Patch Notes:
1.6.1
- Weapons
- ALL autoreload tools
- Made the sound not play for other players
- Standard Assault Rifle
- Slightly tweaked fire rate acceleration for the better
- Increased starting fire rate
- Made the sight be further away when aiming (helps with CQC) [does not apply to the meme-ish reskin, never will]
- Swarm Rifle
- Added pierce (0 -> 2(0.15x))
- Heavy Rifle
- Reduced mag size (7 -> 6)
- Reduced ammo capacity (48 -> 45.6)
- Slightly faster reload speed
- Other weapons I forgot
- Updated some outdated text descriptions, whoops
1.6.0
- Severed B!
- Extended RACC
- Added a difficult way to clear the level
- Good luck.
- Especially if you don't bend the rules while at it
- Enemies
- Brawler ???
- Increased health (1.3x)
- Increased stagger hp (1.5x)
- Slightly slower (0.85x)
- Slightly increased punching range reach
- Slightly decreased punch damage
- Weapons
- ALL Sentry Guns
- Changed targetting to fix the issue of sentries not targeting enemies that are up close to them (especially Sniper)
- ALL autoreload tools
- Added a click for when the tool is auto reloaded
- It's not perfect because gunfire is louder than most sounds that I can apply here but it's at least something
- Heavy Machinegun
- Negative passive: -20% movement speed when equipped (when weapon is in hands)
- HEL Machinegun
- Buffed pierce multiplier (0.9x -> 1.25x)
- Double Tap Rifle
- Increased reload speed
- Increas ammo capacity
- Assault Carbine
- Increased ammo on pair with other weapons (200 -> 210) (forgot)
- Resistance SMG
- Increased reload-cancelability and sound reliability
- Removed armor pen
- Nailgun
- Increased reload-cancelability and sound reliability
- Increased fire rate deceleration rate
- Slightly decreased max fire rate
- Bat
- Removed the hidden staminaMod - because it's still glitched
- Other
- Glowsticks
- Buffed glow range to not be called so useless
1.5.1
- Hotfix
- Of course I forgot to change some important text, why not
1.5.0
- Breached A1+
- Severed A!-ST
- Released
- Reminder: check wiki -> [ST type levels] to see what's in store
- Extended E1_REWORK
- Added some more triggers to pick up sentry guns to not lose them
- Buffed the boss enemy damage and staggerHP :) you know which one
- Added a despawn to the green objective (no more stuck tanks if you try)
- Made the 'killing two enemies that do something after killing them' part work way more consistently (not if you have internet lag)
- Fixed the alarm rearm commands' unintended behavior
- Moved the level to a seperate rundown tree (I know! Late to do and lost progression but chill out!)
- Extended RACC
- Improved enemies spawning in and removed the despawn activity upon entering the level
- Severed D?
- Improved last ERROR alarms' spawning enemies direction (I think that they do indeed not spawn where you are trying to go to?)
- Enemies
- Buffed infectious shooter barrages speed and bursts projectile count
- Flipped the Mother models (not Mega Mother)
- Made Mothers have less precision bonus (5x -> 4x, applies to Mother & PMother)
- Increased St..... Scout movement speed to match the Charger Scout (whoops)
- Removed the ability to push the Big A...... (whoops 2x)
- NEW Weapons
- Burst Machinegun (Alt name: Lumen Machinegun) (Special)
- Bulky Assault Rifle (Special)
- Resistance SMG (Special)
- High Cal DMR (Special)
- Assasin PDW (Main)
- Weapons
- Highlights:
- Shotgun Purge 3.0: Semi-edition
- Slower to move AT weapons
- Bonus speed on most medium & small melee weapons
- Scatter-jumping?
- ALL Sentry Guns
- Increased placement speed (the hold E action)
- Minimum Sentry Gun
- Increased activation speed (just like Heavy Shotgun Sentry Gun)
- Minimum HandCannon
- Increase charge up greatly (0.5s -> 1s)
- Flareburst Shotgun
- Decreased stagger over time (500 stagger over 2s -> 125 stagger over 2s)
- Tear Gas PGL
- Changed to also be autoloaded (6 clip -> 8.5s single-shot autoloader)
- AT Heavy Autocannon
- Added decreased movement speed when equipped (-25%)
- Decreased damage (65.01 -> 60.01)
- AT Prototype Machinegun
- Added decreased movement speed when equipped (-25%)
- Pump-action Shotgun
- Decreased rate of fire
- New negative ability: Pushes the player back when fired while sprinting
- Choke Mod Shotgun
- Reworked spread:
- Default spread: 1
- Each shot increases spread up by 1 up to 4
- Spread increase resets on reload
- Decreased effective range (earlier damage fall off start and increased damage fall off rate)
- Decreased rate of fire
- Decreased tumor bonus
- DoubleBarrel
- Greatly decreased reload speed
- Decreased stagger
- Decreased effective range (earlier damage fall off start and increased damage fall off rate)
- Greatly increased recoil
- Slug Shotgun
- Reduced mag capacity (8 -> 7)
- Reduced ammo capacity (39 -> 36)
- Reduced rate of fire
- Added a sound whenever the bonus damage triggers
- Scattergun
- Added knockback when firing (climb stuff I guess, movement tool)
- 50% of missed pellets get returned to reserve
- Which means: you have to miss 78 pellets (2 full shots) to get 1 shot back - done to incentivise scatter jumping
- Removed tumor penalty (0.65x -> 1.0x)
- Decreased precision bonus (0.7333 -> 0.65)
- BurstFire Shotgun
- Reverted spread (5.5 -> 5.0)
- Carbine Pistol
- Stocked Revolver
- Increased fire rate to match Standard
- Standard SMG; Carbine SMG
- Slightly increased aim speed (was higher than most)
- Slightly increased equip speed (was higher than most)
- Standard SMG
- New passive: +20% damage vs unstaggered targets
- Pair this up with Assasin PDW in your team perhaps?
- Ye ye, Assasin PDW isn't always available or you don't know about it because it's new - go read
- Increased damage
- Carbine SMG
- Greatly increased damage
- New passive: Bullets ricochet off walls 1 time
- Are able to hit the same target 2 times - pierce multi applies if so
- Removed: 20% of missed shots are instantly reloaded
- Reduced stagger multiplier due to this base damage change
- Standard PDW
- Decreased damage
- Increased fire rate
- Greatly increased reload speed
- Greatly increased ammo capacity
- Slightly increased mag capacity
- Standard Machine Pistol
- Made slight aim assist visible (just like on Bullpup SMG)
- Slightly increased equip speed
- Burst Rifle
- Slightly increased fire rate
- HEL Rifle
- Slightly reduced mag capacity
- Slightly increased reload speed
- Coilgun
- Applied a damage change when firing the burst; resets on new burst:
- 1st shot: 30 dmg; 2nd shot: 25 dmg; 3rd shot: 20 dmg
- Slightly lowered the rate of fire
- Double Tap Rifle
- Portable Machinegun
- Slightly increased ammo capacity
- Increased damage fall off start range (20m -> 25m)
- HEL Machinegun
- Slightly increased reload speed
- Standard Machinegun
- Slightly increased fire rate
- Increased mag capacity
- Heavy Machinegun
- Decreased stagger multiplier (and fixed the broken description)
- Short Rifle
- New neutral ability: Damaged receiver causes random bursts instead of semi fire
- Weapons sometimes goes into burst mode for a random amount of shots - helps with fire rate greatly, not so with ammo efficiency though
- Slightly increased range
- Added pierce (0 -> 2)
- Bat; Machete
- Added ability: each landed hit increases movement speed up to 1.1x (max 8s)
- Uses no stamina
- Knife
- Decreased movement speed bonus cap (1.25x -> 1.2x)
- Spear
- Lowered sprint speed penalty while charging (0.75x -> 0.9x)
- Minimum Stick
- Temporarily removed the stamina on hit bonus due to technical issues
- Other
- Remade how LevelSpawnedSentries deal damage - thus unbanning SentryGunEverywhere
- Inserted Legacy into the rundown - expect some new useless errors (especially related to a ThermalSights plugin, yuck)
1.4.0
- Extended ??
- Extended C4
- Made initial error come from elevator direction
- Breached B2
- Bulkheaded a Heavy Containment in secondary
- Extended B2
- Nerfed Freeze Ray bubble foam strength, direct foam strength and foam time slightly and buffed door foaming
- Buffed Thuner Rod Damage (7.51 [was actually 8.76] -> 10.01 [fr this time] )
- Novice Wand gains a slight homing effect (only matters long range) [won't be listed in stats as it's too weak]
- Fixed the weapons cooldowns not matching the visual % charge rate
- 'Fixed' some of the waves spawning after the Z Scan
- Weapons
- Bullpup SMG
- Increased reload speed
- Increased hipfire accuracy
- Decreased pierce penalty
- Added a slight aim assist up to medium range
- Changed sounds
- Double Tap Rifle
- Slightly decreased mag capacity
- Short Rifle
- Decreased instant wake up range (16m -> 14m)
1.3.1
- Breached E1
- Fixed a new unintended sentry gun appearing x(
1.3.0
- Extended C4
- Breached E1
- Fixed the level not giving a clear
- I'm sorry but I gave up on the lore reason for that
- Extended S1
- Added scans to doors to maaaaybe stop people from just rushing this level
- I know it's still doable but now will require more kiting effort if you dig that
- Extended B2
- Adjusted some weapon descriptions
- Slightly adjusted the main objective
- Increased extract error severity
- Whimsical Swarm:
- Increased stagger over time
- Slightly increased damage over time
- Increased stagger on direct hit
- Increased how likely the projectile is to target other enemies than the same one
- Increased max hits per projectile (7 -> 9)
- Thunder Rod:
- Increased damage (6.7 -> 7.5)
- Severed D?
- Buffed the extract related Seismic alarm
- Fixed some resources in the first area of the scout Zone in Main spawning underground
- New experimental Weapons for testing
- Hybrid Launcher
- Extended C4 exclusive for now
- Barrage PGL
- Cluster type ammunition PGL
- Amplifying revolver
- Weapons
- Standard Pistol
- Greatly reduced recoil
- Tiny hipfire accuracy increase
- Standard Machine Pistol
- Added passive: 1.2x back damage bonus (2.4x total)
- Added ability: Slightly aim assisted in case of a miss by 1 deg
- HEL Revolver
- Decreased max ammo
- Increased damage
- Slightly reduced precision multiplier
- Reduced damage fall off start (8m -> 7m)
- Can oneshot normal Strikers on close range (within 7m)
- Heavy SMG
- Missed shots give back 40% ammo back to reserve
- Increase ammo capacity (now it's 25% over the standard amount)
- Bullpup SMG
- Increase armor pierce (35% -> 65%)
- Increased reload speed (2.05 -> 1.95)
- PDW
- Reduced the shake when aiming
- Tiny reload time decrease
- Swarm Rifle
- Sawed-Off Shotgun
- DoubleBarrel
- Slightly increased reload time
- Heavy Rifle
- Increased pierce penalty (0.75x -> 0.5x)
- Reduced ammo capacity (forgot to change it to a near-standard amount before releasing it into the wild)
- Pump-action Shotgun
- +1 pellet (39.13dmg -> 42.14 dmg)
- Short Rifle
- Increase ammo capacity (166 -> 179) [22% higher max damage than most special weapons]
- Returned fire rate to Vanilla (bots rejoice)
- Standard DMR
- Slightly reduced ammo capacity
- Choke Mod Shotgun
- Increased spread (1 -> 1.65)
- Reduced damage falloff start (15m -> 12m)
- Precision Rifle
- Slightly reduced ammo capacity
- Slightly reduced mag size (11 -> 10)
- Slightly reduced damage (13dmg -> 12dmg)
- Standard Revolver
- Slightly increased ammo capacity (47 -> 50)
- Stocked Revolver
- Slightly increased ammo capacity (47 -> 50)
- Coilgun
- HEL Gun
- Killed highly accurate hipfire
- Burst Cannon
- Slightly reduced ammo capacity (52 -> 50)
- AT Heavy Autocannon
- Slightly reduced tool efficiency (-11%)
- Reduced mag capacity (5 -> 4)
- AT Prototype Machinegun
- Slightly reduced tool efficiecny (-10%)
- FlareBurst Shotgun
- Increased cooldown (9s -> 10.5s)
- Increase light duration slightly
- High Explosive PGL
- Disabled friendly fire on shrapnel (unregular and annoying)
- PGL Category where it applies
- Also given the show-if-reloaded method found on e.g. MacroSwarm
- Blitz Mine Deployer
- Slightly increased mine deployment range
- Decreased mine carry capacity (150 -> 125)
- Standard Mine Deployer
- Slightly increased mine deployment range
- Increased mine carry capacity (18 -> 20)
- Increased max explosion damage (80.1 -> 110.1)
- Slightly increased min explosion damage (17.5 -> 22.5)
- A few guns that I won't bother mentioning seperately
- Adjusted bullet casing type and size that is ejected when firing/reloading
- Minimum Rifle
- Increased base damage
- Reduced precision bonus (total prec damage stays the same)
- Increased stagger
- Slightly increased reload speed
- Slightly increased ammo cap
- Added passive: 50% armor penetration
- Minimum Handcannon
- Slighlty increased charge up time
- Minimum SMG
- Given the Minimum weapon type tumor damage bonus (whoops...)
- Decreased fire rate
- Slightly increased ammo cap
- Minimum Crossbow
- Increased base damage
- Reduced precision bonus (total prec damage stays the same)
- Reduced ADS innacuracy
- Increased hipfire accuracy
- Changed the sight from a trash one to an ok one, lol
- Only due to projectiles being annoying enough to aim with
- Minimum Pistol
- Increased reload speed
- Increased ammo cap
1.2.1
- Severed D?
- Removed the stupid sentry gun in Overload causing sound bugs
- Fixed some miscellaneous issues
- Weapons
- FlareBurst Shotgun
- Changed so that it shows its cooldown as ammo (still infinite, dw)
1.2.0
- Severed D?
- Breached B1
- REMADE THE WHOLE LEVEL, especially SECONDARY for slight lore and boring-ahh-level reasons
- Added Standard Pistol to the mix
- Disabled Main Minimum weapons so that players choose the correct equipment
- All levels that are suitable for this change
- Enabled more Minimum weapons
- Breached A1
- Made alarm trigger upon completing terminal scan instead of upon it spawning
- Increase extract scan speed
- Breached AX
- Disabled certain Minimum weapons so that players choose the correct equipment
- Breached E1
- Made the boss take less headshot damage
- Enemies
- Harbingers
- Removed projectile barrage on broken head IF killed when hibernating
- St..... Scout
- Decreased time of pings (60s -> 30s)
- Removed EEC animation changes due to them not working for clients
- Applied different default animations
- Pe......
- Fixed double bleed being applied
- A......, Big A......
- Pingable when sleeping
- Increased decloak range (slightly more for bigs)
- St....., Big St.....
- Weapons
- Highlights:
- Main Assault Rifles
- Blitz Mine Deployer
- AT Heavy Autocannon
- Prototype Machinegun
- High Cal Pistol
- Star Fist
- Knife
- Machete
- Standard Pistol
- Slightly increased damage
- Slightly increased ammo capacity
- Carbine Pistol
- Increased hipfire accuracy
- Slightly increased damage (4.91 -> 5.01)
- Swarm Rifle (when weapons secretly suck:)
- bruh damage change (3.33 -> 3.34)
- Slightly increased mag capacity
- Increased reload cancel-ability
- Slightly increased hipfire accuracy
- Slightly increased fire rate
- Slightly increased ammo capacity
- Reduced horizontal recoil
- Reduced view model shake when firing
- Standard Assault Rifle
- New ability: each kill increases next reloads speed (1.1x per kill, max 1.6x)
- bruh damage change (3.33 -> 3.34)
- Increased fire rate acceleration rate
- Increased ammo capacity
- Reduced horizontal recoil
- Reduced view model shake when firing
- HEL Assault Rifle
- New ability: each kill increases next reloads speed (1.1x per kill, max 1.6x)
- bruh damage change (3.33 -> 3.34)
- Reduced horizontal recoil
- Reduced view model shake when firing
- Reduced ammo capacity (was accidentally way over the norm)
- Burst Rifle
- New ability: each kill increases next reloads speed (1.1x per kill, max 1.6x)
- Exchanged sight for thermal sight
- Slightly increased ammo capacity
- Slightly increased stagger
- Standard Rifle
- Increased damage (6.23 -> 6.71)
- HEL Revolver
- Removed pierce penalty
- Slightly increased precision bonus
- Slightly increased damage
- Reverted sound effects to Vanilla
- Revolver Shotgun (late compensation for last shotgun changes)
- Increased fire rate
- Increased damage
- Increased ammo capacity
- Pump-action Shotgun
- Standard High Cal Pistol
- Increased damage falloff start (10m -> 16m)
- Slightly increased ammo capacity (32 -> 34)
- Greatly increased hipfire accuracy
- Given an open top sight
- Decreased recoil pop up
- Decreased viev model recoil
- Standard Machinegun
- HEL Machinegun
- Removed the 3 horizontal shots gimmick
- Increased Pierce (2 (1.0x) -> 3 (0.9x) )
- Increased stagger
- Coilgun
- Decreased reload speed
- Slightly decreased effective range (45m -> 40m)
- Slightly increased cooldown between bursts
- HEL Rifle
- Slightly increased reload speed
- Sniper Sentry
- AT Prototype Machinegun
- Doubled how much a tool refill gives
- AT Heavy Autocannon
- Doubled how much a tool refill gives
- Increased pierce
- Increased base damage
- Standard Mine Deployer (does not apply to consumable mines)
- Increased max explosion damage (60 -> 80.1)
- Slightly increased min explosion damage (16 -> 17.5)
- Increased mine capacity (10 -> 18)
- Blitz Mine Deployer
- Instant mine placement
- Instant mine detonation
- Instant mine pick up
- Tweaked damage (Always deals 18.01 dmg if it hits)
- Extremely increased mine capacity (37.5 -> 150)
- Go on - make your own Helldivers 2 minefield!
- No cooldown between placements
- Non-existent explosion radius, hits MAX one target
- Due to instant explosion - will not ever damage tanks. So don't think of stacking mines for them.
- Pulse Rifle -> Heavy Rifle
- Special -> Main weapon
- Added to some late levels in Protocol Breached
- Reworked
- Standard Sentry -> Minimum Sentry
- Minimum Crossbow
- Semi-automatic -> Fully automatic
- Minimum Handcannon
- Decreased chargeup time (0.75s -> 0.4s)
- Decreased reload speed
- Decreased hipfire accuracy
- Minimum Shotgun
- Increased reload speed
- Increased damage (+40%)
- Minimum Rifle
- Increased reload speed
- Increased ammo capacity
- Star Fist (EXTREMELY experimental)
- New ability (unlisted): +100 stagger in 1.5m around a fully charged hit
- New ability (unlisted): x5 stagger vs armor
- New ability: each landed hit increases movement speed up to 1.25x (max 8s)
- Slightly increased reach range (1.65 -> 1.8)
- Slightly increased charged attack damage (8 -> 9+1) [+1 if fully charged]
- Slightly increased light attack damage (2 -> 2.75)
- Improved stagger over time to be more reliable at staggering the enemy immediately after their stagger animation
- All of this is in order to make this a brawling weapon but also not fff-ing suck in stealth killing
- By not suck in stealth killing I mean it's unusable in terms of killing things like scouts reliably
- May add healing on hits up to 41% health back from the first version of the melee weapons if still too unvailable
- Knife
- New ability: each landed hit increases movement speed up to 1.25x (max 8s)
- Slightly increased reach range (1.8 -> 1.85)
- Slightly increased charged stagger multiplier (1.75x -> 2.0x)
- Slightly increased light attack stagger multiplier (1.0x -> 1.25x)
- Machete
- Increased maximum bleed effect (6dmg/4s -> 9dmg/3s)
- Slightly increased charged hit backstab multiplier (1.25x -> 1.3x)
- Increased light attack damage (3.15 -> 4.0)
- Other
- Changed description
- Changed changelog formatting
- Changed wiki format due to Severed ruining the progression I used in the previous version
- Funny side note:
- List of playtesting mentions is getting pretty long, lol
1.1.0
- Protocol Severed
- Added more weapons choices to the C0+ part of that rundown (those who know)
- Severed D0
- Extended B2
- Nerfed Scattershot a bit
- Fixed a few text issues
- Breached C1
- Increased time for verify on last wave
- Weapons
- ALL Shotguns & AT Heavy Autocannon (not counting Scattergun and Minimum Shotgun)
- Precision multiplier -> 0.2
- Tumor damage bonus overridden -> 2.0~3.0
- Armor pierce: 0% -> 35% (does not apply to AT Heavy AutoCannon)
- Result: better at killing nightmare strikers (unfortunate); not oppressive against anything with a front weakpoint; stays just as effective VS Harbingers; hopefully they aint garbage due to this change, meanwhile tumor damage bonus makes them be just as effective as when fighting a normal tank before this change (except for Pump, it's 10% lower; just too good)
- ALL Main SMGs (except for HEL AutoPistol and Heavy SMG)
- Missed shots give back 40%~50% ammo back to reserve
- Reasoning: SMGs are balanced with only a slight (+5~13%) upper hand on ammo capacity compared to rifles, plus SMGs fire much faster thus invalidating their ammo advantage soooo... this should suffice in them not running out too quickly? (no, I won't increase max ammo!)
- Standard SMG, Carbine SMG, PDW, Burst SMG
- Missed shots reload 20% ammo back to the clip from reserve
- Reasoning: Experimental change I thought would be useful to add, please leave feedback about these :/
- DMR, Double Tap Rifle
- Added a CQC variants (Variant with a sight of lower zoom)
- Added tumor damage bonus (1.0x -> 1.5x)
- DMR, Double Tap Rifle, Slug DoubleBarrel, Standard Sniper, Precision Rifle, HEL Rifle
- Added a slight aim assist that triggers ONLY IN CASE OF A MISS OFF BY 1 degree
- Mode: Aims for a weakpoint if there is one, otherwise body
- (Standard) Combat Shotgun
- Increased ammo (64 -> 70)
- Increased fire rate: 3.6/s -> 4.4/s
- Slug Combat Shotgun
- Changed weapon model & sight
- Standard DMR
- Pump-action Shotgun
- Increased ammo slightly (32 -> 36)
- Swarm Rifle
- Changed sight (a higher sight...)
- Slightly increased reload speed
- Increased explosion damage on special projectile (1.25 -> 1.51)
- Increased stagger on special projectile
- Increase base speed of the special projectile
- Now the projectile can bounce off walls to prolong its lifespan (0 -> 5 bounces)
- Decreased lifespan (50s -> 12s)
- Bullpup SMG
- Slug DoubleBarrel
- Increased aiming speed
- Increased damage (30.1 -> 37.01) [enough to oneshot chargers -> nigthmares]
- Exchanged scope for thermal sight
- Standard Machinegun
- Slightly increased ammo (200 -> 215)
- Precision Rifle
- Decreased tumor damage multiplier (0.9x -> 0.82x) [it's that good.]
- Tear Gas PGL
- Removed any realistic damage properties from Damage over Time
- Nerfed stagger duration to 6s (2s boss stun remains)
- Other
- Added TerminalPingFix and a few tile packs for the level development
1.0.3
- Extended B2
- Breached CX
- Attempted to fix the checkpoint issue?
- Weapons
- All Main & Special weapons; Some Tools & Tool-weapons
- Remade the description and describing system
- Melee weapons
- Added light attack damage stat to description
- Macroswarm
- Decreased damage over time duration and stagger multiplier
- Decreased projectile lifetime (50s -> 25s)
- G-Orb Launcher
- Decreased foamed time mutliplier (1.3x -> 1.0x)
- Decreased amount of hits (17 -> 15)
- Blitz Mine Deployer
- Way more mines (12 -> 37.5)
- Even shorter laser
- Slightly long explosion delay
- Less explosion range and damage
- High Explosive PGL
- New ability: Added actual shrapnel
- Increased ammo slightly
- Decreased damage slightly
- Burst SMG
- Increased precision damage bonus
- Bullpup Rifle
- Slightly decreased effective range
- Burst Rifle
- Increased effective range
- Decreased recoil slightly
- Standard Rifle
- Decreased hipfire accuracy
- Standard Revolver; Stocked Revolver
- Removed the faster reload after kill ability
- Increased hipfire accuracy slightly
- Heavy Assault Rifle Alt
- Heavy Machinegun
- Increased recoil
- Slightly increased ammo capacity
- Removed stabilized recoil under sustained fire
- AT Heavy Autocannon
- Other
- Slightly updated mod description
- Most notably - DO NOT HAVE SentryGunEverywhere ENABLED
1.0.2
- Breached E1
- Increased amount of medpacks
- Slightly increased amount of ammopacks and tool refills
- Changed Big Nightmare waves during the finale from 12total/3perwave to 10total/2perwave
- Fixed a few text issues
1.0.1
- Biotracker added as available gear in Breached E1
1.0.0
- Breached E1 - unlocked (locked by D3)
- Extended A1
- Reduced tool spawn count (-40%)
- Slightly increased the rate at which difficulty rises
- Weapons
- Prototype Machinegun
- Hipfire accuracy improved (feels too cool to use to keep that innacurate)
- Heavy SMG
- Slightly increased ammo capacity
- Standard Pistol
- Slightly increase hipfire accuracy
- Bullpup Rifle
- Increased damage
- Increased fire rate
- Removed damage build up when hitting the same target
- Pump-action shotgun:
- Slightly reduced tumor damage bonus (-15%)
- Slightly reduced precision bonus (-10%)
- Slightly reduced stagger multiplier (-12%)
- (Standard) Combat Shotgun:
- Increased precision bonus (+15%)
- Increased stagger multiplier (+12.5%)
- Choke Mod Shotgun
- Increased reload speed (2.2s -> 2.0s)
- DoubleBarrel
- Greatly reduced stagger potential (2.0x -> 1.65x)
- Revolver Shotgun
- Increased stagger multiplier (+12.5%)
- Standard Sniper
- Increased armor penetration (75% -> 85%)
- Removed _ from special zone names
0.10.2
- I knew I forgot about something!!!
0.10.1
- Extended S1
- Added consumables
- Semi-useful tip: stick + yellow + occipult = scout.die
- Added disinfection packs
- Sped up the extraction scan
- Changed the tank into a threat that can be dealt with at a high cost of resources/high risk
- Extended A1
- Greatly decreased enemy spawns (I'm sorry)
- Added a new Minimum weapon to the roster
- Weapons
- Machete:
- damage: 11.7 -> 12.0 (why: doesn't oneshot chargers to the back otherwise)
- Macroswarm:
- Minimum Crossbow:
- Minimum Stick:
- Increased healing cap
- Now gives a bit of stamina per hit
0.10.0
- New levels:
- Extended A1 (Unknown if completable, barely tested)
- Extended S1 (S = Solo)
- Breached D3:
- Added 1 more checkpoint
- Made first terminal alarm scans NOT random
- Delayed second terminal alarm spawns (3s -> 15s)
- For the only error alarm: implemented rampup over time;
- removed 3rd enemy spawn type
- decreased spawn frequency slightly
- Weapons
-Standard Pistol:
- increased ammo capacity (+12.5%)
- Carbine Pistol
- increased ammo capacity slightly
- Heavy Pistol:
- damage 7.09 -> 14.09
- ammo ~60% of original
- now has a charge up fire mod
- added a basic sight
- fire rate: low
- fire mode: automatic with charge up between shots
- HEL Revolver:
- greatly increased fire rate
- increased pierce <=> slightly reduced pierce effectiveness
- Bullpup SMG:
- more ammo
- less pierce effectiveness
- Carbine SMG:
- slightly reduced SMG (to keep Standard SMG special in something)
- Heavy SMG:
- greatly increased fire rate
- greatly increased recoil
- increased ammo capacity
- Standard Assault Rifle:
- slightly increased magazine size
- increased pierce effectiveness
- slightly increased ammo capacity
- Burst Rifle:
- slightly increased magazine size
- increased pierce effectiveness
- slightly increased ammo capacity
- slightly increased damage <=> decreased ammo to retain ammo efffectiveness
- Bullpup Rifle:
- increased pierce effectiveness
- slightly increased reload speed (-0.05s xd)
- Standard Rifle:
- increased magazine size
- slightly increased fire rate
- new ability: 35% armor penetration
- Swarm Rifle:
- Double Tap Rifle:
- new ability: getting a hit gives Aim Assist (with shadow detection)
- HEL Shotgun:
- slightly increased reload speed
- Slug Shotgun -> AP Slug Shotgun:
- added pierce
- added armor penetration
- damage: 22 -> 26
- new ability: 35% chance to deal increased damage
- greatly increased range
- Standard Revolver; Stocked Revolver; Carbine Revolver:
- added pierce
- added armor penetration
- Standard Revolver; Stocked Revolver:
- new ability: faster reload with each kill (bonus lost on reload or after time)
- Standard Combat Shotgun:
- slightly increased ammo capacity
- BurstFire Shotgun:
- slightly less ammo (-9%)
- slightly less range (from -10% - to -3%)
- slightly less pellets (-1)
- increased spread (+10%, pellet randomness and distribution pattern unchanged)
- Scattergun:
- reduced back damage and tumor damage penalties
- slightly more range
- new ability: second shot can be temporarily shot with greater accuracy
- Coilgun:
- increased pierce effectiveness
- increased reload speed
- new ability: getting a hit gives Aim Assist (with shadow detection)
- HEL Rifle:
- slightly increased reload speed
- increased fire rate
- FlareBurst Shotgun:
- decreased cooldown: 10.5s -> 9.0s
- G-Orb Launcher; Macroswarm:
- increased cooldowns: 15.5s -> 25.5s (hopefully won't overshadow other tools anymore...)
- Enemies:
- Snatcher
- More health
- More stagger health
- Fixes
- Removed SentryGunEverywhere due to damage on LevelSpawnedSentries to clients missing with it enable
- Bolter and other weapons that use the same sounds:
- fixed the firing sound not getting quiet over distance
- Misc:
- More weapons available in RACC level for any testing, really experimental and unlikely to be used(?) weapons marked with [EXP]
- Added some random striker & charger spawns in the level (aside from subzones A and B)
0.9.1
- Accidentaly uploaded a mid development version
0.9.0
- New level in Protocol Severed (info for readers: Complete C0 first)
- Added third rundown tree, read INTEL to know why it's exists now
- Breached D3
- delayed first wave spawns (3s -> 15s spawn delay) of the Zone 661 alarm
- Decreased how deadly are scout waves in bulk (no, not bulkhead)
- Slightly increased resources in the intense sections
- Flak AutoCannon
- Increased first-target damage and explosion damage
- Prototype Machinegun
- Increased accuracy when both aiming and hipfiring
- Increased accuracy gain from constant fire
- Increased vs armor damage multiplier (110% -> 125% damage)
- Added autoaim when using hipfire - note that it is still innacurate due to it being hipfired, at least lets you change targets quickly
- Increased ammo capacity (135 -> 165 rounds in reserve)
- Explosive type weapons
- 35%-75% armor penetration on explosives
- Carbine Pistol
- Reload on pair with Standard Pistol (found out the hard way the it's underpowered due to -25% clip size compared to Standard)
- Made Harbingers (tank-chargers):
- have limbs fully unarmored instead of partially armored
- have less C-Foam resistance (now G-Orb can foam them)
- have faster C-Foam decay
- Fixed some misleading weapon descriptions
- Fixed some text (notably Breached D2 & D3)
- Updated Thunderstore Description
- As for odd +20% infection as soon as you touch the fog in Breached D2 - all players start with 20% but as clients you don't see that until you touch it, please [lul_reaction] at people reporting this anytime further : )
0.8.2
- Fixed a mistype in Severed B0 about the LCZ
- Added a bridge zone to mitigate that checkpoint loading issue in Breached D3 (hopefully, i dunno, no one does)
- Removed a call to spawn a wave with an ID that doesn't exist in Breached D3
- Removed DoorEnemyFix
- Added DoorEnemyFixUpdated
0.8.1
- Fixed the sentry incident in Severed C0
- Fixed mismatched IDs in Severed B0
0.8.0
- Unlocked D3 - Protocol Breached (previously Protocol Broken)
- Unlocked A0, B0, C0 - Protocol Severed
- Made D2 zone scan ACTUALLY be an S scan instead of acting like a red
- Reduced amount of weapons choosable in previously playable levels (applied to C Tier levels and onward)
- Added Weapon diversity to levels to know how many weapons you get to choose from (niche idea)
- Changed the color of the Intruders text to let players see his text better
- Exploders now do more explosion damage to players and enemies
- Reduced stagger on Pump-action Shotgun
- Reduced stagger on Spear
- Slightly reduced magazine size on Standard Machinegun, HEL Machinegun and Heavy Machinegun
- HE PGL now makes noise upon landing with noise range similar to Mines (seriously, mines are so quiet like wth)
- Reduced Sniper Sentry ammo back down due to it being again too sustainable - bruh. (-16%)
- Fixed descriptions for some wepaons
- Due to lore reasons, rundown name changed thus breaking the previous logged LocalProgression
- Added AdditionalRundownAdvancements
0.7.4
- Standard DMR
- damage 8.11 -> 7.51
- increased fire rate
- increased max ammo (due to there being too many giants instead of small shooters to make this weapon viable otherwise)
- decreased view model movement when firing quickly to incentivise spam shooting giants (especially hybrids)
- Slug Doublebarrel
- slight ammo increase on level with high cal pistols
- Carbine Pistol
- slight ammo increase on level with other main weapons (due to the previous mag size nerf)
- slight reload speed increase (due to the previous mag size nerf)
- Standard Pistol
- Standard Sentry
- ammo increase (longevity found to be too low after nerfs)
- Sniper Sentry
- large ammo increase (+50% - due to slow fire rate isn't the best option for giants but now SHOULD be long lasting as the description promises)
- HEL Revolver
- increased effective range (due to somewhat high amount of giants instead of small enemies in the rundown)
- pierce multiplier 0.75x -> 0.85x
- slightly more accurate hipfire
0.7.3
- Increased verify time for first (+30s) and second (+2.5 min) code terminal hunt in C1
0.7.2
- Fixes to D2
- ACTUALLY removed BOT variant of prototype instead of making it the default variant lol
- Added PingEverything
0.7.1
- tweak to D2, forgot something I won't mention
- mod description adjustments, whatever
0.7.0
- D2 is out, questionable balance as always, will try to keep it that high and I hope it's high enough so that you don't oneshot it...
- Enemy Wiki update for the D2 tommorow
- Tear Gas PGL
- reduced light stagger time: 24s -> 18s
- reduced boss stagger time: 3s -> 2s
- reduced light stagger strength
- Bullpup Smg
- Standard Revolver
- removed RRAA (RareRandomAimAssist) [oops]
- Stocked Revolver
- removed lies about it having RRAA
- Prototype Machinegun
- increased stagger strength
- removed [BOT] variant of the Prototype Machinegun from play
- Added ItemSpawnFix
- Added DoubleSidedDoors
0.6.2
- Fixed a duplicate unused Custom Scan ID causing 2 levels to never load x)
0.6.1
- Forgotten to add dependency strings, lol
0.6.0
- Wiki with enemy information for new levels will be updated later, if anyone cares!
- Unlocked: CX & D1 introducing 5 new enemies
- Reorganized the rundown tree using ExtraRundownCustomization (praise Cheese!)
- C2 balance fixes:
- Increased time between error waves in C2
- Decreased amount of enemies spawned from blood door in C2 (slightly)
- Made scans not go to the same spot in some of the custom cluster scans
- Weapons:
- Heavy Pistol:
- less recoil & viewmodel jump
- can oneshot shooters when close
- slightly smaller magazine
- increased effective range
- Bolter:
- slightly more damage
- slighly more precision damage
- increased effective range
- Tear Gas PGL:
- boss stun time: 3s (unchanged, just mentioning)
- normal enemy stun time: 24s (unchanged, just mentioning)
- Added ExtraRundownCustomisation
- Added ExtraChainedPuzzleCustomization
Weapons:
0.5.1
- fixed new profiles having tool-weapons broken
0.5.0
- Unlocked C2__ - might be a difficulty spike...
- sligtly increased ammo capacity on Heavy Shotgun Sentry
- slightly increased ammo capacity on Sniper Sentry
- increased base damage and pierce on Sniper Sentry
- adjusted a few things in C1
0.4.0
- Unlocked C1__ - probably needs feedback on difficulty? (if too low) - but also, finally - no checkpoints :)
- undeciphered C2, not unlocked yet though, will be soon - that is if I get to finally test it...
- changed [B2 Main - last door alarm] enemies to nightmares as intended
- increased Portable Machinegun reload speed
- added unique pings to nightmares enemy family
- added unique pings to shadows enemy family
- changed infectious projectile barrage for all enemies that use that attack
- added StuckEnemyFix
- removed NoBotFriendlyFire
0.3.0
- Huge nerfs to all weapons (expect minimal weapons category)
- All weapons have less max ammo
- Some weapons lost fire rate or damage
- Some weapons lost gimmicks due to lower gap between this and the Vanilla level of balance
- Only Minimal Stick has healing properties
- Most weapons lost ThickBullet property which made it easier to hit your shots - only applies to the majority of semi-automatic weapons
- Redone B2 Overload
- Changed B2 non-error waves for Main (added giants)
- Added EEC_H as a dependancy
- Added MovementSpeedAPI as a dependancy
0.2.2
- Added back some missing files, oops..... and changelog notes
0.2.1
- A1 : Made extraction slightly easier (reduced ERROR alarm)
- B2 : Made level harder in general. This thing came out easier than A1 or AX, lol
- Changed Heavy SMG into a slow firing one with low stagger, max ammo increased
0.2.0
- B2 is out! Brutal side objectives as far as I've tested, lowered difficulty pre-update, need feedback if too low or not
- Changed a lot of text for AX
- Changed some text for B1
- Fixed gear descriptions
- Changed comms and mission description for A1
- Recolored the rundown tree (cuz it fits the levels colors ingame or whatever)
- Blitz Mine Deployer
- +20% max ammo
- noted that it doesnt work on bots
- Heavy Shotgun Sentry
- 33% slower fire rate
- Standard Sniper
- 3 -> 2 magazine size
- Added Tweaker, EOSExt_LevelSpawnedSentry and RundownTitleFix as dependencies
0.1.6
- bruh - forgot delist CConsole
0.1.5
- bruh - forgot to hide an unfinished level
0.1.4
- ACTUALLY changed revolver shotgun magazine size
- Hirnus ItemMovementAnimations file fix
- Fixed A1 being unplayable due to crappy forward extract problems - Thanks Hirnu
- Changed ProgressionGear GearToggle on some gears
0.1.3
- Removed Archive from dependencies - oopsies 2
0.1.2
- Removed GTFOReplay and RagdollMod from dependencies - oopsies
0.1.1
- Changed some text
- Revolver Shotgun magazine size: 8 -> 7
- Fixed alternative weapons getting unequipped after reloading a checkpoint in B1
- Turned off the fake alarm sounds during extract in B1
- Lowered the amount of configs
- Moved the data files to plugins instead of GameData (will probably need a reinstall with this update)
- Forced on LocalProgression
0.1.0
- Initial Release