Duo Trials
11 Expeditions available. Balanced for duo play. 5 Vanilla-enemy levels, 6 Modded-enemy levels.
CHANGELOG
V1.3.7
- Fixed an issue where a timer in E2 was not displaying.
- Fixed an issue where the sustain cluster at the end of E1 was replaced with Global Scans.
V1.3.6
- All weapons are now full auto. This can be disabled by removing FullAutoEverything.
V1.3.5
- Added FE3 cosmetics.
- Heavy Machinegun Crit 1.5 -> 1.2, damage 4 -> 5.
V1.3.4
- Fixed an issue where E2 secondary objective caused enemies to spawn on the player.
- EMP abilities now make an audio effect.
- Revenant now uses the EMP ability as intended.
- Added dependency that fixes enemies "AFK"ing causing unintended encounters.
V1.3.3
- Added a Cell vault to D1 to guarantee that Power Cells spawn.
- Sustain alarm on D1 is now a global scan.
V1.3.2
- Adjusted excessively long timers in F2.
- Fixed more instances of countdown timer display bugging out.
V1.3.1
- Fixed stuck extract scan on HUD when completing objectives. HUD now should only appear if you are in extract.
V1.3.0
- Adjusted C1 Cycle timers so that they're less likely to bug out and not display.
- Precision Rifle damage 7.9 -> 9, stun 12.5 -> 14, fire rate decreased by 12.5%, mag size 18 -> 16, stock 164 -> 144, recoil adjusted.
- Impaler mag size 8 -> 9
V1.2.9
- F1 secondary terminal command wave timing adjusted slightly to compensate for Surefire nerf.
V1.2.8
- D2 most real scan hotfix (finalized)_copy. Accidentally moved terminal next to security door.
V1.2.7
- D2 entrance consumables adjusted.
- D2 real scan hotfix (finalized).
V1.2.6
- Grinder mag corrected to 44.
- B2 added extra terminals during the split-up section.
- D2 entrance alarms seed locked.
V1.2.5
- Fixed an issue where a Hallowed boss enemy appears in an unintended location in F1.
V1.2.4
- Weapon adjustments (again.) Makes machineguns have a more unique purpose. Tones down the overtuned Surefire damage efficiency while bumping everything else to equal out the loss.
- Shrapnel changes reverted. Damage 3 -> 3.2, stun 3.6 -> 4, mag 75 -> 90, stock 440 -> 450
- Assault Rifle stock 400 -> 440
- Grinder stock 400 -> 440
- Combat Sniper stock 40 -> 43
- Surefire stock 40 -> 38, damage 4x10 -> 3.8x10
- Compact Pistol stock 204 -> 220
- Heavy Machinegun mag 65 -> 80, stock 310 -> 350
- Quadrail stock 481 -> 500
- Shockwave stock 60 -> 64
- Impaler stock 80 -> 82
- Precision Rifle stock 155 -> 164
V1.2.3
- Adjusted all King and Emperors to use boss SFX to make it clear they are not just normal giants.
- Infection removed from Elites. Infection will remain on Infested, Afflicted, and Hallowed.
- Weapon adjustments. Did not want to nerf Surefire, Combat Sniper or Battle Rifle. BR could not escape a range nerf. This should bring the under performing weapons slightly more in line, especially the primaries.
- Assault Rifle mag size 50 -> 55
- Grinder range mag size 40 -> 44, range 8.5-50m -> 10-65m
- Compact Pistol mag size 20 -> 24, range 9.5-40m -> 10-65m stun 10 -> 12, reload time reduced 7%
- Tactical Rifle mag size 36 -> 30, fire rate increased by 18.75%, reload time reduced 4.8%
- Heavy Machinegun mag size 56 -> 65, stock 300 -> 310
- Battle Rifle range 20-99 -> 18-80
- Quadrail damage 2.3 -> 2.6, stun 3 -> 3.5, range 10-55m -> 12-70m, stock 544 -> 481, mag 90 -> 80
- Precision Rifle crit 1.5x -> 1.9x
- Shrapnel Machinegun damage 3 -> 3.2, stun 3.6 -> 4
V1.2.2
- Fixed movement speed issue of The Flesh.
V1.2.1
- Brawlers no longer float in the air.
V1.2.0 - /EXT F2 added.
- Fixed an issue where the HKC was using old stat values.
- Fixed an issue where the wrong enemy spawned at the end of F1.
- Added F2. Balanced for Him. Not recommended to play.
- Combat Sniper mag size 4 -> 5.
- Hallowed Virus effect duration raised from 60sec -> 90sec.
V1.1.0
- D1 overhaul. Level was bad. Should provide a challenge more fitting of D tier.
- C1 Added single use of ammo to reduce some rng factor to main and removed enemies from second safe zone.
- C2 changed a secondary alarm spawn direction to add more strategic options later in the level.
- Adjusted run-ending timed wave. Was beaten in time before, but was deemed unreasonable and was nerfed.
V1.0.1
- C1 objective text fixed.
- C2 placeholder text removed.
V1.0.0 - all planned levels released.
- C2 added. Do not attempt the secondary objective.
- E2 adjustments.
- Changed Secondary objective spawns to type 6 (from elevator direction) so they should not spawn on the players.
- Slightly nerfed Shadow/Invisible type enemy bio-tracker resistance to account for their increased speed.
V0.9.5
- E2 adjustments.
- Medits actually heal more now.
- Moved disinfect packs to the correct zone.
- Random consumables zone now has better consumables.
- Adjusted timing on deactivate_alarms boss fight.
- Added lock melters where they are intended to spawn.
- Added 2 foam mines in the first persistent alarm zone.
V0.9.4
- Removed Striker Mode dev-testing things that broke live build Striker Mode.
V0.9.3
- E2 medkits now heal 25% as intended.
V0.9.2
- B2 changes:
- Updated B2 Secondary objective text, clarifying that you should evac quickly.
- Added 3 uses of ammo and 1 use of tool in Secondary.
- Added disinfection station to B2 Secondary
V0.9.1
- Fixed broken log text color in E2.
- Locked a security door that was intended to be locked in E2.
V0.9.0
- E2 Afterlife now available.
V0.8.4
- Fixed an issue where some datablocks were reverted to older versions.
V0.8.3
- B.718
- Fixed incorrect zone numbers in objective text.
- C.447
- Removed enemies from spawn zone.
- Fixed expedition description incorrectly saying you need to collect PIDs instead of PDECs.
- Enemies
- Fixed broken custom charger models being oversized.
V0.8.2
- A.611
- Removed brawlers from persistent alarm
- A.700
- Fixed broken key spawns for terminal in Secondary
- Hatchet
- Improved recovery time for light attacks and hit animations
- Charge Time: 0.6s -> 0.8s
- Spear
- Auto swing time: 2.25s -> 2.5s
- Compact Pistol, Impaler
- Fixed menu size
V0.8.1
- Updated dependencies
V0.8.0
- Fixed odd enemy sizes
V0.7.2
- Now uses old tumor damage cap
V0.7.1
- Removed Headhunter (added accidentally)
V0.7.0
- Update to use patched EEC
V0.6.0
- Heavy Machinegun
- Updated to use R8 reload animation
- Reload Time: 2.65s -> 2.05s
- Reload cancel timing unchanged
- Tactical Rifle
- Reload Time: 1.8s -> 2.1s
- Added reload cancel at 1.5s
- Fixed evade speed and cooldown
- Fixed Impaler reload visuals
V0.5.0 Gear Balance Changes
- Light Machinegun renamed to Shrapnel Machinegun
- Crit: 1.5 -> 1.75
- Stun: 1.67 -> 1.2
- Range: 20-80m -> 11-55m
- Shot delay 0.07 -> 0.06
- Reserve Ammo: 400 -> 440
- Aim Spread: 0 -> 1.25
- Reduced recoil, more horizontal recoil
- Changed sound effect
- Sight changed to Hel Gun's
- The Grinder
- Shot Delay: 0.055 -> 0.05
- Mag: 48 -> 40
- Reload Time: 1s -> 0.9s
- Slightly reduced recoil
- Precision Rifle
- Changed reload animation
- Reload time: 2.15s -> 1.62s
- Reload cancel time unchanged
V0.4.3
- Hatchet Chg. Damage 20 -> 16, Chg. Stealth Multiplier 1.0 -> 1.25
V0.4.2
- Updated dependencies
V0.4.1
- Weapons updated to match Redemption
- Knife damage hitbox timings adjusted
V0.4.0
- Updated to fix broken weapon models.
V0.3.0
-
D2 Condemned now available.
-
Syringe adjustments. Some are too strong, others aren't so great.
- HEAL: Healing 15%-25% -> 24%, 1% Regen effect added to counter bleed.
- STRENGTH: Healing 10%-15% -> 19%, 1% Regen effect added to counter bleed.
- ADRENALINE: Infection 8%-12% -> 5%. Total Heal 7-20% -> 16%. Speed Duration 45 sec -> 90 sec.
- REGEN: Infection 4%-15% -> 0%. Total Heal 16%-28% -> 25%.
- VIRUS: Infection 35%-55% -> 20%. Total Damage 15%-50% -> 35%. Total Heal 33%-125% -> 155%.
- ANTIBIOTIC : Disinfect 15%-45% -> 40%.
- RECOVERY: Total Heal 40%-120% -> 120%.
- REVOVERY+: Infection 14%-20% -> 25%. Total Heal 135% -> 150%.
- RAGE: Infection 35%-55% -> 50%. Super Armor duration 20sec -> 35sec.
- ANTIBIOTIC-REGEN: Disinfect 35%-65% -> 60%. Total Heal 56% -> 80%.
- HALLOWED-VIRUS: Infection 55%-65% -> 40%. Total Damage 50-60% -> 50%. Regen Delay 60sec -> 20sec.
V0.2.1
- Expedition adjustments.
- A1, B1 extract scan time reduced significnatly.
- Brawlers removed from A1, they were not intended to spawn.
- Slightly adjusted wave times on A1 and B1.
V0.2.0
-
Start of "Modded-Style" Expeditions.
- A2 "Recover" added.
- B2 "Sundered" added.
-
E1 adjustments.
- Added logs to provide details on Override commands.
- Fixed an issue where a boss was spawning the wrong enemies.
- Removed second password locked terminal.
-
All maps:
- Since the devs won't, I fixed the vanilla bug of consumables getting stuck in boxes by removing their ability to spawn in the environment :)
-
Enemy adjustments.
- Reduced the Stagger value of Revenants.
-
Gear adjustments.
- The Grinder damage 2.8 -> 3, rate of fire increased by 9%, stock ammo 429 -> 400, recoil moderately reduced.
- Spear Crit 1.35x -> 1.5x.
- Added Recovery II Syringe. For comparison, 40%-120% heal for 4-8% infection -> 135% heal for 14%-20% infection. The regen ticks are also more frequent, effectively countering bleed.
V0.1.9
- Gear adjustments.
- Assault Rifle Stun 1.25x -> 1.33x to match Battle Rifle, increased rate of fire by 6.7%.
- Combat Sniper rate of fire reduced by 13.4%.
- Precision Rifle range 20-99m -> 18-80m.
- Corrected the Battle Rifle's range description, increased rate of fire by 4%.
- Heavy Machinegun rate of fire increased by 11%, recoil slightly reduced.
- Light Machinegun reload time reduced by 18%, recoil significantly reduced.
V0.1.8
- Gear adjustments.
- Assault Rifle Damage 2.4 -> 3, stock ammo 500 -> 400. This gun was generally unperforming. It should shine as an "All Rounder" style weapon now.
- The Grinder Damage 2.5 -> 2.8, stock ammo 480 -> 428. It's now tied as the highest DPS primary outside of the purple "Burst-Damage Output" weapons, while having the highest sustainable DPS as intended.
- Compact Pistol reload time reduced by 12%, hip fire reduced to match Assault and Precision Rifles.
- Tactical Rifle hip fire is now pinpoint.
- Heavy Machinegun Mag 40 -> 50.
- Battle Rifle Damage 4 -> 5, Stun 1.25x -> 1.3x, stock ammo 300 -> 240, Range 18-80m -> 20-99m, hip fire reduced to match Assault and Precision Rifles.
- Quadrail fire rate increased by 22%, Crit 2.2x -> 2.5x, Mag 80 -> 90.
- Impaler fire rate reduced by 5%, Damage 18 -> 16. Stagger 1.389x -> 1.5625x.
- Light Machinegun Mag 54 -> 67.
V0.1.7
- E1 adjustments.
- Using terminal command Override_Lockdown_Alpha will now lockdown security doors, preventing Extreme and Overload progression.
V0.1.6
- E1 adjustments.
- Very slightly reduced the number of enemies spawned by blood doors in an attempt to prevent AI from breaking.
- Added warden intel to some parts of Overload.
- Increased the number of small enemies that spawn from the Overload objective by 50%.
- Reduced enemy count in Zone 5563.
V0.1.5
-
D1 Adjustments.
- Fixed an issue where a wave was spawning earlier than intended.
- Added Extreme objective.
- Giant Shadows now use the proper tentacle.
-
E1 added.
- Testing team could not clear it before release.
-
Hatchet adjusted.
- Minimum damage 7 -> 8, Stagger 7-15 -> 8-20, charge time 1.2 -> 0.6.
V0.1.4
- Thunderstore manifest fixed.
V0.1.3
- D1 "Hazard" available.
- Medkits now heal for 25% as intended on B1 and C1.
V0.1.2
- C1 "Cycle" available.
- ??? available.
- Removed unintentional Elite Strikers and Brawlers in A1 Overload.
- Reduced recoil on the Assault Rifle and The Grinder.
V0.1.1
- Fixed missing gear models.
V0.1.0
- Relaunch version.
- Old expeditions removed entirely.
- A1 "Escort" available.
- B1 "Burnout" available.
- Gear swapped from Fatal Experiment 2 to Redemption gear.
V0.0.1
- Initial Launch
- A1 "Synergize" available.
- A2 "Divided" available.