- Isolation now causes Motion Sensor type effects to also display the position of neutral units
- Reverted base camera farclip value
- This should fix all of the weird camera issues such as the flares not emitting light or visual effects disappearing
- Implemented a 5s cooldown on -nvon command so that it cant be spammed.
- Lighting transitions won't override NODS lighting anymore.
- Fixed Quan Duayle and OOPS graves unlocks.
- Equipping a glaze should now apply it on every LNS controlled by the player when playing as platoon leader.
- Equipping a glaze should now apply it on every minis controlled by the player.
- Added the "no MO permitted" condition to Galaxy camo, it was supposed to be a baseline condition that I forgot.
- Fixed Thalim gas station missing collision
- Fixed an issue with Spore Colonies not spawning correctly and not being registered for the mission
- Adjusted Air Threats spawn counts to 1/1/2/3/5 from 1/2/3/4/5
- Fixed AK not spawning when bought
- Fixed Bio-samples becoming vulnerable when dropped
- Fixed a bug where Vesania/Juggernaught death explosion would destroy items carried by the mech operator while inside the mech.
March 3, 2026
(6228 words of updates)
- Removed the 5% bonus xp test event.
- Fixed multiple units being able to queue Disarm ability on the same target.
- Tooltip and related fixes
- Units that are killed by themselves should no longer be tracked in the death tracker (i.e. timed life expiry)
- Map spring cleanup that should hopefully improve game performance by a bit
- Trigger spring cleanup that should hopefully improve game performance by a bit
- Reverted shared control restrictions
- This was originally to prevent hard afking, but I think it mostly forces people to pause in NMs when someone has something come up
¶ Commands
- Added -nvon chat command that would apply the epilogue green night vision to the player that types it. This lighting ovveride every other lighting in effect (like the one from thanathos for example).
- Added -nvoff chat command that would remove the epilogue green night vision to the player that types it. It works even at epilogue starts, so players that dislike it can now remove the green epilogue night vision and get back to the current game lighting.
- Modified the help menu text to mention these 2 new commands.
- Added p delete sandbox command
- Added p xp (0 - 25000) command that also works on mech to test im/tn veterancy in sandbox
- Added GodMode behavior for easier testing. You can use it in sandbox with p buff GodMode.
- Added Victory/Defeat result to score screen.
- Added game time to score screen.
- Added game mode and modifier informations to the score screen.
- Displays current game mode above available modifiers
- Added mipmaps to all custom textures
- Increased the occlusion strength of item crate diffuse for better visibility.
- Removed/resized a large, overlooked source-texture on default rifle.
- Add new buttons: QuikClot, FAK, Energy Cell buttons, Melt/Executioner Rounds.
- Updated player inventory triggers, Borg UI and shop usertypes to reflect new buttons.
- (Re)added original 2140Marine normal and specular maps (updated loading screen image to reflect this as well).
- Added Meat Hill roadsign model.
- Changed shooting bunkers sounds.
- Fixed weapon attachment where unequiping a shotgun would add the rifle model.
- Added sounds for inventory picking up items.
- Added sounds when equipping AP/DU rounds.
- Removed selectable tag from electrical arcs actor (suit malfunction).
- Adjusted some terrain details
- Adjusted non-players models shaders so they look better (require at least Medium shaders video setting to take effect)
- Changed the NOD lighting to a brand new one.
- The team location ping/command is now usable every 7s (match the ping duration) to increase performance.
- Adjusted the camera clipping distance
-
Prone is a nice mechanic, but its really only used for bullet dps for some marginal gains and stupid death. We decided to add explosive damage to prone to make it desirable to use for some spellcaster MOS.
-
Prone now grants 5% explosive damage (8% for improved prone).
-
Updated the tooltip to reflect the changes.
-
Improved prone no longer increases melee range (rip rf flamer).
- Removed bonus spawn count based off lobby XP
- Removed the veterancy check for the 35min meta + double immu spawn (does not spawn when soloing)
- Reduced base spawn counts to account for the combination of the spawns loop.
- Reduced hyperpulse spawn counts to account for the combination of the spawns loop.
- Increased max IL from 60 to 80 when T1, UT1 AND HyperPulse are enabled to help with the increased T1 spawns for rainbow runs.
(When I refer to spawn count, just assume that higher spawn count == more zombies)
- Removed the basic spawn loop that was added to the chapter3 spawn loop.
- Removed camp spawn count based off avg lobby xp. Spawn count should be baseline higher to compensate.
- Changed spawn count of recruit to -2 (was -1)
- Changed spawn count of normal to 0 (was +6???)
- Changed spawn count of NM to + 4 (was + 3)
- Everyone now spawns at level 3.
- Reduced base spawn counts to account for the combination of the spawns loop.
- Increased hopper and seeker spawn chances while the colonies are still alive.
- Added spawns : 2 groups of shredder, 2 groups of gargoyle, and 1 group of swarmer.
- Removed the veterancy check for additional spawns, now spawns by default in insane/nm
- Added mammoth when UT1 is selected.
- Replaced a gourmand by a grotesque for NM.
- Added Kratos spawn when UT1 is selected in the last 50s of the spawn loop so near the end of the samples.
- Added Slivan spawn when UT1 is selected in the last spawn, when the convoy is past the bridge.
- Added a Wraith Lord spawn when UT1 is selected.
- Added groups of krills/wraith and stalkers when UT1 is selected. These groups will spawns every 30s until the missions are over.
- Added 2 barons, an ares and 4 hunters spawns when UT1 is selected. The spawns appear after the VIPS are started.
- Removed the veterancy check for Grot/horror and 2 meta spawns, now spawns by default
- Added Mammoth spawn when UT1 is selected.
- Removed the veterancy check for gargoyle and horror spawns, now spawns by default
- Getting revived in lunatic by the timer no longer puts medic revive on cooldown.
- Reduced base spawn counts to account for the combination of the spawns loop.
- Increased max IL gains per player from 3 to 4 when T1 and HyperBM is enabled.
-
Reduced base spawn counts to account for the combination of the spawns loop. This only affects zombie spawns and not PMC's.
-
Reduced hyperpulse spawn counts to account for the combination of the spawns loop.
- Now also gives 5% bonus xp when enabled in campaign.
- Made it so Night modifier lighting change wouldnt get overriden by other lighting changes in different game modes. Now it should always be night when the modifier is enabled.
- Bonus xp is now 30%, up from 15%.
- Bonus xp is now 20%, up from 10%.
- The mines now glow orange a bit from the start, when 5s remaining on their explosion timer, a visual effect will appear that will increase in size/get more red the more countdown progress to help the players spot the mines that are about to blow up
- Reduced the expected numbers of horror spawning in the base loop from 15 in a 50min game, to 8. When combining base loop with T1/T2/T3 loop it was a tad too much.
- Replaced some horrors spawns by stalker spawns as I still want ppl to die but 15 horrors is a bit too much if its forced in 4man/solo runs.
- Sprinkled in a couple more T1's (low amount dont worry).
- Combine the T3 Spawn loop with the base spawn loop to create a bit more adversity/diversity. It always felt weird that the t3/t2 controller was overiding the base spawn loop instead of just adding to it.
- Sprinkled in some more hoppers (low amount dont worry).
- Combine the T2 Spawn loop with the base spawn loop to create a bit more adversity/diversity. It always felt weird that the t3/t2 controller was overiding the base spawn loop instead of just adding to it.
- Sprinkled in some more viles (low amount dont worry).
- Standardized the bonus spawns in t1 spawn loop based off game mode. The t1 controller works a bit different than the t3/t2 controller because it uses a point (ticket) system for spawning. More tickets means more spawns every time the loop runs.
- Casual -> +0 ticket
- Normal -> +0 ticket from +1 -> makes T1 Normal camp harder. Its a very popular mode as y'all know.
- Hard -> +2 tickets
- Insane -> +4 tickets from +2 -> makes T1 Insane camp harder.
- NM -> +8 tickets
- Invasion -> +4 tickets from +3 -> makes Invasion very slightly harder.
- Survival -> +2 tickets from +1 (match hard diff) -> makes T1 Survival harder
- BM from -> +4 ticket from +1 (match insane diff) -> makes T1 BM harder
¶ Novice loop (chapt 1 campaign and up to 15mins in survival/boss mode)
- Fixed the Ares/Minerva Spawn that requires a fixed amount of tickets. It should now spawn if the commander has enough tickets to spawn them.
- Removed the cases where commander would spend points without spawning T1.
- Changed the somewhat rare garg spawn for a livid
- Swapped a double gourmand spawns for a baron + blood hunter spawns
- Changed a comon immu spawn for garg
- Changed comon double cursed spawn by a immu
¶ Advanced loop (chapt 2 campaign and up to 35mins in survival/boss mode)
- Changed the somewhat rare garg spawn for a livid
- Changed immu dilo spawn for a garg
- Swapped a double gourmand spawns for a double baron spawns
- Changed the double arach + dilo + garg to double arach + double dilo spawns
- Swapped a rare Dar + double gourmand + meta spawn for kratos + infernus spawn
- Changed a comon 3 hunter spawn for 3 blood hunter
- Changed comon double cursed by a immu spawn
¶ Master loop (chapt 3 campaign and onward and past 35mins in survival/boss mode)
-
Fixed the rare spawn (Dar/grot/arach) that requires a fixed amount of tickets. It should now spawn if the commander has enough tickets to spawn them. It was also removing 25 ticket while the check for 20. Its now removing 20 tickets. The spawn was also replaced by a dar + double livid
-
Replaced the the rare arach and double maw spawn by slivan and 2 maw
-
Changed the livid + ares + minerva rare spawn by a sasquatch + 2 arach
-
Changed a somewhat rare grot + double gourmand spawn by a grot + double garg
-
Changed the somewhat rare garg spawn for a livid
-
Changed the immu spawn for garg
-
Changed a comon double gourmand spawn by double barons
-
Changed comon double cursed by a immu
-
Removed one of the dilo spawn and one of the raisuli spawn from the very comon spawn
We changed many gameplay unlocks to make them more reachable in a pub environment, and tuned down some really hard/impossible cosmetics unlocks.
- Updated the glaze buttons with static textures
- Added a new Grave extension to the cosmetic UI that will include new players deathmarkers
- Added a new misc extension to the cosmetic UI. It is a placeholder for now
- Cosmetics unlocks should now appear in the chatbox with a different color for every unlock category. However, some unlocks wont be "instant" unlocked anymore. The check will happen at game end and everytime xp is earned.
- Handles-locked cosmetics unlocks should now print on the screen when unlocked so you can be 100% sure that the conditions have been met
- Some pets (little hologram things that follow you) have been added
- Multiple death markers (graves) are added to the game with different unlocks. See it for yourself in game as there is close to 40.
- Beat Boss Mode with the Tier 1, Unstoppable Tier 1, and Hyperpulse modifiers enabled (12 players required at start)
- Reduced keylime camo unlock to 40 minutes survival in endless mode instead of 60 mins. Spores still needs to be completed.
- Nexus camo unlock changed from 90 mins survival in endless mode (2-4 man) to just having spores completed and WL bonus mission completed (2-4man).
- Removed AO from White camo, back to its OG super white appearance
- Removed AO from Party camo, back to its OG super pink appearance
- Changed Adrenaline Glaze to 12man Rifle, Hyper Bossmode
- Beat Boss Mode with the Tier 1, Unstoppable Tier 1, and Hyperpulse modifiers enabled (12 players required at start)
- Now visible in the UI as it is a possible unlock tied to the Trithium glaze
- Beat Nightmare Campaign with the Intense Fog and Isolation modifiers enabled (Epilogue required).
- Beat 4-6 man PMC Campaign with the Night, Intense Storm modifiers and 100% completion (including Escort and Medivac missions).
- Beat Nightmare Campaign with the Tier 1 modifier and all players having chose the Veteran (VT) Skill Identifier (Epilogue required).
- Beat Nightmare Campaign with the Night, Intense Storm, Tier 1, Unstoppable Tier 1, Ammo Shortage and Barebones modifiers enabled (Epilogue required, requires Replay submission on the UAC discord).
- Die more than 10 times in a game and win.
- Made LionHeart unlock for 2-4man ut1 t1 banana survival. Also requires you to stay alive
¶ MOS and Variant Unlocks
- Was unlocked by doing Insane campaign + DarkSky ending -> now unlocked by winning Hard Campaign with ammo shortage modifier.
- Was tied to Immortal Sentinel unlock -> now unlocked by winning T2 BM as mech operator.
- Was tied to Immortal Sentinel unlock -> now unlocked by winning T1 Boss Mode as mech operator.
- Was tied to T1 D4 PMC survival -> now unlocked by winning T2 PMC survival as mech operator.
- Was tied to T1 D4 PMC survival -> now unlocked by winning T1 PMC survival as mech operator.
- Was tied to T2 Weather BM as PL -> now unlocked by winning a campaign in which more than 20 civilians are extracted as platoon leader.
- Was tied to BM as CE -> now unlocked by winning 2-4 man Hard or Insane campaign with Dark Sky ending as combat engineer.
- Was tied to the NMSI -> now unlocked by winning pmc survival + extracting the data as combat engineer.
- Was tied to 4 man t1 pmc survival + pmc survival + pmc campaign -> now unlocked by winning pmc survival with data extraction + 2-4 man Hard or Insane campaign with Dark Sky ending + T2 BM
Since we want you to die more and suffer have even more fun in‑game, we’ve standardized zombie damage and clarified how your armor affects the damage you take from each attack type.
| Damage Type |
Armor Mitigation |
| Blunt |
0.75 damage reduced per point of armor |
| Slash |
1.0 damage reduced per point of armor |
| Pierce |
1.25 damage reduced per point of armor |
| Acid |
0.0 damage reduced per point of armor |
| Unique |
¯_(ツ)_/¯ Viles / Arch‑Viles play by their own rules (0.0 damage reduced per point of armor) |
- Adjusted the ailment types according to the damage type, Blunt = trauma, slash = laceration, Pierce = pierce. Some outlier like venom for cursed and whatnot unchanged.
- Updated all the zombies weapon tooltips so it reflect the dmg type and properly display dmg reduction per pts of armor.
Arachnathid
Cacumen
Gargantuan
Glutton
Gourmand
Grotesque
Hulk
Impalers
Livid
Mammoth
Minerva
Risen
Sasquatch
Scorpio
Stalker
Yeti
Ares
Baron
Berserker
Blood Hunter
Titan
Creeper
Cursed
Darreus
Deceiver
Gargoyle
Hunter
Immussilus
King Darreus
Kratos
Lacerti
Leaper
Licker
Magnus
Mutant
Ripper
Slivan
Thanatos
Turned
Unburied
Wraith
Wraith Lord
Zombie
Bruchus
Charger
Drake
Eel
Genesis
Hopper
Krill
Arachnid Mother
Pooch
Raisuli
Shredder
Tainted Tarantula
Tarantula
Metasis
Crab
Carrier
Horror
Acid Vore
Apiary
Bloated
Dilophosaur
Weaver
Morbus
Mortation
Spitter
Swarmer
Infernus
Viles
Arch‑Viles
- Buffed base damage to 300 (up from 234) to compensate for the new armor mitigation.
- Removed the bonus vs. mechanical (omgomg Cyborg buff?)
- Previously ignored armor entirely. Now uses Slash mitigation, so the base damage bumped from 65 → 75.
- DoT buffed from 1 damage/sec to 5 damage/sec as they werent really doing damage.
- DoT duration increased from 3s to 5s
- No longer quadratically scales in damage based on the number of targets hit
- Used to do more damage the more armor you had. Since we moved it to 0 damage reduced per pts of armor, we buffed its damage to compensate : Base damage doubled 25 → 50.
- Base dmg reduced to 40 from 45 since the armor reduction was reduced to 0 from 0.67.
- Fixed autocast targeting on the ability (they will now attempt to cast on players)
- Base dmg reduced to 10 from 16 since the armor reduction was reduced to 0 from 0.67.
- Attack range increased to 1 (still melee)
- Reduced base life armor from 20 to 15
- Made it so if current IL >= 2.5 max allowed IL, you'd get +10 mutations per loop, and mutations should prioritize massive targets to prevent players lapping crazy amount of mutations.
- Updated many weapons icon.
- Updated the projectiles model to a more modern version.
- Projectiles are now tinted dark-blue ish (does not affect ghost rounds).
- Updated the projectiles model to a more modern version.
- Projectiles are now tinted green (does not affect ghost rounds).
- Updated the weapon model.
- Updated the projectiles model to a more modern version.
- Projectiles are now tinted cyan (does not affect ghost rounds).
- Updated the weapon model.
- Updated the projectiles model to a more modern version.
- Projectiles are now tinted orange/red (does not affect ghost rounds).
- Updated the weapon model.
- Updated the projectiles model to a more modern version.
- Projectiles are now tinted pink (does not affect ghost rounds).
- Updated the weapon model.
- Updated the model
- Added new C4 and detonator icon
- Updated the model
- Added new Echarge icon
- Added new D20 model, textures and icons
- Changed D20 invasion shop icon to the new icon
- Now a Tier 1 weapon instead of a Tier 2 weapon. The item spawn loop is modified to account for this change.
- Reduced the bonus range from 3 to 1.
- Reduced the base damage bonus from 46 to 20.
- Reduced its invasion shop cost to 250 credits instead of 1000 to reflect its new tier.
- Removed the 15% reload/unjam bonus.
- Weapon speed bonus from 30% to -15%.
- Now gives bonus 35 base damage.
- Now gives 10% crit chances.
- Now reduces range by 3.
- Swapped its sound with the old default shotgun sound to differenciate it from M1014.
- New visuals and sound effects.
- Removed its bonus 80% weapon speed.
- Buffed its reload/unjam bonus from 15% to 50%
- Now gives 2 range.
- Now reduces movement speed by 0.05.
- Bonus base damage buffed from -14 to 40.
- Gives a bonus 80% weapon speed.
- Gives a bonus 15% reload/unjam time.
- Gives a bonus 24 base damage.
- Comes with a built-in flashlight.
- Spawns at the same rate/chance than the AA12 in the tier2 weapon spawn loop.
- Added SPAS to the invasion shop. It costs 1000 credits.
- Made m19 spawns as rare as minigun (was rarer)
- Increased Range bonus from 2 to 4
- Decreased attack speed penalty from 85% to 90% (this is a buff)
- Increased attack speed bonus from 24% to 28%
- Decreased damage penalty from 12% to 5%
Did I even add this to the spawn loops? I might've forgot tbh
-
Armor Reduction decreased from 0.5 to 0.25
-
Bullet Penetration value increased from 0.25 to 0.5
-
Range increased from 18 to 20
- Now have new projectile VFX.
- Mini flamer napalm stacks DPS goes from 2.5 DPS -> 10 DPS
- Mini flamer napalm stacks duration goes from 2s -> 3s
- Modernized/refreshed the tooltips.
- Modernized/refreshed the tooltips.
- When Overburn is active, many VFX produced by the Flamethrower now turns blue.
- Overburn stack DPS down at lower Napalm levels:
- Level 1 : 30 DPS -> 20 DPS
- Level 2 : 36.67 DPS -> 30 DPS
- Level 3 : 43.33 DPS -> 40 DPS
- Level 4 : 50 DPS -> 50 DPS
- Overburn bonus explosive impact damage changed from 4 + 2 to armored -> 5
- Overburn health cost down from 25 HP + 2.5 per seconds -> 4 per seconds. Total (8s duration) down from 45 HP to 32 HP.
- Overburn cooldown up from 15 seconds -> 16 seconds
- Cooldown reduction on Fuel Discharge down from 5s -> 3s
- Removed the halved fuel cost on Fuel Discharge.
- Shield penalty lowered from 50% -> 75%
- Modernized/refreshed the tooltips.
- Changed the bonus shield from flat 400 -> 25% increased shield.
- Changed the bonus duration from flat 5 seconds -> 25% increased duration.
- Graviton Charge bonus duration changed from 1.5/1.8/2/2.3 seconds at level 1/2/3/4 to 2 seconds at every levels.
- Removed Graviton Charge bonus charge.
- Added 10 seconds lower cooldown on Graviton Charge.
- Added 35 lower energy cost on Graviton Charge.
- Added a 1.6% slow effect on Napalm stacks. It stacks additively up to 5 stacks (max 8% slow).
- Drone energy buff increased from 10 to 20
- Now causes all IS Bot and Sentry gun charges to refresh on cooldown
- Sentries replaced when this SI is selected should retain their items
- Drone movement speed penalty while carrying item reduced from -.5 to -.2
- Aegis cooldown increased from 5 minutes to 10 minutes.
- Upgraded Aegis cooldown up from 192 seconds to 8 minutes 30 seconds.
- Mech dropship spawns offset from drop off point rather than hero point to prevent improper drop off. Mech relocating should no longer break due to AEGIS activating.
- Added AEGIS tooltips and adjusted behavior slightly and to be more consistent.
- Aegis Protocol now restores 25% energy protocol when triggered, down from 50%
- Now gives +2 sight range bonus.
- Aura of Valor passive is now always active.
- Riot Control no longer respects placement so smoke always spawns.
- Removed the bonus 15% damage against Massive targets.
- Buffed the base radar range from 30 to 40.
- Buffed the radar scan interval so that every level of recon drops the interval by 2.5s. At max level of recon, it will scan every 5s.
- Now Shock Troopers life by 200
- Changed energy cost of the JFO Strafe from 90/85/80/75/70 to 90/80/80/70/70 at level 1/2/3/4/5 respectively
- Changed cooldown of the JFO Strafe from 80/75/70/65/60 to 80/80/75/75/70 at level 1/2/3/4/5 respectively
- Nuke cooldown increased from 300s(5mins) to 360s(6mins)
- Fixed Crowd Control energy cost tooltip.
- Rework Plasma Grenade to use the applied round type regardless of if the round is still enabled (The tooltip stated that the round needed to stay enabled previously)
- Added changing icons for Plasma Grenade and Ion Cannon per round type
- Added tooltip appends for Plasma Grenade and Ion Cannon per round type
- Buffed Ghost mechanical stat per Ghost skill level (feels more thematic and brings stat total up almost on par to rifleman)
- Increased Ion Cannon damage by 50 per tick; Total damage 10,000 -> 12,000
- Disruptor Ion Cannon will drain 1.25% energy per tick up to 50% over the 4s duration (neutrals/enemies)(regeneration still occurs)
- Disruptor Plasma Grenade will drain 0.5% energy per tick up to 50% over the 8s duration (neutrals/enemies)(regeneration still occurs)
¶ Commando
- Fixed the weapon attachment displaying a rifle model.
- Plasma Mine has been replaced by Spatial Blink
- Plasma mine has been more or less completely irrelevant, and I wanted to try out some of the old ideas for Blink that were laying around
- Force Field Grenade has been renamed to Barrier Grenade and joined by Barrier Mine at Advanced Weaponry 2
- This is a niche but interesting ability, hopefully the mine form and added interactions with Tinkerer and Saboteur add some interactivity
- Increased base Force Field duration from 7s to 8s
- Chronoshift has been replaced by Spatial Transposition (for now)
- Chronoshift is mostly used as a damage absorption ability, with some niche uses for some additional firepower.
- It doesn't really feel impactful for the investment required, so I'm changing it out for some further experimentation on the Blink ideas laid out earlier. Might get changed back later if the Blink stuff doesn't feel like it fits.
- You can now select an exclusive rifleman skill tree that lets you trade the ground flares for air flares. You cannot level both air flares and ground flares, its a choice between the 2.
- Removed the bonus 50 energy.
- Added D19 (Basic laser rifle) icon
- Energy weapon doctrine skills lvl 1 now give access to a portable target designator that can designate anything up to 12 range every 15s, but prioritizes massives with highest hp. Has cooldown of 2min.
- Belt Linking now adds 120/240/360 rounds at level 1/2/3 instead of 110/230/360.
- Belt Linking now cost 40/27/20 energy at level 1/2/3 instead of 44/22/20.
- Belt Linking now reloads 100/220/340 rounds at level 1/2/3 instead of 100/200/300 if you are low enough on ammo.
- Add Flashlight with Guerrila Tactics lvl 1 OR Recon Skills lvl 1
- Fixed Armageddon Bombing Run Tooltip
- Added new Battlerifle model, buttons and SFX.
- Added new Battlerifle model, buttons and SFX.
- Added Combat Medic Backpack model.
- The ranksets bonus are no more tied to the selected rankset, you can now get all 3 unlocked at the same time if you have enough xp in the 3 ranksets.
- Reduced lvl 3 revive energy cost to 75 from 100.
- Let's be honest here, base CE turrets and drones are kinda underwhelming. These changes are to try and inject a bit more power into them (to at least stack up a bit better to AVS).
All Sentry Guns (including LN variations) are now classified as Robotic
- Mounted MMG
- Attack speed increased from 0.2 to 0.1
- Base damage increased from 44 to 58
- Mounted Flamethrower
- Now properly reloads at the fuel reload speed
- Base damage increased from 35 to 44
- Mounted 50 Cal
- Base damage increased from 89 to 94
- Range increased from 19 to 20
- Attack speed increased from 0.3 to 0.25
- Energy per shot decreased from 2 to 1
- Base drone energy cap increased from 30 to 40
- IS Bot MG now displays the attack count
- Kestrel
- Damage increased from 45-50 to 58-62
- Armor reduction increased from 0.5 to 1
- Range decreased from 18 to 16
- Falconet
- No longer has +12 damage per point of target armor, now no longer affected by armor
- Now has a innate 100% attribute factor vs massive and a 50% vs mechanical
- Attack speed increased from 4 to 3.5
- Fixed the instance where players were able to apply multiple class on LNs
- Psi Distruptor no longer requires "visible" ennemies
- Lots of changes to Flamethrower in order to modernize the MOS a bit, and to separate the different variants playstyle. Vanilla should be a bit more competitive damage wise and rounded, RF1414 should be ideal when brawling and M207B should (still) be very strong when lapping and on longer-range engagements.
- Modernized/refreshed the tooltips.
- Napalm explosive impact damage up:
- Level 1 : 4 + 2 to armored -> 8
- Level 2 : 5 + 4 to armored -> 12
- Level 3 : 7 + 7 to armored -> 16
- Level 4 : 9 + 9 to armored -> 20
- Modernized/refreshed the tooltips.
- Fuel discharge VFX doesnt follow the flamethrower weapon direction anymore. Say you use it then turn your character right after, the fire VFX should stay where you casted it.
- Fuel discharge damage and projectile impact should now remove creep on the ground. This doesnt work when the creep effect is still expanding on the ground/forming.
- Fuel Discharge damage up from 500/600/700/800 damage at level 1/2/3/4 to 800/900/1000/1100 damage at level 1/2/3/4
- Fuel Discharge no longer deals 30% more damage to zombies with the Armored tag.
- Fuel Synthesizer cooldown down from 55s -> 30s
- Fuel Synthesizer energy cost up from 25 to 30
- Modernized/refreshed the tooltips.
- Plasma Shield color changed from Blue -> Orange
- Modernized/refreshed the tooltips.
- Graviton Charge radius down from 3/3.5/4/4.5 at level 1/2/3/4 -> 2.8/3.2/3.6/4 at level 1/2/3/4
- Graviton Charge now applies its pull to Air/Cliffwalkers zombies, with reduced strenght (not enough to incapacitate faster cliffwalker zombies like Dars/KD/Cacu/etc). The pull do not affect boss like Magnus/Berserker/Genesis.
- Graviton Charge pull value vs ground zombies is now the same at every levels. It should now be much more effective at level 1/2 and roughly the same at level 3/4.
- Graviton Charge energy cost up from 75/70/65/60 energy at level 1/2/3/4 -> 90/85/80/75 energy at level 1/2/3/4
- Graviton Charge cooldown up from 30/28/26/24 seconds at level 1/2/3/4 -> 60/55/50/45 seconds at level 1/2/3/4
- Updated projectile VFX.
- Base damage up from 12 -> 22
- Replaced the Hard Armor (Soldier Skills 4) passive with 2 new passives:
- Sticky Napalm that makes all Napalm stacks (Napalm/OverBurn Napalm/Slow Napalm from Barrier SI) lasts 2 seconds longer.
- Tempered Armor that grants 10 bonus life armor.
- Graviton Charge range now matches the weapon range, down from 14 -> 11
- Fuel Discharge range now matches the weapon range, up from 10 -> 11
- Plasma Shield duration up from 8/9/10/11 seconds at level 1/2/3/4 -> 9/10/11/12 seconds at level 1/2/3/4
- Updated projectile VFX, the weapon now launches proper "Fireballs" that grows in size the more they travel distances.
- Updated the lingering fire model to make it more noticeable.
- Lingering Fire napalm stacking from 0.25s x 6 times -> 0.4s x 6 times.
- Basic attacks no longer deals -20% damage to zombies with the Massive tag.
- Replaced the Hard Armor (Soldier Skills 4) passive with a new passive:
- Fuel Efficient that halves Fuel Discharge cost and reduces basic attacks ammo cost from 5 fuel -> 4 fuel
- Graviton Charge range now matches the weapon range, up from 14 -> 18
- Fuel Discharge range now matches the weapon range, up from 10 -> 18
- Fuel Discharge angle down from 40 degrees cone -> 25 degrees cone
- Plasma Shield duration down from 8/9/10/11 seconds at level 1/2/3/4 to 7/8/9/10 seconds at level 1/2/3/4
- Updated projectile VFX so the beam looks a bit punchier.
- Atk speed down from 0.09 -> 0.12, however it makes it so the Gas Compressor/Aim Assistant atk speed bonus will now correctly apply to the RF1414 variant.
- Basic attacks no longer deals -30% damage to zombies with the Massive tag.
- Replaced the Hard Armor (Soldier Skills 4) passive with a new passive:
- Plasma Accelerator that grants a passive 20 shields, 5 shield armor and 0.5 shield regen.
- Graviton Charge range now matches the weapon range, down from 14 -> 6
- Fuel Discharge range up from 10 -> 11
- Plasma Shield down from 400/800/1200/1600 shields at level 1/2/3/4 to 400/600/800/1000 shields at level 1/2/3/4
- Plasma Shield duration down from 8/9/10/11 seconds at level 1/2/3/4 to 5/6/7/8 seconds at level 1/2/3/4
- Plasma Shield energy cost down from 95/90/85/80 energy at level 1/2/3/4 to 80/75/70/65 at level 1/2/3/4
- Plasma Shield cooldown down from from 35 seconds at level 1/2/3/4 to 25 seconds at level 1/2/3/4
-
Tanks (and every other MO to some extent) are a bit brainsmooth to play, low risks high reward... especially Abrams. We decided to nerf Abrams, buff Bradley and do a general shakeup in the MO lineup to shake the meta a bit. MO players should be more careful now because facetanking everything might be more difficult than it was before.
-
Adjust mech death prevents on their jump to ensure they always get cleaned up.
-
Added bradley/abrams unlock requirement text.
- Base armor reduced from 40 to 35.
- Reduced Heavy Plating (Defensive skill lvl 3 passive) melee damage reduction from 35% to 15%.
- Reduced attack speed from 4.5s to 6.75s per attack. When using the locking mechanism (Q), the atk speed remains 3.
- Increased turret turn rate.
- Reduced movement speed from 2.4 to 2.38.
- Increased tank turning rate slightly.
- Base armor reduced from 25 to 20.
- Reduced Heavy Plating (Defensive skill lvl 3 passive) melee damage reduction from 35% to 15%.
- Reduced TOW missile energy cost from 60 to 45.
- Increased tank turning rate.
- Reduce movement speed from 2.55 to 2.52
- Changed Light Plating (Defensive skill lvl 3 passive) from 35% ranged damage reduction to 15% melee damage reduction.
- Distruptor field range up to 12 from 8
- Movement speed from 2.9 to 2.92
- Armor reduction on the weapon buffed from 0.5 to 0.25
- Reduced Heavy Plating (Defensive skill lvl 3 passive) melee damage reduction from 35% to 15%.
- Base armor increased from 25 to 35.
- Protection Protocol (shield ability) from 125 energy to 100 energy
- Emergency Repair from 5min cd to 4min
- Emergency Repair energy cost from 275 to 150
- Emergency Repair hp regen from 200hp/s to 300hp/s
- Reduced Heavy Plating (Defensive skill lvl 3 passive) melee damage reduction from 35% to 15%.
- Base armor increased from 35 to 40.
- Rapid fire range penalty reduced by 1 per level, now reduces range by 9/8/7/6 at level 1/2/3/4 instead of 9 at every levels.
-
These changes are aimed to make it so focus cannot be banked as much to burst. The damage ratio was reduced slightly and the range was reduced massively so the players would want to use the Situational Awareness ability (that is very strong... just try it out). The focus energy change was so players wouldnt be punished too much if they dont rush SDM skills, and instead put some points into recon skills.
-
Fixed SDM focus armor name.
- Removed the bonus Focus Charge
- Now cost 10 energy at all levels, down from 19
- Removed the bonus range when activating the ability
- Removed the +1 weapon range per level of focus
- Charges reduced from 1/2/2/3 at level 1/2/3/4 to 1/1/2/2
- Damage bonus ratio reduced by 0.5 at every level from 5.5x/6.5x/7.5x/8.5x to 5x/6x/7x/8x
- Reduced the cooldown by 10s from 30s to 20s
- Increased energy cost by 5, from 10 to 15.
- Reduce energy cost per second from 4 to 3.
- Now gives 2 weapon range per levels instead of 3
- No longer reduces the energy cost of focus per 3 energy per levels
- These changes are aimed at making specter less forgiving to play and less oppressive in non-t1 12 man games where you can comfortably bank alot of snipes and trivialize most scenarios.
- Base range reduced from 50 to 40.
- Removed 1 max charge, from 3 down to 2.
- Bumped the energy cost from 33.75 to 35.
- Removed the bonus area impact of the main HP/AP round damage effect that you would get at every levels. Normal rounds not affected. Splash effect unchanged for every round types.
- Removed the bonus 5 range on fire modular sniper per level of weapon training.
- Added a bonus 5 range on fire modular sniper per level of recon.
- No longer affects certain stun immune zombies (such as the Reaper Maw) - this was a bug
-
Energy rays no longer restore energy for Robotic units
- This is mostly because they could mess up the ammo (energy) values and cause turrets to stop functioning until manually reloaded
-
Reduced base Orbital Bombardment strikes from 25 to 20
-
Reduced Orbital Bombardment base strike dmg from 3000 to 2000
-
T1 scan no longer repings after 5s
-
T1 scan no longer pings Wraith Lord and Ripper
-
Reduced Shock Trooper life to 200, armor to 10, and removed their (0.25) life regen
-
Reduced Soldier Skills 2 (Armed and Loaded) bonus charges from 2 to 1
-
Adjusted hero level breakpoints for levelling up skills:
- Orbital Strikes and Orbital Uplink now level skips starting from level 2 - 1/2/4/6
- Orbital Support now level skips from and requires level 3 - 3/5/7/9
-
Increased Orbital Rays base speed to 3.5
-
Orbital Support mechanical bonus per level halved, from 2 per level to 1 per level
-
Orbital Uplink now grants 1 mechanical per level
-
Orbital Uplink and Orbital Support have swapped skill panel positions (and hotkeys)
-
Orbital Uplink now only gives a bonus charge for its skills at level 4
-
Solar Focusing damage bonus reduced from 150% to 100%
-
Solar Focusing impact damage reduced from 3500 to 3000
-
Solar Focusing cooldown increased from 110s to 195s
April 8th, 2025
- Reverted 4s duration nerf on plasma shield
- Plasma shield no longer grants life armor with PM
- Removed the 1s "pure" undetectability when cloaking
- Uncloaking now costs 10 energy
- An echarge every 0.4s that lasts 1min (previously every 0.2s that lasts 30s)
- A plasma mine every 1s that lasts 1min (previously every 0.5s that lasts 30s)
- A c4 every 2s that lasts 1min (previously every 0.5s that lasts 30s)
Mines created by the minefield modifier will now be immune to damage 10s after spawning, to prevent mines spawning on a close-to-detonate mine and blowing up instantly without letting proper time to react. This behavior also have a visual effect tied to it.
This should make it so (after a minute), there should always be 150 echarges, 60 plasma mines and 30 c4 on the map at all time.
Tainted Tarantula now has the Light tag
- Fixed Mech Op mechs not counting hits taken
- Fixed Cavalry Scout claymore energy cost
- Fixed an issue with JTAC heli napalm - Re-enabled JTAC
- Fixed bombardment modifier sometimes not creating incoming fire markers
- Fixed hitboxes for Tarantulas, Arachnid Mother, and Tainted Tarantulas
- Fixed/tweaked various model attachments
- Fixed various tooltips
- Added a range indicator for FSS Nuclear Strike
- Added venom indicator for Sapping Venom
March 23rd, 2025
- Fixed issue where player hitbox at corpse location remained targetable. There might still be a rare case where it happens but for 99.9% of deaths it should be good
- Fixed issue where the Fall of Titans achievement would not require a game win
- Tooltip cleanup and fixes
- Various unique MOS model additions and icon/texture changes
Two primary issues with the current mutation implementation:
- The mutation rate is quite low and caps at 10 mutations per 45s, allowing players to lap 150IL for 20 minutes without issues. (The mutation rate is effectively Current IL / 10.)
- Mutations don't take into account the IL cap, so 101/100 IL will bring 10 mutations vs 4 when 41/40.
The formula has been updated to DefaultMutationBonus + ((current IL - IL cap) / 5) mutations every 45s.
- DefaultMutationBonus = 5 by default, 10 for invasion, and 15 for luna.
Below is a comparison of current vs new mutation rates:
| IL |
Current |
New |
| 40 |
4 |
5 |
| 50 |
5 |
7 |
| 60 |
6 |
9 |
| 70 |
7 |
11 |
| 80 |
8 |
13 |
| 100 |
10 |
17 |
| 120 |
10 |
21 |
| 150 |
10 |
27 |
| IL |
Current |
New |
| 60 |
6 |
5 |
| 70 |
7 |
7 |
| 80 |
8 |
9 |
| 100 |
10 |
13 |
| 120 |
10 |
17 |
| 150 |
10 |
23 |
| IL |
Current |
New |
| 100 |
10 |
10 |
| 110 |
10 |
12 |
| 120 |
10 |
14 |
| 130 |
10 |
16 |
| 140 |
10 |
18 |
| 160 |
10 |
22 |
| 180 |
10 |
26 |
| 210 |
10 |
32 |
| IL |
Current |
New |
| 350 |
10 |
15 |
| 360 |
10 |
17 |
| 370 |
10 |
19 |
| 380 |
10 |
21 |
These changes will make the mutation rate scale better depending on the IL cap and account for the game mode. Different values were set for invasion/luna due to their high IL caps. The changes aim to maintain balance for the rainbow unlock (60 IL cap with t1 hyper survival).
- The melee damage reduction from Kevlar has been changed from 25% to 10%. This effectively changes the crossover damage where Kevlar gives more protection than SPCS for melee damage from 45 (current 25%) to 87 (10%).
Current 25%:
- Incoming 150, damage taken: 100 (Kev) vs 126 (SPCS)
- Incoming 300, damage taken: 212 (Kev) vs 276 (SPCS)
- Incoming 500, damage taken: 362 (Kev) vs 476 (SPCS)
10%:
- Incoming 150, damage taken: 120 (Kev) vs 126 (SPCS)
- Incoming 300, damage taken: 255 (Kev) vs 276 (SPCS)
- Incoming 500, damage taken: 435 (Kev) vs 476 (SPCS)
For example, in this scenario (10% damage reduction), Kevlar gives 30/45/65 effective armor vs 24/24/24 for the SPCS.
- Fixed Kevlar tooltips to reflect the immunity it grants to minor ailments/concussions/infections.
- Now spawns at the same rate as ghillie suits (quite rare → 1/8) in the initial item drop loop. Not deemed strong enough to be in the t2 item loop.
- Shield regen increased from 3 -> 5
- Added a unique behavior: if the item wielder has 10+ shield, they are immune to licker tongue and impaler displacement effects. This gives the item a more distinct role in the current t1 armor lineup.
- MRL item now has the same explosion effect as Jav MRL ability.
- Updated MGL/M5 MAR tooltips to properly show players that MGL has a -25% damage bonus vs massive/mechanical targets.
- Added some checks for Juggernaut ailment application
- With transference skill lvl 4, nano weave passive (Nano Recharge) no more activate a Vulkan Shield like effect that reduces your energy everytime you take damage for 15s. It still gives 10 more energy armor, so the Vulkan Shield will still be more effective if you activate alongside the Nano Recharge effect.
This variant was able to output much more damage than base PL, with fewer levels and was more convenient to play because of the recruit selection mechanic. These adjustments bring it closer to the base variant.
- Can only promote one of each LN class
- Promote is now restricted to one promote per LN class; cannot promote more than one of any LN class.
- Militia, Gunner, Marksman no longer have a bonus vs light. Other classes retain a bonus to aid self defense.
- Gunner and Marksman no longer gain ranged damage bonuses as part of their class training.
- Militia class training's ranged damage bonus reduced from 15% to 5%
- All "MRL" abilities shared by these units can now all be cast together without "tabbing" through each one; they share the same set ID.
Jav has received QoL improvements and additional personality.
- Improved the explosion effect on HE/AT rocket to give it more punch.
- Reduced claymore energy cost from 70 -> 25 energy. The ability had limited utility due to high CD/energy cost and greater difficulty of use compared to frags, especially in tense situations.
- Reworked the SS4 passive into a JavSkill3 passive, now named Launcher Mastery, combining the old unshakable effect with a 100% damage bonus to MRL and 50% damage bonus to MGL/M5 Mar items.
- Added new SS4 passive: Explosive Mastery that grants 15s cooldown reduction on Explosive Charges and Claymores.
- Reduced Guided Rockets energy cost by 15.
- Reduced Guided Rockets casting time to 1s from 1.5s.
- Guided Rockets now do double damage to laser-designated targets OR flying/cliffwalker zombies. This affects splash damage too, so if you target a flying zombie with the rocket and it does splash damage to a ground unit under it, the ground unit will also take double damage.
- Guided Rockets is now castable map-wide if you have vision on the target.
- Binoculars are now usable with JavSkills1 instead of JavSkills2.
omgomgomg FSS BUFFS!!!
- Improved the explosion effect of CFF to give it a tad more punch.
- Fixed issue where White Phosphorous shells could land in unpathable locations and fail to spawn the fire
- Same as JAV, reduced claymore energy cost from 70 -> 55 energy (should match Jav claymore cost with SS4 Passive and upgraded claymore).
- Fixed issue where critical shots didn't have the appropriate sound.
The SDM Focus variant has been adjusted particularly for lapping scenarios. It was easier to play than spec and much safer due to mono and the ability to sling focus shot while stutter-stepping.
- Base energy cost down from 20 -> 19
- Every level of SDM skills reduces the cost by 3 instead of 5. At max level, it costs 10 energy instead of 5.
- Increase the charge cooldown by 2s at max level, but tuned down the scaling so early levels don't suffer too much from the increased CD.
This ability was underused because it was very inefficient energy-wise and could be skipped entirely. It has been adjusted to be more viable.
- Energy cost down from 30 -> 10
- Cooldown up from 12 -> 30
- Added 60% damage amp during the ability (roughly equals ~15% crits with 5x multiplier)
- Made it so 8 bullets could be shot OR 2s passed before the ability ends
- Made it so Focus can't be used alongside it
Level 1-3 monomolecular wire ability is now equal to base variant level 1-3 monomolecular wire ability.
- Damage down from 1250/2500 -> 800/1600 at lvl 1 and 3 respectively
- Energy cost up from 75 -> 85 for the lvl 3 ability
- CD up from 25s -> 26s for the lvl 3 ability
Additional improvements for the Mech Operator
- Glazes can now be applied to every Mech.
- Removed the application of Ghost/Hellfire glaze on the Mech by default if the MO player had them unlocked.
- Request/Reboot Mech has been renamed Request/Redeploy Mech (this is the generic mech calldown skill)
- A Mech dying no longer disables Request/Redeploy Mech for 300s
- Request/Redeploy Mech no longer has a cooldown of 30s or costs 50% energy at all levels. It now has a cooldown of 300s between uses, and the energy cost now scales per level at 75%/50%/25%.
- Casting Request/Redeploy Mech no longer requires a 30/20/10s channel to complete. Now you throw a flare to mark the deployment location, and after a 30/15/2.5s delay a dropship arrives:
- If you do not have an active Mech, the dropship will drop a Mech at the deployment location.
- If you do have an active Mech, the dropship will spawn by the active Mech, pick it up, and drop it off at the deployment location. This still applies the previous behavior of repairing your mech over time, which will be active during transit.
- While preparing for transit, your mech will be invulnerable but disabled and not pilotable
¶ Bradley and Abrams
- Added a new ability: Acquire Target
- This ability locks your weapon and turret onto a target, firing continuously at it until either it dies, the ability is deactivated, the target is out of range, or you are out of energy.
- This ability will use your actively selected shell type, but with a fixed fire rate. Each shot will consume energy while this ability is active.
- Using the Canister Shot or TOW-A Missile abilities will cancel this ability, as they will unlock the turret.
- Both M242 30mm Autocannon (Bradley) shell types now have a minimum range of 1. Both shell types also have had their base attack period reduced to 0.375 (previously 0.35)
- Both 130mm Smoothbore Cannon (Abrams) shell types now have a minimum range of 2. Both shell types also have had their base range reduced to 25 (previously 30).
- Fixed an issue where the TOW-A missile could behave unusually when fired directly ontop of the mech
- Reduced contact damage interval to 0.1s (previously 0.25s)
- Reduced TOW-A Missile energy cost to 60 (previously 75)
- Increased Bradley base energy pool to 450 (previously 350)
- New MOS, based off of JTAC specialising fully into strafing type abilities, loses access to helis.
- Avaliable only to beta testers, public testing TBA
- New MOS, fusion of JTAC's heli and Mech Operator, summons a permament heli for piloting, uses Mech Operator energy transfer mechanic for uptime.
- Avaliable only to beta testers, public testing TBA
Instead of 2x rounds that deal 0.5x damage, attributes have been modified so AP does little damage to light targets and HP does little damage to armored targets, encouraging spec players to swap rounds instead of using AP all game.
- Snipe AP attribute modifier to light reduced from -0.4 to -1.4
- Snipe HP attribute modifier to armored reduced from -0.5 to -1
Maybe some new players somewhere will survive 2 more minutes in a t3 survival because of this! Aren't you happy for the pubbers?
- Replaced smoke grenades with an MGL
- Added FAKS
- Added Kevlar Armor
The SI previously affected shield armor, which was inconsistent with its theme. Future plans include making Shield Armor SI less of a meme... Stay tuned.
- +15 shield/life armor -> +15 life armor
The bonuses were quite good and desirable on many DPS MOS and close to VT. Manually targeting was deemed a strong enough drawback for the bonuses without requiring manual reload. The SI is unlocked by manually targeting during Charon afterall.
- Removed the need to reload manually with the SI selected
PM is a very strong SI: 53% uptime (without cooldown reduction) for a 100% damage buff. The main drawbacks were nullified by the SN SI. Nerfing the plasma shield furthermore counterbalances the high damage value, requiring more careful play around t1.
- Further reduced plasma shield value modifier from x0.75 -> x0.50. With PM shield values will now be 200/400/600/800 at lvl 1/2/3/4 respectively
- Reduced plasma shield duration by 4s flat. With PM, shield duration will now be 4/5/6/7 at lvl 1/2/3/4 respectively
Nimble shares effects with Biosuit and (now) bubble gen. These changes add a unique element to the SI.
- With nimble selected, jumping now applies a buff for 1s that prevents any displacement/stun/damage/ailment effects from Lacertis/Arach charges. This also applies to Cyborg Super Jump.
- No longer gives any bonuses to Life or Shield Armor
- Now grants its own set of mech levels, geared towards defensive boosts
- This was originally implemented but never linked up or something, oops?
- Grants 5 levels, requiring 1500 exp (FT requires 1250 to reach 10 levels), with each level granting:
- +0.0234 Movement Speed
- +2 Life and Shield Armor
- +5% Maximum Life and Shields
- +0.1 Vitals Regeneration
- At level 5, the cooldown of AEGIS Protocol is reduced to 180s (300s base)
- AEGIS Protocol now restores your mech over 5s (previously 10s).
- SF now properly restricts offensive and utility aura effects to the FT PL player alone
- SF "VT" stats will now apply to FT PL
- Ghosted Complete PMC Survival with the Tier 2, Isolation and Hyperpulse modifiers enabled.
- Scan Line Beat Nightmare Campaign with the Speedrun modifier enabled (Epilogue required).
- Key Lime Survive for at least 60 minutes in Endless Mode and completing Spore Colonies (12 players required).
- Nexus Survive for at least 90 minutes in Endless Mode with 2 - 4 players and completing Spore Colonies.
- Beacon Complete PMC Survival with the Tier 1 and Intense Fog modifiers enabled.
- Ember Beat Nightmare Campaign with the Tier 1, Minefield and Bombardment modifiers enabled.
- Doppler Beat 2 - 4 man Boss Mode with the Tier 2, Intense Fog and Hyperpulse modifiers active.
- Fractal Beat 2 - 4 man Invasion.
- Glacius Beat 6 man Nightmare Campaign (Epilogue Required).
- Adrenaline Beat 2 - 4 man Boss Mode with the Rifle and Hyperpulse modifiers enabled.
- Note: Screenspace glazes such as Doppler and Fractal will not display correctly in the cosmetic-preview window currently (but they're fine in gameplay).
- Huntress decal is now given for 6000 teamkills in Luna, down from 9000. If its still not obtainable, it will be lowered again in a future patch. Try hyper luna!
- Field Training PL (Old Beta PL) is now unlocked by playing BM UT1 Weather as Platoon Leader.
¶ Handle-based unlocks
- Fixed the handle-based unlocks. Pretty sure rainbow wasnt working but it should now. Famous last words
These changes allow players to execute the fuel mission with diverse MOS instead of being reliant on MO/Medic. While it significantly reduces difficulty for the heli mission, many teams still fail due to being overrun at the heliport.
- There are now only 2 canisters that spawn instead of 6
- One canister is needed to fuel a heli instead of 3
- Carrying a canister sets movement speed to 0.92× instead of 0.74×
- Fuel time limit is now 2 minutes, up from 1 minute 30 seconds
- Failing to escort an engineer after T1 Holdout has started should properly prevent Epilogue from triggering
- Changed minefield modifier behavior. Now creates 4 threads:
- One thread spawns echarges on the map every 0.2s, lasting for 30s, then they detonate instead of disappearing (approximately 150 echarges on the map at any given time).
- One thread spawns C4 on the map every 0.5s, lasting for 30s, then they detonate instead of disappearing (approximately 60 C4 on the map at any given time).
- One thread spawns plasma mines on the map every 0.5s, lasting for 30s, then they detonate instead of disappearing (approximately 60 plasma mines on the map at any given time).
- Removed explosive zombie spawns.
- Max mines on the map goes from 500 (5min despawn) to 270 (30s despawn).
- Mines now explode when they despawn.
- Mines are visible and disarmable by players with the Disarm ability.
- Modified players' LOS with isolation modifier from 10 -> 12 to make it slightly less punishing. Also ensures that vision range modifiers like ARTS/Hawkeye SI affect the LOS correctly.
- Made it so every time a player types in chat, the text will display over their head in-game. This behavior also applies to players in a mech.
- Optimized the bombardment loop.
- Corrected the behavior of the gourmand drop to drop 1 per player instead of 12 per player.
- Added approximately 15s between bombardments for better spacing/slightly less toxicity, but removed the double wait if it was a special bombardment.
- Bombardment should now always target a random alive/active player.
December 22nd, 2024
Added some festive cheer
Fixed an issue with the Fall of Titans achievement not unlocking
Fixed an issue with Kevlar Body Armor not always blocking minor ailments
Fixed a bug with JTAC napalm rockets persisting & not doing damage when fired from the Heli in bombardment loadout.
Fixed JTAC dancing
Cleaned up M19 visuals
Cosmetics
New unlockable camo: 'Rainbow'
- Beat Solo Survival w/ modifiers: UT1 + T1 + Hyperpulse enabled
Reenable existing camo: 'MARPAT'
- Unlockable by being a current/past service member of a military
Implement server-side verification for certain unlocks. Previous & future runs will now require a replay file to be submitted for verification. Affected unlocks: Void/Krypton + Rainbow
December 15th, 2024
Fixed an issue with starring clan camo
Fixed issue where randoms would not count towards team limits
Variants should no longer be selectable in party mode
Night modifier darkness tweaked (still somewhat experimental)
Some holidays should now automatically have bonus events active (experimental)
Added a new camo 'Nightclub'
- Beat 2-4 man Boss Mode with the Rifle modifier enabled.
Added a new achievement 'Fall of Titans'
- Beat PMC Survival with the T1 modifier and having killed at least 5 Smithies.
Updated some icons, art, and other assets
Added new AR weapon M19
Added new Rifle weapon AK
Kevlar Body Armor now gives immunity to minor ailments
Shield Generator shields increased to 100 from 50
Bubble Generator shields increased to 50 from 30
FA now doubles the effectiveness of QCs and FAKs
- Two vehicle variants now available, unlocked through the new achievement 'Fall of Titans'
- Mechs should no longer be slowed by Riot Control gas grenades
- Fixed an issue where you would spawn at the incorrect level in Lunatic
- OR now properly affects Strafe Run
- Fixed issue where turrets turned into LO turrets couldn't be disarmed
- Variant now available, unlock tied to LN camo (for now)
Voting D3 in PMC Survival no longer immediately spawns a Smithy squad
Removed the penalty for killing civilians in NM
Adjusted the reward for saving civilians in campaign
Fix a potential PMC convoy stall (thanks Kian)
Lowered Luna spawn threshold for harder T1s
Fixed issues where certain slows could be applied to zombies that should be immune
October 6th, 2024
- Fixed a potential issue causing Clan Camos to not be automatically applied when starred
- Fixed an issue where glazes weren't being automatically applied when starred
- Fixed an issue causing the vote kick menu to not function
- Adjusted some sound volumes and their distance falloffs
- We can't turn down your device volume though
- Tooltip cleanup/fixes
- Adjusted most MOS variant games played requirements downwards, to 10
- There's a future goal of having an alternative unlock tied to this, but as that hasn't happened yet it makes more sense to keep them more accessible
- Fixed an issue with Plasma MGL not having sound effects
- Fixed an issue with Cavalry Scout's weapon not having a attack sound with no weapon or an SPR equipped
- SDM Focus variant subgroup priority now properly matches the SDM's
- Previously was 0, or the last one you'd tab to
- Fixed an issue with the Focus variant's Monomolecular Wire not having sound effects
- Fixed an issue with Crysis Suit decloak not function correctly
- Fixed an issue where Mech Operator could not drop off fuel for helis while operating a mech
- This may need to be changed in the future, but heli refuel seem fine with this off
- Reverted Mech Operator's variants requirements
- Heavy Walker is now available by default
- Assault and Siege Walker are unlocked with the 2nd SI (Immortal Sentinel)
- Fixed an issue with some sound loops persisting after their source has expired or ended
- Looking at you, Bio Spec shield
- Refactored mutation system on the backend, now mutates a zombie for each 10 IL while over the IL limit up to 10 mutations
- Previously spawned a mutation thread each time the IL changed above the IL limit, each thread mutating a zombie for each 10 IL over the limit
- Fixed an issue with Hyper Luna not triggering properly
- Fixed an issue with the Lunatic bonus missions not functioning properly
- Fixed an issue where MOS Games Played would not increment in Lunatic (and some other modes)
- Increased the Siege evacuation zone size, and added an indicator to mark the area
- Fixed the Glitchy unlock being overlapped with another (secret*) unlock
- This is my bad, if you've had this stripped and would like it restored please message me with a replay
- Epilogue unlocks now properly check that the game mode is Nightmare
- A preview of what could be, but how many people figured it out?
October 1st, 2024
- Various UI panels have been reworked - HUD, Cosmetics, command panel
- Added subtle button flash for unpicked SIs
- Fixed issue where Status Menu would render over other UI elements
- An experimental 'pet' cosmetic system is being tested out
- Depending on community interest, this system may or may not stay
- Fixed issue causing civilians to be affected by the blizzard weather
- Night Modifier lighting has been adjusted
- Added some new camos and such for unlock
- Some camos have received a visual update
- A number of sounds have gotten an update
- A number of gun models have gotten an update
- A number of icons have gotten a visual update
- Selecting a MOS in the lobby role selection now automatically selects in the MOS lock in panel ingame
- Score screen UI at the end of the game can now be collapsed
- Score screen now displays an "Aggro" value, which is a rough estimation of nearby hostiles
- The team location ping now displays the same ingame display as the status menu ping
- Rock Tower rubble damage to units underneath it increased from 15k to 25k
- Civilian health increased from 150 to 250
- Tooltip cleanup and fixes
- Fixed issue where SPCS wasn't properly granting immunity to Trauma type ailments
- M92 Torrent attack speed penalty increased from 20% to 30%
- Adjusted xm88b stats
- ATM stats have been adjusted from -40% attack speed to -15%
- Power Amplifier
- No longer drains energy
- Maximum energy penalty increased from 30 to 50
- Spell damage bonus increased from 14% to 24%
- IPR2 now grants 20% Reload (and Unjam) Speed
- ISS7 now grants 10% Reload and Unjam Speed
- Fixed issue where the MOS games played requirement wasn't being checked for variants
- Lowered most of the MOS games played requirements for variants
- Randomed MOS now count towards the team limit of the MOS
- Picking AW and GR now properly grants access to the Plasma MGL
- AW bonuses have been reworked
- No longer gives detection
- Life penalty decreased from 150 to 100
- Shield bonus increased from 50 to 100
- Shield regeneration rate increased from 1 to 5
- Now grants 50 energy
- Focus Fire
- Energy cost reduced from 90/80/70 to 30 at every level
- Duration increased from 4s+1s per level to 8s
- No longer grants a bonus Ranged Damage
- Grants 10+7.5% Attack Speed (from 5+5%)
- Grants 10+7.5% Critical Hit Chance (from 2.5+2.5%)
- Drains 4.5 energy per second
- Cooldown increased from 10s to 18s
- Significantly reduced the recovery amount of ER revive
- Fixed issue where Improved Nano Injection wasn't removing all venoms
- Combat Stims no longer cause Augment skills to drain HP, duration increase increased from 5s to 15s
- Pyromaniac unlock now requires the Flamethrower to survive
- RF1414
- Now has -30% damage to Massive
- M207 Spark
- Now has -20% damage to Massive
- Base Damage reduced from 86-98 to 77-84
- Fixed issue where the lingering fire wouldn't spawn unless the player levelled up Napalm
- Barrier now grants 25% Graviton Charge Duration
- Changed the damage type of Mono Wire to ranged from spell
- New variant for SDM released, Focus
- Fixed issue where AVS sentries had access to all mounts
- Fixed issue where DRO would not lock the player out of sentries
- Different sentry gun mounts have different reload speeds
- Increased Stonewall Module cooldown from 20s to 25s
- Fixed issue where RE could calculate an incorrect number of stacks
- Fixed issue where the Cyborg's weapon would revert to the Battle Rifle when dying
- Energy Orb skill replacement is available for public testing under the Hador variant
- OR now reduces JFO energy cost (when the variant is selected)
- Nuclear Strike no longer inherits damage bonuses on the FSS MOS
- Mechs should no longer be slowed by Riot Control gas grenades
- Recon Drone flares now have a charge cooldown of 60s
- Repair and Refuel mech should now continue their cooldown when disabled
- Siege Walker
- Increased base weapon damage from 275 to 325
- Reduced splash radius and falloff radius from 1/2 to 0.5/1, respectively
- Reduced weapon minimum range from 10 to 7
- Added visual indicator for minimum range
- Decreased time before weapon impact (damage goes off) from 0.7 to 0.35
- Light Walker
- Fixed an issue when picking IS that could cause the Mech Operator to be stuck inside a dead mech
- Assault Walker
- Should now properly be immune to Thresher Maws impact stun
- Strafe Run abilities now hit air targets by default
- Rocket Run no longer drops smoke
- CS no longer grants the strafe an anti-air weapon, instead gives Recon Plane a strafing gun and reduces energy cost of Strafe Run abilities by 5
- Increased duration of Ion Cannon from 3s to 4s
- Crysis Suit
- Decloak/Cloak cooldown increased from 5s to 10s
- When toggling Cloak state, gain 500 shields with 15 shield armor for 5 seconds
- Cloaked
- No longer drains energy passively and Ghost Skills no longer improves energy regeneration
- Chance to dodge damage increased from 7.5% to 25%, but cannot dodge damage above 2500
- Now grants 0.05 movement speed while cloaked
- For 1s after cloaking, become undetectable and dodge all damage below 2500
- Decloaked
- Damage bonus increased from 15% to 20%
- No longer grants a bonus to energy regeneration
- Life armor bonus increased from 10 to 20
- Now grants 0.5 Life Regeneration
- For 1s after decloaking, gain 100% attack speed
- Decreased Hotswap Railgun effect from 200% to 100%
- Fixed unlocks not working
- Swapped the energy drain rate of Vulkan Energy Shields and its Improved version; the energy drain is now -4 and -3 respectively (from -3 and -4)
- Solar Focusing now reveals a radius of 10 around the target
- Bombardment Modifier should now work properly
- Fixed issue where non-NM campaigns would stall and be uncompletable
- Cleaned up a number of situations where leftover pings would be left on the map
- Added a bonus objective to the combined Titan and Thanatos Chapter 2 mission
- Tweaked the rewards given from the Inoculation bonus mission
- VIP Mission spawn loop changed
- Air Threat target pings no longer occur until the mission has less than 30 seconds left
- VIP Evacuation mission paths have been changed
- Spawn waves for the VIP escort have been fixed
- Spawn waves for Epilogue and the Charon appearance spawns have been tweaked
- Adjusted the timing between stages in Epilogue
- Dasdan refugees are invulnerable for a brief period upon spawning
- Most of the NM specific mission changes have been propagated down, allowing players to experience the alternative mission set in a lower stakes environment
- Epilogue can be voted for at the end of a qualifying Insane run (100% completion, normal ending)
- The Chapter 3 T1 Arrival mission no longer triggers earlier
- Adjusted T2 spawns
- Added a spore colony event
- Lowered exp reward per kill from 3 to 2
- Fixed leaver hero exp sharing not functioning
- Fixed kill count just forgetting a player existed if they left mid run (no more debt)
- Fixed issue where players were not being autoselected an MOS
- Reaper Maw bonus objective will always occur, instead of just when the first objective is completed
- Adjusted Item drops to be better at landing in pathable locations
- Friendly fire on civilians penalty adjusted
- Game mode tracks highest kill count in a win, and should now display properly
- Added a spooky scary Hyperpulse option
- Adjusted the spawns
- The RA sentry guns/structures should now be pinged by ISR as they are counted as part of the RA forces
- Fixed some logic with heat seeking PMC abilities
- RA Facility death zone no longer prevents bonus mission if a non-hero enters
- Hyper PMC spawn loop time standardized to every 60s
- Fixed problem with the Timestop mission potentially triggering twice
¶ Sandbox
- Added Ripper and Reaper Maw to spawn entries
- Reverted Mutation timer and loops
- Minor Concussion and TBI now disable detection
- Reduced the pack size of Viles in the T2 spawn loops
- Reduced base damage of Vile attacks from 34-42 to 16-19
- Arch Viles and Viles
- Fixed issue where Darreus and King Darreus cover could affect sources of this buff
- Changed a number of zombie splash damage types to melee
- Fixed issue where Thresher Maws were not properly stunning targets hit
- Increased size of Magnus
- Adjusted T3 spawn loop to try to prevent zombies from spawning to close to the player
- Charon no longer gains Reactive Plating stacks while burrowed
- Reactive Plating now shows the amount of DR granted on the tooltip
- Seekers deal reduced base damage (but have reduced heroic penalty)
- Mammoth and Hulk regeneration suppression duration increased from 5s to 15s
- Ripper now has a boss health bar
June 8th, 2024
- Fixed issue where MOS SIs were not being displayed
- Fixed issue where the new modifiers did not display the player count requirements
- Fixed issue where game would crash during Air Threats
- Fixed interaction between HE and the RF1414
- Adjusted the generator drain behavior removal range
- Adjusted Lunatic Bradley limit to 5 (from unlimited)
- Invasion and Lunatic now refund a Bradley slot when a purchased one dies
- Sandbox now opens the MOS selection panel with using p mos
- Properly named Lunatic ahem
June 7th, 2024
- Status menu has been redesigned
- No longer displays in game stats on hover
- Displays active fireteams for players
- MOS Variant system added
- These are generally major gameplay changing choices available at hero selection, seperate from SI selection
- Some MOS SIs have been transferred to this system, more details listed in the respective MOS's section
- Items
- Reworked Sentry Guns to use a reloading system (similar to LNs)
- Fixed MK102 holding items
- Fixed Daewoo bullet splash behaving unexpectedly
- Removed Field Resusitator Kit as a pre-spawned item
- MRLs now only hold 2 shots
- Unlocks
- Fixed Desperado unlock not properly triggering
- Trigger Discipline is once again unlockable, with the same condition as before
- Increased Generalist bonus to +3 all stats from +2 all stats
- Twinkle Toes no longer grants the ability to dodge Horror pulls, now doubles the window to dodge them instead
- Early alpha of new unlock system
- Fixed a situation where FT vision was not applying
- Fixed revives not being shown if all medics leave before the game ends
- Added experimental MOS hitbox adjustment
- Continued working on performance and security
- Tooltip and text fixes
- Added one variant
- Advanced Warfighter grants the same effects as the current SI
- Disabled one MOS Specific SI
- Advanced Warfighter SI is temporarily disabled
- Added one variant
- Emergency Response grants the same effects as the current SI
- Disabled one MOS Specific SI
- Emergency Response SI is temporarily disabled
- Added two variants
- The M207B replaces your default weapon with a napalm rocket launcher
- The RF1414 replaces your default weapon with a linear flamethrower
- Fixed issue where Protect and Serve could be function unexpectedly when levelled up
- Universal Inventory slot moved to the 4th space
- Fixed issue where Ion Cannon was unintentionally inheriting some damage increases from the Ghost
- LNs should now be tracked individually
- Added two variants
- Advanced Sentries replaces your default Sentry Gun weapon mounts with the previously Loadout only weapon mounts
- Drone Operator replaces your Sentry Guns with additional IS Bot capacity and unlocks the specialized IS Bot Modules
- Replaced two MOS Specific SI effects
- Loadout now grants multiple charges of Sentry Gun and IS Bot and increases their ammunition capacity
- Ghost in the Machine now grants your IS Bot(s) an universal inventory slot and increases their speed and acceleration; IS Bot(s) are slowed while carrying items
¶ Commando
- Chronoshift should now be tracked individually
- Fixed Battle Rifle not functioning as expected (or at all)
- Fixed issue where levels in Jump would cost energy
- Fixed Energy Orb's burn field granting +5 ranged damage
- Fixed Dash being disabled by the Fractured Arm ailment
- Weapons Assimilation 2 now grants a Belt Linking effect
- Fixed target caps not properly scaling with Munitions level
- Fixed exploit that granted extra CFF shells
- Added periodic bonus shells in Endless
- Added one variant
- Joint Fires Observer replaces your Rocket Barrage skill tree and its related effects
- Fixed a situation where the strafe target highlights were not disappearing
- Fixed issue where player selection could be overwritten while utilizing either helicopter
- Default Mech Operator MOS now is locked into Light Walker
- Added three variants
- Heavy Walker replaces the Light Walker with the Heavy Walker
- Siege Walker replaces the Light Walker with the Siege Walker
- Assault Walker replaces the Light Walker with the Assault Walker
- Updated two MOS Specific SI effects
- Field Tuning can now grant its effect to the Siege and Assault Walkers, and now gives Melee damage per level
- Immortal Sentinel no longer gives a veterancy behavior and now can grant its effect to Light and Heavy Walkers
- Adjustments to previously IS mechs:
- Siege Walker's Empower Cannons damage bonus decreased from 100% to 50%
- Siege Walker's Heavy Cannon minimum range increased from 5 to 10
- Siege Walker's Mk. 1 Defensive Utility is now Discharge Cannon Capacitors
- Siege Walker's Mk. 2 Defensive Utility is now Sentinel Flak Guns
- Assault Walker's Mk. 2 Defensive Utility is now Automatic Shield Injectors
- Fixed issue where Turbo Laser was persisting on burrowed targets
- Fixed Hotswap's Battle Rifle buff not being removed when swapping to a different weapon
- Fixed the weapon range visual indicators when the EM25R is not equipped
- Fixed Haste MGL slow affecting unslowable targets
- Added several new zombies that may appear
- Added new ailments and reworked an existing ailment that zombies can inflict
- Changed up how zombie scaling works
- Triple mutations are back due to a coinflip
- Charon once again gains Reactive Plating stacks when damaged while invulnerable, in addition to her retaliation
- Charon can now mutate nearby zombies if allowed enough time to adapt
- Some zombies have new abilities or have had their abilities tweaked
- Adjusted Dilophosaur damage profile
- Gargoyles have significantly more health but had their movement speed reduced
- Titan will move slower and enjoy a nice leisurely stroll unless provoked
- Impaler's pull should no longer cause unexpected behavior when targeting a jumping player
- Fixed issue where Berserker would fail to damage structures on a seperate cliff level
- Wraith Lord's invisibility evasion now has a damage limit of 7500
- Fixed issue where mutations were applying incorrectly
- Added several new game modifiers that can be selected
- PMC Survival
- Fixed a situation where Smithy would not spawn or spawn significantly later
- Adjusted RA facility anti-camp regions
- Fixed Directive 3 not being disabled after timing out
- Sandbox
- Fixed p mos not switching your MOS to Specter
- Endless
- Added Tainted Tarantula to spawn options
- Added a chance for non-ammo caches to spawn magazines, at half the normal chance
- Item caches now try to avoid spawning at the edges of the map
- IL cap now increments by an additional 1 every minute after 50 minutes
- Invasion
- Added a number of items to the Invasion shop system
- Increased speed bonus for the MATV bought from the Invasion shop
- Campaign
- The VIPs wear more appropriate armor
- Certain mission regions have been adjusted slightly
- Severely reworked spawns and spawn timings during the following missions:
- Escort Lab Assistant
- Escort Convoy
- Into The Dark March (who named it this?)
- Extract VIPs
- Dasdan Retreats
- Thresher Maws
- Air Threats
- T1 Arrival
- Epilogue
- Added new main mission:
- Refuel Hunters, triggered during Escort Lab Assistant
- Added new optional objective:
- Recieve Experimental Inoculation, triggered after KLE
- Changed main mission to optional objective:
- Secure LZs, triggered at the same time as before
- Changed up some guaranteed item spawns to be more conditional or rely on bonus objective completion
- New mode:
Sex Definitely Lunatic
- Added three unlocks:
- Huntress Decal, over 9000 team Tier 1 kills
- DOOM Camo, at least 1993 team Tier 1 kills while playing solo
- White Tiger Camo, at least 2500 team Tier 1 kills with 2-4 players and the Unstoppable Tier 1 modifier enabled
- Added alternative unlock:
- Finesse SI, at least 2000 team Tier 1 kills with 2-4 players and 0 deaths
March 18th, 2024
- Fixed situation where the last living player leaving the game would not cause the game to end.
December 29th, 2023
Fixed Bio Spec being available in all ranksets rather than being WO exclusive
Fixed game ending when a player leaves during MOS selection
Fixed there being too many medics autoselected
Desperado unlock is now an achievement, and requires the game to be won
- Added a (hacky) cooldown indicator to Reserve Energy Pack
- Reserve Energy Pack now restores up to 25 energy per activation, with a cooldown of 45s
- Fuel Discharge fuel cost changed from 20/30/40/50 to 50/40/30/20
- White Phosphorus deals -25% damage to massive units
- Fixed parsing on -c command
- Reduced Hotswap movement speed bonus from 0.1 to 0.05
- Fixed Fire Modular Sniper disappearing when picking Warden Elite and using Standard, AP or HP rounds
December 21st, 2023
Fixed a number of (hopefully all) hero select issues
The hero selection screen should now select a rankset by default
Fixed LSS SI not being displayed
Fixed issue with the Flat Earth vote causing lag
Fixed issue with PMC abilities having unusual cast times
Fixed Orbital Bombardment -o command not working properly
Adjusted PMC T2 spawn loop
Adjusted PMC spawn loop timer
PMC Survival bonus mission no longer requires more than 4 players
Cyborg Nuclear Meltdown is removed when leaving the AO
Camouflage now displays a duration bar
Focus Fire energy cost reduced from 90/90/90 to 90/80/70
Warden Elite
- No longer grants the ability to snipe without vision
- No longer grants additional maximum targets for AP or HP snipes
- No longer causes silhouettes for T1s
- Now pings T1s within radar range every 15s
Munitions Upgrade
- Grants additional maximum targets for AP and HP snipes at level 2 and 4
Tooltip fixes
December 18th, 2023
MOS Selection system reworked - there is now a integrated UI for selecting your MOS and Rankset
Event bonus experience system out for an initial test
Added a fail-safe save for Red Skull unlock
Adjusted campaign CH3 heliport defense failure conditions - now fails when there are more massives than heroes or more zombies than player units and US Army units combined on the helipad
Adjusted a region that would cause campaign CH3 escort CEs to not finish
Fixed Dr. Rosen's indicator not disappearing sometimes
Fixed an issue with magazines when dying and being revived while ammo shortage is active
Adjusted the red visual effect for D3 modifier
Adjusted Thalim terrain
Adjusted RA terrain
Various tooltip and text fixes
- Daewoo now properly disables infantry carbines
- Added a new armor - Ghillie Suit
- Muscle Relaxant now affects spell damage
- All flashlight models are now independant
- Power Amplifier and Bubble Generator no longer drain infantry energy
- MELT Rounds no longer have a damage penalty
- Reduced the amount of PMC squads spawned with the T3 modifier
- Fixed RA heli attack animation and sounds
- RA heli Hellfire missiles now display a red dot and have a longer delay
- Fixed certain PMC abilities that would fire even when the caster was dead
- Fixed PMC Cluster Rockets not targeting heroes
- Added a vote to disable ISR when eligible for Flat Earth
- Impalers now visually stand out more
- Post death spawns (e.g. from Gourmands) now have a 5 second random initial delay before spawning zombies
- Titan damage is now properly classified
- Fixed Cursed selection radius and scaling issue
Ghillie Suit
- Replaced with Personalized Attachments
Finesse
- Now caps at 20 stacks instead of 30
- Damage % per stack increased from 0.5% to 0.75%
- Energy Regen increased from 0.008 to 0.012 per stack
- Cooldown Reduction increased from 0.33% to 0.5% per stack
Shielded Armor
- Shield armor bonus increased from 10 to 20
- Shield regen increased from 5 to 10
- Shield regen penalty when reduced from 100% to 90%
Reactive Armor
- Now displays a duration bar for its active duration
Added Desperado, Tinkerer, and ADHD SIs
- Focus Fire now displays a duration bar
- Combat Proficiency is now initially available at level 3 instead of level 6
- Fixed an instance where Healing Aura actor could display improperly
- Now only gets 3 levels of Marksmanship when 1 Life modifier is inactive
- Added 3rd SI, Combat Stims
- Suppressive Fire now displays a duration bar
- Protect and Serve now displays a duration bar
- Added 2nd SI, Infiltrator
- Rapid Fire now displays a duration bar
- Added 2nd SI, Special Forces
- Fixed issue where dying could cause radar module to not correctly give the level 3 effect
- Stonewall Protocol now displays a duration bar
- Incendiary Rounds damage over time reduced from 300 to 240
- Added 2nd SI, Support Battery
Rocket Barrage
- Now lets you specify how many rockets per strike
- Now stores charges, with charges corresponding to rockets available
- Maximum charges changed from 1/1/2/2/3 to 12/16/16/20/20
- Charge Cooldown reduced from 65/609/55/50s to 9/8/7/6/5s
- Energy Cost changed from 65/60/55/50s to 65
White Phosphorus
- Number of fire fields increased from 1 to 4
Call For Fire
- Base cooldown reduced from 10s to 5s
- Changed back to original shell system
Heavy Artillery
- Renamed Ordnance Reserve
- No longer reduces CFF cooldown
- No longer reduces CFF shell rearm timer
- Now grants 50 additional CFF shells
- Now grants -5 Energy Cost for Rocket Barrage
IDF
- No longer reduces CFF shell rearm timer at IDF 2
- Now grants +50 shells at IDF 2 and 4
- Suppression Barrage charge cooldown reduction changed from 10s to 2s
- Suppression Barrage extra charges changed from 1 to 4
¶ Commando
- Added 2nd SI, Saboteur
- Full Auto now displays a duration bar
- Munitions no longer gives additional primary targets for snipes
Warden Elite
- Radar no longer causes minimap pings for T1s
- Radar now highlights T1s within 30 range (non-scaling)
Aerial Reconnaisance
- Grants 1 mechanical point per level
- Precise Aim and Bullet Storm now display a duration bar
- Switching Rounds now displays a duration bar
- Added 2nd SI, Hotswap
- Steady Aim now displays a duration bar
- EM25R weapon cooldown no longer prevents other weapons from firing
- Fixed incorrect wireframe
Shock Troopers
- Life armor reduced from 35 to 25
- Energy Cost increased from 40 to 55
- Charge Cooldown increased from 25 to 35
- Fixed subgroup priority
Orbital Bombardment
- Now lets you specify how many Orbital Strike charges to expend
- Damage dealt per strike increased from 850 to 3000
Orbital Strike
- Fixed EMP targeting filters
- EMP now shows its remaining duration on targets
- EMP can now deal fatal damage
Dampening Rays
- Now causes targets to recieve less damage and deal less damage
October 23rd, 2023
Fixed issues with 'p mos' command in sandbox
Added 'p zombie' command in sandbox
Infestation level should no longer display as a negative
Fixed scenario where BMDDs being finished as the timer ran out caused unexpected behavior
Added Directive 3 as a chat voted modifier to PMC survival (further details excluded for players to find)
Various fire buffs/debuffs will temporarily disable the Frostbite weather debuff
Adjusted transitions to exclude items (items should no longer be pulled out of inventories) and to transfer the Mech Op's mech
Added fix for Endless cache generating in an unpathable spot causing the game to freeze/crash
- Adjusted many LOS blockers to be more flare friendly
- Adjusted RA exterior to indicate the bunker vision range
- RA interior is once again off limits during PMC survival
- Trigger cleanup
- Miniguns and Ghost rounds attack actors fixed (this was a major cause of performance issues (besides potato pcs))
- Other actor cleanups
Hotkey and tooltip fixes
Charon's Blazing Rain can no longer kill structures
Charon now ignores dead players when appearing
Lowered Horror's flying height
Decreased Wraith Lord's radius
Fixed some PMC abilities still going off after the caster has died
PMC ability AI will no longer count/target player items or dead players
PMC mech's System Restore cooldown decreased from 60s to 15s
Significantly adjusted PMC spawn loops in PMC survival to reflect the voted modifier
RA helicopters no longer have detection in their 25 radius reveal
M135 Minigun and M92 Torrent no longer cause projectiles to be instant, instead giving +200% projectile speed
M135 Minigun damage bonus decreased from 12 to 9
M92 Torrent attack speed penalty decreased from 45% to 20%
Daewoo K7 is now properly disabled when using AW
Decreased Focus Fire duration by 2s
Focus Fire no longer gives bonus weapon range
Focus Fire cooldown increased from 5s to 10s
Focus Fire energy cost is 90 at all levels, instead of 60/54/48
Inventory now has an experimental Universal equipment slot
- Universal equipment slot must be clicked on to open the slot
- Universal equipment slot can carry any weapon or armor, unlocked at Reconaissance Skills level 4
- Prior to Reconaissance Skills level 4, items can only be manually moved from your inventory into the Universal slot and vice versa
Reconaissance Skills level 4 also grants +2 item pickup range
Motion Sensor is now available at Reconaissance Skills level 1 (instead of 3)
Disarm is now available at Reconaissance Skills level 3 (instead of 1)
Reconaissance Skills now properly gives its movement speed bonus per level
Field Camera cooldown decreased from 180s to 150s (for Cavalry Scout only)
Adjusted handling of equiping too many weapons
Laser Prism no longer passively drains energy, now costs 1.5 energy per shot
Fixed Assault Walker's shield bar obscuring its health bar
Fixed Suspend Support Systems having levels
Nano Weave activates now only activates when shields are 10 or below instead of at all times
Added NM SI: Bio-Resonance Dynamo
Learn Orbital Strike levels now require level 1/3/5/7
- Damage increased from 650 to 850
- Impact radius reduced from 3 to 2.5
- Energy cost decreased from 25 to 18
- Damage increased from 50 to 200, and is now doubled against mechanical or robotic targets
- Applies the old EMP effects
- Damage per second increased from 300 to 350
- Impact radius reduced from 1.5 to 1
- Energy cost increased from 65 to 68
Orbital Strike charges no longer need to be rearmed manually, instead all charges are rearmed after a 90s cooldown
- Now available at level 4 Learn Orbital Strike
- Now calls down 25 strikes +5 strikes per Orbital Strike charge available
- Each Orbital Bombardment strike applies all Orbital Strike effects
- Energy cost increased from 100 to 200
Learn Orbital Support levels now require level 1/3/5/7
- Now requires Orbital Support level 1
- No longer uses Orbital Strike charges and use their own charges
- Now calls down two Shock Troopers at the target location
- Cast range is now global
- Shock Troopers have a lower delay on appearing after their drop pods land
- Shock Troopers armor increased from 20 to 35
T1 Scan has been added to Orbital Support and is unlocked at Orbital Support level 2
- Now requires Orbital Support level 3
- Now drops 6-9 items (instead of 3 items +1 item per 10 minutes of game time)
- Item pool has been drastically reworked
- Cooldown increased from 180s to 360s
- Energy cost reduced from 125 to 0
- Channel time reduced from 10s to 5s
- Now requires Orbital Support level 4
- Energy cost increased from 100 to 150
- Damage now can hit friendly units
- Damage bonus now correctly matches its tooltip
- Cast range is now global
Orbital Uplink abilities now share charges with each other
Orbital Satellite Recon now requires Orbital Uplink level 1
Orbital Satellite Recon now has global range
Satellite Uplink has been replaced with Satellite Ray abilities
SS2 passive Armed and Loaded now gives +2 charges for all abilities with charges
Many OSS abilities can now be used while moving
Orbital Support Specialist no longer has Rifle Butt
Added NM SI: Adjustive Focus
September 1st, 2023
- Fixed SH being re-locked for players that had already unlocked it
- Fixed SA being re-locked after unlocking it
- Adjusted Spec snipes to be more consistent (hopefully)
- Adjusted WE T1 ping size
- Increased WE AP snipe primary target bonus to 2
- Readded 15% bonus vs massives from WE
- Fixed issue where some placed explosives could hit mech op inside the mech
August 30th, 2023
- Learn Grenade is now a 3 level skill instead of a 4 level skill and tweaked slightly
- Added new skill tree, Combat Proficiency, available at levels 6/9/12 and grants various passives and the Focus Fire active skill
- Focus Fire is now unlocked and improved by Combat Proficiency instead of being based on the hero's level
- Focus Fire now gives 20/25/30% damage, 10/15/20% attack speed, 5/7.5/10% crit chance, and +1/2/3 range instead of 62.5/125% damage, 12.5/25% attack speed, and +1/2 range
- Focus Fire's duration decreased from 15s to 6/7/8 seconds
- Focus Fire's cooldown decreased from 75/60s to 5s
- Focus Fire's energy cost decreased from 100 to 60/54/48
- Focus Fire no longer has an alternative version for AW
- Rank bonuses removed
- Marksmanship is available (but only visible) after leveling revive to level 3 (if not voting 1 life modifier)
¶ Enforcer/Commando
- Shotguns now have different Critial Shot values compared to other MOS:
20% Chance for a 2.25/3.5/4.75/6x Multiplier - default is 12.5% Chance for 2.5/5/7.5/10x Multiplier
- Adjusted Mono Wire indicator to be more accurate
- Reverted the Light and Heavy Walkers' ammo system
- Mechs now have a custom health bar
- Fixed starting ammo and reload values
- Base round swap duration increased to 3s from 2.5 (this also fixes an issue where Specter Skills 3 would disable round swapping)
- Adjusted how Specter's snipe handled target sorting to address an issue with sniping stacked targets
- Adjusted Specter's AP and HP attribute bonuses and penalties:
AP penalty vs light 30% -> 40%
HP penalty vs armored 30% -> 50%
- Reverted Standard Snipe radius increase from previous patch
- Sonic Pulse traps can now affect massive targets (but still only light targets)
- Sniper Kit no longer prevents decloaking when firing snipes, instead it grants +0.25 energy regen
- Sabotage Aura now has a radius of 25, affects zombies, and has been renamed
- Sabotage Aura radius increases by 5 per level
- Reduced Deploy Hologram cooldown by 60s
- Holograms now die independently
Phantasm
- No longer causes Sabotage Aura to outright disable PMC detection at level 4
- Now causes Sabotage Aura to disable PMC Flashlights/Spectrum Amplifiers and reduces zombie detection radius by 4 at all levels
- Reduces Specter Cloak cooldown by 30s
- Now causes activating Specter Cloak to grant undetectable for 2s
- Now prevents decloaking when firing snipes
Warden Elite
- Radar now display minimap pings (this ping is shared for every Specter with WE)
- Allows snipes to fired into fog of war
- Increases primary targets allowed for AP snipes and HP snipes by 1 and 10, respectively
- M135 Minigun and M92 Torrent now cause attacks with the weapon equipped to be hitscan, bypassing the actual projectile and its travel time
- M135 Minigun stats changed from +50% attack speed -0.14 movement speed to +12 damage, +20% attack speed, -0.15 movement speed
- Reverted MCR's damage penalty
- Reduced Bubble Generator's energy drain from 0.8 to 0.1 (lmao what was I doing)
- MELT and Executioner Rounds no longer trigger on allies
- Ghillie Suit now makes the user Undetectable while its cloak is active, but the decloak range is increased to 9 from 7
- Shielded Armor SI is now unlockable by completing PMC Survival with Hyper PMC and Barebones active and extracting all the data
- Slightly lowered Lacerti charge cast range but increased cast leash
- Adjusted King Darreus, Cacumen, and Darreus weapons to no longer damage themselves
- Zombie Mutation Lockout now has a stack count depending on the difficulty, failed mutations remove a stack instead of mutating the zombie (stacks time out as before)
- Most PMC infantry that had Light Filter now have Spectrum Amplifier (Umbra now has Advanced Spectrum Amplifier)
- Fixed an edge case where PMC Flamethrowers could destroy player magazines with fuel discharge
- RA Infiltrators are now biological in addition to their other attributes
¶ Modes and Modifiers
- Enabled voting the T1 modifier in Boss Mode
- Fixed bought items in Invasion not being spawned properly
- Fixed issue where Endless initial item spawns an weapon spawn loop could be missed if voting was slow
- Fixed a case where PMC Campaign could trigger the Ignis and Vesania mission twice
- Siege wins should now be tracked and displayed properly
- Getting into the evacuation ship to finish Survival or PMC Survival games now grants team mate vision
- Tooltip fixes and cleanup
- July 26 2023
Another fix for negative mags
Adjusted situations where Ammo Cases were replaced with an incorrect amount of Magazines
Added -h to hyper BM
Adjusted RA exterior hill terrain
Adjusted Siege item drop area slightly
Reduced Focus Fire cooldown by 50%
Suppressive Fire now correctly gives its crit multiplier bonus
Ion Cannon no longer inherits damage bonuses from WK, PI, or plasma weapons
Increased Incendiary Round DPS to 300 from 240
Sentries with a Mounted Railgun and IS Bots equipped with a Falconet prioritize attacking massive units in range
Merc's EM25R now prioritizes attacking massive units in range
Suppression Barrage energy cost reduced from 80/72.5/65/57.5/50 to 65/60/60/55/50, charge cooldown reduced from 70/70/60/60/50 to 65/60/60/55/50
Dispersion now has a visible buff to indicate when it is turned on
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Hollow Point and Armor Penetrating snipes now have a target limit
HP: 10 Main Targets, 20 Splash Targets
AP: 1 Main Target, 2 Splash Targets
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Each level of Munition Upgrades increases the Splash Targets by 5 for HP and 1 for AP
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AP snipes now prioritize dealing damage to massive units in their splash area
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HP snipe splash angle increased from 60 to 90
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Standard snipe radius increased from 0.2 to 0.3
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Munition Upgrades HP snipe splash radius bonus increased from 0.5 to 0.75 per level
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Munition Upgrades standard snipe radius bonus increased from 0.2 to 0.3 per level
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Munition Upgrades standard SMG armor penalty reduction increased from 0.25 to 0.5 per level
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Reduced HP SMG armor penalty from 3 to 2
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Round switching base duration decreased from 5s to 2.5s
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Holograms now die independently
CA now reduces Strafe cooldowns by 5s
Rocket Run's rockets per cluster increased from 4 to 6, energy cost reduced from 65 to 55, cooldown reduced from 45 to 40
Lucky SI buff is now visible
Charon's Blazing Rain ability now will kill targets at very low HP
Charon is now undetectable and takes no damage while burrowed
Further adjusted PMC flare parameters
- July 14 2023
Ammo edge case solutions
- July 14 2023
Ammo hot fix
Fix LSS not randomable if not unlocked
- July 13 2023
- Cyborg disruptor round now properly debuff targets
- Cyborg meltdown now properly gives exp
- Adjusted CA strafe being slightly delayed compared to base strafe
- The AH92 EMP missile now properly has an electric damage type
- Increased Shock Trooper calldown range by 15 to 30
- Increased Shock Trooper life armor by 20
- Reserve Energy Pack no longer affects LN energy
- LNs no longer fire while reloading with the Daewoo equipped
- Leadership should no longer fail to recruit an LN
- Hero camos now also apply to player minis
- Ghost no longer decloaks on critical hits with rounds when using CS
¶ Modes and Modifiers
- Party Mod now properly autoselects a hero on timeout
- New players should now be able to random when the Party modifier is active
- PMC bunkers no longer delay mission completions in PMC Campaign
- PMC Campaign now properly autoselects a hero on timeout
- The north RA gate now opens properly in several game modes
- RA bunkers are now removed at the start of BM
- Added Berserker, Genesis, Tainted Tarantulas, and Smokers to the Sandbox spawn menu
- Executioner rounds now are properly consumed on HG
- Daewoo now correctly disables CS carbine and steel saber carbine
- Reserve Energy Pack cooldown is properly tied to the item now
- Power Amplifier no longer restores energy when dropped and picked up
- Added new glazes to the Autoglaze options
- Frost bite duration continues to update while disabled (such as while inside a mech)
- Berserker and Genesis now properly contribute to the IL
- Certain PMC bosses are now immune to ISR
- Ammo Cases are removed
- Magazines now stack up to 10, and Ammo Case spawns have been replaced by two Magazines
- Adjusted RA interior sight blockers
- Bunkers and other structures are no longer pinged by ISR
- Jump now continues its cooldown when disabled
- Reworked Lucky
- Adjust several other SIs
- Slightly increased ground flare indicator range to match actual range
- Adjusted xm88 speed penalty
- Adjusted PMC flare ranges slightly
- Tooltip and text adjustments
- July 03 2023
- Pyromaniac tooltips cleaned up
- Pyromaniac Green Phos and Overburn Napalm condensed into a single debuff
- Protect and Serve is now properly toggleable and has a duration bar
- Fixed issue when levelling up Protect and Serve that could break the ability
- Crowd Control and Gas Grenade should no longer fly away when shot directly at your feet
- Item Sensor no longer pings items carried by PMC
- IS Bot self destruct hotkey changed from B to P
- LNs and PS now change to the camo the player entered the game with
- LNs can now repair invulnerable units
- Ion Cannon should no longer reveal the caster
- IDF abilities are now transient
- Turbo Laser now has a cast range indicator
- Overcharge no longer gives bonus damage vs armored
- Cyborg should now properly use the new crit system
- Cyborg's reload/unjam bonuses are now properly additive
- Added a "fix" for having too many weapons equipped
- Call For Strafe spread width decreased from 5 to 3.75
- Rocket Run distribution and rocket count adjusted - rockets will no longer impact on the very edges of the guide
- Rocket Run length decreased from 16 to 13, width reduced from 8 to 7
- Rocket Run smoke no longer scales in duration with CFS levels
- Rocket Run stun radius now properly matches the damage radius
- Arma Bomb radius decreased from 5 to 4
- All Strafes now have a delay of 1s
- FMJ armor penalty decreased from 5 to 3
- FMJ AoE damage falloff increased from .5/.25 to 1/.5 at radius 1/3
- Can now be randomed
- Tooltips cleaned up
- Fixed some incorrect search filters on abilities
- Nano Weave no longer causes stasis by default, effects now depend on the skill trees learned
- New items introduced
- Claymores and ECharges no longer have a use CD
- Reworked item stacking system; items can be picked up with shift queue now but only stack when not moving
- Added some failsafes for Shock Paddles and other mission items not dropping from inventory on death
- Added new game mode: Siege
- Survival spawns tweaked
- Hyperpulse and Hyperpmc can be voted with -h
- PMC Flare AI reworked
- Fixed issue with an incorrect number of magazines dropping on death with the ammo shortage modifier
- Fixed potential cause of Dark Sky campaign endings crashing when resonator dies
- Party modifier has been added
- Artillery zombies no longer kill items
- Horrors now use autocast for their pull instead of a behavior AI
- AUC camo replaced with August and unlock added - win a full duration siege without letting any gates die
- ZES camo replaced with Glitchy - no unlock yet
- SYL camo replaced with Void and unlock added - win a Boss Mode solo (also Krypton unlock)
- Pride camo replaced with Rainbow - no unlock yet
- Laser camo replaced with Glass - no unlock yet
- Bio camo unlock added - win Siege and get 50 civs to evac
- Octo camo texture fixes
- ZES decal replaced with Elite - no unlock yet
- AUC decal replaced with NATO - no unlock yet
- SYL decal replaced with Ace - no unlock yet
- Bronze decal unlock added - win a 100% campaign, any diff
- Silver decal unlock added - win invasion
- Platinum decal unlock added - win a full duration siege
Clan Camos and Decals are still available under the "Default" option for clans that have one
- Unbroken Achievement added - win a full duration siege without letting any gates die
- VT unlock should be fixed
- BGH value is increased back to 35% from 30%
- RE unlock added - complete Boss Mode with the Intense Weather modifier as Cyborg
- Leavers now share 75% of the exp they acquired with remaining players
- Dead Hero Indicators should now be faded out again for leavers
- Fixed damage numbers for a number of sources, including placed explosives
- Fixed some abilities not correctly giving ailment immunity for their duration
- RA Facility terrain reworked
- Thalim interior terrain tweaked
- Tooltip and text fixes
January 07 2023
- Increased random seed interval to 3 hours (ask Skylance)
- Reverted crit change from last patch as we could not figure out how to implement headshots
- Added new mixed colors for ghost rounds when multiple rounds are equipped
- Meltdown now destroys trees
- Flamethrower Turrets VFX adjusted to match new range and health
- Updated QT SI tooltip to match last patch (thanks sky)
- PMC no longer require vision to crit
January 06 2023
- LSS uplink now applies to PMC
- PMC also has base crit rate similar to MOSs
January 06 2023
The game now uses a fixed randomization seed based upon your lobbies player and time to the nearest hour. So remaking within the hour for optimal rng is no longer relevant, however playing challenge runs. ie outlaw will yield the same rng theortically if remaking within the same time frame. This should be working please report to me if it is not working. (I spent many man hours to make the game easier for Vanguard. - Rege)
- Marksmanship (For Most MOS):
- Damage scale remains the same 2.5x/5x/7.5x/10x damage, respectively per level
- Critical chance reduced to 0.25% chance for all MOS's (Including those w/o Markmanship)
- Critical chance increases by 0.25% chance per level of marksmanship
- Critical chance is now 100% upon landing a headshot on a zombie.
- Please note not all zombies have a head.
- Please note the only MOS currently that can target aim is Specter, and he cannot do critical hits.
Developer Thoughts - In response to controversial changes regarding high crit rate low crit damage and high crit damage low crit rate. We decided to do the best of my world(edit). which is no crit rate and high crit damage.
- Satellite Uplink:
- Reduced Energy cost by 5 for base ability.
- Removed 'Range' buff uplink inplace for aimbot [due to trolling]
- Added a new buff uplink - Aimbot
- Aimbot:
- Increases critical chance by 15% per level
- Costs 20 energy per level
Please note due to this change for LSS providing critical chance, all zombies now have an innate ability to do critical damage w/ value of 10x at a 25% chance base rate (modifiable, but capped at 99% w/ LSS buffs)
- Added a new chat command for LSS that corresponds to Uplink:
- -o (n1)(n2)(n3)(n4)(n5)(n6)(n7)(n8)(n9)(n10)(n11)(n12)(n13)
- -o QWERTYASDFZXC
- Where n1/q corresponds to that slot's level you which to allocate
- Example: -o 3000000000000
- This would set the Q slot uplink bufff to level 3
- Nerfed base energy regen by 15%
- Fixed ghost special round effects not showing for other players
- Reload/Unjam bonuses are now additive
- Stonewall Module energy cost adjusted from 5/7.5/10/15 -> 5/7.5/10/20
- Meltdown now destroys items
- Fix incend rounds not tinting target
- Removed Precise Aim penalty
- AA sentry auto-attack range increased to match weapon range
- AA sentry energy use per attack decreased 0.8->0.5
- Flamethrower sentry range increased 8->8.5, health increased by 200
- Fix IS bot granting vision to PMC when attacking
- Fixed an issue where hold fire was not present on LN command cards (youre welcome edin - Rege)
- Quick Thinking (SI):
- Increased effect by 5% (25->30)
- December 07 2022
- More tooltip and text fixes
- Updated Help Menu text
- Fix for shock paddle spawns being disabled if a medic TKer gets vote kicked
- Fixed broken arm disabling mini/ln jump
- Kestrels no longer bpen player units
- Riot Control gas should no longer slow cliffwalkers
- Mercenary weapons and CE GM bots should no longer auto-chase units outside of range
- Fix for campaign win score screens not displaying
- Added some failsafes and fixed some possible PMC mode convoy mission bugs
- VT unlock adjusted but not functional (Thanks Skylance)
- November 28 2022
- Updated Lobby Formats
- Fixed Some More Tooltips
- Theoretical Fixes For CTD Occurrences
- Various Tooltip Adjustments
- Fixed Critical Hit Sounds And Some Weapon Actors
- Fixed Various Enforcer Bugs/Issues
- Fixed Crits Decloaking Crysis Suit
- Adjusted Ghost Round Sounds
- Changed FSS Railgun Hotkey to G
- Suppression Barrage has scaling charge cooldown and increased energy costs, but now hits air
- Fixed CS Field Cam Recon Skills Requirement
- Reduced ST armor penalty reduction from -0.5 to -0.33
- Changed Bio Spec Vitality Link From Healing Bonuses to Hp Regen Based on % Hp Lost (Like Siphon)
- Reduced Plasma Grenade and MGL Cooldowns (20s/10s)
- Adjusted Merc Railgun Damage and Attribute Bonuses
- Fixed Trauma Kit Invulerability being lost after the item is dropped
- Various LSS Tweaks and Tooltips:
- Supply Drop Formula Adjusted, see tooltip
- Fixed Solar Focusing being unlinked in command card
- OS: Blast DMG 450 -> 650 (in-line with Frag Changes)
- OS: EMP Duration Increased 10s -> 20s
- OS: EMP Energy Cost 15 -> 10
- OS: Incendiary DMG 17.5 -> 20
- OS: Incendiary Periods 120 -> 135
- OS: Irradiate DMG 200 -> 300
- OS: Irradiate is no longer non lethal
- Fixed an issue causing shock troopers to not crit (mini marks)
- Shock Trooper bpen should be in-line with plasma users now
- Krypton decal is available for unlock by completing solo boss mode
- VT unlock requirements changed from Obsidian Camo (NM win with 0 hits) to: Have 80 wins and 15 unique NM SIs
- Fixed Licker HP Bar Background Being Dark Grey
- Adjusted Charon's Burrowed form armor to what it should be (90)