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ProjectZaero-Fatal_Experiment_2-0.5.1 icon

Fatal Experiment 2

Start of Tier 3 bonus expeditions. 13 Expeditions available.

Date uploaded 4 years ago
Version 0.5.1
Download link ProjectZaero-Fatal_Experiment_2-0.5.1.zip
Downloads 275
Dependency string ProjectZaero-Fatal_Experiment_2-0.5.1

This mod requires the following mods to function

BepInEx-BepInExPack_GTFO-3.2.1 icon
BepInEx-BepInExPack_GTFO

BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.

Preferred version: 3.2.1
dakkhuza-MTFO-4.6.2 icon
dakkhuza-MTFO

The premier in GTFO DataBlock editing ;^)

Preferred version: 4.6.2
Frog-GearPartCustomization-1.3.3 icon
Frog-GearPartCustomization

Modify the position, rotation, and scale of gear parts

Preferred version: 1.3.3
Dex-Tweaker-1.9.1 icon
Dex-Tweaker

Extra features for rundowns

Preferred version: 1.9.1
Frog-DeviousLick-2606.9400.995 icon
Frog-DeviousLick

peeing

Preferred version: 2606.9400.995
Flowaria-LGTuner-0.99999.3 icon
Flowaria-LGTuner

Fine tune your LevelGeneration! [Early Access 2]

Preferred version: 0.99999.3
Frog-CleanClothes-1.0.3 icon
Frog-CleanClothes

Reduce dirt and wear on vanity items

Preferred version: 1.0.3
Fody55-GTFO_ShootInTheAir-2.0.1 icon
Fody55-GTFO_ShootInTheAir

A really tiny mod that enables you to shoot while falling/jumping (similar to old QoLFix functionality).

Preferred version: 2.0.1
dakkhuza-DakGeos-0.3.5 icon
dakkhuza-DakGeos

Premium leading brand 'dak type' geomorphs!

Preferred version: 0.3.5
ProjectZaero-ZaeroGeos-0.6.0 icon
ProjectZaero-ZaeroGeos

A pack of geomorphs for custom tilesets. Currently contains 7 tiles + 2 variants.

Preferred version: 0.6.0
dakkhuza-FloatingTextAPI-1.0.5 icon
dakkhuza-FloatingTextAPI

Provides a simple way for plugin developers to display info with floating text in the world

Preferred version: 1.0.5
Localia-ResourceHelper-3.0.1 icon
Localia-ResourceHelper

Mark all the resources you and your teammates have found.Now support ExtraResourceHelper.

Preferred version: 3.0.1
Localia-PingEverything-3.0.0 icon
Localia-PingEverything

Now you can mark everything.(Middle Mouse Button)

Preferred version: 3.0.0
Localia-PacksHelper-3.1.4 icon
Localia-PacksHelper

Make packing easier. And support to hold the LMB(Left Mouse Button) to pack yourself , RMB to pack teammates.

Preferred version: 3.1.4
Frog-DoubleJump-1.0.6 icon
Frog-DoubleJump

Jump two times and more

Preferred version: 1.0.6
Untilted-FasterHackingMinigame-1.0.2 icon
Untilted-FasterHackingMinigame

Reduce the delay between TimingGrid hacking stages

Preferred version: 1.0.2
GTFOGiantGenerator-GlobalPunch-1.0.3 icon
GTFOGiantGenerator-GlobalPunch

Guys I found a couple chargers

Preferred version: 1.0.3
Inas07-LocalProgression-1.3.6 icon
Inas07-LocalProgression

Record Modded Rundown Clears on your PC!

Preferred version: 1.3.6
GTFOModding-WeaponIconPlus-1.8.0 icon
GTFOModding-WeaponIconPlus

Weapon go visible

Preferred version: 1.8.0
randomuserhi-DamageSync-0.0.4 icon
randomuserhi-DamageSync

A host only mod that syncs enemy HP with clients.

Preferred version: 0.0.4
randomuserhi-KillIndicatorFix-0.1.6 icon
randomuserhi-KillIndicatorFix

A client-side mod that makes kill indicators consistent when you are not host.

Preferred version: 0.1.6
randomuserhi-DMRReloadFix-0.0.5 icon
randomuserhi-DMRReloadFix

A client-side mod that fixes DMR reloading to 11 when there is 1 bullet left in clip.

Preferred version: 0.0.5
ProjectZaero-ZaeroMonsters-2.5.0 icon
ProjectZaero-ZaeroMonsters

An asset bundle pack for Rundown Devs containing 13 model customizations and 7 custom textures.

Preferred version: 2.5.0
Dinorush-AccurateCrosshair-1.4.1 icon
Dinorush-AccurateCrosshair

Calculate crosshair size for guns and improve crosshair behavior.

Preferred version: 1.4.1
hirnukuono-EEC_H-1.8.4 icon
hirnukuono-EEC_H

Flowaria's EEC (ExtraEnemyCustomization), with a few fixes, tweaks, and addons

Preferred version: 1.8.4
Inas07-ExtraObjectiveSetup-1.6.3 icon
Inas07-ExtraObjectiveSetup

Further customize your level design!

Preferred version: 1.6.3
Endskill-GTFuckingXP-2.3.0 icon
Endskill-GTFuckingXP

GTFO but rogue RPG

Preferred version: 2.3.0
Dinorush-ExtraWeaponCustomization-2.7.0 icon
Dinorush-ExtraWeaponCustomization

Adds several new features to customize weapons.

Preferred version: 2.7.0
Dinorush-ExtraToolCustomization-1.3.1 icon
Dinorush-ExtraToolCustomization

Fixes Sentry bugs and adds customization for Sentries and Mines.

Preferred version: 1.3.1
Dinorush-ExtraRecoilData-1.3.3 icon
Dinorush-ExtraRecoilData

Adds more recoil customization for guns.

Preferred version: 1.3.3
Dinorush-MeleeSwingCustomization-1.2.0 icon
Dinorush-MeleeSwingCustomization

Improves Bat's hitbox and adds customization for devs.

Preferred version: 1.2.0
Dinorush-EnemyAnimationFix-1.2.3 icon
Dinorush-EnemyAnimationFix

Fixes several enemy bugs for both clients and host.

Preferred version: 1.2.3
Dinorush-ReDownFix-1.0.0 icon
Dinorush-ReDownFix

Fixes clients getting downed from taking any damage shortly after a revive.

Preferred version: 1.0.0
Dinorush-DropItemFixed-0.1.6 icon
Dinorush-DropItemFixed

A fork of Flowaria's DropItem with a few fixes. Hold E to drop your item into a locker.

Preferred version: 0.1.6
Dinorush-MemoryLeakFix-1.2.2 icon
Dinorush-MemoryLeakFix

Fixes bugs related to objects not being cleared when they should.

Preferred version: 1.2.2
tru0067-PierceBugFix-1.1.0 icon
tru0067-PierceBugFix

Fixes piercing so that piercing shots hit the advertised number of enemies.

Preferred version: 1.1.0
Brandonious-Striker_Mode-1.0.4 icon
Brandonious-Striker_Mode

Allows you to change the prisoner model to up to 7 different enemy models. (Arms not included)

Preferred version: 1.0.4

README

Welcome to Fatal Experiment 2.

  • This is an early build. 13 levels are currently available. Please report any issues you find.

Features:

  • 6 Campaign Expeditions: Experience the storyline in Fatal Experiment 2. Expeditions may last over an hour and will challenge your team.
  • 7 Bonus Expeditions: Arcadey / challenge levels. Typically 10 to 40 minutes, these levels are to-the-point and get you straight into the action. They vary drastically and offer a wide variety of experiences.
  • 30 custom guns and modified melee weapons, 2 guns and 1 tool are level specific.
  • 12 Classes to pick from that evolve over the course of an expedition by earning XP from kills and assisted kills.
  • Many enemy variants with different abilities such as grappling, bleeding, knockback melee, and more.
  • Greatly improved gunplay over the original Fatal Experiment.
  • Custom Palettes that are painful to look at.

Good luck down there.

Release Notes:

V0.5.1

  • Act 3-2 "Crystalized" adjustments.
  • Increased ammo in the Reactor zone by 4 uses, tool by 2 uses.
  • The Class 3 Infested Alarm is now actually Class 3.
  • Bypassed the vanilla bug of the timer not being displayed. Delayed the second enemy wave caused by the timer expiring.
  • Lowered the fog density.
  • Bonus 3-3 "Hack n' Slash" added.

  • Scan Balance Changes

  • Small Amplified scans 1-2 players slowed, 3 unchanged, 4 much faster.
  • Big Amplified scans 1 player slowed, 2 unchanged, 3-4 faster.
  • Flash scans are slightly slower with 1-3 players to further emphasize stacking on them.
  • Flat Scans scaling improved and they now rapidly reset instead of instantly. Flat scans are now faster than Amplified with 1-2 players, while Amplified are faster than Flat with 3-4 players.
  • Small Null scans are slightly faster.
  • Invert scan extra player penalty increased to make it more obvious not to stack. Stops completely with 4 players. They also rapidly reset instead of instantly.
  • Duo scans are slighty faster with 2 players, extra player penalty greatly increased.
  • Tri scans are slightly faster with 3 players, 4th player penalty greatly increased.
  • Scan Size Changes to further clarify if you should stack or separate for the scans.
  • Increased Group-Type scan sizes: Standard, Amplified, Flash, Flat, Dual, Tri
  • Decreased Split-Type scan sizes: Null, Solo, Large Invert
  • Weapon Changes
  • "Nightmare" charge up time reduced 0.15 > 0.05 seconds.
  • "Mechanical Shredder" charge up time reduced 0.1 > 0.05 seconds.
  • "Rampage" now fires at half speed, making it easier to control or burst cancel.
  • "Abyss" fire rate increased by 33%, damage increased 4 > 5. Ammo unchanged.
  • "Overheat" stagger increased +20% > +50% to deal with groups better.
  • "Splitfire Cannon" ammo capacity increased 80/100 > 40/160. Burst count 10 > 5, spread cut in half. Added a cap to the burst rate.
  • Fixed Hipfire Reticle for "Division" and "Reaver."
  • Aligned the sights on "Eternal," "Division," "Leviathan," and "Resolve" to match other weapons. These weapons have also gotten reduced ADS recoil to prevent camera clipping.
  • Enemy Changes
  • Becky The Immortal now has abilities and a new appearance.

V0.5.0

  • Act 3-2 "Crystalized" added.

  • Bonus 1-5 "Hell Swarm" adjustments.

  • Reduced the number of sleeping enemies to reduce the spawning lag.
  • Misc. Changes
  • Alarms labelled with "Infested" now have green text.
  • Attempted to make the orange text for Flash Scans less yellow. In-game text does not like orange.
  • Custom Bot AI disabled until they are fixed in Tweaker.
  • Switched to new version of EEC. Old EEC and EEA replaced. When updating be sure to remove the old plugins.
  • Nerfed Lock Melters and Fog Repellers from 5 > 3-5 count. This is to make the Technician more viable, and to make consumables in general more valuable.
  • C-foam Tripmines can no longer spawn as a 2 count.
  • Enemy Changes
  • All Sidestepper variants bio tag time 8 -> 10 seconds.
  • Flyers that are stuck in walls die automatically.
  • Fixed missing tracker tag color/icon for Crawling Grapplers.
  • Added bleed VFX with EEC. "Bleeding" text now displayed during bleed.
  • Exploders now have damage fall off range and only deal max damage at close range effectively nerfing all Exploder variants, however, their explosions more consistently deal damage to clients.
  • Gave Infested Chargers, Heavy Chargers, The Matriarch, The Patriarch, and Becky The Immortal a new skin.
  • Gave Wraiths a unique model.
  • Explosive Projectiles now knock players back so you don't take excessive damage.
  • Class Changes
  • Marine and Assassin's Armor Penalty is further increased of offset their high damage, but they recover more Armor per level up. Marine Penatly -40% -> -60%, max level -20% -> -30%. Assassin Penalty -30% -> -45%, max level -10% -> -20%.
  • Nerfed Outlander's Melee Armor to offset their Projectile Armor bonus. Survivalist and Outlander now both achieve a total of +90% Armor split between Melee and Projectile.
  • Nerfed Masochist's Damage from +125% -> +80%. Added starting debuff of -15% Armor. At max level they take +2.5% damage from all enemy attacks, but spitters, fall damage, and infection decay deal 33% less damage.
  • Increased Masochist's Armor penalties by 2% per level.
  • Technician gets hacking skill faster, +35% -> +55% per level. They also gain terminal delay reduction faster, from -15% -> -20% per level. This should greatly improve their early game.
  • Generalist now only is shown their ammo, tool, and health restore upon leveling up instead of a wall.
  • Weapon Changes
  • Void Sniper "Ionizer" precision reduced 125% -> 100%. Ammo reduced from 4/20 -> 4/16
  • All Sniper pierce reduced from 5 to 2.
  • Dragon Shotgun "Leviathan" ammo reduced from 8/27 -> 8/24. Reload speed slightly reduced. Range reduced 7.5/30 -> 6.5/28
  • Bug Fixes
  • Fixed a potential soft lock that could occur in Act 3-1 during the extraction event.
  • Added missing localization for "Deployed" sentries.
  • Masochist Class unintentionally gained +125% Max HP and Med Eff.
  • Fixed typos in Masochist stats.

V0.4.2

  • Added custom textures to Beck-E and Neon palettes.

V0.4.1

  • New Palettes:
  • Beck-E
  • Carrot Menace
  • Tundra Frost
  • Blood Drive
  • Purple Splash
  • Neon
  • White Out
  • Flashbang
  • Fixed an issue where the Generalist class would heal 40% HP per level up.

V0.4.0

  • Added a bunch of new classes and modified existing ones.
  • Marine: further specialized version of the Soldier.
  • Assassin: further specialized version of the Hunter.
  • Fighter: all rounder combat class.
  • Outlander: projectile/infection oriented version of the Survivalist.
  • Field Medic: less revive speed than the normal Medic, but with added survivability.
  • Medic renamed to Doctor for clarity.
  • Generalist: jack of all trades class.
  • Masochist: huge damage buff increase at Max LV.
  • Corrected some formatting inconsistencies.
  • No Class option removed. Generalist is now the default class.

V0.3.7

  • Added missing Localization caused by the Vanilla update.
  • Fixed an issue where LV4 Hunter actually dealt reduced melee damage.

V0.3.6

  • Act 3-1 "Overloaded" adjustments.
  • Corrected which scans appear on the Class 6 Alarm.
  • You now receive a 30 second warning before MWP Surges.
  • Fixed a missing effect on a new enemy.
  • Fixed XP values for new enemies.
  • Classes
  • Fixed various typos.
  • Nerfed Survivalist's healing on leveling up.
  • Technician now gains a small amount of Tool Refill on leveling up.

V0.3.5

  • Class Adjustments
  • Soldier's actual damage did not reflect the previous patch's change. This has been fixed.
  • Survivalist's mid game XP scaling has been toned down, and their late game ramped up. The total XP required for max level has been reduced by 1,350.
  • Masochist did not actually gain Regen Speed, now they do. Their Regen Cap has been replaced with Armor penalties.

V0.3.4

  • Act 3-1 "Overloaded" adjustments.
  • Moved an approach door event to the correct door.
  • Class Adjustments
  • Soldier Buffed. 3%>4% Gun Damage per level, maxing at 30%>40%.
  • Survivalist Nerfed. Removed Regen Cap as it only worked for Host.
  • Medic Adjusted. Removed Regen Cap as it only worked for Host, and they gain 15% Armor at max level.
  • Technician Buffed. Their 15% buff to their tool now applies to any tool instead of just Bio Tracker.
  • Masochist Buffed. It was too difficult to reach end game, so they now level up much faster. They share the XP scaling of the Technician now.
  • Hunter Buffed. Their Melee Damage per level has been increased 12%>16%, and the max level bonus has been increased 25%>45%, increasing their max damage from 184% to 225%.

V0.3.3

  • Disabled unintended gear in Act 3-1.

V0.3.2

  • Act 3-1 "Overloaded" added.

V0.3.1

  • Weapon Balance Adjustments
  • Added stagger, pierce, precision, mag and stock ammo values to the weapon selection menu.
  • Increased ammo capacity and piercing of the Vision Combat Sniper "Division."
  • Reworked Tech Rifle's performance. Now deals higher damage, lower rate of fire rounds. Very similar DPS to before.
  • Increased precision damage for the Ethereal SMG "Eternal."
  • Increased ammo capacity of the Heatsink Machinegun "Overheat."
  • Increased damage of the Gatling Gun "Abyss." Ammo unchanged.
  • Increased ammo capacity of the Ethereal Shotgun "Resolve."
  • Increased ammo capacity of the Charged Revolver "Rampage."

V0.3.0

  • Second Expedition Tier complete, includes 4 Campaign levels and 6 Bonus levels.
  • V0.3.0 Is the second major update with important balance changes and bug fixes. Builds prior may not be stable and are not recommended. Full detailed patch notes for early versions can be found in the files. Some builds are known to be broken; play 0.3.0+ for a stable release.

CHANGELOG

V4.3.7

  • Fixed "corrupted fog" not working as intended.
  • Moved a terminal in 5-2 Chaos.
  • Made the last alarm in 5-2 Chaos spawn enemies faster.

V4.3.6

  • Adjusted Rainfall to be compatible with EWC v3 changes.

V4.3.5

  • Updated classes to Fatal Experiment 3 balance changes
  • Updated drip and dependencies

V4.3.4

  • Updated classes to Fatal Experiment 3 balance changes
  • Added command to the extraction terminal in 3-2 Crystallized to force the Crystalline Surge early
  • Corrected Sledgehammer stat text

Gear Balance

  • Soul Nuker
    • Reserve Ammo: 4 -> 3
    • Explosion Radius: 10m -> 12m
    • Added screen shake to the explosion

V4.3.3

  • Fixes missing ExtraToolCustomization to apply Mine changes

V4.3.2

Class Update

Classes have been replaced with FE3 versions. This reduces the number of options by a quite a bit but gives them much more unique identities. Overall, gun class is nerfed and support classes are buffed.

A few enemy EXP values were adjusted as well.

Gear Balance

  • Assault Rifle

    • Reserve Ammo: 300 -> 330
  • Soul Nuker

    • Adjusted projectile/explosion FX
    • Now fires a single shot that bypasses Tumor caps
      • Used to fire multiple as a workaround, no longer needed
  • Sledgehammer

    • Damage: 6-28 -> 6-34
    • Full Charge Crit: 1.25x -> 1x
  • All explosive friendly fire reduced by 50%

  • Mine Deployer

    • Damage: 50-15 -> 75-25
    • Capacity: 7 -> 8
    • Placement Cooldown: 2s -> 1s
    • Placement/Pickup time: 0.5s -> 0.4s
  • Consumable Mines

    • Damage: 35-10 -> 50-15
    • Explosion Radius: 2m -> 2.5m
    • Placement Cooldown: 2s -> 1s
    • Placement/Pickup time: 0.5s -> 0.4s

Misc

  • Updated king and emperor SFX
  • Fixed pistol and revolver zoom FoV and icon sizes
  • Updated Striker Mode vanity (now a dependency)

V4.3.1

Gear Balance

  • Demon Carbine

    • Health cost: 0.25% -> 0.3%, no longer stops regen
    • Reduced visual recoil
  • Dimensional SMG

    • Reduced visual recoil
  • Metalstorm SMG

    • Reduced visual recoil
  • Demon Shotgun

    • Health cost: 1.5% -> 1.8%, no longer stops regen
  • XHM Cannon

    • Reduced visual recoil

V4.3.0

Gear Balance

Reduced all Special weapon ammo by ~13% (except Soul Sniper) and adjusted XHM weapons to fire actual shotgun rounds when hipfiring.

Silenced Weapons now have alert ranges in addition to wakeup ranges and no longer wake up enemies deaf to gunfire.

  • XHM Cannon
    • Hipfire pellets: 5 -> 6
    • Hipfire range: 18-99m -> 10-50m
  • XHM Smart Rifle
    • Crit: 1.2x -> 1x
    • Hipfire fire rate: 4.2/s -> 2.5/s
    • Hipfire range: 22-99m -> 10-50m
    • Hip spread: 5 -> 6
    • No longer requires a lock while hipfiring
  • XHM SMG
    • Crit: 1.25x -> 1x
    • Hipfire pellets: 5 -> 6
    • Hip spread: 6 -> 5

Melee Balance

All push stamina costs reduced by 20%.

  • Sledgehammer
    • Light attacks sped up by 40%
  • Sleeper Buster
    • Charge Attack stamina cost: 10% -> 15%

V4.2.6

Gear Balance

Reworded shotguns with "UP TO -X% DMG ON SINGLE TARGET" to "UP TO +X% DMG ON MULTIPLE TARGETS" to make their values more intuitive to use and make the effect sound better.

  • Deadly Shotgun
    • Mag Size: 185 -> 150
  • Double-Tap Cannon
    • Fire Rate: 2.9/s -> 2.5/s
  • Ethereal Shotgun
    • Pierce: 2 -> 3 (description was mismatched)
    • Multiple Target DMG Bonus: 67% -> 50%
  • Flash-Feed Shotgun
    • Pierce: 3 -> 2
  • Purge Shotgun
    • Reserve Ammo: 18 -> 16
  • Quadrant Shotgun
    • Pierce: 4 -> 2
  • Shredder Auto Shotgun
    • DOT Damage: 0.78 -> 0.75
    • Multiple Target DMG Bonus: 67% -> 50%
  • Tech Rifle
    • Reserve Ammo: 165 -> 175

Melee Balance

All melees start charging 0.1s sooner. All melees (aside from Sleeper Buster) cost more stamina for attacks.

  • Sledgehammer
    • Charge Time: 1.8s -> 1.6s
    • Full Charge Crit: 1x -> 1.25x
  • Knife
    • Charge Time: 0.5s -> 0.4s
    • Damage: 5-9 -> 5-10
    • Sleeping Multiplier: 3x -> 2.25x
  • Spear
    • Charge Time: 1.7s -> 1.6s
    • Damage: 5-20 -> 5-22
    • Stun: 10-20 -> 6-27
    • Run Speed: 0.85x -> 1x
  • Bat
    • Reduced recovery time for all attacks
    • Sped up pushing
    • Backstab: 1.35x -> 1.5x
    • Adjusted hitbox to be a little farther out
  • Sword
    • Reduced recovery time for all attacks
    • Sped up all attacks and pushing
    • Adjusted hitbox to be much farther out and a little bigger
  • Sleeper Buster
    • Charge Auto Attack Time: 4.4s -> 3.7s
      • Attacks as soon as charge is finished (unless you're at max stamina)
    • Damage: 14-85 -> 12-85
    • Slowed down charged attacks
    • Normalized recovery times

Enemy Balance

Elites no longer deal infection.

V4.2.5

  • Charged Revolver
    • Now targets weakspots automatically
    • Crit: 1.75x -> 1.6x
  • Double-tap Cannon
    • Reworked weapon behavior.
    • Burst -> Full auto
    • Crit: 1.4x -> 1.0x | Pierce: 3 -> 2 | Fire Rate: 4/s -> 2.9/s | Mag: 20 -> 30 | Stock: 74 -> 110
    • Second shot buffs now only apply after a hit
    • Second shot: +200% Damage -> +400% Damage, 3 Ammo Cost, +250% Fire Rate (for 0.2s)
  • Vision Rifle
    • Now targets weakspots automatically
  • Vertigo Rifle
    • Damage bonus per shot: 1.3x -> 1.4x
    • Damage bonus applies on hit rather than per shot in burst
    • Changed to projectile
  • XHM Smart Rifle
    • Now targets weakspots automatically
    • No longer prioritizes user aim (since it's only ever worse)

V4.2.4

  • Mechanical Rifle
    • Added 0.15m hitsize
    • Reserve Ammo: 240 -> 225
  • Soul Nuker
    • Now fires projectiles
    • Increased explosion FX duration
  • Void Sniper
    • Adjusted explosion FX color and duration
  • Misc
    • Armor Pierce weapons pierce armor on initial hit (only affects visuals since they do no direct damage)

V4.2.3

  • Updated for EWC changes
  • Dimensional SMG
    • Recoil increased by 22%

V4.2.2

  • Glyphic Revolver
    • Fixed it not having a chargeup

V4.2.1

  • Dimensional SMG, Metalstorm SMG, Gatling Gun
    • Recoil is now also ensured regardless of FPS due to EWC changes.
  • Dimensional SMG
    • Recoil reduced to compensate for the above changes. Changed loadout name to match new state.
  • Disabled localization for weapon descriptions since they are very out of date.

V4.2.0

Gear Balance Overhaul TLDR:

  • Added custom effects to many guns and reworked some to separate similar weapons into new niches.
    • Recommend not using WeaponStatShower since it hides this info. Added more info to text to compensate.
  • Tightened the gap between primaries and specials.
  • Primaries
    • Avg. Damage Efficiency: 800 -> 1800
    • Avg. Damage increased by ~80%
  • Specials
    • Avg. Damage Efficiency: 3000 -> 2200
    • Avg. Damage reduced by ~20%
    • Reduced crit multipliers by ~50%
  • Adjusted reload cancels to be more visually accurate and adjusted reload times to compensate.
    • Most affected reload cancels are less effective, with a couple improving.

New Primary

  • Soul Nuker
    • Primary complement to the Soul Sniper. Fires an explosive shell, dealing immense damage over a huge area.

Miscellaneous

  • Updated Afflicted textures
  • Fixed a few missed odd enemy sizes
  • Increased amber flashlight range: 8m -> 10m
  • Machine Stick damage increased by 50% to match the intended DPS (hit rate was lower than expected)
  • Adjusted knife hitbox to the "fixed" version

Gear Balance Changes

  • Most shotguns now have higher base damage but deal less damage if multiple pellets hit the same target. This effectively increases the damage dealt if you miss some pellets or hit multiple enemies at once.
  • All burst weapons are Autoburst. Hold down the trigger to continue firing.
Primaries
  • Assault Rifle
    • Damage: 3.2 -> 6 | Crit: 1.25x -> 1.15x | Mag: 60 -> 65 | Stock: 250 -> 300
  • Auto-Feed Bolter
    • Damage: 30 -> 50 | Fire Rate: 1.4/s -> 1.5/s | Range: 25-99m -> 40-99m | Mag: 270 -> 400 | Stock: 27 -> 40
    • Mag merged with Stock. No longer needs reloads.
  • Dimensional SMG
    • Fire rate: FPS -> 200 | Mag: 200 -> 300 | Stock: 333 -> 700
    • Fire rate (but not recoil) is ensured regardless of FPS.
  • Ethereal SMG
    • Damage: 4 -> 8 | Crit: 1.8x -> 1.65x | Hip Spread: 4.4 -> 4.0 | Stock: 173 -> 265
    • Fires "Ethereal Rounds", piercing armor but dealing all of its damage over 0.75s.
    • Tuned recoil to be more vertical.
  • Flash-Feed Rifle
    • Damage: 7 -> 12 | Stun: 1.2x -> 1x | Crit: 1.2x -> 1x | Fire Rate: 9/s -> 10/s | Range: 15-65m -> 20-70m | Stock: 120 -> 168
    • Mag merged with Stock. No longer needs reloads.
    • Functions as a burst weapon with 0.35s burst delay. Can cancel bursts.
  • Gravity SMG
    • Changed to Special weapon.
    • Damage: 5 -> 10 | Crit: 2.2x -> 2x | Fire Rate: 18/s -> 20/s | Mag: 42 -> 45 | Stock: 169 -> 230 | Reload: 1.65s -> 1.55s
  • Hawkeye Rifle
    • Damage: 15 -> 30 | Crit: 1.4x -> 1.3x | Fire Rate: 6.6/s -> 6.2/s | Mag: 16 -> 15 | Stock: 73 -> 78
    • Recoil significantly reduced, but rapid fire increases it to much higher levels than before.
  • HEL Assault Rifle
    • Renamed to Shredder Auto Shotgun. Is now a shotgun.
    • Damage: 4.8 -> 2.5(3.8)x7 | Stun: 1.2x -> 1.5x | Fire Rate: 10/s -> 5.7/s | Spread: 2.5 -> 4 | Range: 15-65m -> 10-50m | Mag: 35 -> 22 | Stock: 190 -> 130
    • Applies additional stacking damage over time: 1.3 Damage, 0 Stun, 1.2s Duration.
    • Deals up to 40% less damage if all pellets hit the same target.
  • Mechanical Rifle
    • Damage: 4.4 -> 8 | Pierce: 3 -> 5 | Stock: 200 -> 240
    • Gains +20% damage with each pierce.
    • Changed sight. Tuned recoil to be more predictable.
  • Metalstorm SMG
    • Damage: 5 -> 8 | Range: 12-55m -> 10-50m | Stock: 242 -> 300
    • Fire rate (but not recoil) is ensured regardless of FPS.
  • Reaper Rifle
    • Damage: 4.2 -> 7.5 | Crit: 1.6x -> 1.4x | Range: 15-99m -> 20-99m | Stock: 200 -> 250
    • Changed sight. Tuned recoil to be more vertical.
  • Tech Rifle
    • Damage: 6.2 -> 11 | Stock: 135 -> 165
  • Vessel Carbine
    • Renamed to Demon Carbine.
    • Damage: 3.2 -> 8 | Crit: 1.6x -> 1x | Range: 10-50m -> 12-55m | Stock: 266 -> 330
    • Consumes 0.25% Health per shot (1% per burst). Cannot down the user.
  • Vision Rifle
    • Damage: 8 -> 14 | Crit: 1.2x -> 1.25x | Range: 18-99m -> 30-99m | Stock: 100 -> 130
    • Has a thin, long range locking cone. Lock time is long, but shares progress across targets. Auto-aims at locked targets.
  • XHM Assault Rifle
    • Renamed to XHM Smart Rifle.
    • Damage: 5 -> 10 | Stun: 1.3x -> 1 | Fire Rate: 15/s -> 20/s | Stock: 160 -> 190
    • Large locking cone with a fast lock time, but requires a lock to shoot. Can aim for specific limbs on locked targets.
    • Recoil only occurs on the last shot in a burst.
  • XHM SMG
    • Damage: 4 -> 7 | Stun: 1.1x -> 1.15x | Crit: 1.2x -> 1.25x | Hip Spread: 8 -> 6 | Mag: 60 -> 70 | Stock: 200 -> 270
    • Recoil only occurs on the last shot in a burst.
Specials
  • Auto-Feed Machinegun
    • Damage: 30 -> 25 | Crit: 1.5x -> 1x | Mag: 1000 -> 950 | Stock: 100 -> 95
    • Mag merged with Stock. No longer needs reloads.
  • Charged Revolver
    • Damage: 40 -> 32 | Crit: 2.8x -> 1.75x | Stock: 90 -> 72
    • Instantly locks onto bio-tagged targets in medium range. Can still aim for specific limbs on locked targets.
  • Deadly Shotgun
    • Damage: 1x24 -> 0.8x24 | Spread: 11 -> 10 | Stock: 200 -> 185
    • Stun text corrected to 10x (internal hard cap).
    • Mag merged with Stock. No longer needs reloads.
    • Applies a non-stackable, armor-piercing stunlock effect for 2s on enemies hit.
  • Demon Shotgun
    • Damage: 3x24 -> 5x19 | Stun: 6x -> 5x | Crit: 2x -> 1x | Spread: 11 -> 10 | Range: 6.5-75m -> 7-60m | Stock: 44 -> 48
    • Consumes 1.5% Health per shot. Cannot down the user.
    • Deals up to 20% less damage if all pellets hit the same target.
  • Double-Tap Cannon
    • Damage: 40 -> 20 | Crit: 1.8x -> 1.4x | Fire Rate: 4.5/s -> 4/s | Mag: 22 -> 20 | Stock: 100 -> 74
    • Second shot in a burst gains 3x damage and much higher recoil.
  • Dragon Shotgun
    • Changed to Primary weapon.
    • Damage: 5x24 -> 5x19 | Stun: 1x -> 1.3x | Crit: 1.6x -> 1x | Stock: 34 -> 36
    • Deals up to 20% less damage if all pellets hit the same target.
  • Ethereal Shotgun
    • Damage: 3x12 -> 4x12 | Crit: 1.85x -> 1.65x | Stock: 100 -> 88
    • Fires "Ethereal Rounds", piercing armor but dealing all of its damage over 0.75s.
    • Deals up to 40% less damage if all pellets hit the same target.
  • Flash-Feed Shotgun
    • Damage: 2.6x8 -> 2x8 | Crit: 1.75x -> 1.2x | Fire Rate: 9/s -> 10/s | Range: 10-40m -> 10-55m | Stock: 150 -> 156
    • Mag merged with Stock. No longer needs reloads.
    • Functions as a burst weapon with 0.35s burst delay. Can cancel bursts.
  • Flatshot SMG
    • Damage: 15 -> 12 | Crit: 1.75x -> 1.25x | Mag: 40 -> 36 | Stock: 210 -> 200 | Reload Time: 2s -> 1.5s
    • Recoil oscillates left and right. Increases with continuous fire.
  • Gatling Gun
    • Damage: 7 -> 6 | Crit: 1.5x -> 1x | Fire Rate: 33/s -> 10/s | Hip/Aim Spread: 4/2.5 -> 5/2 | Range: 12-85m -> 15-65m | Mag: 300 -> 800 | Stock: 454 -> 400
    • Mag merged with Stock. No longer needs reloads.
    • Fire rate accelerates over 2.5s from 10/s to 40/s.
    • Recoil decreases with continuous fire.
    • Generates 3 ammo on kill.
  • Heatsink Machinegun
    • Crit: 1.5x -> 1x | Hip/Aim Spread: 7.8/0.3 -> 5/0.5 | Range: 16-75m -> 15-65m | Mag: 80 -> 100 | Stock: 303 -> 250
    • Fire rate decelerates over 1.8s from 25/s to 8.3/s. Resets on kill.
  • HEL Revolver²
    • Changed to Primary weapon.
    • Renamed to Blast Revolver.
    • Damage: 24 -> 5(20) | Stun: 5x -> 4x | Crit: 1.8x -> 1x | Pierce: 5 -> 1 | Fire Rate: 8.3/s -> 5/s | Mag: 36 -> 18 | Stock: 124 -> 90
    • Fires explosive rounds, dealing additional damage: 15-3 Damage, 1-2.5m Radius
  • Pulse Sniper
    • Changed from Semi-Auto to 3-round Autoburst.
    • Damage: 80 -> 24 | Crit: 1.4x -> 1.25x | Fire Rate: 4/s -> 6/s | Mag: 5 -> 15 | Stock: 37 -> 84
    • Gains +12% damage and fire rate per hit on the same target, lasting 2s. Caps at +100%.
  • Purge Shotgun
    • Stun: 1x -> 1.5x | Crit: 1.9x -> 1.5x | Spread: 20 -> 18 | Range: 4-55m -> 6-55m | Stock: 20 -> 18
    • Reloads 1 shell on kill.
    • Deals up to 20% less damage if all pellets hit the same target.
  • Quadrant Shotgun
    • Crit: 1.6x -> 1x | Range: 6.5-30m -> 7-40m | Stock: 208 -> 188
    • Gains 0.5% damage per hit on the same target until reload.
    • Deals up to 20% less damage if all pellets hit the same target.
  • Rift Machinegun
    • Damage: 15 -> 12 | Crit: 2x -> 1.5x | Stock: 200 -> 185
  • Vision Sniper
    • Crit: 1.8x -> 1.4x | Fire Rate: 5/s -> 4/s | Mag: 16 -> 14 | Stock: 90 -> 65
  • Void Sniper
    • Damage: 200 -> 40(180) | Pierce: 4 -> 1 | Stock: 20 -> 18
    • Fires explosive rounds, dealing additional damage: 140-5 Damage, 2-4m Radius
  • XHM Cannon
    • Damage: 14 -> 12 | Crit: 1.2x -> 1x | Fire Rate: FPS -> 50/s | Stock: 200 -> 185
    • Recoil only occurs on the last shot in a burst.

Older version patch notes available in the files.