CHANGELOG
Patch Notes:patch note:
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0.10.2- I knew I forgot about something!!!
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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:
- Extended S1
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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)
- New levels:
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0.9.1- Accidentaly uploaded a mid development version
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0.9.0-
New level in Protocol Severed (info for readers: Complete C0 first)
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Added third rundown tree, read INTEL to know why it's exists now
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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
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Flak AutoCannon
- Increased first-target damage and explosion damage
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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)
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Explosive type weapons
- 35%-75% armor penetration on explosives
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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)
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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
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Fixed some misleading weapon descriptions
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Fixed some text (notably Breached D2 & D3)
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Updated Thunderstore Description
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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 : )
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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
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0.8.1- Fixed the sentry incident in Severed C0
- Fixed mismatched IDs in Severed B0
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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
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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
- Standard DMR
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0.7.3- Increased verify time for first (+30s) and second (+2.5 min) code terminal hunt in C1
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0.7.2- Fixes to D2
- ACTUALLY removed BOT variant of prototype instead of making it the default variant lol
- Added PingEverything
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0.7.1- tweak to D2, forgot something I won't mention
- mod description adjustments, whatever
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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
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0.6.2- Fixed a duplicate unused Custom Scan ID causing 2 levels to never load x)
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0.6.1- Forgotten to add dependency strings, lol
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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:
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Heavy Pistol:
- less recoil & viewmodel jump
- can oneshot shooters when close
- slightly smaller magazine
- increased effective range
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Bolter:
- slightly more damage
- slighly more precision damage
- increased effective range
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Tear Gas PGL:
- boss stun time: 3s (unchanged, just mentioning)
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Added ExtraRundownCustomisation
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Added ExtraChainedPuzzleCustomization
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0.5.1- fixed new profiles having tool-weapons broken
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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
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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
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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
- Huge nerfs to all weapons (expect minimal weapons category)
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0.2.2- Added back some missing files, oops..... and changelog notes
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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
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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
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0.1.6- bruh - forgot delist CConsole
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0.1.5- bruh - forgot to hide an unfinished level
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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
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0.1.3- Removed Archive from dependencies - oopsies 2
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0.1.2- Removed GTFOReplay and RagdollMod from dependencies - oopsies
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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
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0.1.0- Initial Release