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Fatal Experiment 3

24 Expeditions. Tons of unlockable gear. Even more enemy variants. Pure chaos. Team of 4 recommended.

CHANGELOG

0.13.2

Level Adjustments
  • B1 "Swarm"
    • Fixed Overload not completing when the objective was finished.
  • Extra E1 "Slaughterhouse"
    • Added changes that were unintentionally not included in v0.13 (affects zones past the reactor zone).
Syringe Adjustments
  • AB-REC_IX
    • Heal Per Second: 0.17%/s -> 0.25%/s
  • Blighted Virus
    • Damage: 75% -> 70%
    • Heal Per Second: 0.2%/s -> 0.3%/s
  • Dev Note: These changes should allow the syringes to keep pace with and slightly outheal infection decay (infection is -0.2%/s).

0.13.1

Level Adjustments
  • Extra E1 "Slaughterhouse"
    • Fixed resource packs not giving the correct amount.

0.13.0

Major Features

  • Extra E1 "Slaughterhouse" Released!
  • B1 "Swarm" Command/NG+ reworked.
  • Simplified gun descriptions; stats now exist on separate tabs.
  • Enemy damage and infection nerfs across the board.
  • Syringe healing nerfs across the board.
Level Adjustments
  • B1 "Swarm"
    • Reworked secret command/NG+ - different method of activation much earlier in the level and impacts the rest of the level.
    • Added a hint log at the start of the level.
  • B2 "Adrenaline"
    • Removed terminal commands and added a cell to spawn. East and West routes are now unlocked by inserting cells.
    • Reduced wave size of the final East route persistent alarm. Persistent alarms no longer end until the generator is powered.
      • Dev Note: This is intended to add some choice friction; going east first grants more time for Secondary, but the errors are active for the west route as well.
  • E2 "Vengeance"
    • Adjusted expedition collapse timers.
    • Removed some countdown messages to prevent overlapping.
  • E Trial "End of the Line"
    • Fixed a case where completing the first scan would not unlock the East route.
Class Adjustments
  • General

    • Gun damage classes no longer gain full ammo efficiency from True Max or Ascended.
  • Dunce

    • Gun Damage Curve: 65/100/125/140/160/175% -> 65/100/125/130/135/140%
    • Telekinetic Melee Range: 50x -> 5x
    • Explosiphobia (Explosive Res.): -50% -> -25%
  • Generalist

    • Ascended Infect Res.: 100% -> 85%
  • Hunter

    • Melee Damage Curve: 250/250/500/650% -> 250/250/400/500%
    • Added Melee Speed Curve: 100/100/130/135%
      • At Level 1/Max Level/True Max/Ascended
  • Soldier

    • Starting Gun Damage: 115% -> 125%
    • No longer gains Ammo Efficiency from overleveling.
    • Armor: -40% -> -20%
    • Regen Cap Curve: 20/60 -> 25/50
    • Ascended grants extra armor (-20% -> 0%) but does not increase Regen Cap.
    • Ascended Ammo Cap: 120% -> 130%
  • Harvester

    • Melee Damage Curve: 250/350/400/500/650/800% -> 250/325/360/400/500/600%
    • Added Melee Speed Curve: 100/110/115/125/130/140%
  • Reaper

    • Infect Res.: 25/50/75% -> 25/50/70%
Syringe Adjustments
  • General
    • All syringe healing reduced by 20% to match intended values and slightly compensate for enemy damage nerfs.
  • Recovery
    • Duration: 5 minutes -> 4 minutes
    • Interval: 0.5s -> 3s
    • Heal Per Second: Unchanged
  • Recovery II
    • Duration: 6 minutes -> 5.5 minutes
    • Heal Per Second: 0.83%/s -> 0.78%/s
  • AB-REC_IX
    • Heal interval: 2s -> 6s
    • Heal Per Second: 0.75%/s -> 0.17%/s
  • Blighted Virus
    • Heal interval: 1s -> 5s
    • Heal Per Second: 1.5%/s -> 0.2%/s
Enemy Adjustments

Overview

  • Enforced consistency on bleed balancing, so enemies that bleed do less initial damage.
  • Reduced damage of some bosses and Withered+ enemies to fix outliers and tone down the extremely high enemy damage output at later tiers.
  • Toned down infection in some cases, especially on infectious shooter attacks.
  • Major adjustments to Blighted King and Queen.

Charger Variants

  • Giant Bleeder
    • Tentacle Damage: 18% + 30% -> 18% + 25%
    • Melee Damage: 40% + 22% -> 30% + 19%
  • King Bleeder
    • Tentacle Damage: 20% + 50% -> 20% + 37%
    • Melee Damage: 60% + 40% -> 48% + 28%
  • King Grappler
    • Tentacle Damage: 28% -> 20%
    • Melee Damage: 60% -> 48%
  • Emperor Bleeder
    • Tentacle Damage: 60% + 200% -> 40% + 100%
    • Melee Damage: 165% + 200% -> 165% + 100%
  • Emperor Grappler
    • Tentacle Damage: 60% -> 40%

Misc

  • Charging Mother
    • Melee Damage: 60% -> 50%

Infested

  • Charger
    • Infection: 18% -> 16%
  • Giant Charger
    • Infection: 26% -> 21%

Withered

  • Frank
    • Tentacle Damage: 33% + 30% -> 25% + 30%
    • Melee Damage: 42% + 22% -> 35% + 22%
  • Giant Charger
    • Tentacle Damage: 33% + 30% -> 25% + 30%
    • Melee Damage: 44% + 22% -> 35% + 22%
  • Emperor
    • Tentacle Damage: 65% + 50% -> 50% + 100%
    • Melee Damage: 165% + 40% -> 165% + 100%

Afflicted

  • Shooter
    • Projectile Infection: 12% -> 10%
      • Full Burst Infection: 48% -> 40%
  • Charger
    • Infection: 22% -> 20%
  • Giant Charger
    • Tentacle Infection: 30% -> 24%
  • Hybrid
    • Projectile Damage: 5% -> 10%
    • Projectile Infection: 12% -> 10%
    • Shot count: 30/25 -> 15/12
      • Full Burst Damage: Unchanged
      • Full Burst Infection: 360%/300% -> 150%/120%
  • Queen Tank
    • Tentacle Infection: 40% -> 25%

Hallowed

  • Striker
    • Tentacle Damage: 23% + 30% -> 20% + 28%
    • Melee Damage: 10% + 22% -> 10% + 21%
  • Shooter
    • Projectile Damage: 20% + 30% -> 15% + 20%
    • Projectile Infection: 24% -> 10%
      • Full Burst Damage: 160% + 240% -> 120% + 160%
      • Full Burst Infection: 192% -> 80%
    • Melee Damage: 15% + 22% -> 10% + 21%
  • Charger
    • Infection: 22% -> 20%
  • Frank
    • Melee Damage: 55% -> 50%
  • Giant Charger
    • Infection: 30% -> 24%
  • Hybrid
    • Inherits Shooter projectile nerfs.
      • Full Burst Damage: 280% + 420% -> 210% + 280%
      • Full Burst Infection: 336% -> 140%
  • Revenant
    • Projectile Damage: 20% + 20% + 30% -> 10% + 15% + 30% (Direct/Explosive/Bleed)
    • Projectile Infection: 24% -> 10%
      • Full Burst Damage: 80% + 80% + 120% -> 40% + 60% + 120%
      • Full Burst Infection: 96% -> 40%
    • Tentacle Infection: 0% -> 20%
  • King
    • Tentacle Infection: 0% -> 24%
  • Queen
    • Inherits Revenant projectile nerfs.
      • Full Burst Damage: 160% + 160% + 240% -> 80% + 120% + 240%
      • Full Burst Infection: 192% -> 80%
    • Tentacle Infection: 0% -> 24%

Forsaken

  • Striker
    • Tentacle Damage: 35% + 37% -> 25% + 35%
  • Shooter
    • Projectile Damage: 25% + 37% -> 20% + 25%
      • Full Burst Damage: 200% + 300% -> 160% + 200%
    • Melee Damage: 20% + 30% -> 12% + 27%
  • Frank
    • Tentacle Damage: 50% + 41% -> 35% + 37%

Blighted

  • Shooter
    • Projectile Infection: 20% -> 10%
      • Full Burst Infection: 240% -> 120%
  • Frank
    • Melee Damage: 55% -> 50%
  • Scout
    • Shot Count: 6x3 -> 4x3
    • Projectile Infection: 20% -> 10%
      • Full Burst Damage: 360% + 270% -> 240% + 180%
      • Full Burst Infection: 360% -> 120%
  • Revenant
    • Melee Damage: 55% -> 50%
    • Projectile Infection: 20% -> 10%
      • Full Burst Infection: 120% -> 60%
  • Protector
    • Projectile Infection: 10% -> 8%
      • Full Burst Infection: 100% -> 80%
    • Melee Damage: 75% -> 60%
  • King
    • Tentacle Damage: 165% -> 90%
    • Modified AI to function similar to a Sidestepper.
    • Added projectile "enrage" barrage performed if no other action was done for a short time.
    • Tentacle range: 16m -> 20m
  • Emperor
    • Inherits shooter projectile changes.
    • Shot count: 8x3 -> 6x3
      • Full Burst Damage: 480% -> 360%
      • Full Burst Infection: 480% -> 180%
  • Queen
    • Tentacle Damage: 175% -> 15%
    • Tentacle Infection: 25% -> 8%
    • Tentacle attack speed greatly increased.
    • Stun threshold: 100% -> 3.8%
    • Now passively fires projectiles instead of using an attack to fire.
    • Projectiles now ricochet once and no longer explode.
    • Fires a different barrage when stunned outside her passive projectile range.

Nightmare

  • Shooter
    • Projectile Damage: 60% -> 40%
      • Full Burst Damage: 240% -> 160%
  • Hybrid
    • Inherits shooter projectile changes.
    • Shot count: 30/25 -> 15/12
      • Full Burst Damage: 1800%/1500% -> 600%/480%
  • Overlord
    • Melee Damage: 3000000% -> 200%
Gun Adjustments
  • General
    • Removed burst canceling in favor of BurstActionBuffer.
    • Explosives now have -40% friendly fire radius.
    • Explosive friendly fire modifier: -50% -> -40%
  • Death Orb
    • Pierce: 20 -> 15
    • Ammo Capacity: 8 -> 10
    • Added bouncing.
  • Flak Autocannon
    • Alpha
      • Friendly Fire: +0% -> -25%
      • Explosive Damage: 20-5 -> 20-4
      • Explosive Radius: 0.6-4m -> 0-4m
      • Ammo Capacity: 25000 -> 2500
        • Dev Note: Was excessively large, you still likely can't reach 100% but can actually tell what your ammo situation is.
  • Light Machine Gun
    • Alpha
      • Ammo Capacity: 100000 -> 10000
        • Dev Note: Was excessively large, you still likely can't reach 100% but can actually tell what your ammo situation is.
  • Stasis Shotgun
    • Pure+
      • Aim Range: 3-7m -> 6-10m
      • Aim Spread: 3 -> 2
    • Alpha
      • Foam Time: 4s -> 2.5s
  • Tech Rifle
    • Alpha
      • Mag Size: 30 -> 36

Changes may spoil content. Open at your own risk.

0.12.25

Level Adjustments
  • Extra D1 "Escort"
    • Fixed Crimson Hybrids spawning in place of Grappler Revenants
Gun Adjustments
  • Pulse DMR
    • Alpha
      • Reduced model recoil

Changes may spoil content. Open at your own risk.

0.12.24

Level Adjustments
  • D Trial "Outlast"
    • Secret Command changes
      • Slightly increased interval between named waves on the second alarm.
      • Halved the nightmare hybrids on the bridge alarm.
Enemy Adjustments
  • Added limb breaks to several enemy variants. Heads remain unbreakable on these to preserve weakspot balancing.

    • Staggers
      • Grapplers, Bleeders, Withered, Hallowed, Forsaken, Nightmare
    • Does not stagger
      • Infested, Afflicted, Goop, Blighted
  • Origin Veil

    • Reduced height.
    • Significantly increased movement speed.
    • Adjusted projectile pattern and homing so they can actually hit something.
    • Removed contact explosion ability.
Class Adjustments
  • Hunter
    • Now gains Armor from overleveling, up to 30% at True Max.
    • Ascended Melee Damage: 800% -> 650%
    • Ascended Armor: 35% -> 40%
  • Harvester
    • True Max/Ascended Melee Damage: 700%/1000% -> 650%/800%
  • Reaper
    • Added 5% Ammo Eff. to all levels
    • True Max/Ascended Gun Damage: 250%/280% -> 240%/275%
Gun Adjustments
  • Pistol
    • Pure/Alpha
      • Damage Taken Debuff: +16% -> +20%
  • Tech Rifle
    • Overcharge Recoil: 2x -> 1.5x
  • Virus Sniper
    • DoT Spread DMG Reduction: -25% -> -20%
    • DoT DMG: 60/90/110 -> 56/85/102
      • At Blitz/Void/Pure+
Melee Adjustments
  • Spear
    • Pure
      • Reverted wall collision range.
Secret Gear Adjustments
  • Angel Machine Gun

    • Fixed Angel Mark and Demon Mark granting global damage debuffs rather than only buffing the other mode.
    • Angel Damage: 6 -> 9
    • Angel Stun: +20% -> +25%
    • Demon Mark Buff: +50% -> +35%
      • Effective Damage: 7.5/11.3 -> 9/12.2
    • Demon Damage: 13 -> 21
      • Effective Damage: 19.5/24.4 -> 21/26.3
  • Bio Cannon

    • Added SFX 1 second before the supercharge is ready.
  • Reactive SMG

    • Added SFX when the armor buff becomes active.
  • Riot DMR

    • Damage: 20 -> 22
    • Crit: +25% -> +30%
    • Stun: +50% -> +60%
    • Stun Buff: 1.6x DMG/Crit -> 2x DMG
    • Mag: 15 -> 14
    • Removed hidden cap on 1 bullet reloaded per shot.
  • Machine Buster

    • Damage: 30-100 -> 30-90
    • Stun: +0-50% -> +15-75%
    • Light Attack Speed: 2.25/s -> 2/s
    • Cleave Damage: 30-100 -> 0-75
    • Cleave Radius: 3m -> 2.5m
    • Speed Growth: +6%/40% -> +2-8%/40%
    • Armor Growth: +5%/30% -> +1-4%/25%
    • Removed Charged DMG Debuff.

Changes may spoil content. Open at your own risk.

0.12.23

Level Adjustments
  • B Trial "Blood Drive"
    • Fixed command version (NG+) secondary timer boss waves not ending when the next cell is inserting.
Gun Adjustments
  • Burst Shotgun
    • Pure & Alpha
      • Damage: 25 -> 26
      • Reserve Ammo: 84 -> 80
  • Carbine
    • Pure & Alpha
      • Reverted effect to gain buff stacks on each individual hit.
      • Now grants 1 stack on normal hits and 3 stacks on crit/backstab hits.
      • Fire Rate/Reload Speed buff: +12%/100% -> +1%/100%
      • Recoil buff: -6%/50% -> -0.5%/50%
        • Dinorush Note: This causes 2 indirect buffs: 1) Pierce can double stacks, 2) normal hits can be used to preserve stacks, instead of requiring crits/backstabs to keep the buff alive.
  • Heavy Assault Rifle
    • Pure & Alpha
      • Fire Rate: 5/s -> 5.7/s
Secret Gear Adjustments
  • Machine Buster
    • Stun: +50% -> +0-50%
    • Charged DMG Debuff: +10-35% -> +0-30%
      • Fixed lower effect debuffs overriding higher effects

Changes may spoil content. Open at your own risk.

0.12.22

Level Adjustments
  • D Trial "Outlast"
    • Secret Command Changes
      • Increased interval between named waves on the second alarm.
      • Fixed named waves on the second alarm having a larger delay than was shown.
      • Slightly adjusted boss spawn rates on the final error alarm.
Class Adjustments
  • Isolated, Reaper, Harvester
    • Fixed incorrect Tool Refills gained from leveling up.
Gun Adjustments
  • All burst weapons can now be canceled by swapping or reloading.
    • Remaining burst rounds are moved from the magazine to reserves.
  • Stasis Shotgun
    • Pure
      • Reserve Ammo: 40 -> 44
    • Alpha
      • Reserve Ammo: 40 -> 44
      • Foam: 1.5 -> 1.3
  • Revolver
    • Alpha
      • Fixed swap shot not consuming extra ammo.
      • Fixed double swap shots.
Melee Adjustments
  • Reduced wall collision range for all melees (doors/locks unaffected).
  • Sledgehammer
    • Pure
      • Added sound effect for aerial attacks.
Tool Adjustments
  • Glow Stick Sentry
    • Added +50% deployment speed.
Secret Gear Adjustments
  • Bio Cannon
    • Supercharge pierce: 3 -> 2
  • Hand Cannon
    • Fixed incorrect third person audio.
  • Nova Sniper
    • Damage: 50 -> 55
    • Star AoE Damage: 50/70/70+5x20 -> 50/70/90+4x20
    • Fixed incorrect third person audio.
  • Quadrant Shotgun
    • Changed to Autoburst.
    • Damage: 10 -> 12
    • Stun: +50% -> +40%
    • Range: 8-50m -> 8-30m
    • Mag: 30 -> 16
    • Reworked effect:
      • Fires 4 pellets in a square pattern.
      • Deals full damage if any pellet lands.
      • Last burst deals significantly more damage.
      • Autoloads when empty.
  • Seeker Rifle
    • Reworked/reversed effect: Fires hitscan bullets; secondary barrage is explosive.
      • Pierce hits also count towards the barrage.
    • Damage: 5+5-2 -> 9
    • Pierce: 1 -> 2
    • Hits for Barrage: 10/6 body/crits -> 10 hits
    • Barrage Damage: 12 -> 10-3
    • Barrage Pierce: 2 -> 1
    • Barrage Crit: -40% -> 0
  • Reactive SMG
    • Now autoloads from any non-bleed damage, instead of requiring the armor buff to be active.
    • Reactive damage buff: +40% -> +50%
    • Fixed incorrect third person reactive buff audio.
  • Machine Buster
    • Removed "swings rapidly" behavior.
    • Damage: 9-60 -> 30-100
    • Stun: +0% -> +50%
    • Cleave radius: 2.5m -> 3m
    • Charged DMG Debuff: +30% -> +35%
    • Added Armor Pierce
    • Added stacking buffs on hit: +6%/40% Speed, +5%/30% Armor, lasts 3s before decaying.
    • Charge Time: 1.8s -> 2.25s
  • Gas Cloud Sentry
    • Buff cloud radius: 3m -> 5m
    • Buff cloud armor: +35% -> +40%
    • Added +50% deployment speed.
    • Made buff clouds more green.
    • Fixed buff clouds creating damage hitmarkers on enemies.

Changes may spoil content. Open at your own risk.

0.12.21

Gear tiers can now be toggled via Last Tier/Next Tier buttons rather than a single Swap Tier.

Level Adjustments
  • FXTRA Levels
    • Fixed all levels having fewer Ammo and Tool Refills than intended.
  • C Trial "Recycled"
    • Fixed incorrect level description.
  • E Trial "End of the Line"
    • Fixed incorrect level description.
  • D Trial "Outlast"
    • Fixed DEACTIVATE_ALARMS being repeatable.
    • Secret Command Changes
      • Increased difficulty of all alarms and persistent alarms after the first zone.
Gun Adjustments
  • Autocannon
    • Alpha
      • Explosion Damage: 16-4 -> 20-5
  • Beam Rifle
    • Alpha
      • Reserve Ammo: 800 -> 840
  • Carbine
    • Pure & Alpha
      • Fire Rate/Reload Speed Growth: +7/70% -> +12/100%
      • Recoil Growth: -5/50% -> -6/50%
      • Growth Decay Delay: 1.5s -> 2s
    • Alpha
      • Crit/Backstab Reload: 0.6 shots -> 0.75 shots
      • Reserve Ammo: 450 -> 475
  • Death Orb
    • Pierce: 10 -> 20
  • Heavy Assault Rifle
    • Alpha
      • Hitsize: 0.3m -> 0.5m
      • Reserve Ammo: 160 -> 170
  • Pistol
    • Alpha
      • Reserve Ammo: 170 -> 180
  • Pulse DMR
    • Alpha
      • Reserve Ammo: 145 -> 155
  • Tactical Rifle
    • Alpha
      • Damage Spread: 75% -> 85%
  • Tech Rifle
    • Stun: +40% -> +60% uncharged/+0% overcharged
      • Void+: +40% -> +80% uncharged/+0% overcharged
    • Mag Size: 25 -> 30
    • Reserve Ammo: 250 -> 270
      • Alpha: 250 -> 285
    • Removed overcharged kill uncharged damage bonus.
    • Removed overcharge hitsize.
    • Overcharged ammo cost: 1 Mag/2 Stock -> 2 Mag/1.5 Stock
    • Alpha effect changed from increased overcharge damage to increased overcharge count.
Melee Adjustments
  • Sledgehammer
    • Pure
      • Aerial Damage Bonus: +40% -> +50%
  • Sleeper Buster
    • Charge Time: 2.8s -> 3s
Secret Gear Adjustments
  • Nova Sniper
    • Sun AoE Damage: 50/70/90+5x20 -> 50/70/70+5x20

Changes may spoil content. Open at your own risk.

0.12.20

Melee Adjustments
  • All Pure or higher melees now bypass tumor damage cap.
  • Rapier
    • Pure
      • Damage Growth: +2.5%/40% -> +3%/50%
      • Now only loses damage growth on damage taken from enemies.
  • Sledgehammer
    • Pure
      • Added effect. Deals +40% damage when attacking from the air.
      • Charge Time: 2.2s -> 2.25s
  • Sleeper Buster
    • Damage: 10-100 -> 10-120
    • Charge Time: 2.5s -> 2.8s
Secret Gear Adjustments
  • Machine Buster
    • Cleave and Debuff now apply for any attack (scaling with charge).
    • Cleave radius: 2m -> 2.5m

Changes may spoil content. Open at your own risk.

0.12.19

Gun Adjustments
  • Revolver
    • Alpha
      • Swap-shot damage: 4x -> 3x
      • Added 2x ammo cost to swap-shot.
  • Tech Rifle
    • Fixed Pure & Alpha using Void stats when overcharged.
    • Overcharge now increases recoil. Reduced maximum recoil.
    • Alpha
      • Overcharge damage: 37.5 -> 35

Changes may spoil content. Open at your own risk.

0.12.18

Level Adjustments
  • D2 "Darkness"
    • Final persistent alarm now shows intel before each wave and waves have scream sounds.
  • E Trial "End of the Line"
    • Secondary Uplink no longer spawns the Nightmare persistent wave if finished before it began.
    • Verify Network command now clears the subobjective text when finished.
  • D Trial "Outlast"
    • Added Forsaken Trial command. Uses a secret equipment tier.
Enemy Adjustments
  • Blighted Scouts
    • Now explode when killed while patrolling.
Class Adjustments
  • 4-man classes

    • Gun/Tool Ammo changed to Ammo/Tool Efficiency.
      • Capacity is no longer affected, only resource packs are.
  • Hunter

    • Melee damage curve: 250/400/1000 -> 250/500/800
  • Isolated

    • Ammo adjustments:
      • Separated Ammo and Tool efficiencies.
      • Both now decrease at higher levels. Tool efficiency is increased.
    • Level adjustments:
      • Added a damage increase step at level 5. Increased future damage levels accordingly.
      • Tool Power increases at level 2 alongside general Damage.
  • Reaper

    • Ammo adjustments:
      • Separated Ammo and Tool efficiencies.
      • Ammo now decreases at higher levels. Tool efficiency is no longer affected.
    • Level adjustments:
      • Added a damage increase step at level 6. Increased future damage levels slightly.
      • Now starts with Tool Power. No longer scales between levels 3 and 11.
      • Added Regen Cap 50 -> 55 at level 8. Increased ascended Regen Cap.
  • Harvester

    • Ammo adjustments:
      • Separated Ammo and Tool efficiencies.
      • Both now decrease at higher levels. Tool efficiency starts higher.
    • Level adjustments:
      • Now starts with Tool Power.
      • Gun damage now increases slightly with levels.
      • Added a damage increase step at level 6. Increased future damage levels slightly.
Gun Adjustments
  • Autocannon
    • Renamed to Flak Autocannon.
    • Added effect.
      • After impact (terrain/enemy), continues flying and explodes after a delay.
      • Only applies direct damage to the first enemy hit.
      • Has infinite pierce/bounces.
    • Adjusted stats to accommodate new effect.
  • Assault Rifle
    • Pure
      • Stun: +0% -> +20%
      • DMG Growth: +0.9%/36% -> +0.8%/40%
    • Alpha
      • Stun: +0% -> +20%
  • Burst Shotgun
    • Pure & Alpha
      • Stun: +300% -> +400%
      • Pellets to Max Stun: 10 -> 8
  • Carbine
    • Increased minimum recoil, decreased maximum and random recoil.
    • Pure
      • Now gains buffs per burst if any shot was a crit/backstab.
      • Reload speed now ramps with crits/backstabs instead of kills.
      • Fire Rate Ramp: +4%/100% -> +12%/100%
      • Recoil Ramp: -2%/50% -> -6%/50%
      • Reload Ramp: +20%/100% -> +12%/100%
      • Ramp Decay Delay: 1.5s -> 2s
  • Combat Shotgun
    • Raid
      • Damage: 10.5 -> 12
      • Reserve Ammo: 110 -> 96
    • Pure
      • Damage: 18 -> 22
      • Reserve Ammo: 96 -> 90
  • Pump Shotgun
    • Pure
      • First Hit Damage: 10 -> 12
      • First Hit Stun: +100% -> +70%
    • Alpha
      • First Hit Damage: 15 -> 16
      • First Hit Stun: +40% -> +30%
  • Precision Rifle
    • Pure & Alpha
      • Friendly Pierce Damage: 90 -> 80
  • Stasis Shotgun
    • Pellets now bounce off terrain.
  • Tactical Rifle
    • Increased minimum recoil, decreased maximum and random recoil.
  • Tech Rifle
    • Reworked effect.
      • Overcharges the first few bullets with high damage and ammo cost.
      • Overcharged kills grant a damage buff to uncharged fire.
      • Overcharge refreshes after not firing for a short time.
    • Adjusted stats to accommodate new effect

Dinorush Note: The primaries have felt a bit lacking in diversity compared to specials. I believe this is because there are more basic primaries than there are specials (i.e. weapons that do not change your gunplay or target prioritization). In particular, the primary slot lacks burst damage options and wave damage amplifiers (pierce, explosives). The Autocannon and Tech Rifle changes were created to remedy this by moving them away from the general-use pool and toward those roles.

Melee Adjustments
  • Sledgehammer
    • Pure
      • Charge Time: 2.5s -> 2.2s
  • Sleeper Buster
    • Charge Time: 3s -> 2.5s
Secret Gear Adjustments
  • Added 4 new weapons.
  • Unrestricted melee/tool (requires all sectors like guns).
  • Replaced Mine Deployer with Gas Cloud Sentry.
  • Angel Machine Gun
    • Demon Damage: 14 -> 13
    • Demon Mark: +75% Angel Damage -> +50%
    • Angel Health Gain: 5% -> 3.5%
  • Bio Cannon
    • DOT: 30 -> 40
  • Quadrant Shotgun
    • Damage: 9 -> 10
    • Grants +50% Reload Speed if no direct kill was made.
    • Mag: 32 -> 30
    • Bigger explosion breakpoint: 16 -> 15
  • Riot DMR
    • Now reloads 1 shot on any kill (max 1 per kill).
    • Stunning a target now gives the next shot 1.6x damage and crit.
  • Machine Buster
    • Charged DMG Debuff: +25% -> +30%
    • Charge Time: 2.2s -> 1.8s
    • Hold Time: 1s -> 2.5s
  • Reaper Sentry
    • Reworked effect: Now gains damage per kill until picked up.
    • Burst Count: 8 -> 9
    • Fixed audio.

Changes may spoil content. Open at your own risk.

0.12.17

Level Adjustments
  • A2 "Protocol Alpha"
    • Added an additional 1s delay to the command version (NG+).
    • Added an additional boss when completing Secondary on the command version (NG+)
  • A Trial "Royal Enclave"
    • Reworked command version (NG+) heavily. Worth playing again if you've already beaten it!
  • B2 "Adrenaline"
    • Fixed extract door not cancelling the second-to-last door's events.
  • B Trial "Blood Drive"
    • Adjusted command version (NG+) timers:
      • No longer causes a guaranteed fail state immediately. Inserting the next cell allows continuing the level.
      • Failing timers instead triggers ramping boss waves with a "guaranteed" fail wave after 3 minutes.
Class Adjustments
  • Isolated

    • Ammo adjustments:
      • 150% Supply Capacity moved from Ascended to baseline.
      • Reduced starting ammo and tool by 50%.
      • Lvl 5 & 10 Tool Refill: 40% -> 25%
      • Replaced Gun and Tool Ammo modifiers with further reduced Supply Efficiency.
        • Remains through high levels, making ammo economy non-trivial.
        • Added a Tool Ammo modifier at levels 2-5 to compensate.
    • Level adjustments:
      • Starts with a portion of Armor/Infect Res. and Tool Power.
      • Added in-between steps for Regen Cap, Speed, and Infect Res.
      • Added 5% armor at level 8.
      • Increased Level 0 and Level 10 damage slightly.
      • Raised XP required to Ascend from ~61k to 100k.
  • Reaper

    • Ammo adjustments:
      • 125% Supply Capacity moved from Ascended to baseline.
      • Reduced starting ammo and tool by 25%.
      • Ascended Tool Refill: 20% -> 25%
      • Replaced Gun Ammo modifiers with further reduced Supply Efficiency.
        • Remains through high levels, making ammo economy non-trivial.
        • Added a Tool Ammo modifier at levels 0-5 to compensate.
    • Level adjustments:
      • Starts with a portion of Armor/Infect Res.
      • Now obtains much higher regen cap and regen speed but slightly lower armor.
      • Increased Infect Res. from 20/40/60 to 30/50/75.
      • Added in-between steps for Regen Speed and Revive Speed.
      • Added 5% armor at level 8.
      • Added 5% speed at True Max.
      • Raised XP required to Ascend from ~62k to 75k.
  • Harvester

    • Ammo adjustments:
      • 125% Supply Capacity moved from Ascended to baseline.
      • Reduced starting ammo and tool by 25%.
      • Level 5 & 10 Tool Refill: 30% -> 25%
      • Ascended Tool Refill: 30% -> 40%
      • Added reduced Supply Efficiency to match Reaper.
        • Added a Gun Ammo modifier at all levels (except Ascended) to compensate.
        • Added a Tool Ammo modifier at levels 0-5 to compensate.
    • Level adjustments:
      • Starts with a portion of Armor/Infect Res.
      • Now obtains more armor and fast passive regen but slightly lower regen cap.
      • Added in-between steps for Regen Speed and Revive Speed.
      • Raised XP required to Ascend from ~62k to 75k.
Gun Adjustments
  • Added all remaining Alpha variants
  • Assault Rifle
    • Pure
      • Reserve Ammo: 330 -> 315
      • DMG Growth: +0.7%/35% -> +0.9%/36%
    • Alpha
      • Reserve Ammo: 330 -> 315
      • DMG Growth: +0.7% -> +1%
  • Beam Rifle
    • Blitz
      • DPS: 33 -> 32
    • Void
      • DPS: 40 -> 38
    • Pure/Alpha
      • DPS: 48 -> 45
  • Burst Shotgun
    • Pure
      • Reserve Ammo: 86 -> 84
  • Carbine
    • Pure/Alpha
      • Crit: +25% -> +30%
      • Backstab: +25% -> +30%
      • Fire Rate: 15/s -> 16/s
  • Combat Shotgun
    • Pure/Alpha
      • Reserve Ammo: 92 -> 96
  • Kill-Feed Pistol
    • Void
      • Ammo Per Kill: +0.45/0.15 -> +0.43/0.12
    • Pure/Alpha
      • Ammo Per Kill: +0.6 -> +0.55
  • Precision Rifle
    • Pure/Alpha
      • Damage: 30 -> 36
      • Crit: +25% -> +30%
      • Reserve Ammo: 56 -> 52
  • Pulse DMR
    • Pure
      • Reserve Ammo: 135 -> 145
  • Revolver
    • Pure
      • Reserve Ammo: 82 -> 80
  • Ricochet SMG
    • Increased recoil
    • Now disables FF collision after bouncing instead of dealing 0 damage.
    • Pure/Alpha
      • Reserve Ammo: 210 -> 200
  • SMG
    • Alpha
      • Reserve Ammo: 300 -> 320
  • Split Rifle
    • Reserve Ammo: 200 -> 190
    • QOL: Aim costs 2 ammo per shot instead of modifying the mag/reserves.
    • QOL: Crosshair shows the full spread.
    • Pure
      • Damage: 10 -> 9.6
      • Explosion Damage: 17-4 -> 16-4
      • Explosion Damage Soft Cap: -100% -> -85%
  • Swarm Bay
    • Reserve Ammo: 20 -> 19
  • Tactical Rifle
    • Pure/Alpha
      • Reserve Ammo: 180 -> 200
  • Tech Rifle
    • Pure/Alpha
      • Reserve Ammo: 275 -> 290
Melee Adjustments
  • Added Alpha tier CSGO Knife.

Changes may spoil content. Open at your own risk.

0.12.16

Enemy Adjustments
  • Phantom Queen
    • Fixed having armor/crits.
Gun Adjustments
  • Contagion Rifle
    • Fire Rate: 7/s -> 7.5/s
    • Mag Size: 25 -> 26
    • Reserve Ammo: 220 -> 230
  • Rebound SMG
    • Renamed to Ricochet SMG.
    • Reworked to fire bouncing projectiles.
  • SMG
    • Pure
      • Added +20% Speed for 5s on kill (nonstacking).

Changes may spoil content. Open at your own risk.

0.12.15

Level Adjustments
  • B2 "Adrenaline"
    • Fixed extract door not triggering timer events.
Class Adjustments
  • Removed XP loss/gain from reviving teammates.
Gun Adjustments
  • SMG
    • Alpha
      • Fire Rate and Speed per kill: +10% -> +20%

Changes may spoil content. Open at your own risk.

0.12.14

Level Adjustments
  • Extra A2 "Twisted"
    • Fixed medipacks giving 20% health.
  • Extra D1 "Escort"
    • Lowered the Friend's health by 40%.
  • C1 "Hunted"
    • Removed keys for the error alarm security doors.
    • Reduced spawn rate for the Afflicted error alarm and security door alarms.
Gun Adjustments
  • Beam Rifle
    • All
      • Added audio cue when getting a max focus kill.
    • Blitz & Void
      • Fixed global focus not functioning on max focus kills.
  • Contagion Rifle
    • Damage: 7.5 -> 10
    • Fire Rate: 8/s -> 7/s
    • Mag Size: 36 -> 25
    • Reserve Ammo: 350 -> 220
  • Kill-Feed Pistol
    • Fire Rate: 1.2/s -> 1.3/s
    • Mag Size: 3 -> 4
    • Hipfire Spread: 2 -> 1.5
    • Added 0.1m hitsize.
  • Nano SMG
    • Reworked to Rebound SMG.
    • Fires slow projectiles that return to the mag on contact.
Melee Adjustments
  • Rapier
    • Alpha
      • Reduced movement speed bonus to match Pure.
      • Added backwards dash on push.
Tool Adjustments
  • Angry Sentry
    • Enabled friendly fire on shrapnel.
  • Glow Stick Sentry
    • No longer wakes up enemies.
  • Reaper Sentry
    • Reserve Ammo: 200 -> 240
  • Mine Deployer
    • Reserve Ammo: 12 -> 15

Changes may spoil content. Open at your own risk.

0.12.13

Level Adjustments
  • E Trial "End of the Line"
    • Changed Reactor Wave 5 messages to use Countdown to avoid queued Warden Intel.
Class Adjustments
  • Added XP loss/gain from reviving teammates.
    • Get up to 20% of their XP gained since last down or 5% of their total XP, whichever is less.
Enemy Adjustments
  • General
    • Biotagging enemies now counts as a minimum of 8% damage for EXP gains.
      • Shadow and Phantom biotags count as 25% damage.
Gun Adjustments
  • General
    • Fixed depth of field issues
  • Burst Shotgun
    • Increased visual weapon model recoil
  • Kill-Feed Pistol
    • Reduced recoil
  • Tech Rifle
    • Reduced visual weapon model recoil
Tool Adjustments
  • Added Alpha tier Glow Stick Sentry

Changes may spoil content. Open at your own risk.

0.12.12

Level Adjustments
  • E Trial "End of the Line"
    • Removed one use of ammo (to match increased weapon ammo supply)
Gun Adjustments
  • Autocannon
    • Alpha
      • Mag Size: 170 -> 25000
  • Tesla Blaster
    • Reduced hipfire shot update frequency to improve performance
    • Stock: 75 -> 80
  • XHM Cannon
    • Mag Size: 55 -> 50
    • Stock: 450 -> 500
    • Aim Foamed DMG Bonus: +60% -> +20%
    • Aim now pulls ammo from reserves when hitting foamed targets
Melee Adjustments
  • Machine Buster
    • Damage: 8-65 -> 9-60
    • Charge Time: 2.5s -> 2.2s
    • Removed debuff mark on hit
    • Light hits now have 2m AoE
    • Charged hits now apply +25% damage taken debuff for 5s

All changes are for E Trial and endgame gear. Open at your own risk.

0.12.11

Level Adjustments
  • E Trial "End of the Line"
    • East door is now locked until all 3 bioscans are complete.
    • North door is now opened by East network verification (locking until scans are complete makes early North strategies impractical).
    • Fixed Network Verification finishing early sometimes.
    • Adjusted timings during Reactor Wave 5 to make it more likely for warning messages to appear before certain waves spawn.
Enemy Adjustments
  • General
    • Updated many missing colors for enemy icons on the Bio Tracker screen.
  • E1 Boss
    • Lowered Maw cooldowns.
  • Goop
    • Added C-Foam immunity.
  • Blighted
    • Greatly reduced C-Foam resistance (50-75% reduction, more on bosses).
  • Hybrids
    • Removed crawling animations.
  • Protectors
    • Increased head size by 30%.
  • Queens (Blighted/Hallowed)
    • Projectile attack cooldown: 8s -> 12s
Gun Adjustments
  • Revolver
    • Pure
      • Holster time: 2.5s -> 3s
      • Buffed shot stock cost: -0.3 -> -0.35
      • Reserve Ammo: 80 -> 82
  • Shrapnel SMG
    • Void
      • Damage: 1.2 -> 2.5
      • Stun: +160% -> +30%
      • DOT: 6 -> 4.5
      • Changed description to show the weapon's effect rather than describing an upgrade over a non-existent previous tier.
    • Pure
      • Damage: 1.8 -> 3.6
      • Stun: +160% -> +30%
      • DOT: 8.5 -> 6.4

Changes may spoil content. Open at your own risk.

0.12.10

Level Adjustments
  • A2 "Protocol Alpha"
    • Executing an override command now removes the other to prevent soft locks.
Class Adjustments
  • Isolated

    • Removed level buff text from level up popups to reduce screen clutter
    • Max Level Damage: 220% -> 225%
    • Max Level Gun Ammo: 85% -> 80%
    • True Max Gun Damage & Tool Power: 260% -> 270%
    • True Max/Ascended Bioscan Speed: 140/160% -> 135/150%
    • Ascended Armor: 50% -> 55%
    • Ascended Regen Cap: 50 -> 55
  • Reaper

    • True Max/Ascended Gun Damage: 220%/250% -> 230%/270%
    • Ascended Melee Damage: 150% -> 100%
    • Ascended Regen Cap: 35 -> 40
  • Harvester

    • Ascended Regen Cap: 35 -> 40
Melee Adjustments
  • Knife
    • Changed backstab multiplier from vanilla system to match gun backstab.
      • Vanilla: Separate multiplier applied if aligned with target's chest.
      • New/Gun: Multiplies the base flanking damage bonus.

Changes may spoil content. Open at your own risk.

0.12.9

  • 0.12.8 but real

0.12.8

Level Adjustments
  • E2 "Vengeance"
    • Adjusted final boss fight spawns.
Enemy Adjustments
  • E2 Boss
    • Increased health/stun threshold by 20%.
    • Lowered ability cooldowns by 28%.
    • Removed some abilities.
  • Origin Maws
    • Striker/Shooter
      • Reduced spawn cooldowns by 20% (total spawns unaffected).
    • Lost
      • Reduced spawn cooldowns by 20% (total spawns unaffected).
      • Fixed spawning Veils.
    • Veil
      • Actually functions.
Gun Adjustments
  • Assault Rifle
    • Core
      • Stun: +0% -> +20%
    • Pure
      • Damage: 5 -> 6
      • Stun: +20% -> +0%
      • Reserve Ammo: 350 -> 330
      • Damage Growth: +1%/60% -> +0.7%/35%
      • Growth Decay Delay: 6s -> 8s
      • Added additional effect: Paints a reticle on a nearby target, including invisible enemies.
  • Beam Rifle
    • Lowered recoil slightly.
    • Now changes focus on an enemy to global when killed, rather than giving flat global focus on any kill.
    • Blitz
      • DPS: 25 -> 33
      • Focus Damage: 1-2.5x -> 1-2x
      • Focus Time: 1.4s -> 1.7s
      • Focus Duration: 2s -> 3s
    • Void
      • DPS: 30 -> 40
      • Focus Damage: 1-2.5x -> 1-2x
      • Focus Time: 1.4s -> 1.7s
      • Now reloads when killing a max focus target.
    • Pure
      • DPS: 36 -> 48
      • Focus Damage: 1-3x -> 1-2.4x
      • Focus Time: 2s -> 2.3s
      • Now reloads when killing a 2x+ focus target.
  • Light Machine Gun
    • Pure
      • Damage: 3 -> 4
      • Fire rate: 13.3-26.7/s -> 12.5-25/s
      • Adjusted acceleration curve to start slower.
      • Eff. Reserve Ammo: 540 -> 410
      • Reserve Ammo Per Kill: +5 -> +4
  • Ray Gun
    • Pure
      • Friendly Fire: -20% -> -40%
Tool Adjustments
  • Marksman Sentry
    • Debuff Duration: 3s -> 4s
    • Pure
      • Fixed applying 125% armor shred rather than 150%

Changes may spoil content. Open at your own risk.

0.12.7

Level Adjustments
  • E1 "Violence"
    • Fixed players 5-8 not reviving after teleporting.
Gun Adjustments
  • Autocannon/LMG/Precision Rifle/Virus Sniper
    • Equip Time: 0.45s -> 0.325s
    • Reduces the punishment for not aim-swapping (0.2s).
  • Pulse DMR
    • Reload Time: 1.26s/2.4s -> 1.42s/2.7s
  • Heavy SMG
    • No longer shows hurt effects on the last round.
      • Fixes aim punch from enemies not applying.
  • XHM Foam Cannon
    • ADS Foamed Damage Buff: +50% -> +60%
Tool Adjustments
  • Light Mine Deployer
    • Pure
      • Placement Time: 0.1s -> Instant
      • Placement Cooldown: 0.3s -> 0.1s

Changes may spoil content. Open at your own risk.

0.12.6

Removed accidental temporary ZIP file that likely tripped thunderstore flags.

0.12.5

Class Adjustments
  • Soldier
    • Gun Damage: 112/150/200/200% -> 115/150/185/200%
      • At Start/Max/True Max/Ascended
    • True Max EXP Required: 61.5k -> 49.5k
    • Ascended no longer gains Regen Delay 80%
  • Dunce
    • Gun Damage: 125/150/175/200% -> 125/140/160/175%
      • At Stronk/Stronker/Stronkest/Ascended
  • Isolated
    • Level 8 now adds Regen Delay 80%
    • True Max EXP Required: 65k -> 58k
    • Regen Speed: 350/500/1000% -> 300/400/600%
    • Melee Damage: 200/375/500% -> 220/400/600%
    • Gun Damage: 200/250/300% -> 220/260/330%
    • Tool Power: 200/250/300% -> 220/260/330%
      • At Max/True Max/Ascended

0.12.4

Level Adjustments
  • D Trial "Outlast"
    • The Grand Death March now favors Bleeders over Withered instead of the opposite.
    • Added 10 seconds desync to one of the large waves in the room alarm before the HSU.
Class Adjustments
  • Shapeshifter
    • Updated some levels to match latest balancing of other classes.
Gun Adjustments
  • Kill-Feed Pistol
    • Now only reloads 1 shot at most when fired.
    • Void
      • Reserve Gain on Kill: +0.4/+0.15 -> +0.45/+0.15
    • Pure
      • Reserve Gain on Kill: +0.55 -> +0.6
  • Light Machine Gun
    • Pure
      • Reserve Gain on Kill: +4.3 -> +5
  • Pump Shotgun
    • Updated description to better reflect its effect.
Melee Adjustments
  • Bat
    • Reskinned and renamed to Cudgel, now uses Sledgehammer animations.
    • Raid+
      • Charged Stun: 5x -> 6x
    • Blitz+
      • Light Stun: 7.5x -> 9x
    • Pure
      • Now applies foam in a 2-5m radius.
Tool Adjustments
  • Sentries
    • No longer fire at nothing if their initial target is slain.

Changes may spoil content. Open at your own risk.

0.12.3

Class Adjustments
  • Generalist
    • Buffed damage curves:
      • Lvl 0
        • Melee: 112.5% -> 130%
        • Gun: 106% -> 110%
        • Tool: 105% -> 115%
      • Max Lvl
        • Melee: 137.5% -> 150%
        • Gun: 115% -> 120%
        • Tool: 130% -> 135%
        • Required XP: 6000 -> 7000
      • True Max Lvl
        • Melee: 180% -> 200%
        • Gun: 130% -> 135%
        • Tool: 150% -> 170%
        • Required XP: 28000 -> 31000
      • Ascended
        • Melee: 225% -> 250%
        • Gun: 145% -> 150%
        • Tool: 180% -> 200%
  • Dunce
    • Added "Explosiphobia" when reaching Thicc
    • Reduced true max/ascended regen speed
    • Reduced ascended movement speed
    • Adjusted tool power buffs
      • Reduced foam buffs
      • Increased true max level sentry buffs
      • Reduced ascended sentry/mine buffs
    • Nerfed support related buffs
      • Medipack efficiency
      • Revive speed
      • Bioscan speed
Gun Adjustments
  • Kill-Feed Pistol
    • Void
      • Damage: 60 -> 50
      • Reserve Gain on Kill: +0.48/+0.12 -> +0.4/+0.15
    • Pure
      • Damage: 72 -> 60
      • Reserve Gain on Kill: +0.6 -> +0.55
    • Crit: +0% -> +10%
    • ROF: 1/s -> 1.2/s
    • Reserve Ammo: 24 -> 28
    • Replaced +30% ROF buff on kill with "Kills instantly ready the next shot"
    • Increased recoil
    • Fixed a bug where kill benefits were dependent on pierce order rather than kill order
      • E.g. failing to kill the first enemy and killing the second only gave the second kill benefits
  • Pistol
    • Pure
      • Crouch stun bonus: 1.2x -> 1.25x

Changes may spoil content. Open at your own risk.

0.12.2

General Adjustments
  • AB-REC Syringe
    • No longer stacks
  • Blighted Virus Syringe
    • Damage: 200% -> 75%
    • No longer stacks
  • Rage Syringe
    • No longer stacks
    • Essentially refreshes the duration instead of suffering burnout from the previous rage(s)
Melee Adjustments
  • Bat
    • Pure
      • Range extended
      • Foam Blobs: 8 -> 10
  • Knife
    • Pure
      • Damage spread is now always active, but requires crits.

Changes may spoil content. Open at your own risk.

0.12.1

Level Adjustments
  • B Trial "Blood Drive"
    • Replaced one of the bosses in the final alarm of the secret command level
Enemy Adjustments
  • Nightmare Sidesteppers
    • Fixed punches having no hitbox

Changes may spoil content. Open at your own risk.

0.12.0

Level Adjustments
  • E Trial "End of the Line" released
    • Referred to as "World War 3 Sim" by the testing team. Good luck.
Class Adjustments
  • Isolated
    • Ascended Tool Power: 400% -> 300%
  • Reaper
    • Tool Refill @ Level 5 & 10: +25% -> +20%
    • Ascended Tool Power: 225% -> 200%
  • Harvester
    • Tool Refill @ Level 5 & 10: +25% -> +30%
    • Tool Power Curve: 100/125/140/150/175/225% -> 100/150/180/200/250/300%
Enemy Adjustments
  • Chaos Goop
    • Fixed giving 1 XP
  • Giant Afflicted Striker
    • Increased health by 20%
    • Weakspot multi: 3x -> 1.8x
  • Nightmare Striker
    • Fixed melees having no hitbox
    • Removed crawling animation
  • E2 Boss
    • Increased health by 12%
    • Increased stun resistance by 222%
    • Reduced delay before additional spawns occur
Melee Adjustments
  • Knife
    • Pure
      • Kill bonus now also grants damage spread to nearest target

Changes may spoil tiers/unlocks. Open at your own risk.

0.11.5

General Adjustments
  • Friendly fire reduced by 20%
  • Added +30%/+15% friendly fire to Core/Raid
Level Adjustments
  • A1 Onboarding
    • Fixed the expedition collapse wave starting if the Secondary scan was finished before it began
Enemy Adjustments
  • All
    • Unified bio tag information for enemies of identical strains
    • Normalized HP bars sizes depending on raw enemy health values
Gun Adjustments
  • General
    • Changed stat notation from "+X% STAT | Y% CAP" to "+X%->Y% STAT"
  • Beam Rifle
    • Blitz
      • DPS: 24 -> 25
    • Void
      • DPS: 28.8 -> 30
    • Pure
      • DPS: 34.6 -> 36
  • Carbine
    • Pure
      • Damage: 3 -> 4
      • ROF: 18/s -> 15/s
        • Burst Delay: 0.17s -> 0.25s
      • Reworked effect
        • Crits/Backstabs grant +2%->100% Fire Rate and -1%->50% Recoil, decaying after 1.5s
        • Kills grant +10->100% Reload Speed to the next reload
  • Nano SMG
    • Reworked. Fires a triangle of bullets with more aggressive homing. Limited hipfire lock range, limited aiming lock angle.
    • Reworked tier upgrades to simpler effects.
      • Void: Improved Stun, Lock Range, Damage
      • Pure: Improved ROF with hipfire locks, improved Crit with Aim locks
Tool Adjustments
  • Corrected sentries dealing 33% more friendly fire than intended

Changes may spoil tiers/unlocks. Open at your own risk.

0.11.4

The 0.11.3 changes are now actually real.

0.11.3

Level Adjustments
  • FXTRA D1 & D2
    • Fixed medipacks giving 20% health
Gun Adjustments
  • Nano SMG
    • Increased homing strength by 25%
    • Void
      • Stagger Buff Time: 0.65s -> 0.8s
      • Added audio when buff is active
      • Corrected buff applying on the first hit anywhere, rather than first crit
    • Pure
      • Crit Buff: 2x -> 1.75x
  • Split Rifle
    • Pure
      • Reduced split from 7 to 5
      • Hipfire damage reduction after 3 hits: -75% -> -70%
        • Max hipfire damage: 13.4 -> 12
Tool Adjustments
  • Assault Sentry
    • Pure
      • Fixed Stun still being +40%
      • ROF: 6-10/s -> 5.7-9/s
      • Decel Time: 1.5s -> 1s
  • Marksman Sentry
    • ROF: 0.625/s -> 0.6/s
    • Reserve Ammo: 44 -> 42
    • Fixed incorrect Pure name when used by another player

Changes may spoil tiers/unlocks. Open at your own risk.

0.11.2

General
  • Fixed broken assets.
  • Added more skins.
Gun Adjustments
  • Autocannon
    • ROF: 4.4/s -> 4/s
    • Blitz
      • Damage: 10 -> 12
      • Crit: +0% -> -15%
      • Reserve: 125 -> 115
    • Void
      • Damage: 14 -> 15
      • Reserve: 120 -> 115
    • Pure
      • Damage: 18 -> 20
      • Reserve: 120 -> 110
  • Heavy Assault Rifle
    • Pure
      • Corrected -15% Crit text, which never existed
  • Flechette SMG
    • Renamed to Nano SMG
    • Reworked effect
      • Now fires projectiles with slight homing
      • Upgrades focus on crits
    • Void
      • Damage: 2.4 -> 2.5
    • Pure
      • Damage: 2.9 -> 3
  • Ray Gun
    • Blitz
      • Damage: 6+9 -> 7+9
    • Void
      • Damage: 7+11 -> 8.5+11
    • Pure
      • Damage: 8.5+13 -> 10+13
      • Reserve Ammo: 84 -> 88
  • Split Rifle
    • Pure
      • Increased split from 5 to 7
      • Increased pellet spread to match Blitz/Void
      • Now deals the majority of the damage on the first 3 pellets hit
      • Hipfire Damage: 11/5 -> 10/3, 13/7
Tool Adjustments
  • Assault Sentry
    • Pure
      • Stun: +40% -> +0%
      • Now applies +900% Stun on the first hit to an enemy
      • Now ramps up to +67% ROF over 5s of firing
  • Marksman Sentry
    • Reworked. Now targets tanky enemies and applies a debuff that increases damage taken.
    • Upgrades no longer improve crit.

Changes may spoil tiers/unlocks. Open at your own risk.

0.11.1

Fixed some minor typos on the thunderstore package and one of the command logs.

0.11.0

Level Adjustments
  • FXTRA D1 & D2 released
  • A2 Protocol Alpha
    • Added disinfect packs
  • B Trial
    • Added secret command
  • Added some logs to make some secret commands more obvious
Enemy Adjustments
  • All
    • Bosses no longer have a targeting bias towards particular players
  • Babies
    • Increased movement speed
    • Normal
      • Damage: 4% -> 5%
    • Charger
      • Damage: 4% -> 6%
    • Afflicted
      • Infection: 9% -> 10%
      • Damage: 2% -> 6%
Class Adjustments
  • Duo Classes
    • Added 25% Tool Refill & Heal to levels 5 & 10
    • Tool Power increases sooner
    • Shifted some buffs from levels 8 and 9 down a level
Gun Adjustments
  • Kill-Feed Pistol
    • Void
      • Damage: 50 -> 60
      • Stock Per Kill: +0.5/0.15 -> +0.48/0.12
    • Pure
      • Damage: 60 -> 72
      • Stock Per Kill: +0.65 -> +0.6
  • Revolver
    • Pure
      • Reserve Ammo: 70 -> 80
      • Reworked effect.
        • Now only applies after holstering for 2.5s
        • Damage Bonus: +40% -> +60%
        • Reload: 3 shots -> Full Mag
        • Added -0.3 Stock Cost Per Shot
  • Shrapnel SMG
    • Blitz & Void
      • DOT Friendly Fire: +0% -> -25%
    • Pure
      • DOT Friendly Fire: +0% -> -40%

Changes may spoil tiers/unlocks. Open at your own risk.

0.10.0

General Adjustments
  • Bleeding is now removed when downed
  • Max fall damage distance: 50m -> 25m
  • Blighted Virus
    • Sped up damage ticks
    • Reduced healing delay begins
Level Adjustments
  • D Trial released
Enemy Adjustments
  • All
    • Enemies that can melee no longer use crawling animations
  • Blighted
    • Removed bleeding and added a portion of the damage to direct damage
    • Fixed some enemies not infecting or slowing
    • Scouts
      • Fixed not exploding on death
  • Corruptor Generator
    • Changed skin texture
  • Forsaken & Nightmare Strikers
    • Reduced size
  • Forsaken & Hallowed (no melee) Franks
    • No longer use charger animations
  • Matriarch & Patriarch
    • Reduced melee attempt range
  • Origin
    • Shadows
      • Fixed failing to respawn when too far away
    • Gazer
      • Fixed using Grand Gazer stats
    • Protector
      • Increased stun threshold
Class Adjustments
  • Dunce
    • Ascended
      • Melee Damage: 350% -> 200%
  • Duo Classes
    • Overhauled level curve to be more akin to solo classes with significantly buffed early levels
Melee Adjustments
  • Knife
    • Pure
      • Kill bonus sound is now only audible to the user
  • Rapier
    • Pure
      • Max damage bonus sound is now only audible to the user
      • Damage bonus growth: +4% -> +2.5%
      • Damage bonus cap: +50% -> +40%
Gun Adjustments
  • All
    • Added friendly fire modifiers to visible stats (as FF)
  • Beam Rifle
    • Focus Time: 1.6s -> 1.4s
    • Kill Universal Focus DMG: 2.5x -> 2x
    • Reserve Ammo: 840 -> 800
    • Increased vertical recoil
    • Pure
      • Focus Time: 2.4s -> 2s
      • Focus DMG Cap: 3.25x -> 3x
  • Carbine
    • Reduced vertical recoil and greatly reduced horizontal recoil
    • Pure
      • Applies a portion of accrued explosions on enemies killed
  • Crescendo Shotgun
    • Fixed sequence not resetting correctly on reload in some cases
  • Kill-Feed Pistol
    • Kill ROF Buff now lasts 1.5s instead of only for the next shot
  • Pistol
    • Pure
      • Stun: +120% -> +80%
      • Added effect:
        • While crouched, grants 1.2x Stun
        • While crouched, applies +16%/3s damage taken debuff on enemies hit
      • Mag Size: 18 -> 17
      • Reserve Ammo: 180 -> 170
  • Precision Rifle
    • Pure
      • Crit: +20% -> +25%
  • Ray Gun
    • Pure
      • Explosion Radius: 3m -> 3.5m
  • Revolver
    • Raid
      • Damage: 12 -> 13
      • ROF: 4.4/s -> 4/s
      • Reserve Ammo: 80 -> 74
    • Pure
      • Damage: 20 -> 22
      • ROF: 4.4/s -> 4/s
      • Reserve Ammo: 80 -> 70
      • Replaced locking effect with:
        • +3 shots reloaded with +40% damage on swap
        • 0.1m hipfire hitsize
        • Greatly sped up equip speed
  • Shrapnel SMG
    • Void
      • DoT Damage: 5.5 -> 6
    • Pure
      • DoT Damage: 7.8 -> 8.5
  • Tactical Rifle
    • Pure
      • Spread damage ignores armor (as originally intended)
  • Virus Sniper
    • DoT Spread Damage Reduction: -20% -> -25%
Tool Adjustments
  • Assault Sentry
    • Range: 12m -> 10m
    • Pure
      • Stun: +50% -> +40%
  • Marksman Sentry
    • Start Delay: 1.5s -> 1.25s

Changes may spoil tiers/unlocks. Open at your own risk.

Older patch notes can be found in the mod folder.