over 4 years
ago -
Shi
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You have asked.....many many times....so we have provided. Will you survive?
Additional Information
Additional Information
What's New?
Balance Changes
New Mechanic - Armor
Scientist Teleport
Additional Information
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[Ability] Access Denied: Niko is able to lock the nearest blast door for a short duration.
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[Perk 1] Bulletproof Vest: The Officer spawns with a special bulletproof vest. This item provides armor, even if it is not the currently equipped item.
- [Perk 2] Utility Belt: Grants the Officer a third inventory slot at the cost of reducing maximum HP and movement speed.
Additional Information
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[Ability] Ability Steal: Sarrel is able to steal and store the abilities of other characters in her Torrelian charm. After casting the ability, the charm will empty and she will need to steal a new ability.
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[Perk 1] Channeler: Allows Sarrel to cast stolen spells an additional time.
- [Perk 2] Alien Affinity: Allows the Grifter to steal abilities from transformed aliens.
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Bulletproof Vest: A sturdy vest that blocks incoming attacks. The vest does not need to be equipped in the active item slot to work. Once the vest's durability has been used, it will break. The vest has increased durability based on which perk level is equipped.
- Shield Cell: A Scavenge item that grants a small amount of armor. Alternative to the bandage that uses the same mechanic as Bulletproof Vest.
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Epinephrine: Gain movement speed for duration after use of a character ability. This does not apply to alien abilities.
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Status Shield: Reduces the duration of negative status effect on the player (Only applied if the status is owned by another player (EX doesn't change self-cast modifiers)).
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Armory Specialist: An additional bandage / Light weapon / Heavy weapon spawns in the armory.
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Shipshape: Grants bonus speed and damage if the player is at max health.
- Advanced Alloys: Each point of armor blocks additional damage. (EX: 1 armor requires 1.2 damage to remove).
What's New?
- Added red highlights to display updated information across the out-of-game UI.
Balance Changes
New Mechanic - Armor
- Armor blocks damage before it is dealt to players. Items that provide armor are active even if they are not in the currently equipped slot.
- Knife base damage reduced 14 => 12.5
- The teleporter now dies 5 seconds after a portal is opened, or when a second player travels through it. (This means that the beacon will explode as soon as a second player travels through it)
- Now only triggers on player kills.
- Debuff linger duration decreased from .2 -> .15 seconds
- Activation radius increased from 4 -> 4.25m
- Debuff linger duration decreased from .2 -> .15 seconds
- No longer applies to self-healing
- No longer applies to over-healing
- Bedside manner now only increases max health for healing provided by the player to others in the round, and is only based on the amount of actual healing done.
- Once the escape pod closes all players will be killed and checked for until the round ends.
- This means players cannot leave the escape pod once it closes with mobility items and avoid the killbox.
- Removed knockback reduction from Adrenaline rush
- Added knockback reduction to Knuckle Dusters when Adrenaline rush is active.
Scientist Teleport
- Split into two abilities
- Sprites properly swap after each ability is triggered so the user can tell if they will drop a beacon, or teleport.
- Fixed a bug where critical failure would not work on the teleporter beacon.
- Heavy wrench now properly increases wrench damage.
- The server now properly checks that your character selection owns the ability selection sent to the server,
- This means overwriting user data, or sending an erroneous ability configuration will not allow you to choose a different ability.
- Fixed an issue with the vision effect edge being visible during the 3 aliens introduction
- The doors in the stun-gun room in the human section of the tutorial now open only after you have picked up the stun gun