Welcome to Fatal Experiment 2.
- This is a very early build. Only the first 5 levels are available. Please report any issues you find.
Features:
- 3 Campaign Expeditions: Experience the storyline in Fatal Experiment 2. Expeditions may last over an hour and will challenge your team.
- 4 Bonus Expeditions: Arcadey / challenge levels. Typically 10 to 40 minutes, these levels are to-the-point and get you straight into the action. They vary drastically and offer a wide variety of experiences.
- 27 custom guns and modified melee weapons, 2 guns and 1 tool are level specific.
- Many enemy variants with different abilities such as grappling, bleeding, knockback melee, and more.
- Greatly improved gunplay over the original Fatal Experiment.
Good luck down there.
Release Notes:
V0.1.1
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Act 2-1 "Restoration" added.
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Bonus 2-3 "Spearhead" added. Remix of "Stronghold" from Fatal Experiment
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Adjusted timing of general alarm waves so they don't respawn as aggressively.
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Enabled sprinting with power cell and turbines.
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Buffed visor flashlight. This affects tools and objective items.
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Added Scan Type Log to zones with alarms alongside the existing Alarm Data Logs to help people learn them easier.
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New Primary Weapon: Tech Rifle "Nightmare"
- Less DPS than other primaries but has a suppressor.
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Changed the scope on the XHM Cannon because it was bad.
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Melee Adjustments
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Assassin Knife deals incresaed environmental damage.
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Sledge deals increased environmental damage.
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Spear's sprint is improved, slightly bigger hitbox, base damage now matches the Sledge, greatly increased environmental damage.
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Bat deals more damage.
V0.1.0
*First Expedition Tier complete, includes 2 Campaign levels and 3 Bonus levels.
- V0.1.0 Was the first major weapon balance pass. Versions before this may be unstable. Full detailed patch notes for early versions can be found in the files. Some builds are known to be broken; play 0.1.0+ for a stable release.