Welcome to Fatal Experiment 2 by Project Zaero.
Please report any issues you find to projectzaero on Discord.
The "Deep End" of GTFO Modding.
- 10 Campaign Expeditions: Experience the storyline in Fatal Experiment 2.
- Expeditions may last over an hour and will challenge your team.
- 15 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.
- 44 Custom Guns (6 are level specific).
- Recommended to not use WeaponStatShower as it will hide information about custom weapon behavior.
- Custom Melee Weapons: Sword, Sleeper Buster, Stick.
- Heavily Modified Vanilla Melee Weapons.
- Flashlight tool.
- 15 Classes to pick from that evolve over the course of an expedition by earning XP from kills and assisted kills.
- Many enemy variants with different abilities such as grappling, bleeding, knockback melee, and more, many with custom models and graphics. Because there are so many, here is a ridiculous spreadsheet with more info:
https://docs.google.com/spreadsheets/d/1FbHNg9RaJdX1NFwiVOPX25fchjfBawKsx4SGjcdoG5c/edit?usp=sharing
V4.2.2
- Glyphic Revolver
- Fixed it not having a chargeup
V4.2.1
- Dimensional SMG, Metalstorm SMG, Gatling Gun
- Recoil is now also ensured regardless of FPS due to EWC changes.
- Dimensional SMG
- Recoil reduced to compensate for the above changes. Changed loadout name to match new state.
- Disabled localization for weapon descriptions since they are very out of date.
V4.2.0
Gear Balance Overhaul TLDR:
- Added custom effects to many guns and reworked some to separate similar weapons into new niches.
- Recommend not using WeaponStatShower since it hides this info. Added more info to text to compensate.
- Tightened the gap between primaries and specials.
- Primaries
- Avg. Damage Efficiency: 800 -> 1800
- Avg. Damage increased by ~80%
- Specials
- Avg. Damage Efficiency: 3000 -> 2200
- Avg. Damage reduced by ~20%
- Reduced crit multipliers by ~50%
- Adjusted reload cancels to be more visually accurate and adjusted reload times to compensate.
- Most affected reload cancels are less effective, with a couple improving.
Report any glaring balancing issues to dinorush on Discord.
New Primary
- Soul Nuker
- Primary complement to the Soul Sniper. Fires an explosive shell, dealing immense damage over a huge area.
Miscellaneous
- Updated Afflicted textures
- Fixed a few missed odd enemy sizes
- Increased amber flashlight range: 8m -> 10m
- Machine Stick damage increased by 50% to match the intended DPS (hit rate was lower than expected)
- Adjusted knife hitbox to the "fixed" version
Gear Balance Changes
- Most shotguns now have higher base damage but deal less damage if multiple pellets hit the same target. This effectively increases the damage dealt if you miss some pellets or hit multiple enemies at once.
- All burst weapons are Autoburst. Hold down the trigger to continue firing.
Primaries
- Assault Rifle
- Damage: 3.2 -> 6 | Crit: 1.25x -> 1.15x | Mag: 60 -> 65 | Stock: 250 -> 300
- Auto-Feed Bolter
- Damage: 30 -> 50 | Fire Rate: 1.4/s -> 1.5/s | Range: 25-99m -> 40-99m | Mag: 270 -> 400 | Stock: 27 -> 40
- Mag merged with Stock. No longer needs reloads.
- Dimensional SMG
- Fire rate: FPS -> 200 | Mag: 200 -> 300 | Stock: 333 -> 700
- Fire rate (but not recoil) is ensured regardless of FPS.
- Ethereal SMG
- Damage: 4 -> 8 | Crit: 1.8x -> 1.65x | Hip Spread: 4.4 -> 4.0 | Stock: 173 -> 265
- Fires "Ethereal Rounds", piercing armor but dealing all of its damage over 0.75s.
- Tuned recoil to be more vertical.
- Flash-Feed Rifle
- Damage: 7 -> 12 | Stun: 1.2x -> 1x | Crit: 1.2x -> 1x | Fire Rate: 9/s -> 10/s | Range: 15-65m -> 20-70m | Stock: 120 -> 168
- Mag merged with Stock. No longer needs reloads.
- Functions as a burst weapon with 0.35s burst delay. Can cancel bursts.
- Gravity SMG
- Changed to Special weapon.
- Damage: 5 -> 10 | Crit: 2.2x -> 2x | Fire Rate: 18/s -> 20/s | Mag: 42 -> 45 | Stock: 169 -> 230 | Reload: 1.65s -> 1.55s
- Hawkeye Rifle
- Damage: 15 -> 30 | Crit: 1.4x -> 1.3x | Fire Rate: 6.6/s -> 6.2/s | Mag: 16 -> 15 | Stock: 73 -> 78
- Recoil significantly reduced, but rapid fire increases it to much higher levels than before.
- HEL Assault Rifle
- Renamed to Shredder Auto Shotgun. Is now a shotgun.
- Damage: 4.8 -> 2.5(3.8)x7 | Stun: 1.2x -> 1.5x | Fire Rate: 10/s -> 5.7/s | Spread: 2.5 -> 4 | Range: 15-65m -> 10-50m | Mag: 35 -> 22 | Stock: 190 -> 130
- Applies additional stacking damage over time: 1.3 Damage, 0 Stun, 1.2s Duration.
- Deals up to 40% less damage if all pellets hit the same target.
- Mechanical Rifle
- Damage: 4.4 -> 8 | Pierce: 3 -> 5 | Stock: 200 -> 240
- Gains +20% damage with each pierce.
- Changed sight. Tuned recoil to be more predictable.
- Metalstorm SMG
- Damage: 5 -> 8 | Range: 12-55m -> 10-50m | Stock: 242 -> 300
- Fire rate (but not recoil) is ensured regardless of FPS.
- Reaper Rifle
- Damage: 4.2 -> 7.5 | Crit: 1.6x -> 1.4x | Range: 15-99m -> 20-99m | Stock: 200 -> 250
- Changed sight. Tuned recoil to be more vertical.
- Tech Rifle
- Damage: 6.2 -> 11 | Stock: 135 -> 165
- Vessel Carbine
- Renamed to Demon Carbine.
- Damage: 3.2 -> 8 | Crit: 1.6x -> 1x | Range: 10-50m -> 12-55m | Stock: 266 -> 330
- Consumes 0.25% Health per shot (1% per burst). Cannot down the user.
- Vision Rifle
- Damage: 8 -> 14 | Crit: 1.2x -> 1.25x | Range: 18-99m -> 30-99m | Stock: 100 -> 130
- Has a thin, long range locking cone. Lock time is long, but shares progress across targets. Auto-aims at locked targets.
- XHM Assault Rifle
- Renamed to XHM Smart Rifle.
- Damage: 5 -> 10 | Stun: 1.3x -> 1 | Fire Rate: 15/s -> 20/s | Stock: 160 -> 190
- Large locking cone with a fast lock time, but requires a lock to shoot. Can aim for specific limbs on locked targets.
- Recoil only occurs on the last shot in a burst.
- XHM SMG
- Damage: 4 -> 7 | Stun: 1.1x -> 1.15x | Crit: 1.2x -> 1.25x | Hip Spread: 8 -> 6 | Mag: 60 -> 70 | Stock: 200 -> 270
- Recoil only occurs on the last shot in a burst.
Specials
- Auto-Feed Machinegun
- Damage: 30 -> 25 | Crit: 1.5x -> 1x | Mag: 1000 -> 950 | Stock: 100 -> 95
- Mag merged with Stock. No longer needs reloads.
- Charged Revolver
- Damage: 40 -> 32 | Crit: 2.8x -> 1.75x | Stock: 90 -> 72
- Instantly locks onto bio-tagged targets in medium range. Can still aim for specific limbs on locked targets.
- Deadly Shotgun
- Damage: 1x24 -> 0.8x24 | Spread: 11 -> 10 | Stock: 200 -> 185
- Stun text corrected to 10x (internal hard cap).
- Mag merged with Stock. No longer needs reloads.
- Applies a non-stackable, armor-piercing stunlock effect for 2s on enemies hit.
- Demon Shotgun
- Damage: 3x24 -> 5x19 | Stun: 6x -> 5x | Crit: 2x -> 1x | Spread: 11 -> 10 | Range: 6.5-75m -> 7-60m | Stock: 44 -> 48
- Consumes 1.5% Health per shot. Cannot down the user.
- Deals up to 20% less damage if all pellets hit the same target.
- Double-Tap Cannon
- Damage: 40 -> 20 | Crit: 1.8x -> 1.4x | Fire Rate: 4.5/s -> 4/s | Mag: 22 -> 20 | Stock: 100 -> 74
- Second shot in a burst gains 3x damage and much higher recoil.
- Dragon Shotgun
- Changed to Primary weapon.
- Damage: 5x24 -> 5x19 | Stun: 1x -> 1.3x | Crit: 1.6x -> 1x | Stock: 34 -> 36
- Deals up to 20% less damage if all pellets hit the same target.
- Ethereal Shotgun
- Damage: 3x12 -> 4x12 | Crit: 1.85x -> 1.65x | Stock: 100 -> 88
- Fires "Ethereal Rounds", piercing armor but dealing all of its damage over 0.75s.
- Deals up to 40% less damage if all pellets hit the same target.
- Flash-Feed Shotgun
- Damage: 2.6x8 -> 2x8 | Crit: 1.75x -> 1.2x | Fire Rate: 9/s -> 10/s | Range: 10-40m -> 10-55m | Stock: 150 -> 156
- Mag merged with Stock. No longer needs reloads.
- Functions as a burst weapon with 0.35s burst delay. Can cancel bursts.
- Flatshot SMG
- Damage: 15 -> 12 | Crit: 1.75x -> 1.25x | Mag: 40 -> 36 | Stock: 210 -> 200 | Reload Time: 2s -> 1.5s
- Recoil oscillates left and right. Increases with continuous fire.
- Gatling Gun
- Damage: 7 -> 6 | Crit: 1.5x -> 1x | Fire Rate: 33/s -> 10/s | Hip/Aim Spread: 4/2.5 -> 5/2 | Range: 12-85m -> 15-65m | Mag: 300 -> 800 | Stock: 454 -> 400
- Mag merged with Stock. No longer needs reloads.
- Fire rate accelerates over 2.5s from 10/s to 40/s.
- Recoil decreases with continuous fire.
- Generates 3 ammo on kill.
- Heatsink Machinegun
- Crit: 1.5x -> 1x | Hip/Aim Spread: 7.8/0.3 -> 5/0.5 | Range: 16-75m -> 15-65m | Mag: 80 -> 100 | Stock: 303 -> 250
- Fire rate decelerates over 1.8s from 25/s to 8.3/s. Resets on kill.
- HEL Revolver²
- Changed to Primary weapon.
- Renamed to Blast Revolver.
- Damage: 24 -> 5(20) | Stun: 5x -> 4x | Crit: 1.8x -> 1x | Pierce: 5 -> 1 | Fire Rate: 8.3/s -> 5/s | Mag: 36 -> 18 | Stock: 124 -> 90
- Fires explosive rounds, dealing additional damage: 15-3 Damage, 1-2.5m Radius
- Pulse Sniper
- Changed from Semi-Auto to 3-round Autoburst.
- Damage: 80 -> 24 | Crit: 1.4x -> 1.25x | Fire Rate: 4/s -> 6/s | Mag: 5 -> 15 | Stock: 37 -> 84
- Gains +12% damage and fire rate per hit on the same target, lasting 2s. Caps at +100%.
- Purge Shotgun
- Stun: 1x -> 1.5x | Crit: 1.9x -> 1.5x | Spread: 20 -> 18 | Range: 4-55m -> 6-55m | Stock: 20 -> 18
- Reloads 1 shell on kill.
- Deals up to 20% less damage if all pellets hit the same target.
- Quadrant Shotgun
- Crit: 1.6x -> 1x | Range: 6.5-30m -> 7-40m | Stock: 208 -> 188
- Gains 0.5% damage per hit on the same target until reload.
- Deals up to 20% less damage if all pellets hit the same target.
- Rift Machinegun
- Damage: 15 -> 12 | Crit: 2x -> 1.5x | Stock: 200 -> 185
- Vision Sniper
- Crit: 1.8x -> 1.4x | Fire Rate: 5/s -> 4/s | Mag: 16 -> 14 | Stock: 90 -> 65
- Void Sniper
- Damage: 200 -> 40(180) | Pierce: 4 -> 1 | Stock: 20 -> 18
- Fires explosive rounds, dealing additional damage: 140-5 Damage, 2-4m Radius
- XHM Cannon
- Damage: 14 -> 12 | Crit: 1.2x -> 1x | Fire Rate: FPS -> 50/s | Stock: 200 -> 185
- Recoil only occurs on the last shot in a burst.
Older version patch notes available in the files.