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ProjectZaero-Duo_Trials-1.3.7
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Welcome to Duo Trials by Project Zaero.

  • This rundown is designed for duo play, starting with beginner difficulty leading into extreme intensity expeditions. Please report any issues you find to Project Zaero#9999 on Discord.

Features:

  • Verified duo clearable expeditions.
  • Progressively more challenging expeditions. A tier starts off beginner friendly, while E tier will challenge even the top 0.1% of duos.
  • 11 Expeditions currently available. 5 with Vanilla enemies only, 6 with custom enemies.
  • Main objectives are relatively easy, while sectors provide a significant challenge on all levels.
  • The first expedition of each tier will contain only vanilla enemies, the rest contain modded enemies.

Vanilla enemy rebalances & reworks.

Striker: Unchanged.
Shooter: Damage increased 5% -> 8%. Adjusted homing properties, longer cooldown between shots.
Hybrid: Damage increased 4% -> 6%. Barrage pattern reworked.
Giant Striker: Adjusted stagger & limb health breakpoints.
Giant Shooter: Removed.
Charger: Tentacle nerfed 18% -> 16%, punch buffed 4% -> 6%. Much more stagger resistant.
Giant Charger: Animation speed upscaled proportionate to their size, so they no longer animate in slow motion. Greatly increased stagger resistance and limb health.
Tank: Adjusted weakspot health values. Increased aggression.
Birthers: Adjusted weakspot health values. Significantly reduced animation speed.
Child Striker: Dies instantly to any damage. Moves much slower.
Spitters: Damage 4% -> 5%.
Shadow: No longer react to movement unless you are very close, but instead wake up to flashlights. Significantly faster with reduced health.
Giant Shadow: Same detection behavior as small shadows. Retro/R2 style aggression but worse.
Shadow Scout: Adjusted detection cycle. Model fixed to be a shooter model.

Other notable changes.

  • Infection health decay rate increased by 25%.
  • "Armor" (white hitmarkers) on boss enemies now deals 35% damage instead of 0.0001% damage. If they're low, shoot them anywhere!
  • Pouncers no longer have armor.
  • Chargers have a critical point at the center of their chest, and take critical damage to their back, with an "occiput" style center of back super damage bonus.
  • Foam on the floor is massively improved for stalling enemies.
  • Custom syringes with special properties spawn on most levels. Try them out!
  • Bio-Tracker has color coded enemy tags, with varying icons to make special enemy variants stick out.
  • Resources and consumables can be dropped back into containers to assist in planning out encounters.
  • Health Regen Cap 20% -> 25%, medipack healing 20% -> 25%.
  • Some levels have enemies that inflict status effects, including Bleed and Infection. If you have the "Bleeding!" status effect, medkits and regeneration effects from syringes will stop the bleeding instantly.
  • If you see a shooter fire blue projectiles, you're already dead.

Release Notes:

V1.3.1

  • Fixed stuck extract scan on HUD when completing objectives. HUD now should only appear if you are in extract.

V1.3.0

  • Adjusted C1 Cycle timers so that they're less likely to bug out and not display.
  • Precision Rifle damage 7.9 -> 9, stock 164 -> 144.

V1.2.9

  • F1 secondary terminal command wave timing adjusted slightly to compensate for Surefire nerf.

V1.2.8

  • D2 most real scan hotfix (finalized)_copy. Accidentally moved terminal next to security door.

V1.2.7

  • D2 entrance consumables adjusted.
  • D2 real scan hotfix (finalized).

V1.2.6

  • Grinder mag corrected to 44.
  • B2 added extra terminals during the split-up section.
  • D2 entrance alarms seed locked.

V1.2.5

  • Fixed an issue where a Hallowed boss enemy appears in an unintended location in F1.

V1.2.4

  • Weapon adjustments (again.) Makes machineguns have a more unique purpose. Tones down the overtuned Surefire damage efficiency while bumping everything else to equal out the loss.
  • Shrapnel changes reverted. Damage 3 -> 3.2, stun 3.6 -> 4, mag 75 -> 90, stock 440 -> 450
  • Assault Rifle stock 400 -> 440
  • Grinder stock 400 -> 440
  • Combat Sniper stock 40 -> 43
  • Surefire stock 40 -> 38, damage 4x10 -> 3.8x10
  • Compact Pistol stock 204 -> 220
  • Heavy Machinegun mag 65 -> 80, stock 310 -> 350
  • Quadrail stock 481 -> 500
  • Shockwave stock 60 -> 64
  • Impaler stock 80 -> 82
  • Precision Rifle stock 155 -> 164

V1.2.3

  • Adjusted all King and Emperors to use boss SFX to make it clear they are not just normal giants.
  • Infection removed from Elites. Infection will remain on Infested, Afflicted, and Hallowed.
  • Weapon adjustments. Did not want to nerf Surefire, Combat Sniper or Battle Rifle. BR could not escape a range nerf. This should bring the under performing weapons slightly more in line, especially the primaries.
  • Assault Rifle mag size 50 -> 55
  • Grinder range mag size 40 -> 44, range 8.5-50m -> 10-65m
  • Compact Pistol mag size 20 -> 24, range 9.5-40m -> 10-65m stun 10 -> 12, reload time reduced 7%
  • Tactical Rifle mag size 36 -> 30, fire rate increased by 18.75%, reload time reduced 4.8%
  • Heavy Machinegun mag size 56 -> 65, stock 300 -> 310
  • Battle Rifle range 20-99 -> 18-80
  • Quadrail damage 2.3 -> 2.6, stun 3 -> 3.5, range 10-55m -> 12-70m, stock 544 -> 481, mag 90 -> 80
  • Precision Rifle crit 1.5x -> 1.9x
  • Shrapnel Machinegun aim spread 1.25 -> 0.35, stun 3.6 -> 5

V1.2.2

  • Fixed movement speed issue of The Flesh.

V1.2.1

  • Brawlers no longer float in the air.

V1.2.0 - /EXT F2 added.

  • Fixed an issue where the HKC was using old stat values.
  • Fixed an issue where the wrong enemy spawned at the end of F1.
  • Added F2. Balanced for Him. Not recommended to play.
  • Combat Sniper mag size 4 -> 5.
  • Hallowed Virus effect duration raised from 60sec -> 90sec.

1.1.0

  • D1 overhaul. Level was bad. Should provide a challenge more fitting of D tier.
  • C1 Added single use of ammo to reduce some rng factor to main and removed enemies from second safe zone.
  • C2 changed a secondary alarm spawn direction to add more strategic options later in the level.
  • Adjusted run-ending timed wave. Was beaten in time before, but was deemed unreasonable and was nerfed.

V1.0.1

  • C1 objective text fixed.
  • C2 placeholder text removed.

V1.0.0 - all planned levels released.

  • C2 added. Do not attempt the secondary objective.
  • E2 adjustments.
  • Changed Secondary objective spawns to type 6 (from elevator direction) so they should not spawn on the players.
  • Slightly nerfed Shadow/Invisible type enemy bio-tracker resistance to account for their increased speed.

Older version patch notes included in download.

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