Optimized monster spawn delay to reduce memory usage on the host
Added small demisters for Zone990, Zone991, and Zone100
I have reset Level_11, which is now in the testing phase. Feel free to play.
Added Long Gun and Compact Sniper. The weapon stats are as follows:
Long Gun: [Magazine Capacity: 13] [Reserve Ammo: 78] [Weapon Damage: 12.01] [Accuracy Multiplier: 1.2] [Stiffness Multiplier: 0.5] [Penetration Count: 0] [Damage Falloff Distance: 15M - 100M] [Special Attribute: 20% chance to trigger a critical hit]
Compact Sniper: [Magazine Capacity: 5] [Reserve Ammo: 22] [Weapon Damage: 40.01] [Accuracy Multiplier: 1.35] [Stiffness Multiplier: 1.0] [Penetration Count: 0] [Damage Falloff Distance: 80M - 100M]
Added countdown text to the two-person moving point in Level_10
Weapon adjustments:
Double-barrel shotgun damage changed from 6.01 to 6.51, falloff distance changed from 4-20m to 6-20m
Fixed the bug where players would not have full ammo upon spawning in Level_10.
Added a double-barrel shotgun, weapon stats are as follows:
Projectile [Damage: 6.01] [Number of Projectiles: 10] [Ammo Capacity: 2/18] [Weak Point Multiplier: 0.75] [Stagger Multiplier: 1.0]
Weapon Adjustments:
HEL Rifle ammo capacity changed from 6/32 to 6/26
Choke Mod Shotgun damage changed from 3.76 to 3.51, number of bullets changed from 8 to 10
Precision Rifle damage changed from 13.01 to 15.01
High Caliber Pistol ammo capacity changed from 8/32 to 7/32
Ballista Em3 Sniper Rifle ammo capacity changed from 5/15 to 6/18
Level adjustment content:
Leve_10 has been launched, but it is still in the testing phase
Added a series of props to Test_Base
Level Adjustments:
Weakened the 6/6 reactor waves in Level_12, added ammo packs to Zone_191 and Zone_194, and adjusted the situation where players would be knocked by monsters when teleporting to the reactor in waves 5/6.
Weapon Adjustments:
Slug Shotgun: fire interval changed from 0.75 to 0.35, ammo capacity changed from 8/38 to 8/46, penetration count changed from 0 to 2.
Assault Rifle: damage changed from 2.35 to 2.75.
Burst Rifle: damage changed from 2.71 to 3.01.
DMR: accuracy multiplier changed from 0.87 to 1, shooting interval changed from 0.25 to 0.2.
Carbine: penetration count changed from 0 to 1, damage falloff range changed from 10M-65M to 12M-65M.
PDW: damage falloff range changed from 5M-47M to 8M-47M.
Heavy SMG: damage changed from 2.45 to 2.75, damage falloff range changed from 7M-60M to 10M-60M, penetration count changed from 0 to 2.
SMG: damage changed from 1.98 to 2.15, damage falloff range changed from 6M-55M to 8M-55M, penetration count changed from 0 to 2.
Adjusted the spawn settings for the alert scan points in Wave 5/6 of Level_12.
Adjusted most of the native monsters in Level_11, added more ammunition for Zone_999 and Zone_1000, and removed the Fog Repeller Turbine.
The following are weapon adjustments:
Assault Rifle penetration increased from 0 to 2
Slug Shotgun ammo changed from 6/38 to 8/38
Heavy Assault Rifle ammo changed from 30/150 to 30/181
Short Rifle ammo changed from 30/166 to 30/205 and penetration increased from 0 to 2
Shotgun ammo changed from 8/24 to 8/32
Combat Shotgun ammo changed from 12/57 to 16/65
Machinegun[1] ammo changed from 40/164 to 40/190
Machinegun[2] ammo changed from 60/230 to 60/280
HelGun ammo changed from 9/45 to 9/54
High Caliber Pistol ammo changed from 8/30 to 8/32
Precision Rifle ammo changed from 12/46 to 16/54
HEL Rifle ammo changed from 6/26 to 6/32
Ballista Em3 Sniper Rifle ammo changed from 6/16 to 5/15
Adjusted the distribution of native monsters in certain areas of Level_11, increased the terminal verification time, and modified the resource distribution in Zone_998. Adjusted the punishment mechanism for tentacle screams in Zone_795 of Level_13, added monster waves for stages 2/4, added raising and lowering fog for stage 3/4, and removed movement points in Zone_802.
Fixed the error in Level_12 where the verification command did not appear when waves 3/6 of the reactor timed out
Fixed the bug in Lvev_11 where terminal verification timeout penalties could not properly activate scan points Modified the reactor wave monster settings in Leve_12
Level_11 has been updated, welcome to play
Fixed the issue where the uplink terminal in Zone_803 of Level_13 would not generate properly, and fixed the issue where entering "unlock_door" on the terminal in Zone_793 would sometimes result in an incorrect scan point.
Modified the first infinite alert wave setting in Leve_13
Added alert spawn areas and Boss alert spawn areas to Test Base
Thermal imaging scopes have been added to the following weapons: Em3 Sniper Rifle Sniper Assault Rifle DMR Double Tap Rifle
Add monster waves in the 5/6 reactor wave of Level_12
Increase the distribution of resources in the reactor area
Fixed teleportation preventing the collection of sentry turrets
Modified the text of the alarm on the door of Zone 791 in Level_13
Adjusted the clearance process in Level_13 and modified the resource distribution quantities in certain areas.
Fixed the issue where Leve_12 at the 5/6 reactor wave teleport event was not working
Weapon Adjustment Details: Revolver Damage: 14.5 - 15.01 Ammo Capacity: 6/60 - 6/48 EM3 Electromagnetic Sniper Rifle Accuracy Multiplier: 0.0 - 0.75 Shotgun Pellet Damage: 3.01 - 4.01 Combat Shotgun Pellet Damage: 2.57 - 3.01 High Caliber Pistol Damage Falloff Distance: 8m — 65m changed to 12m — 65m Dual-Barrel Rifle Ammo Capacity: 14/131 - 14/151
Fixed a bug where players in Level_12 Reactor 5/6 waves were not able to teleport to the designated area properly
Adjust the amount of resources distributed in Level 12 and Level 13
Fixed an issue with the Test level and adjusted the damage of the Em3 Sniper Rifle
Fix the errors in Rundown