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ProjectZaero-Fatal_Experiment_2-1.2.0 icon

Fatal Experiment 2

Classes disabled for now. The ''Deep End'' of GTFO Modded, are you ready? 20 Expeditions. Custom Guns. Big Anime Sword. 150+ Enemy Variants. Team of 4 recommended.

Date uploaded 4 years ago
Version 1.2.0
Download link ProjectZaero-Fatal_Experiment_2-1.2.0.zip
Downloads 300
Dependency string ProjectZaero-Fatal_Experiment_2-1.2.0

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.

  • The "Deep End" of GTFO Modding. 20 levels are currently available. Please report any issues you find to Project Zaero#9999 on Discord.

Features:

  • 10 Campaign Expeditions: Experience the storyline in Fatal Experiment 2. Expeditions may last over an hour and will challenge your team.
  • 10 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 (4 are level specific).
  • 2 Custom Sword Melee Weapons.
  • Heavily Modified Vanilla Melee Weapons.
  • Flashlight tool for Steatlh expeditions.
  • Terrible Custom Vanity Helmets.
  • Terrible Custom Palettes.
  • 15 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. Each weapon feels unique and serves a different purpose.
  • Custom tile demo map.

Good luck down there.

Release Notes:

V1.2.0

  • Oxygen removed, does not function in R6.5
  • Classes disabled, does not function in R6.5
  • Turned the cave test map into an actually playable test level.

V1.1.1

  • Added a test map so you can explore an unfinished tile.

V1.1.0

  • Assigned weapons a "specialty" to make it more clear what the weapon is for. They've also been assigned matching colors to make it easier to tell how specialized your loadout is. The weapon list has also been sorted mostly by color.

  • Weapon Balance adjustments

  • Pulse Sniper reserve ammo 50 -> 37, crit +125% -> +40%. Burst delay was unintentionally disabled. Changed to 0.25. Hard aggro range 6 -> 8 meters, soft aggro range 10 -> 12 meters.
  • Purge Shotgun crit +60% -> +90% to push it more into a boss killing role.
  • Charged Revolver crit +80% -> +180% to push it into the boss killing role. Mag size 6 -> 12 to allow 2 bursts before reloading.
  • Gatling Gun ADS spread 3.5 -> 2.5, hip spread 10 -> 4. This should push it from meme to devastation.
  • XHM Cannon crit +80% -> +20%, stagger 1.5x -> 1.0x. 12 -> 10 damage but 45 -> 55 mag size. This weapon has been too strong for too long, and this will push it back down into the role of damage output rather than being the best at everything.
  • XHM Assault Rifle stagger 1.1x -> 1.3x, 18-99 -> 22-99 meter range.
  • Reaper Rifle 4 -> 4.2 damage.
  • Vessel Carbine 3 -> 3.2 damage, crit +55% -> +60%
  • Void Sniper 3 -> 4 pierce to help attempt to restore it's former glory.
  • Vision Sniper 1.5 -> 2x stagger to help push it into the versatility role.
  • Rift Machinegun +25 -> +30% crit to help it deal with bosses better.
  • Heatsink Machinegun 1.5 -> 2x stagger to help it deal with giants better.
  • Rift, Heatsink, and Gatling machineguns all now have 3 pierce. They all struggle against larger targets and bosses, so this will help them truly be the kings of wave clear.
  • Melee Weapon Balance adjustments
  • Sledgehammer 5-20 -> 6-28 damage. This weapon's damage makes it the strongest in vanilla, but compared to the Fatal 2 melee weapons it leaves something to be desired, and can't deal with most smaller enemies well.
  • Knife 4-8 -> 5-9 damage, +65 -> +75% crit, +50% -> +75% back damage, 2x -> 3x stealth damage. With everything else getting buffed, it needs to be tuned up.
  • Spear unchanged because it was uncontested the best melee, cry about it.
  • Bat 5-15 -> 6-18 damage, +35% -> +55% back damage. It's intended to deal the same back damage as the Sledgehammer while being weaker from the front, making it better than sledge if you position well.
  • Sword 6-25 -> 8-30 damage.
  • Sleeper Buster 8-60 -> 14-85 Charged melee damage, charge time 3.8 -> 3.6, 1x -> 2x stagger damage at full charge. This weapon is slow and clunky, so this should generally make it feel more responsive to use and truly allow it to one shot sleepers.
  • All melee weapons except Assassin Knife will generally break doors slightly easier.
  • Misc. Changes
  • Improved the default outfit. This change is objective.
  • Buffed all normal glowstick ranges by 50%.
  • Buffed spawn rate for ultra rare glow sticks by 50%.

V1.0.1

  • Weapon Balance Tuning.
  • Ethereal SMG ADS spread reduced by 70%.
  • Deadly Shotgun damage reverted 2 -> 1, ammo unchanged.
  • Dragon Shotgun ammo reserve 20 -> 25.
  • Void Sniper ammo reserve 12 -> 15.
  • HEL Revolver ammo reserve 75 -> 124.
  • Charged Revolver ammo reserve 50 -> 60.
  • Pulse Sniper firerate -50% to allow for easier control. Now equipped with a suppressor with 10 meter soft aggro and 6 meter hard aggro range. Ammo reserve 40 -> 50
  • Tech Rifle suppressor aggro ranges 2 -> 4 meter hard aggro range, 4 -> 8 meter soft aggro range.
  • Silenced Pistol suppressor aggro range 4 -> 6 meter soft aggro range.

V1.0.0

  • Campaign 100% complete.

  • Act 5-2 "Order" added.

  • Misc. fixes.

  • Fixed an issue where messages appeared at the incorrect time in Act 5-1 "Chaos" during an alarm.
  • Fixed an issue where The Lost that were supposed to be hibernating never spawned.
  • Scans now display their name and scaling types.
  • Certain scans were drawing much faster than intended. This has been addressed.
  • Deadly Shotgun "Khepri" 83 -> 200 reserve ammo. Stats corrected.
  • Versions before V1.0.0 may have compatibility issues with plugins due to updates. It is highly recommended to play the latest version, but you may download old versions if you'd like. Patch notes for all released versions are available in the files.

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.