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Solo Trials
12 Expeditions available. Balanced for solo play. Begins with easy vanilla-like difficulty and enemies, but later leans into brutal difficulty and custom enemies.
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.
Progressively more challenging expeditions. A tier starts off beginner friendly, while E tier will challenge even the top 0.1% of players.
12 Expeditions currently available.
Release Notes:
V1.1.2
Corrected typos on the Rundown screen.
V1.1.1
Fixed an issue where F1 could not be selected on the rundown screen.
V1.1.0
E2 "Courage" moved to "F1"
Added notification for a zone containing a Class 5 biomass.
V1.0.2
Fixed typos.
V1.0.1
E2 "Courage" adjustments.
Changed Class 8 -> 6. This alarm was disproportionately harder than the rest of the level.
Fixed an issue where blood doors were spawning 3x enemies.
Fixed some typos.
V1.0.0
Final Expedition added.
E2 "Courage"
Misc. changes.
Updated description of D3 "Ravage" to be more descriptive.
Fixed some typos. This includes some stats displayed on weapons.
Changed all scout waves that spawned Flyers since they would get stuck. This affects most of the levels.
Weapon Balance changes.
Reduced charge time on Soul Sniper.
XHM Cannon Mag reduced 55 -> 50, reload time increased by 6%.
Metalstorm SMG overhauled. 2 -> 4 Damage, 60 -> 45 Mag, 250 -> 125 Stock, reload time decreased by 9%. This should significantly push it into truly having the highest DPS out of the primary weapons while still being the least efficient.
Rift Welder charge time removed.
Void Sniper pierce 1 -> 2. Not having pierce made this weapon extremely inefficient compared to every other secondary. It should now be much more viable.
Vision Rifle now has a crit bonus of 20%. This should help define the type of weapon it is better.
Melee Balance changes.
Spear will now automatically release very quickly while holding a full charge.
Knife full charge can now be held almost indefinitely.
Bat increased Charged Damage 12 -> 15.
Sword charge time was unintentionally matched with the Sledgehammer, effectively making it a direct downgrade aside from uncharged swings. Charge time adjusted 1.8 -> 1.2.