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ProjectZaero-Fatal_Experiment_2-0.8.8 icon

Fatal Experiment 2

Bug fixes & Balance Adjustments. 17 Expeditions available.

Date uploaded 4 years ago
Version 0.8.8
Download link ProjectZaero-Fatal_Experiment_2-0.8.8.zip
Downloads 313
Dependency string ProjectZaero-Fatal_Experiment_2-0.8.8

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. 17 levels are currently available. Please report any issues you find to Project Zaero#9999 on Discord.

Features:

  • 8 Campaign Expeditions: Experience the storyline in Fatal Experiment 2. Expeditions may last over an hour and will challenge your team.
  • 9 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, 2 Custom Melees and heavily modified default melee weapons. 4 guns and 1 tool are level specific.
  • 13 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:

V0.8.8

  • Act 3-2 "Crystallized" adjustments.
  • Fixed a typo in objective text. Added 60 seconds to the surge timer to add leeway for a rough start.
  • Fixed an issue where a Team Scan was actually a Solo Scan. It is now actually a Team Scan.
  • Fixed an issue where Becky The Immortal could spawn during the final alarm instead of The Patriarch.
  • Fixed an issue where the final alarm would only spawn one boss.
  • Fixed an issue where the reactor's final wave would cause Persistent Alarms indefinitely. They are now Persistent Alarms with a Limit of spawns.
  • Enemy Changes
  • Crystalline Enemy HP nerf. These enemies are generally very tanky, inflict bleed, grapple, and do not stagger. Their crit multiplier is also entirely dependent on your gun, making it unrewarding to score crits. Their health has been toned down slightly to make them more fair to non-damage classes. Striker 55 -> 50, Brawler 99 -> 90, Charger 83 -> 75, Frank 330 -> 300, Shooter 69 -> 60, Sidestepper 88 -> 80, King 3000 -> 2750
  • Misc. Changes
  • Fixed an issue where Generalist heals to full every levelup. They now properly heal 4%.

V0.8.7

  • Fixed rendering issue on the giant sword. Reduced charge time 4.5 -> 3.8 and the charge can be held longer. Raised sprint speed 67% -> 90%.
  • Renamed helmet "Spitter" to "The Flesh" and added an icon.
  • Added an actual Spitter helmet.
  • Added "Nightmare" helmet.

V0.8.6

  • Same as previous patch but works properly.

V0.8.5

  • Added a massive sword with ridiculous damage.
  • Nerfed Adrenaline Rush melee charge/shove speed +200% -> +50%.
  • Added a spitter helmet.

V0.8.4

  • Melee Weapon Adjustments
  • Reduced "Sword" precision to 75%. This means a striker with 3x Crit will instead be 2.25x Crit. Reduced light damage 8 > 6, max damage charge time 1.5 > 1.8 seconds.
  • Fixed medkits in 4-2.
  • Added a bandaid fix for edge cases where melee would leave enemies at 0.0001% or less HP instead of killing them.
  • Reduced Veil projetile count again as they still severely hinder performance at times. Their projectiles now move much faster and deal more damage.

V0.8.3

  • Melee Weapon Adjustments
  • Added "Sword" melee weapon. Specialized in high base damage with no added multipliers (stagger, precision, back, stealth).
  • Added the full speed diagonal charging sprint from the Assassin Knife to the Bat and Sword.

V0.8.2

  • Act 4-2 "Onslaught" adjustments.
  • Nerfed shooter room.
  • Added 1 use of tool and 2 uses of ammo to the Class 7 Alarm zone.
  • Class 7 Alarm scan will now draw.
  • Added 5 use ammo to the final hub area.
  • Removed Burst Shooters from the final hub area.

V0.8.1

  • Act 4-2 "Onslaught" adjustments.
  • Moved a cell.

V0.8.0

  • Act 4-2 "Onslaught" added.

  • Class Adjustments:

  • Generalist Buffed. Max Level Damage 10% -> 20%, Armor 10% > 20%, Speed 100% -> 110%, Reduced XP requirements for all levels.
  • Misc Adjustments:
  • Corrected the text color of Team, Multi-Team, Expansive, and MK.2 Expansive scans.
  • Corrected the text color of a Flat Scan on an alarm where it was displayed as green instead of white.
  • Added unique scout waves to 3-1, 3-2, and 4-1 as they had the same waves as 2-1.
  • Fog in Act 2-2 now has no oxygen as intended so you can't fog dive.
  • Added the DeadBodyFix plugin so you waste less ammo.
  • Added the ResourceHelper plugin to fit the faster pace of most of Fatal 2.
  • Veil performance improved again.
  • V0.8.0 Is a stable build with significant balance changes with full access to the first 3 tiers of expeditions as well as both Act 4 expeditions. 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 0.8.0+ 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.