

Features:
Good luck down there.
V0.1.0
Bonus 1-3 "Breach" adjustments.
Buffed medkits to heal 25% HP.
Major Weapon Changes
Purpose: The Beelzebub Shotgun and Trishot Sniper made most of the secondary shotguns and snipers redundant due to very limited ammo. A few weapons are outliers as generally superior weapons. To avoid making these two power houses feel poor to use by nerfing them, other weapons will be receiving adjustments to bring them up to par. This indirectly forces buffs to the machinegun secondary weapon class.
Increased ammo pools: Leviathan Shotgun, Behemoth Shotgun, Resolve Shotgun, Ionizer Sniper, Division Sniper, Cyclone SMG, Rift Welder, Overheat, Abyss, Ethereal SMG
Buffed Damage or Precision: Gatling Gun, Surge SMG (renamed Pay2Win)
Increased mag size: HEL Revolver, XHM Cannon, Rift Welder, Overheat
Buffed Reloads: Rift Welder, Overhead, XHM Cannon, Division Sniper, Ionizer Sniper
Improved Accuracy: Gatling Gun, Overhead
Smart Sentry reworked to fire 20 > 5 shots at a time, with a 1 > 0.25 second delay. This will reduce the ammo waste it has, making it much better at what it's supposed to do.
*Enemy Changes
V0.0.9
*Enemy Changes
V0.0.8
V0.0.6
V0.0.4
V0.0.3
V0.0.2
Intro - "Onboarding" adjustments Added 6 logs. Updated warden text. Changed alarm scans to have a more diverse variety.
Player Balance adjustments. 8 > 5 seconds after being damage to start regening HP. 1% > 3% HP regen per second. 1 > 0.25 seconds per HP regen tick. Friendly Fire 50% > 35%. 5m > 6m minimum fall before damage. 60m > 50m fall before lethal damage. Fall damage now lets you drop from higher heights before being damaged at all, but further heights become more dangerous.
Enemy Changes Nerfed fogging effects; lower density, lower range. Charging Mother boss enemy needs to get closer to the player to melee or use their special ability.
V0.0.1