Reflex Skills - Patch Notes (390)
Unfortunately, saving progress for armor mod purchases through this update wasn’t possible. I have refunded the rough amount of coins needed to re-purchase mods that were lost based on the armor level you have. I’m sorry for the annoyance.
New
- Reflex Skills
- Armor classes now have a reflex skill instead of a Dash
- All instances of Dash, Dash Distance and Dash Cost have been replaced by Reflex skill in Paths, Beacons and Gadgets
- Weapon mobility stat and being slowed no longer affects dash distance/reflex skill
- New HUD icon and fx for the Reflex skill activation
New tier of armor perks for buffing reflex skills
- Max Armor level has been increased to 25
- The order of perk unlocking has been changed.
- New setting: Crosshairs color
Updates
- Combat movement speed slowdowns have been split into 2 groups; attacking and shouldering/blocking
- Previously, walk speed was slowed down when you were attacking/blocking/shouldering based on your weapon’s mobility. Now, attacking has its own slowdown separate from blocking/shouldering slowdown. The worst-case (combined) slowdown should be essentially the same, but blocking/shouldering while not attacking, or attacking while not also blocking/shouldering should be a little faster. Weapon mobility still affects both.
Overcharge is now gained from weapon hits scaled with time, instead of damage.
- This makes things like the flamer, which deal the majority of it’s damage a status effect in line with other weapons’ overcharge generation. This also means that overcharge generation doesn’t naturally scale faster and faster as the mission progresses, improving combat balance and increasing the value of perks that increase it.
Combat Stun changes
- An enemy reaching ‘Flinched’ stun state (level 1) no longer contributes to their extra temporary ‘chain stun resistance’. This was unintended and will make staggering/knocking down enemies with normal ranged and melee hits easier.
- Enemies can be staggered even while already staggered. (before; staggered enemies could only escalate to knockdown, chain staggering was not possible)
- Different enemies now have different ‘chain stun resistance’ values
- Base enemy movement speed reduced by ~8% on average
- Base Dodge stamina cost reduced to 22 (was 25)
- Base Reflex stamina cost increase to 12 (was 10)
- Killswitches now deal Molten damage
- Armor updates
- (Cavalier) Swift perk replaced
- (Sentinel) Passive no longer applies a slow
- (Sentinel) Flashbang perk replaced
- (Sentinel) Stoic perk now scales with movement speed (was only active at standstill)
- (Templar) Passive’s shield absorption has been moved to the Tier 2 perk, replacing Static Field
- (Templar) Passive’s Jolt generation has been improved to every 5s (was 8)
Blocking projectiles (Shield archetype and Swift Guard) now costs a flat 20% (was 10-40 sequentially)
Great Weapon melee archetype now also ignores the first hit in a swing for Cleave damage reduction
Ranged enemies’ maximum inaccuracy due to firing through other enemies has been doubled
Currency updates
- Coins and relics have been fully split into gameplay upgrades and cosmetics accordingly
- Coin and relics rewards have been adjusted across the board
Fixes
- Fixed Objective beacons sometimes showing ‘not enough resources’ when they should always be free
- Fixed an issue where switching in and out of shouldering/block stance repeatedly could incorrectly ignore certain movement speed multipliers
Demo
- Updated to match
This announcement was originally published by Indecision Labs on Steam on Oct 12, 2026.
Open the original on Steam