Intruder
[26 Expeditions] [Advanced? Vanilla] [Mostly levels with gimmicks] [High attention to the available gear] [Wiki included] [Some simple lore to follow] [NOT a troll rundown] What else should I tell you?Patch Notes:
1.7.1
- Breached D2
- Added a missing Warden Intel
- Breached D3
- Increased boss health (+33%)
- Breached B1+
- Fixed the level being unplayable
- Again, so sorry
- Fixed the level being unplayable
- Weapons
- AP Standard Rifle
- Increased overall fire rate
- AP Standard Rifle
1.7.0
- Refracted A1
- Released - have fun and understand
- Breached B1+
- Released - have fun as well
- Breached AX
- Redone a few texts
- Remade events during extract
- Added another tank :)
- Breached B1
- Fixed the blood door spawning B1+ enemies instead of B1 enemies - SO SORRY FOR NEW PLAYERS :(
- Greatly increased post-Secondary extract difficulty, not impossible of course but.. you know.
- Greatly increased action during Main objective
- Breached B2
- Greatly increased Main objective difficulty for each side objective completed
- Polished a few texts
- Extract remains unchanged due to it being of pretty difficulty
- Weapons
- All weapons
- Split up the description into 3 pages
- Difficulty of use and abilities (active-orange and passive-yellow, hard to be consistent on what counts as active or passive but it's at least something)
- Pure stats of the weapon according to EWC changes (still keeping this up as manual work cuz WeaponStatShower can and will lie about stats)
- Negative, neutral and positive mentions about the weapons strengths
- Split up the description into 3 pages
- Standard SMG, Carbine SMG, Heavy SMG, Burst SMG, Bullpup SMG, Standard PDW, Assasin PDW
- New ability: Increased speed on kill - +50% speed for 1.1 sec, +5% speed per kill, up to 20 sec, which instead decays over 6s per stack (so up to 24s of decaying speed boost)
- No, Standard Machine Pistol does NOT deserve this buff
- New ability: Increased speed on kill - +50% speed for 1.1 sec, +5% speed per kill, up to 20 sec, which instead decays over 6s per stack (so up to 24s of decaying speed boost)
- AP Standard Pistol
- Increased total back damage bonus (2x -> 2.4x)
- Added armor penetration (0% -> 50%)
- Added pierce (0 -> 2)
- Added a sight to the vanilla pistol skin
- Added ability: chain shot with full damage on kill
- Slightly aim assisted (Bullpup SMG type aim assist)
- Carbine Pistol
- Added a sight to the vanilla pistol skin
- Given Assault Rifles bonus: Each kill increases next reloads speed
- HEL Revolver
- Added armor penetration (0% -> 35%)
- Added 'Hits everything along the projectile' (0.075m)
- Added increased reload speed with each hit on enemies (+5% reload speed/hit, up to 1.4x)
- Increased range (7m -> 10m)
- HEL AutoPistol
- Given the Head-On bonus from Standard SMG - 1.2x dmg vs unstaggered enemies
- Slightly decreased stagger due to the Head-On bonus
- Standard SMG
- Removed 20% instant reload to the clip on misses
- Burst SMG
- Decreased stagger multiplier
- Standard PDW
- Removed 20% instant reload to the clip on misses
- Greatly increased magazine capacity
- Very slightly increased reload speed
- Swarm Rifle
- Changed into a burst of the Assault Carbine type
- Special projectile:
- Introduced a cooldown between spawns of 0.5s
- Decreased explosion stagger mult (3.5x -> 2.5x, max dmg is still 1.51)
- Can not target invisible enemies without a ping (even though it tags enemies itself, gotta nerf slightly somehow, you know?)
- Burst Rifle
- Given compensation on misses
- 50% instant reload
- 35% return to reserve
- Given compensation on misses
- Heavy Bullpup Rifle
- Changed into semi
- Greatly increased damage
- Greatly decreased magazine size
- Increased damage bonus when piercing enemies
- Added 50% instant magazine reload on miss
- Added +10% damage when hitting an enemy for the first time (only applies to your Heavy Bullpup Rifle)
- ...for 'tech' purposes: the damage bonus can be used again on the same enemy every 5 seconds
- HEL Assault Rifle
- Same new ability: Increased speed on hit - +1% speed, up to +25%, 1 stack decays 0.3s, delay before starting to decay: 1 sec (up to 8.3 sec + 1 sec delay)
- Increased damage bonus when piercing enemies
- Low Cal Machinegun
- Slightly decreased ammo capacity
- Slightly decreased mag capacity
- AP Standard Rifle
- Increased armor penetration (35% -> 80%)
- Decreased fire rate
- Decreased damage / Increased reserve as compensation
- New ability: Gains increased fire rate and become fully automatic upon getting a kill
- Double Tap Rifle
- Increased aim assist range (25m -> 30m)
- Revolver Shotgun
- New ability: +125% speed during reload (12s cooldown between activations)
- Speed lasts until ammo count is updated or gun is unequipped
- Decreased spread (4 -> 3.5)
- Decreased ammo capacity
- New ability: +125% speed during reload (12s cooldown between activations)
- Sawed-off Shotgun
- Slightly decreased ammo capacity
- HEL Shotgun
- Added ability: First two shots have increased accuracy
- Increased precision bonus
- Decreased tumor bonus
- To keep damage on Tank tumors the same
- AP Slug Shotgun
- Fixed it still making a sound cue for other players
- Standard Revolver
- Increased base damage
- Decreased precision bonus
- Though total precision damage stays the same
- Decreased pierce multiplier (0.65x -> 0.45x)
- Added ability: chain shot with full damage on weakpoint kill, 10 sec cooldown
- Stocked Revolver
- Decreased hipfire accuracy
- Added ability: First two shots have increased hipfire accuracy
- This is effectivelly a nerf so that Standard Revolver remains as the hipfire king somewhat more often
- Amplifying Revolver
- Slightly increased ammo capacity
- Carbine Revolver
- Last shot in the magazine causes a staggering, no damage explosion
- Pump-action Shotgun
- Slightly decreased tumor bonus
- Removed the push back when firing while sprinting
- (Standard) Combat Shotgun
- Increased pellet count (6 -> 7)
- Decreased damage (2.51 -> 2.31)
- Total damage increased
- Increased precision bonus
- Decreased tumor bonus
- To keep damage on Tank tumors the same
- Changed flashlight to the wide medium range type
- Decreased sight zoom
- Decreased recoil
- Slug Combat Shotgun
- Increased reload speed
- Slightly increased effective range
- Changed flashlight to the wide medium range type
- Changed sight to the bullpup sight with less zoom
- Given the AP Slug Shotgun ability: 35% chance to deal increased damage
- Decreased recoil
- Choke Mod shotgun
- Decreased armor penetration (35% -> 30%)
- Slightly decreased tumor bonus
- Increased spread increase from firing
- Spread penalty will decrease faster
- Short Rifle
- Removed random burst ability
- Changed from semi to a 10-round burst
- Added some EWC fix to the too-high-for-the-game-to-handle fire rate
- Added 50% return to reserve on miss
- Decreased recoil
- Resistance SMG
- Less resistance to everything mentioned
- Slightly decreased reload speed
- Bolter
- Increased ammo capacity
- Added armor penetration (0% -> 60%)
- Portable Machinegun
- Slightly increased damage
- Slightly increased fire rate
- Slightly decreased reload speed
- Decreased magazine capacity
- Added a 'completely' different functionality when crouched: turns into a semi non-precision weapon, 2x damage and 2x effective ammo usage but your currently loaded clip amount doesnt change
- What do you mean?... -> 20 bullets of 6.53 dmg turn into 20 bullets of 13.06 dmg while pulling bullets from reserve to compensate for more damage value in the magazine and same in reverse if uncrouching, get it?
- This is the only weapon that does this, unknown if it's enough of a benefit...
- What do you mean?... -> 20 bullets of 6.53 dmg turn into 20 bullets of 13.06 dmg while pulling bullets from reserve to compensate for more damage value in the magazine and same in reverse if uncrouching, get it?
- Burst Machinegun
- Decreased damage
- Increased fire rate
- Changed Fully automatic burst count from 2 to 4
- Heavy Machinegun
- New negative ability: -50% movement speed while firing (total of -60% movement speed while firing, including the movement speed penalty while just holding the weapon)
- Bulky Assault Rifle
- Slightly increased ammo capacity
- HEL Gun
- Increased stagger (1x -> 1.25x)
- Slightly increased the 'Hit everything along the projectile' radius (0.05m -> 0.075m)
- Changed form Semi-A to Semi-Full-A
- Charge up between shots, otherwise Fully automatic
- High Cal DMR
- Slightly increased charge up time
- Standard Sniper
- Fixed the crouch fire rate bonus not lasting infinite time while crouched
- AT Prototype Machinegun
- Decreased hipfire accuracy (2.0 -> 2.5)
- Minimum Stick
- Added a 5% chance for the funny^tm
- Any other melee changes?
- ...honestly I don't know if I have done any, I mean I didn't note EVERYTHING down? I forgot sometimes thinking I will do it the day after to never do it so maybe some things are left of the changelog, I mean come on, it's long enough
- All weapons
- Other
- Made shrieker waves spawn from elevator direction
- ...that is the enemy that has the blue marker, i know he doesn't have a wiki page YET, if it ever will but oh well
- Made shrieker waves spawn from elevator direction
1.6.2
- Severed B!
- Shelved until further notice
- Why? - Legacy.dll is an old bear that I shouldn't have tried recruiting as a circus animal
- Without metaphors dude. - Legacy.dll does some things that break previous levels which is why it took me so long to realize that this caused some issues
- Why? - Legacy.dll is an old bear that I shouldn't have tried recruiting as a circus animal
- Shelved until further notice
- Other
- Removed a lot of useless DLL files and instead added dependencies (all related to Legacy.dll)
- Also now removing DLLs but I'm keeping it's dependencies for future use, maybe... maybe...
- Switched some files into partial data - unknown if this improves or alters loading times or is this just a thing for the rundown developer?
- Removed a lot of useless DLL files and instead added dependencies (all related to Legacy.dll)
1.6.1
- Weapons
- ALL autoreload tools
- Made the sound not play for other players
- Standard Assault Rifle
- Slightly tweaked fire rate acceleration for the better
- Increased starting fire rate
- Made the sight be further away when aiming (helps with CQC) [does not apply to the meme-ish reskin, never will]
- Swarm Rifle
- Added pierce (0 -> 2(0.15x))
- Heavy Rifle
- Reduced mag size (7 -> 6)
- Reduced ammo capacity (48 -> 45.6)
- Slightly faster reload speed
- Other weapons I forgot
- Updated some outdated text descriptions, whoops
- ALL autoreload tools
1.6.0
- Severed B!
- Released
- Extended RACC
- Added a difficult way to clear the level
- Good luck.
- Especially if you don't bend the rules while at it
- Good luck.
- Added a difficult way to clear the level
- Enemies
- Brawler ???
- Increased health (1.3x)
- Increased stagger hp (1.5x)
- Slightly slower (0.85x)
- Slightly increased punching range reach
- Slightly decreased punch damage
- Brawler ???
- Weapons
- ALL Sentry Guns
- Changed targetting to fix the issue of sentries not targeting enemies that are up close to them (especially Sniper)
- ALL autoreload tools
- Added a click for when the tool is auto reloaded
- It's not perfect because gunfire is louder than most sounds that I can apply here but it's at least something
- Added a click for when the tool is auto reloaded
- Heavy Machinegun
- Negative passive: -20% movement speed when equipped (when weapon is in hands)
- HEL Machinegun
- Buffed pierce multiplier (0.9x -> 1.25x)
- Double Tap Rifle
- Increased reload speed
- Increas ammo capacity
- Assault Carbine
- Increased ammo on pair with other weapons (200 -> 210) (forgot)
- Resistance SMG
- Increased reload-cancelability and sound reliability
- Removed armor pen
- Nailgun
- Increased reload-cancelability and sound reliability
- Increased fire rate deceleration rate
- Slightly decreased max fire rate
- Bat
- Removed the hidden staminaMod - because it's still glitched
- ALL Sentry Guns
- Other
- Glowsticks
- Buffed glow range to not be called so useless
- Glowsticks
1.5.1
- Hotfix
- Of course I forgot to change some important text, why not
1.5.0
- Breached A1+
- Released
- Severed A!-ST
- Released
- Reminder: check wiki -> [ST type levels] to see what's in store
- Released
- Extended E1_REWORK
- Added some more triggers to pick up sentry guns to not lose them
- Buffed the boss enemy damage and staggerHP :) you know which one
- Added a despawn to the green objective (no more stuck tanks if you try)
- Made the 'killing two enemies that do something after killing them' part work way more consistently (not if you have internet lag)
- Fixed the alarm rearm commands' unintended behavior
- Moved the level to a seperate rundown tree (I know! Late to do and lost progression but chill out!)
- Extended RACC
- Improved enemies spawning in and removed the despawn activity upon entering the level
- Severed D?
- Improved last ERROR alarms' spawning enemies direction (I think that they do indeed not spawn where you are trying to go to?)
- Enemies
- Buffed infectious shooter barrages speed and bursts projectile count
- Flipped the Mother models (not Mega Mother)
- Made Mothers have less precision bonus (5x -> 4x, applies to Mother & PMother)
- Increased St..... Scout movement speed to match the Charger Scout (whoops)
- Removed the ability to push the Big A...... (whoops 2x)
- NEW Weapons
- Burst Machinegun (Alt name: Lumen Machinegun) (Special)
- Bulky Assault Rifle (Special)
- Resistance SMG (Special)
- High Cal DMR (Special)
- Assasin PDW (Main)
- Weapons
- Highlights:
- Shotgun Purge 3.0: Semi-edition
- Slower to move AT weapons
- Bonus speed on most medium & small melee weapons
- Scatter-jumping?
- ALL Sentry Guns
- Increased placement speed (the hold E action)
- Minimum Sentry Gun
- Increased activation speed (just like Heavy Shotgun Sentry Gun)
- Minimum HandCannon
- Increase charge up greatly (0.5s -> 1s)
- Flareburst Shotgun
- Decreased stagger over time (500 stagger over 2s -> 125 stagger over 2s)
- Tear Gas PGL
- Changed to also be autoloaded (6 clip -> 8.5s single-shot autoloader)
- AT Heavy Autocannon
- Added decreased movement speed when equipped (-25%)
- Decreased damage (65.01 -> 60.01)
- AT Prototype Machinegun
- Added decreased movement speed when equipped (-25%)
- Pump-action Shotgun
- Decreased rate of fire
- New negative ability: Pushes the player back when fired while sprinting
- Choke Mod Shotgun
- Reworked spread:
- Default spread: 1
- Each shot increases spread up by 1 up to 4
- Spread increase resets on reload
- Decreased effective range (earlier damage fall off start and increased damage fall off rate)
- Decreased rate of fire
- Decreased tumor bonus
- Reworked spread:
- DoubleBarrel
- Greatly decreased reload speed
- Decreased stagger
- Decreased effective range (earlier damage fall off start and increased damage fall off rate)
- Greatly increased recoil
- Slug Shotgun
- Reduced mag capacity (8 -> 7)
- Reduced ammo capacity (39 -> 36)
- Reduced rate of fire
- Added a sound whenever the bonus damage triggers
- Scattergun
- Added knockback when firing (climb stuff I guess, movement tool)
- 50% of missed pellets get returned to reserve
- Which means: you have to miss 78 pellets (2 full shots) to get 1 shot back - done to incentivise scatter jumping
- Removed tumor penalty (0.65x -> 1.0x)
- Decreased precision bonus (0.7333 -> 0.65)
- BurstFire Shotgun
- Reverted spread (5.5 -> 5.0)
- Carbine Pistol
- Reduced recoil
- Stocked Revolver
- Increased fire rate to match Standard
- Standard SMG; Carbine SMG
- Slightly increased aim speed (was higher than most)
- Slightly increased equip speed (was higher than most)
- Standard SMG
- New passive: +20% damage vs unstaggered targets
- Pair this up with Assasin PDW in your team perhaps?
- Ye ye, Assasin PDW isn't always available or you don't know about it because it's new - go read
- Pair this up with Assasin PDW in your team perhaps?
- Increased damage
- New passive: +20% damage vs unstaggered targets
- Carbine SMG
- Greatly increased damage
- New passive: Bullets ricochet off walls 1 time
- Are able to hit the same target 2 times - pierce multi applies if so
- Removed: 20% of missed shots are instantly reloaded
- Reduced stagger multiplier due to this base damage change
- Standard PDW
- Decreased damage
- Increased fire rate
- Greatly increased reload speed
- Greatly increased ammo capacity
- Slightly increased mag capacity
- Standard Machine Pistol
- Made slight aim assist visible (just like on Bullpup SMG)
- Slightly increased equip speed
- Burst Rifle
- Slightly increased fire rate
- HEL Rifle
- Slightly reduced mag capacity
- Slightly increased reload speed
- Coilgun
- Applied a damage change when firing the burst; resets on new burst:
- 1st shot: 30 dmg; 2nd shot: 25 dmg; 3rd shot: 20 dmg
- Slightly lowered the rate of fire
- Applied a damage change when firing the burst; resets on new burst:
- Double Tap Rifle
- Removed pierce
- Portable Machinegun
- Slightly increased ammo capacity
- Increased damage fall off start range (20m -> 25m)
- HEL Machinegun
- Slightly increased reload speed
- Standard Machinegun
- Slightly increased fire rate
- Increased mag capacity
- Heavy Machinegun
- Decreased stagger multiplier (and fixed the broken description)
- Short Rifle
- New neutral ability: Damaged receiver causes random bursts instead of semi fire
- Weapons sometimes goes into burst mode for a random amount of shots - helps with fire rate greatly, not so with ammo efficiency though
- Slightly increased range
- Added pierce (0 -> 2)
- New neutral ability: Damaged receiver causes random bursts instead of semi fire
- Bat; Machete
- Added ability: each landed hit increases movement speed up to 1.1x (max 8s)
- Uses no stamina
- Knife
- Decreased movement speed bonus cap (1.25x -> 1.2x)
- Spear
- Lowered sprint speed penalty while charging (0.75x -> 0.9x)
- Minimum Stick
- Temporarily removed the stamina on hit bonus due to technical issues
- Highlights:
- Other
- Remade how LevelSpawnedSentries deal damage - thus unbanning SentryGunEverywhere
- Inserted Legacy into the rundown - expect some new useless errors (especially related to a ThermalSights plugin, yuck)
1.4.0
- Extended ??
- :)
- :)
- :)
- :)
- :)
- :)
- :)
- :)
- :)
- Extended C4
- Made initial error come from elevator direction
- Breached B2
- Bulkheaded a Heavy Containment in secondary
- Extended B2
- Nerfed Freeze Ray bubble foam strength, direct foam strength and foam time slightly and buffed door foaming
- Buffed Thuner Rod Damage (7.51 [was actually 8.76] -> 10.01 [fr this time] )
- Novice Wand gains a slight homing effect (only matters long range) [won't be listed in stats as it's too weak]
- Fixed the weapons cooldowns not matching the visual % charge rate
- 'Fixed' some of the waves spawning after the Z Scan
- Weapons
- Bullpup SMG
- Increased reload speed
- Increased hipfire accuracy
- Decreased pierce penalty
- Added a slight aim assist up to medium range
- Changed sounds
- Double Tap Rifle
- Slightly decreased mag capacity
- Short Rifle
- Decreased instant wake up range (16m -> 14m)
- Bullpup SMG
1.3.1
- Breached E1
- Fixed a new unintended sentry gun appearing x(
1.3.0
- Extended C4
- Released
- Breached E1
- Fixed the level not giving a clear
- I'm sorry but I gave up on the lore reason for that
- Fixed the level not giving a clear
- Extended S1
- Added scans to doors to maaaaybe stop people from just rushing this level
- I know it's still doable but now will require more kiting effort if you dig that
- Added scans to doors to maaaaybe stop people from just rushing this level
- Extended B2
- Adjusted some weapon descriptions
- Slightly adjusted the main objective
- Increased extract error severity
- Whimsical Swarm:
- Increased stagger over time
- Slightly increased damage over time
- Increased stagger on direct hit
- Increased how likely the projectile is to target other enemies than the same one
- Increased max hits per projectile (7 -> 9)
- Thunder Rod:
- Increased damage (6.7 -> 7.5)
- Severed D?
- Buffed the extract related Seismic alarm
- Fixed some resources in the first area of the scout Zone in Main spawning underground
- New experimental Weapons for testing
- Hybrid Launcher
- Extended C4 exclusive for now
- Barrage PGL
- Cluster type ammunition PGL
- Amplifying revolver
- Hybrid Launcher
- Weapons
- Standard Pistol
- Greatly reduced recoil
- Tiny hipfire accuracy increase
- Standard Machine Pistol
- Added passive: 1.2x back damage bonus (2.4x total)
- Added ability: Slightly aim assisted in case of a miss by 1 deg
- HEL Revolver
- Decreased max ammo
- Increased damage
- Slightly reduced precision multiplier
- Reduced damage fall off start (8m -> 7m)
- Can oneshot normal Strikers on close range (within 7m)
- Heavy SMG
- Missed shots give back 40% ammo back to reserve
- Increase ammo capacity (now it's 25% over the standard amount)
- Bullpup SMG
- Increase armor pierce (35% -> 65%)
- Increased reload speed (2.05 -> 1.95)
- PDW
- Reduced the shake when aiming
- Tiny reload time decrease
- Swarm Rifle
- Changed sight
- Sawed-Off Shotgun
- Increased reload time
- DoubleBarrel
- Slightly increased reload time
- Heavy Rifle
- Increased pierce penalty (0.75x -> 0.5x)
- Reduced ammo capacity (forgot to change it to a near-standard amount before releasing it into the wild)
- Pump-action Shotgun
- +1 pellet (39.13dmg -> 42.14 dmg)
- Short Rifle
- Increase ammo capacity (166 -> 179) [22% higher max damage than most special weapons]
- Returned fire rate to Vanilla (bots rejoice)
- Standard DMR
- Slightly reduced ammo capacity
- Choke Mod Shotgun
- Increased spread (1 -> 1.65)
- Reduced damage falloff start (15m -> 12m)
- Precision Rifle
- Slightly reduced ammo capacity
- Slightly reduced mag size (11 -> 10)
- Slightly reduced damage (13dmg -> 12dmg)
- Standard Revolver
- Slightly increased ammo capacity (47 -> 50)
- Stocked Revolver
- Slightly increased ammo capacity (47 -> 50)
- Coilgun
- Increased pierce penalty
- HEL Gun
- Killed highly accurate hipfire
- Burst Cannon
- Slightly reduced ammo capacity (52 -> 50)
- AT Heavy Autocannon
- Slightly reduced tool efficiency (-11%)
- Reduced mag capacity (5 -> 4)
- AT Prototype Machinegun
- Slightly reduced tool efficiecny (-10%)
- FlareBurst Shotgun
- Increased cooldown (9s -> 10.5s)
- Increase light duration slightly
- High Explosive PGL
- Disabled friendly fire on shrapnel (unregular and annoying)
- PGL Category where it applies
- Also given the show-if-reloaded method found on e.g. MacroSwarm
- Blitz Mine Deployer
- Slightly increased mine deployment range
- Decreased mine carry capacity (150 -> 125)
- Standard Mine Deployer
- Slightly increased mine deployment range
- Increased mine carry capacity (18 -> 20)
- Increased max explosion damage (80.1 -> 110.1)
- Slightly increased min explosion damage (17.5 -> 22.5)
- A few guns that I won't bother mentioning seperately
- Adjusted bullet casing type and size that is ejected when firing/reloading
- Minimum Rifle
- Increased base damage
- Reduced precision bonus (total prec damage stays the same)
- Increased stagger
- Slightly increased reload speed
- Slightly increased ammo cap
- Added passive: 50% armor penetration
- Minimum Handcannon
- Slighlty increased charge up time
- Minimum SMG
- Given the Minimum weapon type tumor damage bonus (whoops...)
- Decreased fire rate
- Slightly increased ammo cap
- Minimum Crossbow
- Increased base damage
- Reduced precision bonus (total prec damage stays the same)
- Reduced ADS innacuracy
- Increased hipfire accuracy
- Changed the sight from a trash one to an ok one, lol
- Only due to projectiles being annoying enough to aim with
- Minimum Pistol
- Increased reload speed
- Increased ammo cap
- Standard Pistol
1.2.1
- Severed D?
- Removed the stupid sentry gun in Overload causing sound bugs
- Fixed some miscellaneous issues
- Weapons
- FlareBurst Shotgun
- Changed so that it shows its cooldown as ammo (still infinite, dw)
- FlareBurst Shotgun
1.2.0
- Severed D?
- Released
- Breached B1
- REMADE THE WHOLE LEVEL, especially SECONDARY for slight lore and boring-ahh-level reasons
- Added Standard Pistol to the mix
- Disabled Main Minimum weapons so that players choose the correct equipment
- All levels that are suitable for this change
- Enabled more Minimum weapons
- Breached A1
- Made alarm trigger upon completing terminal scan instead of upon it spawning
- Increase extract scan speed
- Breached AX
- Disabled certain Minimum weapons so that players choose the correct equipment
- Breached E1
- Made the boss take less headshot damage
- Enemies
- Harbingers
- Removed projectile barrage on broken head IF killed when hibernating
- St..... Scout
- Decreased time of pings (60s -> 30s)
- Removed EEC animation changes due to them not working for clients
- Applied different default animations
- Pe......
- Fixed double bleed being applied
- A......, Big A......
- Pingable when sleeping
- Increased decloak range (slightly more for bigs)
- St....., Big St.....
- Pingable when sleeping
- Harbingers
- Weapons
- Highlights:
- Main Assault Rifles
- Blitz Mine Deployer
- AT Heavy Autocannon
- Prototype Machinegun
- High Cal Pistol
- Star Fist
- Knife
- Machete
- Standard Pistol
- Slightly increased damage
- Slightly increased ammo capacity
- Carbine Pistol
- Increased hipfire accuracy
- Slightly increased damage (4.91 -> 5.01)
- Swarm Rifle (when weapons secretly suck:)
- bruh damage change (3.33 -> 3.34)
- Slightly increased mag capacity
- Increased reload cancel-ability
- Slightly increased hipfire accuracy
- Slightly increased fire rate
- Slightly increased ammo capacity
- Reduced horizontal recoil
- Reduced view model shake when firing
- Standard Assault Rifle
- New ability: each kill increases next reloads speed (1.1x per kill, max 1.6x)
- bruh damage change (3.33 -> 3.34)
- Increased fire rate acceleration rate
- Increased ammo capacity
- Reduced horizontal recoil
- Reduced view model shake when firing
- HEL Assault Rifle
- New ability: each kill increases next reloads speed (1.1x per kill, max 1.6x)
- bruh damage change (3.33 -> 3.34)
- Reduced horizontal recoil
- Reduced view model shake when firing
- Reduced ammo capacity (was accidentally way over the norm)
- Burst Rifle
- New ability: each kill increases next reloads speed (1.1x per kill, max 1.6x)
- Exchanged sight for thermal sight
- Slightly increased ammo capacity
- Slightly increased stagger
- Standard Rifle
- Increased damage (6.23 -> 6.71)
- HEL Revolver
- Removed pierce penalty
- Slightly increased precision bonus
- Slightly increased damage
- Reverted sound effects to Vanilla
- Revolver Shotgun (late compensation for last shotgun changes)
- Increased fire rate
- Increased damage
- Increased ammo capacity
- Pump-action Shotgun
- Increased reload speed
- Standard High Cal Pistol
- Increased damage falloff start (10m -> 16m)
- Slightly increased ammo capacity (32 -> 34)
- Greatly increased hipfire accuracy
- Given an open top sight
- Decreased recoil pop up
- Decreased viev model recoil
- Standard Machinegun
- Increased stagger
- HEL Machinegun
- Removed the 3 horizontal shots gimmick
- Increased Pierce (2 (1.0x) -> 3 (0.9x) )
- Increased stagger
- Coilgun
- Decreased reload speed
- Slightly decreased effective range (45m -> 40m)
- Slightly increased cooldown between bursts
- HEL Rifle
- Slightly increased reload speed
- Sniper Sentry
- Removed pierce
- AT Prototype Machinegun
- Doubled how much a tool refill gives
- AT Heavy Autocannon
- Doubled how much a tool refill gives
- Increased pierce
- Increased base damage
- Standard Mine Deployer (does not apply to consumable mines)
- Increased max explosion damage (60 -> 80.1)
- Slightly increased min explosion damage (16 -> 17.5)
- Increased mine capacity (10 -> 18)
- Blitz Mine Deployer
- Instant mine placement
- Instant mine detonation
- Instant mine pick up
- Tweaked damage (Always deals 18.01 dmg if it hits)
- Extremely increased mine capacity (37.5 -> 150)
- Go on - make your own Helldivers 2 minefield!
- No cooldown between placements
- Non-existent explosion radius, hits MAX one target
- Due to instant explosion - will not ever damage tanks. So don't think of stacking mines for them.
- Pulse Rifle -> Heavy Rifle
- Special -> Main weapon
- Added to some late levels in Protocol Breached
- Reworked
- Standard Sentry -> Minimum Sentry
- Minimum Crossbow
- Semi-automatic -> Fully automatic
- Minimum Handcannon
- Decreased chargeup time (0.75s -> 0.4s)
- Decreased reload speed
- Decreased hipfire accuracy
- Minimum Shotgun
- Increased reload speed
- Increased damage (+40%)
- Minimum Rifle
- Increased reload speed
- Increased ammo capacity
- Star Fist (EXTREMELY experimental)
- New ability (unlisted): +100 stagger in 1.5m around a fully charged hit
- New ability (unlisted): x5 stagger vs armor
- New ability: each landed hit increases movement speed up to 1.25x (max 8s)
- Slightly increased reach range (1.65 -> 1.8)
- Slightly increased charged attack damage (8 -> 9+1) [+1 if fully charged]
- Slightly increased light attack damage (2 -> 2.75)
- Improved stagger over time to be more reliable at staggering the enemy immediately after their stagger animation
- All of this is in order to make this a brawling weapon but also not fff-ing suck in stealth killing
- By not suck in stealth killing I mean it's unusable in terms of killing things like scouts reliably
- May add healing on hits up to 41% health back from the first version of the melee weapons if still too unvailable
- All of this is in order to make this a brawling weapon but also not fff-ing suck in stealth killing
- Knife
- New ability: each landed hit increases movement speed up to 1.25x (max 8s)
- Slightly increased reach range (1.8 -> 1.85)
- Slightly increased charged stagger multiplier (1.75x -> 2.0x)
- Slightly increased light attack stagger multiplier (1.0x -> 1.25x)
- Machete
- Increased maximum bleed effect (6dmg/4s -> 9dmg/3s)
- Slightly increased charged hit backstab multiplier (1.25x -> 1.3x)
- Increased light attack damage (3.15 -> 4.0)
- Highlights:
- Other
- Changed description
- Changed changelog formatting
- Changed wiki format due to Severed ruining the progression I used in the previous version
- Funny side note:
- List of playtesting mentions is getting pretty long, lol
1.1.0
- Protocol Severed
- Added more weapons choices to the C0+ part of that rundown (those who know)
- Severed D0
- Released
- Extended B2
- Nerfed Scattershot a bit
- Fixed a few text issues
- Breached C1
- Increased time for verify on last wave
- Weapons
- ALL Shotguns & AT Heavy Autocannon (not counting Scattergun and Minimum Shotgun)
- Precision multiplier -> 0.2
- Tumor damage bonus overridden -> 2.0~3.0
- Armor pierce: 0% -> 35% (does not apply to AT Heavy AutoCannon)
- Result: better at killing nightmare strikers (unfortunate); not oppressive against anything with a front weakpoint; stays just as effective VS Harbingers; hopefully they aint garbage due to this change, meanwhile tumor damage bonus makes them be just as effective as when fighting a normal tank before this change (except for Pump, it's 10% lower; just too good)
- ALL Main SMGs (except for HEL AutoPistol and Heavy SMG)
- Missed shots give back 40%~50% ammo back to reserve
- Reasoning: SMGs are balanced with only a slight (+5~13%) upper hand on ammo capacity compared to rifles, plus SMGs fire much faster thus invalidating their ammo advantage soooo... this should suffice in them not running out too quickly? (no, I won't increase max ammo!)
- Missed shots give back 40%~50% ammo back to reserve
- Standard SMG, Carbine SMG, PDW, Burst SMG
- Missed shots reload 20% ammo back to the clip from reserve
- Reasoning: Experimental change I thought would be useful to add, please leave feedback about these :/
- Missed shots reload 20% ammo back to the clip from reserve
- DMR, Double Tap Rifle
- Added a CQC variants (Variant with a sight of lower zoom)
- Added tumor damage bonus (1.0x -> 1.5x)
- DMR, Double Tap Rifle, Slug DoubleBarrel, Standard Sniper, Precision Rifle, HEL Rifle
- Added a slight aim assist that triggers ONLY IN CASE OF A MISS OFF BY 1 degree
- Mode: Aims for a weakpoint if there is one, otherwise body
- Added a slight aim assist that triggers ONLY IN CASE OF A MISS OFF BY 1 degree
- (Standard) Combat Shotgun
- Increased ammo (64 -> 70)
- Increased fire rate: 3.6/s -> 4.4/s
- Slug Combat Shotgun
- Changed weapon model & sight
- Standard DMR
- Increased ammo
- Pump-action Shotgun
- Increased ammo slightly (32 -> 36)
- Swarm Rifle
- Changed sight (a higher sight...)
- Slightly increased reload speed
- Increased explosion damage on special projectile (1.25 -> 1.51)
- Increased stagger on special projectile
- Increase base speed of the special projectile
- Now the projectile can bounce off walls to prolong its lifespan (0 -> 5 bounces)
- Decreased lifespan (50s -> 12s)
- Bullpup SMG
- Armor pierce: 20% -> 35%
- Slug DoubleBarrel
- Increased aiming speed
- Increased damage (30.1 -> 37.01) [enough to oneshot chargers -> nigthmares]
- Exchanged scope for thermal sight
- Standard Machinegun
- Slightly increased ammo (200 -> 215)
- Precision Rifle
- Decreased tumor damage multiplier (0.9x -> 0.82x) [it's that good.]
- Tear Gas PGL
- Removed any realistic damage properties from Damage over Time
- Nerfed stagger duration to 6s (2s boss stun remains)
- ALL Shotguns & AT Heavy Autocannon (not counting Scattergun and Minimum Shotgun)
- Other
- Added TerminalPingFix and a few tile packs for the level development
1.0.3
- Extended B2
- Released
- Breached CX
- Attempted to fix the checkpoint issue?
- Weapons
- All Main & Special weapons; Some Tools & Tool-weapons
- Remade the description and describing system
- Melee weapons
- Added light attack damage stat to description
- Macroswarm
- Decreased damage over time duration and stagger multiplier
- Decreased projectile lifetime (50s -> 25s)
- G-Orb Launcher
- Decreased foamed time mutliplier (1.3x -> 1.0x)
- Decreased amount of hits (17 -> 15)
- Blitz Mine Deployer
- Way more mines (12 -> 37.5)
- Even shorter laser
- Slightly long explosion delay
- Less explosion range and damage
- High Explosive PGL
- New ability: Added actual shrapnel
- Increased ammo slightly
- Decreased damage slightly
- Burst SMG
- Increased precision damage bonus
- Bullpup Rifle
- Slightly decreased effective range
- Burst Rifle
- Increased effective range
- Decreased recoil slightly
- Standard Rifle
- Decreased hipfire accuracy
- Standard Revolver; Stocked Revolver
- Removed the faster reload after kill ability
- Increased hipfire accuracy slightly
- Heavy Assault Rifle Alt
- Increased recoil
- Heavy Machinegun
- Increased recoil
- Slightly increased ammo capacity
- Removed stabilized recoil under sustained fire
- AT Heavy Autocannon
- fixed xd
- All Main & Special weapons; Some Tools & Tool-weapons
- Other
- Slightly updated mod description
- Most notably - DO NOT HAVE SentryGunEverywhere ENABLED
- Slightly updated mod description
1.0.2
- Breached E1
- Increased amount of medpacks
- Slightly increased amount of ammopacks and tool refills
- Changed Big Nightmare waves during the finale from 12total/3perwave to 10total/2perwave
- Fixed a few text issues
1.0.1
- Biotracker added as available gear in Breached E1
1.0.0
- Breached E1 - unlocked (locked by D3)
- Extended A1
- Reduced tool spawn count (-40%)
- Slightly increased the rate at which difficulty rises
- Weapons
- Prototype Machinegun
- Hipfire accuracy improved (feels too cool to use to keep that innacurate)
- Heavy SMG
- Slightly increased ammo capacity
- Standard Pistol
- Slightly increase hipfire accuracy
- Bullpup Rifle
- Increased damage
- Increased fire rate
- Removed damage build up when hitting the same target
- Pump-action shotgun:
- Slightly reduced tumor damage bonus (-15%)
- Slightly reduced precision bonus (-10%)
- Slightly reduced stagger multiplier (-12%)
- (Standard) Combat Shotgun:
- Increased precision bonus (+15%)
- Increased stagger multiplier (+12.5%)
- Choke Mod Shotgun
- Increased reload speed (2.2s -> 2.0s)
- DoubleBarrel
- Greatly reduced stagger potential (2.0x -> 1.65x)
- Revolver Shotgun
- Increased stagger multiplier (+12.5%)
- Standard Sniper
- Increased armor penetration (75% -> 85%)
- Prototype Machinegun
- Removed _ from special zone names
0.10.2
- I knew I forgot about something!!!
0.10.1
- Extended S1
- Added consumables
- Semi-useful tip: stick + yellow + occipult = scout.die
- Added disinfection packs
- Sped up the extraction scan
- Changed the tank into a threat that can be dealt with at a high cost of resources/high risk
- Added consumables
- Extended A1
- Greatly decreased enemy spawns (I'm sorry)
- Added a new Minimum weapon to the roster
- Weapons
- Machete:
- damage: 11.7 -> 12.0 (why: doesn't oneshot chargers to the back otherwise)
- Macroswarm:
- Added chargeup (0.4s)
- Minimum Crossbow:
- +1 mag size
- Minimum Stick:
- Increased healing cap
- Now gives a bit of stamina per hit
- Machete:
0.10.0
- New levels:
- Extended A1 (Unknown if completable, barely tested)
- Extended S1 (S = Solo)
- Breached D3:
- Added 1 more checkpoint
- Made first terminal alarm scans NOT random
- Delayed second terminal alarm spawns (3s -> 15s)
- For the only error alarm: implemented rampup over time;
- removed 3rd enemy spawn type
- decreased spawn frequency slightly
- Weapons
-Standard Pistol:
- increased ammo capacity (+12.5%)
- Carbine Pistol
- increased ammo capacity slightly
- Heavy Pistol:
- damage 7.09 -> 14.09
- ammo ~60% of original
- now has a charge up fire mod
- added a basic sight
- fire rate: low
- fire mode: automatic with charge up between shots
- HEL Revolver:
- greatly increased fire rate
- increased pierce <=> slightly reduced pierce effectiveness
- Bullpup SMG:
- more ammo
- less pierce effectiveness
- Carbine SMG:
- slightly reduced SMG (to keep Standard SMG special in something)
- Heavy SMG:
- greatly increased fire rate
- greatly increased recoil
- increased ammo capacity
- Standard Assault Rifle:
- slightly increased magazine size
- increased pierce effectiveness
- slightly increased ammo capacity
- Burst Rifle:
- slightly increased magazine size
- increased pierce effectiveness
- slightly increased ammo capacity
- slightly increased damage <=> decreased ammo to retain ammo efffectiveness
- Bullpup Rifle:
- increased pierce effectiveness
- slightly increased reload speed (-0.05s xd)
- Standard Rifle:
- increased magazine size
- slightly increased fire rate
- new ability: 35% armor penetration
- Swarm Rifle:
- now reload cancellable
- Double Tap Rifle:
- new ability: getting a hit gives Aim Assist (with shadow detection)
- HEL Shotgun:
- slightly increased reload speed
- Slug Shotgun -> AP Slug Shotgun:
- added pierce
- added armor penetration
- damage: 22 -> 26
- new ability: 35% chance to deal increased damage
- greatly increased range
- Standard Revolver; Stocked Revolver; Carbine Revolver:
- added pierce
- added armor penetration
- Standard Revolver; Stocked Revolver:
- new ability: faster reload with each kill (bonus lost on reload or after time)
- Standard Combat Shotgun:
- slightly increased ammo capacity
- BurstFire Shotgun:
- slightly less ammo (-9%)
- slightly less range (from -10% - to -3%)
- slightly less pellets (-1)
- increased spread (+10%, pellet randomness and distribution pattern unchanged)
- Scattergun:
- reduced back damage and tumor damage penalties
- slightly more range
- new ability: second shot can be temporarily shot with greater accuracy
- Coilgun:
- increased pierce effectiveness
- increased reload speed
- new ability: getting a hit gives Aim Assist (with shadow detection)
- HEL Rifle:
- slightly increased reload speed
- increased fire rate
- FlareBurst Shotgun:
- decreased cooldown: 10.5s -> 9.0s
- G-Orb Launcher; Macroswarm:
- increased cooldowns: 15.5s -> 25.5s (hopefully won't overshadow other tools anymore...)
- Enemies:
- Snatcher
- More health
- More stagger health
- Snatcher
- Fixes
- Removed SentryGunEverywhere due to damage on LevelSpawnedSentries to clients missing with it enable
- Bolter and other weapons that use the same sounds:
- fixed the firing sound not getting quiet over distance
- Misc:
- More weapons available in RACC level for any testing, really experimental and unlikely to be used(?) weapons marked with [EXP]
- Added some random striker & charger spawns in the level (aside from subzones A and B)
0.9.1
- Accidentaly uploaded a mid development version
0.9.0
- New level in Protocol Severed (info for readers: Complete C0 first)
- Added third rundown tree, read INTEL to know why it's exists now
- Breached D3
- delayed first wave spawns (3s -> 15s spawn delay) of the Zone 661 alarm
- Decreased how deadly are scout waves in bulk (no, not bulkhead)
- Slightly increased resources in the intense sections
- Flak AutoCannon
- Increased first-target damage and explosion damage
- Prototype Machinegun
- Increased accuracy when both aiming and hipfiring
- Increased accuracy gain from constant fire
- Increased vs armor damage multiplier (110% -> 125% damage)
- Added autoaim when using hipfire - note that it is still innacurate due to it being hipfired, at least lets you change targets quickly
- Increased ammo capacity (135 -> 165 rounds in reserve)
- Explosive type weapons
- 35%-75% armor penetration on explosives
- Carbine Pistol
- Reload on pair with Standard Pistol (found out the hard way the it's underpowered due to -25% clip size compared to Standard)
- Made Harbingers (tank-chargers):
- have limbs fully unarmored instead of partially armored
- have less C-Foam resistance (now G-Orb can foam them)
- have faster C-Foam decay
- Fixed some misleading weapon descriptions
- Fixed some text (notably Breached D2 & D3)
- Updated Thunderstore Description
- As for odd +20% infection as soon as you touch the fog in Breached D2 - all players start with 20% but as clients you don't see that until you touch it, please [lul_reaction] at people reporting this anytime further : )
0.8.2
- Fixed a mistype in Severed B0 about the LCZ
- Added a bridge zone to mitigate that checkpoint loading issue in Breached D3 (hopefully, i dunno, no one does)
- Removed a call to spawn a wave with an ID that doesn't exist in Breached D3
- Removed DoorEnemyFix
- Added DoorEnemyFixUpdated
0.8.1
- Fixed the sentry incident in Severed C0
- Fixed mismatched IDs in Severed B0
0.8.0
- Unlocked D3 - Protocol Breached (previously Protocol Broken)
- Unlocked A0, B0, C0 - Protocol Severed
- Made D2 zone scan ACTUALLY be an S scan instead of acting like a red
- Reduced amount of weapons choosable in previously playable levels (applied to C Tier levels and onward)
- Added Weapon diversity to levels to know how many weapons you get to choose from (niche idea)
- Changed the color of the Intruders text to let players see his text better
- Exploders now do more explosion damage to players and enemies
- Reduced stagger on Pump-action Shotgun
- Reduced stagger on Spear
- Slightly reduced magazine size on Standard Machinegun, HEL Machinegun and Heavy Machinegun
- HE PGL now makes noise upon landing with noise range similar to Mines (seriously, mines are so quiet like wth)
- Reduced Sniper Sentry ammo back down due to it being again too sustainable - bruh. (-16%)
- Fixed descriptions for some wepaons
- Due to lore reasons, rundown name changed thus breaking the previous logged LocalProgression
- Added AdditionalRundownAdvancements
0.7.4
- Standard DMR
- damage 8.11 -> 7.51
- increased fire rate
- increased max ammo (due to there being too many giants instead of small shooters to make this weapon viable otherwise)
- decreased view model movement when firing quickly to incentivise spam shooting giants (especially hybrids)
- Slug Doublebarrel
- slight ammo increase on level with high cal pistols
- Carbine Pistol
- slight ammo increase on level with other main weapons (due to the previous mag size nerf)
- slight reload speed increase (due to the previous mag size nerf)
- Standard Pistol
- slight ammo increase
- Standard Sentry
- ammo increase (longevity found to be too low after nerfs)
- Sniper Sentry
- large ammo increase (+50% - due to slow fire rate isn't the best option for giants but now SHOULD be long lasting as the description promises)
- HEL Revolver
- increased effective range (due to somewhat high amount of giants instead of small enemies in the rundown)
- pierce multiplier 0.75x -> 0.85x
- slightly more accurate hipfire
0.7.3
- Increased verify time for first (+30s) and second (+2.5 min) code terminal hunt in C1
0.7.2
- Fixes to D2
- ACTUALLY removed BOT variant of prototype instead of making it the default variant lol
- Added PingEverything
0.7.1
- tweak to D2, forgot something I won't mention
- mod description adjustments, whatever
0.7.0
- D2 is out, questionable balance as always, will try to keep it that high and I hope it's high enough so that you don't oneshot it...
- Enemy Wiki update for the D2 tommorow
- Tear Gas PGL
- reduced light stagger time: 24s -> 18s
- reduced boss stagger time: 3s -> 2s
- reduced light stagger strength
- Bullpup Smg
- armor pierce: 45% -> 20%
- Standard Revolver
- removed RRAA (RareRandomAimAssist) [oops]
- Stocked Revolver
- removed lies about it having RRAA
- Prototype Machinegun
- increased stagger strength
- removed [BOT] variant of the Prototype Machinegun from play
- Added ItemSpawnFix
- Added DoubleSidedDoors
0.6.2
- Fixed a duplicate unused Custom Scan ID causing 2 levels to never load x)
0.6.1
- Forgotten to add dependency strings, lol
0.6.0
- Wiki with enemy information for new levels will be updated later, if anyone cares!
- Unlocked: CX & D1 introducing 5 new enemies
- Reorganized the rundown tree using ExtraRundownCustomization (praise Cheese!)
- C2 balance fixes:
- Increased time between error waves in C2
- Decreased amount of enemies spawned from blood door in C2 (slightly)
- Made scans not go to the same spot in some of the custom cluster scans
- Weapons:
- Heavy Pistol:
- less recoil & viewmodel jump
- can oneshot shooters when close
- slightly smaller magazine
- increased effective range
- Bolter:
- slightly more damage
- slighly more precision damage
- increased effective range
- Tear Gas PGL:
- boss stun time: 3s (unchanged, just mentioning)
- normal enemy stun time: 24s (unchanged, just mentioning)
- Heavy Pistol:
- Added ExtraRundownCustomisation
- Added ExtraChainedPuzzleCustomization
Weapons:
-
Heavy Pistol:
- less recoil & viewmodel jump
- can oneshot shooters when close
- slightly smaller magazine
- increased effective range
-
Bolter:
- slightly more damage
- slighly more precision damage
- increased effective range
-
Tear Gas PGL:
- boss stun time: 3s (unchanged, just mentioning)
-
Added ExtraRundownCustomisation
-
Added ExtraChainedPuzzleCustomization
0.5.1
- fixed new profiles having tool-weapons broken
0.5.0
- Unlocked C2 - might be a difficulty spike...
- sligtly increased ammo capacity on Heavy Shotgun Sentry
- slightly increased ammo capacity on Sniper Sentry
- increased base damage and pierce on Sniper Sentry
- adjusted a few things in C1
0.4.0
- Unlocked C1 - probably needs feedback on difficulty? (if too low) - but also, finally - no checkpoints :)
- undeciphered C2, not unlocked yet though, will be soon - that is if I get to finally test it...
- changed [B2 Main - last door alarm] enemies to nightmares as intended
- increased Portable Machinegun reload speed
- added unique pings to nightmares enemy family
- added unique pings to shadows enemy family
- changed infectious projectile barrage for all enemies that use that attack
- added StuckEnemyFix
- removed NoBotFriendlyFire
0.3.0
- Huge nerfs to all weapons (expect minimal weapons category)
- All weapons have less max ammo
- Some weapons lost fire rate or damage
- Some weapons lost gimmicks due to lower gap between this and the Vanilla level of balance
- Only Minimal Stick has healing properties
- Most weapons lost ThickBullet property which made it easier to hit your shots - only applies to the majority of semi-automatic weapons
- Redone B2 Overload
- Changed B2 non-error waves for Main (added giants)
- Added EEC_H as a dependancy
- Added MovementSpeedAPI as a dependancy
0.2.2
- Added back some missing files, oops..... and changelog notes
0.2.1
- A1 : Made extraction slightly easier (reduced ERROR alarm)
- B2 : Made level harder in general. This thing came out easier than A1 or AX, lol
- Changed Heavy SMG into a slow firing one with low stagger, max ammo increased
0.2.0
- B2 is out! Brutal side objectives as far as I've tested, lowered difficulty pre-update, need feedback if too low or not
- Changed a lot of text for AX
- Changed some text for B1
- Fixed gear descriptions
- Changed comms and mission description for A1
- Recolored the rundown tree (cuz it fits the levels colors ingame or whatever)
- Blitz Mine Deployer
- +20% max ammo
- noted that it doesnt work on bots
- Heavy Shotgun Sentry
- 33% slower fire rate
- Standard Sniper
- 3 -> 2 magazine size
- Added Tweaker, EOSExt_LevelSpawnedSentry and RundownTitleFix as dependencies
0.1.6
- bruh - forgot delist CConsole
0.1.5
- bruh - forgot to hide an unfinished level
0.1.4
- ACTUALLY changed revolver shotgun magazine size
- Hirnus ItemMovementAnimations file fix
- Fixed A1 being unplayable due to crappy forward extract problems - Thanks Hirnu
- Changed ProgressionGear GearToggle on some gears
0.1.3
- Removed Archive from dependencies - oopsies 2
0.1.2
- Removed GTFOReplay and RagdollMod from dependencies - oopsies
0.1.1
- Changed some text
- Revolver Shotgun magazine size: 8 -> 7
- Fixed alternative weapons getting unequipped after reloading a checkpoint in B1
- Turned off the fake alarm sounds during extract in B1
- Lowered the amount of configs
- Moved the data files to plugins instead of GameData (will probably need a reinstall with this update)
- Forced on LocalProgression
0.1.0
- Initial Release
