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-Featured: New Arena stage, filled with new badguys to beat up! -Added: Slashing Stun action added to Critical sub-attribute. This gives slashing weapons a small chance to cause Dizzy debuffs on enemy (nowhere near blunt/unarmed ability). -Added: New Slayer Knife at the Quartermaster, and three versions with elemental variations at the Blackmarket. -Tweak: Characters with a net positive resistance to an elemental type (Burn, Dissonance, Shock, etc.) cannot be affected by DoT's of that type. Example: Robots resist Dissonance, so Dissonance DoT's won't stick to them. -Tweak: Explosions do reduced damage to the Player squad in general. In addition, team damage from explosions is way down for Player squad (though it's much less for the player themselves). -Tweak: Gas Pumps in Pit Stop now heal between Waves (amount based on difficulty), but they have a little less overall health. -Tweak: Improvements to how the squad command system interprets your clicks. -Tweak: Quartermaster is back to stocking only weapons within your Tier range. -Tweak: The Pain voice for characters will happen a little more often, and under different circumstances than before. We're checking to see if these voices get over-played (especially for Player squadmates) -Tweak: Visuals for losing and especially healing Tac-Bar improved to be cleaner and more readable. -Tweak: Adjusted AI's desire to throw grenades. Should be fairer for all sides, but requires testing. -Tweak: Hirelings won't abandon their Hold-Position post to chase enemies they can't see. -Tweak: Zeds can be stunlocked by H2H. -Tweak: The Pilot's now has a crew on the Helipad. -Fixed: Pausing the game could cause characters to screw up their calculations and break them (which could lock enemies out of reach). This particular error is now fixed FOREVER. -Fixed: RoButlers weren't displaying all the correct textures. -Fixed: Shield bash was benefiting from Light Swing skill. -Fixed: Gil wasn't grabbing targets correctly after the Execution system revamp. -Fixed: Explosive barrels were messed up. -Fixed: Characters using an interactive object in a stage would continue using it after death. -Fixed: Powerup Bonuses were staying applied when leaving scenes. -Fixed: Some firearms had ludicrous magazine counts. -Fixed: Bonus Magazines from outfits weren't applying. -Fixed: Countering a leaping/charging enemy wasn't causing you to properly counter and throw them. -Fixed: Rear executes versus Brute-class enemies weren't doing the "no-kill" version (this was a visual bug only - they would still stand up after). -Fixed: Damage Ticker wasn't showing bonus damage being applied (as per Experiment's fire weakness). -Fixed: Church/Jorge weren't spawning into their third bossfight. -Fixed: Lag spike in the boss room of Flood Control, AGAIN. -Fixed: Sticking to interactive objects (such as valves) after finishing using them. -Fixed: Powerups weren't despawning when they were supposed to.(edited) *NOTE: The new stage will need LOTS of testing! EXPECT BUGS. NEXT UP: The return of The Facility
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