Solo Trials
13 Expeditions available. Balanced for solo play. Begins with easy vanilla-like difficulty and enemies, but later leans into brutal difficulty and custom enemies.
CHANGELOG
V5.1.4
- Added intended gear restrictions to BX.
- Surge alarm in BX changed to just big waves.
- Added warden intel to make it more clear what you're supposed to do in BX.
- Reduced the unintended high amount of giant strikers on the terminal alarm in BX.
V5.1.3
Primaries
- Ethereal SMG
- Reload time: 1.2/2.2s -> 0.8/1.6s
- Mechanical Rifle
- Removed oversized bullets
- Reload time: 0.8/1.6s -> 0.9/1.8s
- Vision Rifle
- Reload time: 0.8/1.6s -> 0.9/1.8s
- XHM SMG
- Reload time: 0.9/1.4s -> 0.8/1.3s
V5.1.2
- BX Descendant extension level added.
- Hope Glowstick is now 4 uses.
- Moved 4 use Medipack in E1 reactor room that sometimes didn't spawn to a different zone.
V5.1.1
- 5.1.0 update but real.
V5.1.0
- Added a one use tool to F1 so you can have a Fumo companion.
- Moved the tool in E1 reactor tile to the hallway room to hopefully fix resources not spawning.
- Reverted primary weapons to Fatal gearset and rebalanced all weapons.
- TL;DR: Primary DPS and ammo economy increased by 67%, special economy is nerfed by 20%, shotguns have pierce.
Primaries
- Ethereal SMG
- Damage: 2 -> 3.4
- Hip Spread: 4.4 -> 4
- Reduced recoil
- HEL Assault Rifle
- Removed
- Mechanical Rifle
- Damage: 3 -> 5
- Stagger: 1.35x -> 1.3x
- Range: 12-55m -> 12-60m
- Hip Spread: 1.5 -> 2
- Fires oversized bullets
- Changed sight
- Reduced recoil
- Metalstorm SMG
- Damage: 4 -> 6
- Range: 6-50m -> 8-50m
- Mag: 45 -> 50
- Reserve: 125 -> 140
- Aim Spread: 0.5 -> 0
- Tech Rifle
- Damage: 4 -> 6
- Fire Rate: 7.1 -> 8
- Mag: 30 -> 33
- Reserve: 150 -> 165
- Improved non-reload cancel timing
- Vision Rifle
- Damage: 8 -> 10
- Fire Rate: 4/s -> 5/s
- Range: 18-99m -> 30-99m
- Mag: 15 -> 18
- Reserve: 75 -> 100
- XHM SMG
- Hipfire fires a true shotgun blast, firing 6 pellets
- Damage: 2 -> 3.5
- Burst Delay: 0.2 -> 0.25
- Stagger: 1x -> 1.15x
- Reserve: 300 -> 290
- Hip Spread: 8 -> 5
Specials
- Demon Shotgun
- Pierce: 1 -> 2
- Reserve: 42 -> 35
- Spread: 8 -> 6
- Dragon Shotgun
- Removed
- Ethereal Shotgun
- Pierce: 1 -> 2
- Reserve: 100 -> 78
- Spread: 6 -> 4
- Heatsink Machinegun
- Mag: 80 -> 85
- Reserve: 308 -> 240
- Hip Spread: 8 -> 6
- Aim Spread: 0.3 -> 0
- Purge Shotgun
- Damage: 4x30 -> 4x20
- Pierce: 1 -> 2
- Fire rate: 4/s -> 5/s
- Mag: 4 -> 5
- Reserve: 15 -> 20
- Spread: 10 -> 8
- Rift Machinegun
- Mag: 55 -> 50
- Reserve: 200 -> 150
- Soul Sniper
- Reserve: 6 -> 5
- Vision Sniper
- Damage: 24 -> 30
- Fire Rate: 4/s -> 3/s
- Crit: 2x -> 1.4x
- Range: 20-99m -> 30-99m
- Reserve: 45 -> 40
- Void Sniper
- Reserve: 15 -> 12
- XHM Cannon
- Hipfire fires a true shotgun blast, firing 6 pellets
- Reserve: 200 -> 160
E1 Gearset
- Ethereal SMG
- Reduced recoil
F1 Gearset
- Wildfire Machinegun
- Fire rate is now FPS-independent
V5.0.2
- Elites really don't have infection now.
V5.0.1
- 5.0.0 update but real.
V5.0.0
- Updated King and Emperor variant SFX.
- Swapped primary weapons from Fatal Gearset to Redemption Gearset, rebalanced to be more aligned with Solo Trials.
- Elite variants no longer have infection.
V4.1.2
- Fixed an issue in Fear where the final alarm had a duplicate alarm active.
V4.1.1
- Updated dependencies
V4.1.0
- Fixed odd enemy sizes
V4.0.1
- Added old tumor damage cap
V4.0.0
- Re-enabled level-specific weapon restrictions
- Removed loud Tech Rifle burst end SFX
V3.7.0
- Update to use patched EEC
V3.6.0
- Fixed visuals for Rift Welder and Wildfire Machinegun
- Fixed Evade speed and cooldown
V3.5.2
- Tech Rifle Stock Ammo 133 -> 150
- Ethereal SMG Stock Ammo 200 -> 250, CRIT 1.8x -> 1.6x, Aim Spread 0.25 -> 0
- XHM SMG Burst Delay 0.25s -> 0.2s, Range 8-50m -> 10-50m, horizontal recoil reduced
- Heatsink Machinegun Aim Spread 1.875 -> 0.275
- Demon Shotgun Effective Spread 11 -> 8
- Purge Shotgun Effective Spread 20 -> 10, Range 4-55m -> 5-55m, Fire Rate limit removed
- Vision Sniper Reload Cancel improved
- Knife hitbox and damage hitbox timings improved
V3.5.1
- Fixed an issue where Medipacks were healing 20% instead of 25%.
- Adjusted some wave downtime timers to better reward focusing on clearing waves. This affects most levels.
- Added terminals to B1 "The Breach," and turned the lights on in the Class 4 Alarm + Blood Door zone.
- Added small amount of additional downtime between waves on certain extract waves.
- Extracts that have a wave spawn from the elevator are now instant.
- Untested - Completing the final alarm door on Ravage should force skip the countdown timer and allow extraction.
V3.5.0
- Same as 3.4.0 but actually works.
V3.4.0
- Fixed broken upload format that caused the Custom folder to not load.
V3.3.0
- Fixed broken weapon models.
V3.2.0
- Fixed Blood Labs for Alt R2 update.
- Changed final zone of B3 to make the alarm more fair.
V3.1.0
- Fixed an issue that caused null reference spam on certain levels.
- Updated enemy assets to function properly.
V3.0.0
- Updated for Alt R1.
- Fixed broken reload animations.
- Fixed some broken enemy animations.
- Labeled level-specific weapons since gear restrictions do not work.
V2.0.2
- Text Data Block fixed. Shooters no longer crawl.
- Fixed incorrect alarms in F1.
V2.0.1
- Fixed issue where you got stuck on initializing assets.
V2.0.0
- Updated for Rundown 7.
- Final alarm of Fear difficulty reduced so you aren't forced to kite.
- Courage alarms are more difficult but there are less of them.
- Sleeper Buster removed due to not being functional in R7.
V1.2.0
- Added functional progression tracking.
V1.1.3
- Patrial moment.
V1.1.2
- Corrected typos on the Rundown screen.
V1.1.1
- Fixed an issue where F1 could not be selected on the rundown screen.
V1.1.0
- E2 "Courage" moved to "F1"
- Added notification for a zone containing a Class 5 biomass.
V1.0.1
- E2 "Courage" adjustments.
- Changed Class 8 -> 6. This alarm was disproportionately harder than the rest of the level.
- Fixed an issue where blood doors were spawning 3x enemies.
- Fixed some typos.
V1.0.0
- Final Expedition added.
- E2 "Courage"
- Misc. changes.
- Updated description of D3 "Ravage" to be more descriptive.
- Fixed some typos. This includes some stats displayed on weapons.
- Changed all scout waves that spawned Flyers since they would get stuck. This affects most of the levels.
- Weapon Balance changes.
- Reduced charge time on Soul Sniper.
- XHM Cannon Mag reduced 55 -> 50, reload time increased by 6%.
- Metalstorm SMG overhauled. 2 -> 4 Damage, 60 -> 45 Mag, 250 -> 125 Stock, reload time decreased by 9%. This should significantly push it into truly having the highest DPS out of the primary weapons while still being the least efficient.
- Rift Welder charge time removed.
- Void Sniper pierce 1 -> 2. Not having pierce made this weapon extremely inefficient compared to every other secondary. It should now be much more viable.
- Vision Rifle now has a crit bonus of 20%. This should help define the type of weapon it is better.
- Melee Balance changes.
- Spear will now automatically release very quickly while holding a full charge.
- Sledgehammer initial charge delay reduced by 50%, Charged Damage 20 -> 24.
- Knife full charge can now be held almost indefinitely.
- Bat increased Charged Damage 12 -> 15.
- Sword charge time was unintentionally matched with the Sledgehammer, effectively making it a direct downgrade aside from uncharged swings. Charge time adjusted 1.8 -> 1.2.
V0.4.0
- New Expedition added.
- D3 "Ravage"
- Misc. changes.
- Fixed incorrect zone numbers in objective text in E1 "Fear."
- Updated Bloody Infestation to correctly display as a Class 5 Hostile Biomass.
V0.3.0
- New Expedition added.
- D2 "Blood Labs"
-
Added placeholders for the last 2 expeditions.
-
"Seer" balance adjustments.
- Reduced enemies on the alarm.
- Reduced the odds of the scans drawing to the other side of the room for a more consistent experience.
- Misc. changes.
- C-foam Launcher 16 -> 20 starting foam, 40 -> 50 capacity.
- Removed unintentional forced room alert in "Paths" generator cluster zone.
- Revamped rundown screen.
- Removed "100%" under expeditions.
- Moved "Threat Level" from briefing to under the level select buttons.
- Seer moved to B Tier.
- Updated Intel.
- Fixed a bug where melee-type shooters were dealing 3x damage. Reduced small melee-type shooter hitbox range by 15%.
- Reduced Hybrid and giant melee-type shooter variant hitboxes by 15%.
- Cloaker melee damage 24% -> 20% and fixed their hitbox range.
V0.2.1
- Fixed a dependency issue that was bricking most of the levels.
- Added the Twin Blades visor.
V0.2.0
- Fixed "key not found" exception that broke most levels.
V0.1.4
- New Expedition added.
- C3 "Paths"
- Misc. changes
- Added colors to "threat levels" on all levels.
- Fixed an issue where tools were restricted for "Hacker" instead of "Seer."
- Added SFX for lights being turned on.
- Fixed some minor text issues.
V0.1.3
- Vanilla bug bypass hotfix.
V0.1.2
- Frank hotfix.
V0.1.1
- A1 "Legacy" rebalance.
- Generally increased enemy population density.
- A2 "Endurance" rebalance.
- Reduced the size of zones directly connected to the spawn zone by 50% to increase enemy population density and reduce back tracking.
- Fixed a bug where PDECs did not display in terminals.
- Changes missed in previous patch notes
- Level "difficulty" ratings revised for all expeditions to better match their true nature of challenge.
V0.1.0
- New Expeditions Added.
- A1 "Legacy"
- A2 "Endurance"
- Previously made expeditions shifted.
- A Tier -> B Tier
- B Tier -> C Tier
- C Tier -> D Tier
- Easier missions added for new A Tier.
The A Tier previously was a bit difficult for entry-level solo play. Shifting A through C Tiers down and adding an easier A Tier should grant a more welcoming experience for players who have little prior solo experience. (Dev note: this also makes it easier on my end since I don't have to find a way to make levels harder than previous C Tier but easier than E Tier.)
- Secondary Weapon rebalance.
- Rift Welder +30% -> -20% Crit, 750 -> 600 RPM
- Heatsink 100% -> -20% Crit, 2x -> 1x Stagger, 1200 -> 750 RPM
- Friendly Sentry rebalance.
- 500 -> 400 RPM. This will make it last longer but kill less enemies per wave.
- 100% -> 80% Crit. This should standardize it's performance against Charger and Non-Charger enemies.
- Bleeder rebalance.
- Strafing removed. They will now always aggressively run down the player.
- Tentacle cooldown 8 -> 12 seconds. They will now be more interested in clawing the player.
- Tentacle range 8.5 -> 8 meters.
- Giant Bleeder Stagger Resist 35 -> 32.
- Grappler & Bloody Mass rebalance.
- Tentacle range 8.5 -> 5 meters. This should increase the counterplay of staggering them and making positioning more lenient.
With this change, Grapplers will now be the easiest to stun but frequently try to combo the player. Bleeders will be slightly harder to stun but mostly try to melee the player to inflict rapid bleeding. Chargers don't have any special properties to their attack, but deal the most damage and are the hardest to stun. This will probably be the final adjustment to these enemies.
V0.0.8
- Bleeders rebalanced.
- Stagger Resist 10 -> 8.
- Emperor Chargers rebalanced.
- Scream Delay 45 -> 300 seconds. This should prevent them from alerting multiple rooms during an encounter.
- HP 800 -> 850
- Glue Tolerance 30 -> 40
- Freeze Time 5 -> 8
- Fixed an issue where during the second sequence of E1 "Fear," waves were unable to spawn the Weakling and Standard role if you repeated the level.
V0.0.7
- New Expedition added.
- E1 "Fear"
- Soul Sniper rebalance.
- Mag Size 1 -> 2, semi automatic.
- Assassin Knife rebalance.
- Charged Damage 7 -> 9.
V0.0.6
- New Expedition added.
- B2 "Seer"
- Bleeders rebalanced.
- Melee bleed chance 65% -> 100%.
- Tentacle Damage 12% -> 10%, bleed chance 85% -> 100%.
- Bleeding damage 7.5%/10 seconds -> 15%/15 seconds.
- 19.5% -> 25% total damage from a full bleed.
- Giant Bleeders rebalanced.
- Melee bleed chance 75% -> 100%.
- Tentacle Damage 18% -> 15%, bleed chance 85% -> 100%.
- Bleed damage 25%/10 seconds -> 30%/10 seconds.
- 43% -> 45% total damage from a full bleed.
- King Bleeders rebalanced.
- Bleed damage 100%/10 seconds -> 50%/20 seconds.
- 120% -> 70% total damage from a full bleed.
- This aims to remove the Lethality factor from King Bleeders, while still leaving them as an extremely dangerous threat.
- For reference, their King Grappler cousin deals 88% damage if they successfully grapple and melee the player, but only 28% if they fail to combo.
- Tentacle Bleed tick rate is now 50% of Melee Bleed tick rate, but deals double damage. The total damage and duration is the same.
The goal of this change to Bleed is to make the status effect less punishing if you use a medkit quickly, but more punishing if you do not heal. This also aims to reduce the RNG of being "lucky" and not being inflicted with bleed. Bleed will now always occur if a Bleeder hits you.
- Grapplers rebalanced.
- Tentacle cooldown 8 -> 4 seconds.
- Tentacle damage 10% -> 8%.
- Stagger Resist 8 -> 5 damage.
- Giant Grapplers rebalanced.
- Tentacle cooldown 10 -> 4 seconds.
- Melee damage 30% -> 24%.
- Stagger Resist 35 -> 30 damage.
This change should further differentiate Grappler behavior from Chargers as they will more frequently attempt to pull you in for a combo. Their combo is also now more likely to land successfully but will deal less total damage. It's also now easier to interrupt them.
King Grapplers are exempt from this change for balancing purposes as their combo will nearly instant kill a player from 100% HP.
- Light Grapple effect rebalanced. This applies to: Grapplers, Crawling Grapplers, Explosive Grapplers, Crystalline Strikers, and Crystalline Chargers.
- Pull strength 1.5 -> 2.5.
- Heavy Grapple effect rebalanced. This applies to: Giant Grapplers, Grappler Franks, The Patriarch, Explosive Giant Grapplers, Explosive Grappler Franks, Crystalline Franks, Crystalline King, and King Grapplers.
- Pull strength 1.8 -> 5.
- Soft Stagger (bullet damage disrupting tentacle attacks) disabled for the following enemies:
- King Chargers, Grapplers, Giant Grapplers, King Grapplers, King Bleeders
V0.0.5
-
Updated Giant Brawler model.
-
Bug fixes.
- Fixed an issue with the Giant Brawler model where the entire left arm would block bullets.
V0.0.4
- New Expedition added.
- B1 "Frenzy"
- A2 "Hacker" rebalance.
- For the bridge alarm: reduced the quantity of enemies and the rate at which they spawn and respawn. This should make the second alarm less kiting heavy.
- C1 "Den of Giants" rebalance.
- Added more dangerous enemy variants to the last 2 zones and final alarm. The difficulty beyond the first 3 zones drops significantly, so this should maintain the level of challenge throughout the level.
- Bug fixes.
- Fixed dev zone numbers.
V0.0.3
- A1 "The Breach" rebalance.
- Added tool refills and 1 use of med & ammo prior to the Blood Door.
- Turned the lights on.
V0.0.2
- New Expeditions added.
- A2 "Hacker"
- C1 "Den of Giants"
- Bug fixes.
- Added missing terminals to "The Breach.
- Fixed an error where tools all started at 100% ammo.
V0.0.1
- Initial Launch
- A1 "The Breach" available.