gate opens in the canyon, kill the Minotaurs in time for Heroic. Taken Blight: the blight surges, kill the Taken Captains in time for Heroic
  • Quests: Asher Mir works in the empty halls of Terrabase Charon and has a side quest, "The Last Touch", the first time you patrol there
  • No save changes