UI Overhaul (v1.0.4)
Every screen now shares one navigation bar at the top. Under the hood: the fire rate cap is gone, three elements got their own on-hit powers, two new legendaries, and a stack of fixes.
UI rework: one bar for everything
- A single command bar sits at the top of every screen: Home, OPERATIONS, LOADOUT, SKILLS, TECH TABLE, TRADERS, QUESTS, INSANITY, then Settings and Exit on the right. Same place, same order, everywhere.
- The old scattered buttons are gone: BACK in the bottom left of Loadout and Operations, the link strip on the Operations map, LOADOUT links in Skills and Traders, the X in the trader shop, HUB in Insanity. If you want to go somewhere, look up.
- The hub menu and its hotkeys (1 to 8) stay as they are. ESC still takes you home.
- The bar hides during a raid so the raid screen keeps its full height, and comes back when you extract.
- The bar scales with UI Scale and its labels follow Font Size. Steam Deck: the Insanity title no longer covers the layer selector.
- Tutorial steps that said "click BACK" now point at the Home icon.
- Hub leaderboard shows 15 rows at a time; scroll for the rest.
- Field Log: Highest Single Hit and Abyss Highest Single Hit have a small reset button next to the label. One click, no confirmation.
Fire rate cap removed
- Effective fire rate was silently capped at about 12,000 RPM by the engine timer. The cap is gone: a 250,000 RPM build now really fires 250,000 rounds per minute.
- How it works: shots are counted by time, not by timer ticks. Every fire cycle the game computes how many rounds should have left the barrel since the last one and resolves them as one packet. Damage, ammo, heat, durability, recoil and every per-hit proc are multiplied by the packet size. Jam and miss chance become an expected value across the packet. Weapons under 3,750 RPM keep the old one-round-per-shot behavior.
- Per-hit mythic abilities and prototype procs scale with rounds, not packets: Fatal Error, One-Tap, Double Tap, Stagger, Volatile Rounds, elemental stacks, Rage, Relentless Fire, Overload, Echo Tap and Quantum Crit all count every round.
- Gambler: Double or Nothing and Feeling Lucky now roll per round. At high fire rates the combat text shows a running tally ("DOUBLE 12.4K / NOTHING 12.1K") instead of flooding the screen.
- Berserker Protocol now shows a HUD badge with its current attack speed bonus.
New element powers
Every weapon with the element gets these. All three share the same 5% chance.
- Fire: Wildfire. When a burning enemy dies, 5% chance the fire jumps to the 5 nearest enemies (radius 14). Each takes 20% of its own max HP instantly (bosses, Wardens and the Underlord 10%) and starts burning at max stacks. Spread targets do not spread again.
- Lightning: Arc Rounds. 5% chance per round. Lightning chains to the 5 nearest enemies: the first takes 50% of that round's final damage (headshot and all multipliers included), each jump after that takes 75% of the previous one (50%, 37.5%, 28%, 21%, 16%).
- Cold: Snowfield. 5% chance per hit, once per raid. A snowfield opens around the target (radius 10) for 3 seconds: 10 waves, and by the last wave every normal enemy inside has lost 100% of its max HP. Corruption shields are included in that math, so nothing survives. Bosses, Wardens and the Underlord take 25% total and show no damage numbers. Each wave also adds a Frozen stack.
- Kills from these powers are normal kills: loot, echoes, kill stacks all apply. None of this damage counts toward Highest Single Hit.
New legendary abilities
- Heat Sink (ranged): the weapon never overheats. Heat simply does not build.
- True Aim (ranged): the weapon never misses from recoil. Jams are mechanical and still happen.
Effects follow your options
- Ability, element and Infinity Fragment effects now respect Particles and VFX Intensity: Particles off or VFX Intensity low hides them, medium halves the snowfall. Damage is unchanged.
- Arc Rounds draws its lightning at most a few times per second at high fire rates.
Fixes
- Selling with the keyboard: pressing SPACE on a sell confirmation could trigger the last button you clicked (usually SORT) instead of confirming. Confirmation windows now handle Enter and Space themselves, release focus from the background, and a cancelled confirmation can no longer fire later.
- Quick sell now checks it is still the same item before selling. If the stash was sorted or the item moved while the window was open, the sale is cancelled instead of selling whatever landed in that slot.
- Fragments could be dropped into a container cell already covered by a bigger item, stacking items on top of each other. Fixed.
- Highest Single Hit records only weapon hits (burn, DoT and area damage no longer count) and shows short numbers (10B, 1.5T).
- All Bets Down "speed" result was overwritten by Berserker Protocol or Wildcard on the first shot. It now stacks with them.
- The Take a Rest ending warning now says what it does: ALL of your save slots are reset.