• Episode 21: 8-Player Operation: Prison Break

o Fixed an Issue where sometimes the Mercenary Captain was not dropping loot

• NPCs within Episode content (Episodes 15+) should now have a chance to drop cash or other loot. Various factions of non-boss NPCs were not dropping loot or cash consistently prior to this change.

• Fixed places where missions granted as part of main progression were not auto-granted. The following missions should now grant and activate every time:

o Research & Development

o Into the Hall of Doom

o Welcome to the Watchtower

o Saving the Society

o JLA in Trouble?

o Beyond Rhyme or Reason

o What Fate Awaits?

• Celestial

o While in Healer role, Divine Light and Corrupted Divine Light will again heal allies if they touch one of the glyphs (this does not stack with other Celestial players). The caster will no longer Purify themselves instead of enemies, and will once again get a glyph at the original cast position.

o While in Healer role, Divine Light will no longer deal Advanced Mechanic levels of damage when not doing the Advanced Mechanics.

• Light

o Tree Changes

 In order to allow viable Range and Melee loadouts to be created with the same build, Light Weight and Chain Whip have swapped places in the Assault tree. Power points have been reset and refunded for Light power users due to these improvements.

o Corrected a number of visual hit FX issues that do not affect game play but could result in enemies reacting improperly when hit with the following abilities:

 Chompers

 Spikequake

 Group Shielding

 Strafing Run

 Boxing

 Entrap

 Shielding

 Triage

o Removed role restrictions from Light Construct Combo Advanced Mechanics allowing these to cause full damage in Control role.

o Increased both the base instant damage, and the power interaction instant damage for following Light powers when used directly from the tray:

 Chainsaw

 Light Claws

 Fan

 Chompers

 Spikequake

 Boxing

 Hand Clap

o Impact

 Increased base damage when used from the tray. When used as a Construct Combo it will also hit three times.

o Ram

 Increased base damage when used from the tray. When used as a Construct Combo it will also hit three times.

o Light Blast

 Increased the damage caused against enemies with low health. The amount of damage inflicted now increases with closer ranges.

o Light Claws

 Tuned input notifies so the Final Claw attack is a little easier to activate.

o Entrap

 Entrap and its Construct Combos including Lunging Swing and Swing can now combo into Impact.

o Construct Combos:

 Melee Construct Combos now cause increased damage. This specifically affects:

 Chainsaw

 Light Claws

 Boxing

 Swing (Entrap)

 Ranged Construct Combos now cause increased damage, with the most damage being caused within 13m of a target. This specifically affects:

 Fan

 Minigun

 Ram

 Snap Trap

 Grasping Hand

 Hand Clap

 Impact

 Light Blast

 If your Construct Combo is interrupted after triggering Advanced Mechanic (AM) damage you now have a three second window of time to restart the combo without losing the AM damage increase.

• Munitions

o Small Package - Increased the damage caused against enemies with low health. The amount of damage inflicted now increases with closer ranges.