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5 days ago
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5 days ago
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5.3MB
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ProjectZaero-Duo_Trials-1.3.9
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V1.3.9

  • Updated DropItem version to fixed version

V1.3.8

  • Fixed F2 sustain scans unintentionally using global scans.
  • Fixed certain enemy tongues consistently going through walls.
  • Added friends

V1.3.7

  • Fixed an issue where a timer in E2 was not displaying.
  • Fixed an issue where the sustain cluster at the end of E1 was replaced with Global Scans.

V1.3.6

  • All weapons are now full auto. This can be disabled by removing FullAutoEverything.

V1.3.5

  • Added FE3 cosmetics.
  • Heavy Machinegun Crit 1.5 -> 1.2, damage 4 -> 5.

V1.3.4

  • Fixed an issue where E2 secondary objective caused enemies to spawn on the player.
  • EMP abilities now make an audio effect.
  • Revenant now uses the EMP ability as intended.
  • Added dependency that fixes enemies "AFK"ing causing unintended encounters.

V1.3.3

  • Added a Cell vault to D1 to guarantee that Power Cells spawn.
  • Sustain alarm on D1 is now a global scan.

V1.3.2

  • Adjusted excessively long timers in F2.
  • Fixed more instances of countdown timer display bugging out.

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, stun 12.5 -> 14, fire rate decreased by 12.5%, mag size 18 -> 16, stock 164 -> 144, recoil adjusted.
  • Impaler mag size 8 -> 9

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 damage 3 -> 3.2, stun 3.6 -> 4

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.

V1.1.0

  • 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.

V0.9.5

  • E2 adjustments.
  • Medits actually heal more now.
  • Moved disinfect packs to the correct zone.
  • Random consumables zone now has better consumables.
  • Adjusted timing on deactivate_alarms boss fight.
  • Added lock melters where they are intended to spawn.
  • Added 2 foam mines in the first persistent alarm zone.

V0.9.4

  • Removed Striker Mode dev-testing things that broke live build Striker Mode.

V0.9.3

  • E2 medkits now heal 25% as intended.

V0.9.2

  • B2 changes:
  • Updated B2 Secondary objective text, clarifying that you should evac quickly.
  • Added 3 uses of ammo and 1 use of tool in Secondary.
  • Added disinfection station to B2 Secondary

V0.9.1

  • Fixed broken log text color in E2.
  • Locked a security door that was intended to be locked in E2.

V0.9.0

  • E2 Afterlife now available.

V0.8.4

  • Fixed an issue where some datablocks were reverted to older versions.

V0.8.3

  • B.718
    • Fixed incorrect zone numbers in objective text.
  • C.447
    • Removed enemies from spawn zone.
    • Fixed expedition description incorrectly saying you need to collect PIDs instead of PDECs.
  • Enemies
    • Fixed broken custom charger models being oversized.

V0.8.2

  • A.611
    • Removed brawlers from persistent alarm
  • A.700
    • Fixed broken key spawns for terminal in Secondary
  • Hatchet
    • Improved recovery time for light attacks and hit animations
    • Charge Time: 0.6s -> 0.8s
  • Spear
    • Auto swing time: 2.25s -> 2.5s
  • Compact Pistol, Impaler
    • Fixed menu size

V0.8.1

  • Updated dependencies

V0.8.0

  • Fixed odd enemy sizes

V0.7.2

  • Now uses old tumor damage cap

V0.7.1

  • Removed Headhunter (added accidentally)

V0.7.0

  • Update to use patched EEC

V0.6.0

  • Heavy Machinegun
    • Updated to use R8 reload animation
    • Reload Time: 2.65s -> 2.05s
    • Reload cancel timing unchanged
  • Tactical Rifle
    • Reload Time: 1.8s -> 2.1s
    • Added reload cancel at 1.5s
  • Fixed evade speed and cooldown
  • Fixed Impaler reload visuals

V0.5.0 Gear Balance Changes

  • Light Machinegun renamed to Shrapnel Machinegun
    • Crit: 1.5 -> 1.75
    • Stun: 1.67 -> 1.2
    • Range: 20-80m -> 11-55m
    • Shot delay 0.07 -> 0.06
    • Reserve Ammo: 400 -> 440
    • Aim Spread: 0 -> 1.25
    • Reduced recoil, more horizontal recoil
    • Changed sound effect
    • Sight changed to Hel Gun's
  • The Grinder
    • Shot Delay: 0.055 -> 0.05
    • Mag: 48 -> 40
    • Reload Time: 1s -> 0.9s
    • Slightly reduced recoil
  • Precision Rifle
    • Changed reload animation
    • Reload time: 2.15s -> 1.62s
    • Reload cancel time unchanged

V0.4.3

  • Hatchet Chg. Damage 20 -> 16, Chg. Stealth Multiplier 1.0 -> 1.25

V0.4.2

  • Updated dependencies

V0.4.1

  • Weapons updated to match Redemption
  • Knife damage hitbox timings adjusted

V0.4.0

  • Updated to fix broken weapon models.

V0.3.0

  • D2 Condemned now available.

  • Syringe adjustments. Some are too strong, others aren't so great.

    • HEAL: Healing 15%-25% -> 24%, 1% Regen effect added to counter bleed.
    • STRENGTH: Healing 10%-15% -> 19%, 1% Regen effect added to counter bleed.
    • ADRENALINE: Infection 8%-12% -> 5%. Total Heal 7-20% -> 16%. Speed Duration 45 sec -> 90 sec.
    • REGEN: Infection 4%-15% -> 0%. Total Heal 16%-28% -> 25%.
    • VIRUS: Infection 35%-55% -> 20%. Total Damage 15%-50% -> 35%. Total Heal 33%-125% -> 155%.
    • ANTIBIOTIC : Disinfect 15%-45% -> 40%.
    • RECOVERY: Total Heal 40%-120% -> 120%.
    • REVOVERY+: Infection 14%-20% -> 25%. Total Heal 135% -> 150%.
    • RAGE: Infection 35%-55% -> 50%. Super Armor duration 20sec -> 35sec.
    • ANTIBIOTIC-REGEN: Disinfect 35%-65% -> 60%. Total Heal 56% -> 80%.
    • HALLOWED-VIRUS: Infection 55%-65% -> 40%. Total Damage 50-60% -> 50%. Regen Delay 60sec -> 20sec.

V0.2.1

  • Expedition adjustments.
    • A1, B1 extract scan time reduced significnatly.
    • Brawlers removed from A1, they were not intended to spawn.
    • Slightly adjusted wave times on A1 and B1.

V0.2.0

  • Start of "Modded-Style" Expeditions.

    • A2 "Recover" added.
    • B2 "Sundered" added.
  • E1 adjustments.

    • Added logs to provide details on Override commands.
    • Fixed an issue where a boss was spawning the wrong enemies.
    • Removed second password locked terminal.
  • All maps:

    • Since the devs won't, I fixed the vanilla bug of consumables getting stuck in boxes by removing their ability to spawn in the environment :)
  • Enemy adjustments.

    • Reduced the Stagger value of Revenants.
  • Gear adjustments.

    • The Grinder damage 2.8 -> 3, rate of fire increased by 9%, stock ammo 429 -> 400, recoil moderately reduced.
    • Spear Crit 1.35x -> 1.5x.
    • Added Recovery II Syringe. For comparison, 40%-120% heal for 4-8% infection -> 135% heal for 14%-20% infection. The regen ticks are also more frequent, effectively countering bleed.

V0.1.9

  • Gear adjustments.
    • Assault Rifle Stun 1.25x -> 1.33x to match Battle Rifle, increased rate of fire by 6.7%.
    • Combat Sniper rate of fire reduced by 13.4%.
    • Precision Rifle range 20-99m -> 18-80m.
    • Corrected the Battle Rifle's range description, increased rate of fire by 4%.
    • Heavy Machinegun rate of fire increased by 11%, recoil slightly reduced.
    • Light Machinegun reload time reduced by 18%, recoil significantly reduced.

V0.1.8

  • Gear adjustments.
    • Assault Rifle Damage 2.4 -> 3, stock ammo 500 -> 400. This gun was generally unperforming. It should shine as an "All Rounder" style weapon now.
    • The Grinder Damage 2.5 -> 2.8, stock ammo 480 -> 428. It's now tied as the highest DPS primary outside of the purple "Burst-Damage Output" weapons, while having the highest sustainable DPS as intended.
    • Compact Pistol reload time reduced by 12%, hip fire reduced to match Assault and Precision Rifles.
    • Tactical Rifle hip fire is now pinpoint.
    • Heavy Machinegun Mag 40 -> 50.
    • Battle Rifle Damage 4 -> 5, Stun 1.25x -> 1.3x, stock ammo 300 -> 240, Range 18-80m -> 20-99m, hip fire reduced to match Assault and Precision Rifles.
    • Quadrail fire rate increased by 22%, Crit 2.2x -> 2.5x, Mag 80 -> 90.
    • Impaler fire rate reduced by 5%, Damage 18 -> 16. Stagger 1.389x -> 1.5625x.
    • Light Machinegun Mag 54 -> 67.

V0.1.7

  • E1 adjustments.
    • Using terminal command Override_Lockdown_Alpha will now lockdown security doors, preventing Extreme and Overload progression.

V0.1.6

  • E1 adjustments.
    • Very slightly reduced the number of enemies spawned by blood doors in an attempt to prevent AI from breaking.
    • Added warden intel to some parts of Overload.
    • Increased the number of small enemies that spawn from the Overload objective by 50%.
    • Reduced enemy count in Zone 5563.

V0.1.5

  • D1 Adjustments.

    • Fixed an issue where a wave was spawning earlier than intended.
    • Added Extreme objective.
    • Giant Shadows now use the proper tentacle.
  • E1 added.

    • Testing team could not clear it before release.
  • Hatchet adjusted.

    • Minimum damage 7 -> 8, Stagger 7-15 -> 8-20, charge time 1.2 -> 0.6.

V0.1.4

  • Thunderstore manifest fixed.

V0.1.3

  • D1 "Hazard" available.
  • Medkits now heal for 25% as intended on B1 and C1.

V0.1.2

  • C1 "Cycle" available.
  • ??? available.
  • Removed unintentional Elite Strikers and Brawlers in A1 Overload.
  • Reduced recoil on the Assault Rifle and The Grinder.

V0.1.1

  • Fixed missing gear models.

V0.1.0

  • Relaunch version.
    • Old expeditions removed entirely.
    • A1 "Escort" available.
    • B1 "Burnout" available.
    • Gear swapped from Fatal Experiment 2 to Redemption gear.

V0.0.1

  • Initial Launch
  • A1 "Synergize" available.
  • A2 "Divided" available.
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