Welcome to Solo Trails by Project Zaero.
- This rundown is designed for solo play, starting with beginner difficulty leading into extreme intensity expeditions. Please report any issues you find to Project Zaero#9999 on Discord.
Features:
- Verified solo clearable expeditions. I will clear each level prior to releasing them unless they are E tier, in which case they will be "proven to be possible" but may not be 100% cleared.
- Progressively more challenging expeditions, starting with A tier being relatively easy, while E tier becomes extraordinarily difficult. This is not to say even A1 will be cleared in a single try, but most players will be able to beat the A tier with some practice.
- 6 Expeditions currently available.
Release Notes:
V0.0.7
- Mag Size 1 -> 2, semi automatic.
- Assassin Knife rebalance.
V0.0.6
Enemy Balance Update
- Melee bleed chance 65% -> 100%.
- Tentacle Damage 12% -> 10%, bleed chance 85% -> 100%.
- Bleeding damage 7.5%/10 seconds -> 15%/15 seconds.
- 19.5% -> 25% total damage from a full bleed.
- Giant Bleeders rebalanced.
- Melee bleed chance 75% -> 100%.
- Tentacle Damage 18% -> 15%, bleed chance 85% -> 100%.
- Bleed damage 25%/10 seconds -> 30%/10 seconds.
- 43% -> 45% total damage from a full bleed.
- King Bleeders rebalanced.
- Bleed damage 100%/10 seconds -> 50%/20 seconds.
- 120% -> 70% total damage from a full bleed.
- This aims to remove the Lethality factor from King Bleeders, while still leaving them as an extremely dangerous threat.
- For reference, their King Grappler cousin deals 88% damage if they successfully grapple and melee the player, but only 28% if they fail to combo.
- Tentacle Bleed tick rate is now 50% of Melee Bleed tick rate, but deals double damage. The total damage and duration is the same.
The goal of this change to Bleed is to make the status effect less punishing if you use a medkit quickly, but more punishing if you do not heal. This also aims to reduce the RNG of being "lucky" and not being inflicted with bleed. Bleed will now always occur if a Bleeder hits you.
- Tentacle cooldown 8 -> 4 seconds.
- Tentacle damage 10% -> 8%.
- Stagger Resist 8 -> 5 damage.
- Giant Grapplers rebalanced.
- Tentacle cooldown 10 -> 4 seconds.
- Melee damage 30% -> 24%.
- Stagger Resist 35 -> 30 damage.
This change should further differentiate Grappler behavior from Chargers as they will more frequently attempt to pull you in for a combo. Their combo is also now more likely to land successfully but will deal less total damage. It's also now easier to interrupt them.
King Grapplers are exempt from this change for balancing purposes as their combo will nearly instant kill a player from 100% HP.
- Light Grapple effect rebalanced. This applies to: Grapplers, Crawling Grapplers, Explosive Grapplers, Crystalline Strikers, and Crystalline Chargers.
- Pull strength 1.5 -> 2.5.
- Heavy Grapple effect rebalanced. This applies to: Giant Grapplers, Grappler Franks, The Patriarch, Explosive Giant Grapplers, Explosive Grappler Franks, Crystalline Franks, Crystalline King, and King Grapplers.
- Soft Stagger (bullet damage disrupting tentacle attacks) disabled for the following enemies:
- King Chargers, Grapplers, Giant Grapplers, King Grapplers, King Bleeders
Older version patch notes available in the files.