Raccc-Intruder icon

Intruder

[25 Expeditions] [Vanilla+] [Levels with gimmicks] [Wiki included] [Stealth is sometimes a suggestion] [Some simple lore to follow] What else should I tell you?

By Raccc

CHANGELOG

Patch Notes:

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      • Updated some outdated text descriptions, whoops

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
  • Enemies
    • Brawler ???
      • Increased health (1.3x)
      • Increased stagger hp (1.5x)
      • Slightly slower (0.85x)
      • Slightly increased punching range reach
      • Slightly decreased punch damage
  • 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
    • 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
  • Other
    • Glowsticks
      • Buffed glow range to not be called so useless

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
  • 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
    • 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
      • Increased damage
    • 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
    • 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)
    • 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
  • 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)

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
  • 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
  • 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
  • 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

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)

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
  • 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
    • 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)
  • 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!)
    • 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 :/
    • 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
    • (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)
  • 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
  • Other
    • Slightly updated mod description
      • Most notably - DO NOT HAVE SentryGunEverywhere ENABLED

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%)
  • 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
  • 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

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
  • 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)
  • 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