

Expeditions Available
Weapon Changes
Pistol
Increased Damage 4.64 -> 4.81
Decreased Precision x.8667 -> x.8447
Increased Magazine 15 -> 18
Revolver
Increased Damage 14.21 -> 14.81
Added Heavy Armor Penatration
Added Piercing Rounds
Hel Revolver
Increased Range 8 -> 10 meters
Decreased Precision x.73 -> x.65
Increased total Ammo 46 -> 60
Added Medium Armor Penatration
Hel Sniper
Increased Damage 28.1 -> 30.1
Reduced Precision x1.35 -> 1.25
Added Heavy Armor Penetration
Slug Shotgun
Reduced Damage 18.1 -> 14.1
Increased Precision x1.2 -> x1.4
Increased Clip 6 -> 8
Reduced total Ammo 42 -> 36
Added Piercing
Added Heavy Armor Penetration
Sniper
Increased Damage 41.01 -> 50.01
Reduced Magazine 3 -> 2
Reduced Total Ammo 16 -> 12
Increased Shot Delay to 1.2s
Added Piercing
Added Very Heavy Armor Penetration
Scattergun
Added Medium Armor Penetration
Hel Gun
Added Medium Armor Penetration
Hel Shotgun
Added Light Armor Penetration
Hel Machine Gun
Added Medium Armor Penetration
Chokemod Shotgun
Added Light Armor Penetration
Burst Cannon
Added Medium Armor Penetration
Combat Shotgun
Added Light Armor Penetration
High Caliber Pistol
Added Medium Armor Penetration
Auto Pistol
Added Light Armor Penetration
Precision Rifle
Added Medium Armor Penetration
DMR Marksman
Added Medium Armor Penetration
Added Suppressor
Double Tap Rifle
Added Medium Armor Penetration
Added Suppressor
Sawed-Off Shotgun
Added Light Armor Penetration
Shotgun
Added Light Armor Penetration
Heavy Assualt Rifle
Added Medium Armor Penetration
Heavy SMG
Added Medium Armor Penetration
Sniper Sentry
Added Medium Armor Penetration
Melees
Added Heavy Armor Penetration
Added Dependencies
Snatcher Bug Fix
Extra Weapon Customization
Wardenintelohbehave
Fixed the Hide Terminal Command within certain Expeditions.
(Fix implying the AdvancedWardenobjective changing how Hide and Unhide terminal command worked)
Enemy Changes
Adjusted Deidamis Drone's Projectile pattern to be less devastating to pcs when firing in groups (Lol)
(Same to the Deidamis Warriors)
Lowered the Deidamis Patroller's Projectile count from 8 to 6
Raised the Tank's Armor stat to x0.00001
Raised the Pouncer's Armor stat to x0.1
Decreased Flyer health 16.2 -> 14.0
Increased Shocker health 150 -> 200
Increased Shocker weakspot multi 3x -> 4x
Weapon Changes
Hel Revolver
Reduced Base Damage 9.51 -> 8.51
Increased Precision 0.651 -> 0.7
Increased Armor Penetration 0.65 -> 1.4
DMR & Double Tap Rifle
Increased Armor Penetration 0.5 -> 0.9
Slug Shotgun
Increased Armor Penetration 0.75 -> 1.0
Revolver
Increased Armor Penetration 0.7 -> 1.0
High Cal.
Increased Armor Penetration 0.4 -> 0.65
Shotgun
Increased Armor Penetration 0.3 -> 0.6
Choke mod Shotgun
Increased Armor Penetration 0.35 -> 0.6
Burst Pistol
Increased Magazine Capacity 18 -> 24
Enemy Changes
Charger/Charger Scout/Giant Charger
Added Head Armor
EVB1
Adjusted some errors pertaining to logs.
Lowered the class of the last alarm VII -> VI
Slightly Decreased the enemy count on the last alarm.
Slightly Adjusted the post secondary event in EVC1.
Added 6 new expeditions
Level Changes
Weapon Changes
Enemy Changes
EV-B1
Adjusted text prompt indicating Zone "366" when it is Zone "266"
Fixed Secondary's objective hud to not have the generator listing disappear when querying a generator
Removed the S-1 Alarms from both Blood Door zones in Overload
EV-C1
Fixed the funny floor terminal in Zone 375
EV-S3
Removed the cell from the secondary dimension
Removed most resources from the first zone in the secondary dimension and moved them to Zones 400 & 401
Added a couple extra subobjective texts within the first third of the mission
Weapons
Sawed-off shotgun
Lowered Armor penetration value to x0.1
decreased effective range from 6m to 5m
Fixed the broken Armor Penetration text for the Heavy Assault Rifle
High Cal.
Slightly Decreased RoF 0.45 -> -0.55
Machine Pistol
Decreased Stagger from 1.0x -> 0.5x
Slightly Decreased Max Ammo
PDW
Increased Precision from 0.7413x -> 0.8x
Chokemod Shotgun
Increased Precision from 1.0x -> 1.25x
EV-A1
Slightly Increased Difficulty
Decreased the Scale of Main objective zones
Added persistent alarm post-junction lockdown release
Secondary Unlocks after Lockdown release now instead of during
Adjusted alarm wave settings for the lockdown release alarm
Fixed command hide event in the archive zones not hiding properly
Secondary
Added low-use ammo to the first zone of Secondary
Increased Sleeper spawns in the first and second zones of Secondary
Secondary Class IV alarm spawns increased to standard apex
Containment Zone in the back of Secondary now opens on objective completion
Objective completion initates a second error alarm spawning a giant every 40s
EV-A2
Added giants to the second zone
Shaved down the scale of zones 64 & 66
Slightly increased resource distributing in zones 64 & 66
Added a wave spawn event upon scan completion of zones 65 & 67
EV-C2
Alarm in spawn set to Apex settings
Added dependency "Glowsticks Plus"
Level Changes
Removed ALL terminal security doors in the rundown due to repeated instances of scans breaking upon the door proxxy prompt being triggered multiple times, especially by lockdown doors.
EVC4
Optimized the beginning section to make it faster-paced
Overall adjustments have been made to the expedition, generally plays out the same.
Added EVD2
Weapon Adjustments
Weapons have been adjusted once again, based around armor penetration values since Sentry Guns now deal damage to armor.
Double-Tap Rifle - Damage increased from 5.51 to 6.51 - Precision Decreased from 0.9x to 0.8x
Hel Revolver - Armor Penetration increased from 1.8x to 2.1x
Slug Shotgun
Damage Decreased from 17.0 to 16.75
Armor Penetration Increased from 1.2x to 1.35x
Heavy SMG
Increased Base Damage from 2.25 to 2.81
Decreased Reload speed
Assault Rifle & Burst Rifle
Increased Magazine capacities to 45
Decreased Reload speeds - Burst Rifle's burst Delay slightly increased
Carbine
Returned it's magazine capacity to its glory of 48 rounds
Hel Sniper
Increased Damage from 30 to 35
Decreased Armor Penetration from 1.5x to 1.35x
Decreased Precision from 1.35x to 1.15x
Hel Machinegun
Slightly increased rate of fire
Revolver
Increased Armor Penetration from 1.5x to 1.7x
High Cal. Pistol
Increased Armor Penetration from 1.0x to 1.35x
Enemy Adjustments
Charger
Increased health from 30 to 35
Head health set to 18
Striker Brute (and Brute Behemoth)
Head Armor set to 0.01x
Arm Armor set to 0.5x
Increased Resistance to Cfoam
Titanus Deidamia
Body armor set to 0.5x
Immortal
Stagger threshold set from 100 to 90 (Yes, for those who read this, he has always been staggerable since EVC1 debuted, and can be effectively stunned from sustained fire, the Sniper, Scattergun, and even the Bat on some occasions)
Weapon adjustments
Shotgun
Level Adjustments
EVC1
Slightly reworked the secondary containment procedure, instead of the level itself softlocking you to death upon failing to contain the Immortal, the door to Secondary will open like before to allow players to continue with the expedition (with the Immortal)
EVC2
Scout wave settings remove giant chargers from the spawn pool to avoid double pummeling on short notice.
EVS3
Removed bioscan on the blood door
Increased consumable spawns in Zone 403 by +3
adjusted the altitudes of Zone(s) 409 & 410
added fog repellers to Zone(s) 407 & 409
Removed the giant chargers from Zone 411
Removed the blood door going into Zone 413
Layout and altitude was readjusted for a stealth section (key hunt)
EVC1 Secondary Hub events moved to scan start of Zone 413
The Secondary Sector has been moved from Zone 413 to Zone 400
Bulkhead Key has been moved to Zone 412
Alarm Door leading to Zone 401 has been upgraded to Class IV
Expeditions
Weapons
Changed gear parts for multiple weapons
Added Tak XII (Compact SMG) (Primary)
Added Tak IX (Combat Sniper) (Primary)
Added Malatack (Heavy Double-Tap Rifle) (Secondary)