Hey all, just some small bug and balance fixes. Improved lighting visuals in-game Muted players now get muted instantly, not after their next login Global chat now shows a little indicator for how old a message is Improved new player onboarding tutorial to teach how to dash New p
Hey all, just some small bug and balance fixes.
[GENERAL CHANGES]
Improved lighting visuals in-game
Muted players now get muted instantly, not after their next login
Global chat now shows a little indicator for how old a message is
Improved new player onboarding tutorial to teach how to dash
New players get just 1 "intro match" instead of 3
Fixed a bug where lege flasks only gave 2 good drops instead of 3
Potentially improved netcode for ppl who sometimes disconnect
Optimised FPS a bit
[GAMEPLAY CHANGES]
Joining early round 1 is slightly more forgiving in terms of giving you average cash
Slightly more civ mission givers exist in the map
Molotov Impact damage is 10 instead of 15 hp
[SKILL CHANGES]
Stimpacks double damage drop rate nerfed from 5% to 3%
Falling Inferno's mutation duration is now 4s instead of 5s
Toxic Blood dps is x1.5 more
Flaming Bullets dps at max level goes from 11 to 15
Shift Attack's damage is 25% instead of 20% at max level
Phase Drifting healing is now 25 instead of 30 hp/s at max level
Laser Scope bullet speed now maxes at 80% instead of 100%
Heyo! This version gives Skillshot City a new look! The map is darker, clearly set at night time now, and all the vibrant city lights shine brighter. There are new cyberpunk looks to the buildings, more grit and cracks on the floor, bloody footprints when you walk through a dead
Heyo!
This version gives Skillshot City a new look! The map is darker, clearly set at night time now, and all the vibrant city lights shine brighter. There are new cyberpunk looks to the buildings, more grit and cracks on the floor, bloody footprints when you walk through a dead body etc.
Other fun things this version are 3 new round modifiers, 2 new slot machine effects, new map showdown locations, and skill balancing. I've also buffed some flasks, giving things like XP Flasks, Magnetic Flasks and Legendary Flasks more guaranteed rares per drop.
Enjoy!
bencelot
----
[3 NEW ROUND MODIFIERS]
Jetboots (Rare): Everyone runs +30% faster
Bunny Pads (Rare): Jump Pads launch players +150% further into the air
Lottery Box (Rare): Destroying a rare crate gives nearby players a random slot machine buff for 90s
[SLOT MACHINE CHANGES]
Regen buff gives 30 instead of 20 hp/s
Explosion one does 20% damage vs civs and cars
New buff added: +3m jump height
New buff added: +50% cooldown speed
[GAMEPLAY CHANGES]
Added a few new locations to the map for xp pools, gangster camps and final showdowns
There are now 3 minutes instead of 3.5 minutes before overtime (survey data suggests ppl want slightly faster matches)
The circle size at 0:00 when overtime begins is a tad smaller, to get more density and help players find fights for score
XP Pools drain xp 33% faster with 33% larger holding capacity, and the base XP accumulation rate is 10% faster
Slightly more cash drops from kills to compensate for slightly shorter match durations
Rare loot crates spawn more often, especially in round 1 compared to before (they used to barely spawn in R1)
Vendor upgrades that give clip size now give +20/40/60% instead of +30/60/90% clip size
Vendor upgrades that give bullet speed now give +30/60/90% instead of +20/40/60% bullet speed
Random skills mode now mixes your 2 equipped lege skills into a pool of 7 total skills, not 6
[PROGRESSION CHANGES]
If a F2P player claims a flask, the bonus flask (that the DLC ppl get) is now stored in the inventory, so if you get the DLC later you can access them. This only happens for special flasks.
All existing players have had flasks added to their inventory, up to their current level (or if you bought the DLC, up until the level you bought the DLC)
Legendary Flasks of all types guaranteed 3 instead of 2 rares
Magnetic Flasks guarantee 2 instead of 1 rares
XP Boost Flasks guarantee 3 instead of 1 rares. They can also now give up to 10 levels instead of just 5, but they give +20xp instead of +30xp per 1 DNA. They cost 1500 instead of 1000 acid (and 150 instead of 100 uranium).
The random daily epic flasks (that reset at 0:00 each day) now also have a higher drop rate of leges, like normal epic flasks do
The random daily lege flasks (that reset at 0:00 each day) now also have a higher drop rate of legendary modifiers, like normal lege flasks do
[WEAPON CHANGES]
Molotovs radius is 10% larger
Tasers now have 7 instead of 8 bullets, and take 1.2s instead of 1.0s to reload
Barrett rate of fire is now 60 instead of 50 and damage is 70 instead of 60
Photon Beam rate of fire is now 72 instead of 60 and damage is 75 instead of 70
Ruger range is now 60 instead of 55
[CLASS CHANGES]
Caster cooldown's are now +40% instead of +50%, and restore +20hp instead of +30 hp
[INTERESTING SKILL CHANGES]
Radiate damage per second is now 20 hp/s instead of 10 hp/s, and the duration is 1s longer for all levels
Radiate initial impact damage is now 10 to 50 instead of 20 to 100hp
Armed Robbery now also increases damage dealt to vendors by +30% to +150%
Armed Robbery now also has a 10% to 50% chance of dropping +5 max hp
Shockwave now also reduces the damage of the shocked enemy bullets by 50%
Regeneration's mutation no longer works in combat, but it now restores shield capacity, so it actually does something after you revive. Rate is 5 to 12.5 hp per second, instead of 4 to 10 hp per second.
Stimpacks base effect now also has a 1 to 5% chance of spawning a double damage drop
Heyo, Main thing this version is adding new dedicated servers in Singapore, replacing the old low powered ones in Aus. There are more players here and it's actually pretty close to Europeans too. Enjoy! bencelot ---- Moved the AU servers to Singapore (there are more players in SE
Heyo,
Main thing this version is adding new dedicated servers in Singapore, replacing the old low powered ones in Aus. There are more players here and it's actually pretty close to Europeans too.
Enjoy! bencelot
----
[GENERAL CHANGES] Moved the AU servers to Singapore (there are more players in SEA region)
Added some sound effects to better warn players about overtime and heart drops
Allies skills are now shown beneath their health bar in squads mode (next to the minimap)
Minor FPS improvements.
[GAMEPLAY CHANGES] Slightly sped up the levelling curve beyond level 10, so level 15 comes a bit sooner
Fixed a bug where players all got the same skill draft
Chemicals take 2s instead of 3s to capture
The circle of death is a bit less aggressively spinny
Health Stimulant's active now gives 10hp/s instead of 15hp/s, but lingers for 3s instead of 2s (slight nerf)
Goo Traps now slow more aggressively, and specifically reduce the effectiveness of bonus speeds from skills.
Grenades fly slightly faster through the air
2 more gangster camps spawn in the map
Blade Fury burst and slash damage boosted by +20%, though the blades burst out a bit slower
Invisibility no longer does less damage for 0.5s after exiting it, but it takes a bit longer to fade into
Bullet Time slows enemy bullets to 13% instead of 15% speed
Heyo, Main thing this version is adding new dedicated servers in Singapore, replacing the old low powered ones in Aus. There are more players here and it's actually pretty close to Europeans too. Enjoy! bencelot ---- Moved the AU servers to Singapore (there are more players in SE
Heyo,
Main thing this version is adding new dedicated servers in Singapore, replacing the old low powered ones in Aus. There are more players here and it's actually pretty close to Europeans too.
Enjoy! bencelot
----
[GENERAL CHANGES] Moved the AU servers to Singapore (there are more players in SEA region)
Added some sound effects to better warn players about overtime and heart drops
Allies skills are now shown beneath their health bar in squads mode (next to the minimap)
Minor FPS improvements.
[GAMEPLAY CHANGES] Slightly sped up the levelling curve beyond level 10, so level 15 comes a bit sooner
Fixed a bug where players all got the same skill draft
Chemicals take 2s instead of 3s to capture
The circle of death is a bit less aggressively spinny
Health Stimulant's active now gives 10hp/s instead of 15hp/s, but lingers for 3s instead of 2s (slight nerf)
Goo Traps now slow more aggressively, and specifically reduce the effectiveness of bonus speeds from skills.
Grenades fly slightly faster through the air
2 more gangster camps spawn in the map
Blade Fury burst and slash damage boosted by +20%, though the blades burst out a bit slower
Invisibility no longer does less damage for 0.5s after exiting it, but it takes a bit longer to fade into
Bullet Time slows enemy bullets to 13% instead of 15% speed
Eyooo! As SSC slowly prepares for a full release, it needs a visual touchup. In future versions I'll be updating the main menu, but this version makes the map itself a lot more colourful, with plenty of neon lights everywhere. You might also notice there's some new menu music! Al
Eyooo!
As SSC slowly prepares for a full release, it needs a visual touchup. In future versions I'll be updating the main menu, but this version makes the map itself a lot more colourful, with plenty of neon lights everywhere.
You might also notice there's some new menu music!
Also, gameplay-wise, this version makes the leveling curve a bit slower once you get to really high levels, to tone down the farm advantage very skilled players have over newer players. Farming fast is of course still very valuable, but as vets and casual players are in the same servers, I wanted to tone down the snowballyness a bit.
Enjoy! bencelot
----
[GENERAL CHANGES] Improved the visuals of the map.
Changed the main menu music.
UI improvements for onboarding.
[GAMEPLAY CHANGES] Random class mode has 5% less cash and XP boost, now ranging from 10% to 25% instead of 15% to 30%. Stats show this mode consistently did better than non-random class mode.
Made the draft more convenient, by always showing your highest level skill on upgrade steps before rerolling (this already happened if you joined a game late, now it's always the case)
XP from cop kills once against goes back to 6/7/8/9/10 based on wanted level instead of a fixed 10, making it worth pursuing and maintaining higher wanted levels.
Slightly sloweed the leveling curve down after level 10 to prevent vets from snowballing too hard.
Heyo, just a medium sized balance and gameplay patch. Some highlights for this version are: - You can see a timer next to your wanted level letting you know when you can next gain a star. - Account XP at the end of the match is now based on your placement (Trophies x 1000) instea
Heyo, just a medium sized balance and gameplay patch.
Some highlights for this version are:
- You can see a timer next to your wanted level letting you know when you can next gain a star.
- Account XP at the end of the match is now based on your placement (Trophies x 1000) instead of XP earned in-game. This makes placement matter even for casual players.
- In-game score no longer considers your level at all. This used to cap at max 10 anyway and was needless complexity. Now score is ENTIRELY based on overtime kills and round wins.
- Assault can now run faster even when firing your gun. Marksman now gets discounted grenades. Caster has faster skill cooldowns. Scientist has faster chemical cooldowns. Criminal only loses 1 star on death.
- Many more skill balances.
Have fun!
bencelot
----
[GENERAL CHANGES]
Account XP at the end of the match is no longer based on how much XP you earned in-game. Instead, it is based on your placement and trophies. Account XP is 1000 x trophies earned.
Trophy payouts increase more generously as more players join the server (as previously it was actually more trophy profitable to play in emptier servers due to easier games vs bots)
Trios mode now only gets up to 3+8 instead of 3+9 for winning in a very easy game vs bots. Solos and duos can still get 3+9.
Hovering over a class in the skill tree now shows its 3 perks
Damage numbers from damage over time (eg venom) pop up every 3 points of damage dealt, not every 1, to reduce visual clutter
[GAMEPLAY CHANGES]
Crate Race won't gve the 2 upgrades if a zombie opens a heart box. It'll cap at 24/25
The first active skill you unlock gives 20 max hp, not 30
The purple +2% damage upgrades now also buff knife and nades (indirectly buffing Marksman)
Increased the amount of cops in the map
Killing cops now shaves off 3s from your wanted level timer (indirectly buffing Criminal)
A timer now shows next to your stars showing when you can trigger your next wanted level
Knife rpm is now 90 instead of 80
Level ups no longer give score. This was kinda pointless ultimately, as everyone capped out at 10 anyway. This puts focus on overtime kills.
Toned down bots reaction speeds
Players who join a game late will get some overtime kills added as score, similar to cash and XP and bonus health etc
[CLASS CHANGES]
Assault's Run & Gun perk gets a new ability in addition to the +15% move speed. You don't slow down as much when firing your gun.
Assault's bullets move 20% instead of 15% faster
Marksman now discounts ALL weapons, not just tier 2 and 3 guns. This includes grenades, bazookas, molotovs, flashbangs.
Caster skill cooldowns are now +50% instead of +30% faster
Scavenger's copy coin doesn't release once you've collected your 4th heart and are about to revive. It'll wait till you rez, so you don't miss anything
Scavengers' passive regen and shift regen while standing still is +100% instead of +120% faster. Shift regen while moving is +25% instead of +30% faster
Criminal only loses 1 star on death, not 2.
Scientist restores chemicals +100% instead of +50% faster
[SKILL CHANGES]
Teleportation cooldown now ranges from 22s to 14s instead of 28 to 10s
Teleportation's chargeup time is no longer affected by the speed tag
Shift Supply dash size is now 10 to 50% instead of 16 to 80%
Shift Supply's mutation now does 20 instead of 25 hp damage
Blade Fury's base slashing size is a bit bigger, but it's mutation is a tad smaller
Blade Fury does 20% less damage, but its' cooldown is 2s faster
Manic Mechanic now benefits from size upgrades for bigger car explosions
Revenge Rockets does slightly less damage (to compensate for nades now benefiting from +2% weapon damage pickups)
Mana Shield's mutation slightly nerfed because players die and rez with 0 shield. It will then regen gradually to fill up capacity.
Invisibility fade time is now 0.3s instead of 0.5s
Phase Drifting cooldown ranges from 16 to 8s instead of 22 to 6s. It's healing radius is a bit bigger for the mutation
Shockwave now reveals enemies for 10s instead of 4s, and freezes bullets for 2s instead of 1s
Soul Drop mutation jump height is +20% higher
[CHEMICAL CHANGES]
Health Stimulant passive now gives a flat +20 max hp instead of +10% max hp
Goo Trap now slows players more aggressively, and gives +2.0m instead of +1.5m jump height
Warp Field now makes you shift +33% instead of +25% faster
Warp Fields come with 4 max charges instead of 2 max charges
[MODIFIER CHANGES]
Broken Barrier no longer starts players with 40% shield. Instead, it makes shield pickups restore 50% shield instead of the usual 25%. It still disables shield regen.
[BUG FIXES]
Automatic Armor explosion and Teleport explosion are now treated as "skill kills" for the "Kills using skills" daily challenge
Fixed a bug where you could ping other players doing some weird combination of holding mouse buttons
Potentially fixed bug with bots double casting skills
Potentially fixed bug with weapons swapping upon death
Fixed a bug with wanted levels not increasing as you'd expect
Heyooo This patch makes rerolling simpler. It is now free to reroll instead of costing $1000. It felt kinda bad to spend $1000 and then sometimes see 2 options that were even worse. Now it's free to reroll. To compensate, you get 1 reroll instead of 2. Random skills mode gets 2 r
Heyooo
This patch makes rerolling simpler. It is now free to reroll instead of costing $1000. It felt kinda bad to spend $1000 and then sometimes see 2 options that were even worse. Now it's free to reroll. To compensate, you get 1 reroll instead of 2. Random skills mode gets 2 rerolls.
Also there is a subtle "anti third partying" mechanic now. Shield pickups now instantly restore 20% of your health, so if you get a kill and grab the shield you're less likely to die after winning your fight.
Finally, some skills got reworked. Regeneration's mutation now restores your shield during combat. Clip Magnet's mutation now gives you extra bullet range and seeking when standing inside chemicals. Proximity Rounds mutation now also gives you extra charges when near XP Pools.
Have fun! bencelot
----
[GENERAL CHANGES] Opening ingame chat will now hide the final survivors thing to make space to read chat properly
[GAMEPLAY CHANGES] Rerolling the draft is now always free
Random skills mode gets 2 rerolls, normal mode gets 1 reroll.
Shield pickups now also restore 20% of your health (to give you a slight boost and minimize 3rd partying)
If you have followers (either vya Hypnotic Army or Criminal) and those followers explode (either from Executioner mutation or from the explosive guard) you won't take damage
[CLASS CHANGES] Heavy's shield regen is now +5 shield per second instead of +10. To compensate, they get slightly faster shield recharge speed in xp pools.
[SKILL CHANGES] Regeneration skill has a new mutation. It no longer restores ammo. It now constantly restores your shield, even during combat, by +4/6/8/10 hp/s. This is impacted by "health" vendor upgrades. It will restore shield up to your shield cap
Clip Magnet has a new mutation. It now makes your bullets travel further and seek faster when standing inside any chemcal. Both bullet range and seeking speed are increased by 16/24/32/40%.
Clip Magnet's seeking now benefits from the speed tag, but base values go 6 to 30 instead of 8 to 40 deg/sec
Proximity Rounds mutation has 30% of the range as before. But it now ALSO triggers off nearby XP Pools
Proximity Rounds charges bullets a bit faster
Shrapnel's mutation no longer gives 2x cash in round 3.
Mana Shield's mutation no longer spawns you with extra shield after you die. You start at 0% shield. But your max capacity is still larger
Mana Shields duration after casting a skill now ranges from 2.1 to 4.5s instead of 2.0 to 3.6s
Toxic Blood's mutation healing now ranges from 12 to 30 hp/s instead of 16 to 40 hp/s
Gunslinger's bonus reload and swap speeds are faster, 40% to 200% instead of 30% to 150%
Armed Robbery mutation drop rate is 16% to 40% instead of 20% to 50%
Beefcake's mutation now benefits from the healing vendor upgrade
Fixed some issues with Spike Traps spikes bunching up weirdly in a tiny useless blob
[BUG FIXES] Fixed a bug where you'd sometimes swap to the wrong gun if you died while knifing or throwing a nade
Finally fixed the bug of trios happening in squads mode
Fixed a bug of players sometimes respawning ontop of other players
Heyooo Just a small balance patch this week. Thanks for continuing to give such great feedback in discord! Have fun! bencelot ---- Leaderboards show 3000 instead of 1000 players The top rank is now called Skill Slayer Champion instead of Skill Slayer Elite, just so the SSC accron
Heyooo
Just a small balance patch this week. Thanks for continuing to give such great feedback in discord!
Have fun! bencelot
----
[GENERAL CHANGES] Leaderboards show 3000 instead of 1000 players
The top rank is now called Skill Slayer Champion instead of Skill Slayer Elite, just so the SSC accronym can match the game name
The trophy payout system now puts more weight on especially strong players, and a bit less on weak players
The trophy payouts are a bit more generous in duos and trios modes (aka, they don't require as many ppl for a game to be conisdered "difficult")
Trophy payouts in duos mode now give equal trophies for 3rd and 4th, then 5th and 6th, then 7th and 8th, etc.. so if you and your ally lose and come 3rd and 4th you'll get the same score and don't need to compete over kills. Same logic applies for trios
You always get at least 10 rating if you win a game, no matter what
The most rating you can possibly lose from a match is -100
Class specific white flasks are now better at giving DNA for that specific class. They guarantee 3 instead of 2 drops for that class, and any leges or epics are guaranteed to hit that class
The "Suggested Build" (previously called Auto build) in the main menu now occupies its own "4th build slot". This means if you click suggested it will no longer overwrite and destroy your build in build slots 1, 2 or 3.
If you have random skills mode selected, the entire bottom section of the build is hidden to avoid confusion (as that's randomized and not used anyway)
[GAMEPLAY CHANGES] Cop car mission requires 2 instead of 3 boom booms
Snipers suffer from less inaccurcy when shifting
Snipers have +5 range
Players move 5% faster
M60 clip size is 40 instead of 30
Sonic Boom modifier makes shifts 5x instead of 10x further
Throwing nades, molotovs and flashbangs spawns the nade a bit above your head, so it doesn't smash right into a box
Molotovs last 4s instead of 3s, but impact damage is 15 instead of 20
Big supply drops have a 33% chance to drop a random upgrade, instead of 10%
Bullet speed upgrades from vendors give +20% speed instead of +15%
[CLASS CHANGES] Scavenger's health and shifts regen at +120% instead of +150% speed when standing still
[SKILL CHANGES] Flying Dagger travel speed is now fixed at 55 instead of ranging from 30 to 70
Flying Dagger range is now 16 to 80 instead of 30 to 70
Flyind Dagger's bonus damage now scales based on how empty your clip is, doing max damage if the clip is empty, but basically no extra damage if you reload after a single shot
Flying Dagger's bonus damage is now a flat fixed increase of +10 to +50 damage, compared to a percentage increase of +10% to +50%. This is ultimately MORE damage as knife has base 50. So 50 + 50 is 100 now, compared to 50x1.5 = 75.
Flying Dagger's extra damage is now affected by +30% Skill Damage vendor upgrade
Mirror Image clones now have the damage reduction applied to bonus damage from things like charged shot and proxmimty rounds
Teleportation now reveals a red circle to enemies showing where you're going to land. This only shows in the final 1 second so they don't have too much warning. However it's mutation explosion size is larger
Shadow buffed a skill to revert a shadow nerf
Shift Supply's mutation damage is now 25 instead of 30, and shifting distance is 20% less
Gunslinger mutation speed no longer lets you spam nades faster, just makes them fly faster
Armed Robbery now has a 60s instead of 40s cooldown timer, giving more time to do other things
Armed Robbery now gives 1 to 5 XP and cash drops, instead of 0.5 to 2.5. It's mutation now ranges from 20 to 50% isntead of 14 to 35% chance to drop upgrades
[BUG FIXES] Fixed a bug where loot would appear to disappear when taken by an ally, when you could actually still pick it up
Heyo! As there are now multiple Skill Slayer ranks (including the new Skill Slayer Elite rank at 12000 rating), I've increased the rewards you get for winning a game against a bunch of tough opponents. It's now possible to in theory get 15 trophies for winning a stacked solo game
Heyo!
As there are now multiple Skill Slayer ranks (including the new Skill Slayer Elite rank at 12000 rating), I've increased the rewards you get for winning a game against a bunch of tough opponents.
It's now possible to in theory get 15 trophies for winning a stacked solo game instead of just 14 (2+13 instead of 2+12). Duos and Trios games can now reach 14 instead of 13 points too.
Only 1st place was buffed. This means that if someone wins R1 and R2 but comes 2nd in R3, they can now equal the trophy payout of first place, but no longer get more (which was a bit silly).
Have fun! bencelot
----
[GAMEPLAY CHANGES] More trophies are awarded to the winner of a game, typically 1 extra trophy compared to before.
Skill Shots max charges now caps at 4 to 20 instead of 6 to 30
The +2% DMG pickups once again go back to only affecting bullets, not all weaponry.
Fixed an issue where if 2 ppl stand on the same heart at the exact frame it pops out, only one of them randomly gets it. Now both get it.
Picking up loot is more responsive in general
Clean Kill gives +2% instead of +3% damage per kill over 90% health
Augmentation gives +4% instead of +5% damage per upgrade purchased
Slightly toned down the amount of loot from air supplies mod as it was slowing down my PC lol
Criminal's now have a 5% instead of 3% chance to summon a gangster upon shifting
Scavenger restores shift charges at +33% instead of +50% when moving (still +150% when standing still)
Shift Supply's mutation now does 30 instead of 15 damage and the hit radius is bigger (this was already hotfixed live yesterday)
Improved respawn algorithm to stop ppl spawning onto others more aggressively
Heyo, a few days ago I ran an in-game poll asking what mode people would most like to see. Duos, Trios, or 4 person Squads. People mostly voted for Duos mode, so now it exists! Trios mode also remains, as does Solos of course. Otherwise, this version is quite small, just some bal
Heyo, a few days ago I ran an in-game poll asking what mode people would most like to see. Duos, Trios, or 4 person Squads.
People mostly voted for Duos mode, so now it exists! Trios mode also remains, as does Solos of course.
Otherwise, this version is quite small, just some balance and bug fixes. Oh, and 3 new legendary round modifiers to unlock. Read them below.
Have fun! bencelot
----
[GENERAL CHANGES] - Added Duos Mode. Renamed Squads to Trios.
- The recruit bonus only gives 300 uranium for the first 3 recruits you get. It no longer does this for every 3 after.
- Fixed a bug with the FPS Limiter being jittery.
[GAMEPLAY CHANGES] - Added better soft protection from seeing the same guns over and over at vendors.
- Improved the respawning algorithm to hopefully avoid people spawning on top of eachother
[SKILL CHANGES] - Vampirism once again treats knife as non-bullet damage and is healed from the mutation, not the base effect
- Assassinate mutation now benefits from size upgrades
- Mirror Image clones don't bug out if you cast the skill while aiming at a rooftop
- Same for Hypnotic Army. The pathfinding doesn't get confused trying to reach a roof it cannot reach
- Xray Vision mutation now also shows slot machine vendors on the map. They will flash purple
[3 NEW LEGENDARY ROUND MODIFIERS] - Jackpots: Slot machine vendors are more common and always sell Slot Machines for $1,111.
- Second Chance: Killing a zombie drops 1 heart piece. Dying loses 1 heart piece.
- Anonymous: Everyone's name appears the same as the current scoreboard leader.
Hey all! New ranked season starts this month with a new algorithm. It's faster than last month, so you should be able to grind up to your true average sooner. The way it works now is that after each match, the game will slightly shift you towards Trophies*1000. So if you earn 8 t
Hey all!
New ranked season starts this month with a new algorithm. It's faster than last month, so you should be able to grind up to your true average sooner. The way it works now is that after each match, the game will slightly shift you towards Trophies*1000. So if you earn 8 trophies, it'll shift you towards 8000. Good luck!
The other main change is to Mirror Image. It was very bullet spongey in the recent tournament, and not that fun to fight against. So now it has less health, but more damage, and a reworked mutation.
Have fun! bencelot
----
[GAMEPLAY CHANGES] - Reverted the nerf to trophy payout in squads mode.
- Slot Machines RNG is now nicer because it won't give you a buff that you currently have active
- Helicopters now show in the minimap
[GAMEPLAY CHANGES HOTFIXED LIVE 2 DAYS AGO] - Slot Machine vendors now have purple text bubbles
- You can now keep earning XP Pool xp in your buffer (shown top right) while standing inside XP Pools
- You can now capture gangster camps while invisible
- Flame damage over time is always counted as magic damage for the purpose of Vampirism's mutation healing (even from Flaregun and Flamethrower)
- Armed Robbery cooldown is now 40s instead of 30s, and lege mutation drop rate is 35% instead of 40%
- Marksman's hits max damage at 40m instead of 50m range
- Clip Magnet has stronger seeking and gains seeking bullets faster
[SKILL CHANGES] - Mirror Image clones no longer scale based on your max health. They instead have a fixed health ranging from 30 to 110hp.
- Fixed a bug where mirror image clone health was sometimes actually higher due to shields. Now they actually die after taking 110hp damage.
- Mirror Image clones do more damage, now ranging from 15% to 55% instead of 15% to 39%
- Mirror Image cooldown is now 2s faster
- Mirror Image mutation slightly reworked. It now spawns the bonus clone the moment the first clone dies, not both at the same time. The clone will show a golden health bar if it is going to respawn upon death.
- Soul Drop mutation doesn't jump quite so high. Also leaves a more visible shadow for others to see
- Soul Drop's super jump no longer requires an XP Pool to be empty. Instead, it requires the Soul Drop to be off it's 6s cooldown.
Just some small tweaks to polish up the big patch from yesterday. Slot Machine vendors now have purple text bubbles You can now keep earning XP Pool xp in your buffer (shown top right) while standing inside XP Pools The "Most Wins" monthly leaderboard has been replaced with a new
Just some small tweaks to polish up the big patch from yesterday.
Slot Machine vendors now have purple text bubbles
You can now keep earning XP Pool xp in your buffer (shown top right) while standing inside XP Pools
The "Most Wins" monthly leaderboard has been replaced with a new "Biggest Kill Streak" leaderboard, which will start next month
Fixed a possible bug with Sonic Boom and Teleportation being warpy
You can now capture gangster camps while invisible
Civs on the missiion to attack you won't get into cars
Flame damage over time is always counted as magic damage for the purpose of Vampirism's mutation healing (even from Flaregun and Flamethrower)
Armed Robbery cooldown is now 40s instead of 30s, and lege mutation drop rate is 35% instead of 40%
Squads mode pays out very slightly less trophies to places 4th and below (to offset the ease of getting trophies when you hit top 3)
Marksman's hits max damage at 40m instead of 50m range
Clip Magnet has stronger seeking and gains seeking bullets faster
Mirror Images now hold the gun you are holding when you cast
SLOT MACHINES Gambling is fun! (or might get you killed) This version adds a new special item that appears at vendors called Slot Machines. These let you buy powerful but TEMPORARY buffs for cash. Only some vendors sell them, and they sell for random prices too, so shop around an
SLOT MACHINES
Gambling is fun! (or might get you killed)
This version adds a new special item that appears at vendors called Slot Machines. These let you buy powerful but TEMPORARY buffs for cash. Only some vendors sell them, and they sell for random prices too, so shop around and you might find a good deal.
When you buy the Slot Machine, you'll hear a funky slot machine sound and then be given a RANDOM BUFF which lasts for the next 90 SECONDS. These are the possible buffs so far (more to come in the future):
global vision
infinite shifting
explosions on yourself every 4s
+50% fire rate
+20 hp/s regen
Is this a good deal? That's up to you. The buffs range from $1111 to $7777. It's almost always worth buying it when it's $1111, but thats' rare. Normally it's more like $5555 or $7777, which is a lot of cash, and could instead go towards a PERMANENT upgrade that will last the rest of the game. But if you've farmed well these buffs might just give you the boost you need to win the game.
To be clear, these are a cherry on top. They're not the main thing people will spend money on, cause the buffs are only temporary instead of permanent. And it's very RNG too, leaning into the roguelite nature of the game. But these buffs add a lot of spice, get you to adjust your playstyle and become aggro for the next 90 seconds, and open up some funky new builds!
BETTER RANKING ALGORITHM
Ok, time for some MATHS (skip this if you aren't interested in the ranked grind).
The ranked algorithm has fundamentally changed, allowing players to grind up to their true skill level faster, while also fixing a BIG flaw in the old system (thanks to discord user Geri for point this out).
Basically your old rating was calculated using your AVERAGE trophies each match. The equation was basically something like: LeaderboardRating = 1000*(TotalTrophies + 20)/(TotalMatches + 20). So over time your rating would approach your average trophy rate x 1000.
If you averaged 8 trophies per match, your rating would gradually climb closer and closer to 8000. Seems simple enough.
But the problem with this is that if you had a bad game that earned only 4 trophies, you would permanently suffer from that loss, even if you got back to your old rank. So suppose you're at 7000, then do poorly, go down to 6800, and then do well to go back to 7000. It seems like nothing had changed, but actually something has - you've played 2 extra matches. Which means that every match from now on is going to be slower to grind, because the denominator in the above equation is now 2 bigger.
Basssically, it made losing feel extra bad cause you'd PERMANENTLY lowered your average trophies per match. But now that's fixed. Hooray! The new equation is: LeaderboardRating = OldRating + (1000*TrophiesFromPreviousMatch - OldRating)/50.
Huh?
Basically this new equation also makes your rating approach 1000 x the average trophies you tend to earn. Because if you get 8 trophies in a match, then your rating will go up if you're below 8000, and it will go down if you're above. Thus it moves towards 8000. But the key difference is that if you go from 7000 down to 6800 then back to 7000, you are no longer harmed. The amount of matches you've played so far this month doesn't matter. You haven't permanently lowered your grinding speed.
As a result of all this, losses are mere temporary setbacks, not permanent setbacks (lots of temporary vs permanent stuff in this patch!). Also, it generally means that most people are grinding up much faster than they were before, cause they're not being dragged down by previous games.
I hope this makes sense. Maths can be boring at times, but just trust that these guys care about it.
FIXING HIGHGROUND
It's over Anakin, I have the highground!
Well Obi-wan, that doesn't mean much anymore cause this patch also fixes rooftop camping. One is by making grenades and molotovs more powerful with a much longer range, allowing you to easily throw them UP onto rooftops. But even better...
Showdowns now have helicopters fly around and burst out huge amounts of loot, but it only ever lands down on the ground. Today's patch makes this loot extra juicy by ensuring they always burst out at least 1 random upgrade, which would normally cost $10000+ to buy. The players on the roof miss out, while the people who play risky down low get long term permanent gains.
Speaking of youtube videos, more and more players are joining the game. Last weekend the video above (and one I'll link below) went viral on youtube, instagram and tiktok, and we spiked to 871 CCU.
This was very exciting for me and many people in the community/discord. The feedback from new players has been super valuable and many of the changes below are polishing the game based on all this fresh feedback. Here's the other video that popped off:
- Skill Slayers now have numbers after them. Skill Slayer 1 starts at 8000. Skill Slayer 2 starts at 9000, Skill Slayer 3 starts at 10000. Skill Slayer 4 starts at 11000, Skill Slayer Elite starts at 12000.
- Your ranked rating is only updated when the match finishes. If you d/c mid game it won't visually change yet, until the match ends.
- Improved the ranked algorithm. It's no longer directly based on your overall average trophies per match. Instead, it moves you towards that average.
- At the start of each month, everyone's rating is now determined by this formula: NewRating = (OldRating + 2000)/2.
- Shooting into low hp enemies with shield will show blue instead of white damage numbers.
[NEW SLOT MACHINES]
- Added Slot Machines to 15% of vendors. Randomly chosen, but the same for everyone.
- Prices are randomly either $1111, $3333, $5555, $7777. Same for all players.
- Buying the Slot Machine gives you a RANDOM TEMPORARY BUFF that lasts for 90 seconds.
- Possible buffs are: +50% ROF, +20 hp/s regen, infinite shifting, global vision, or spawning constant explosion on yourself.
[GAMEPLAY CHANGES]
- Made the helicopter loot bursts in overtime always drop at least 1 random upgrade, 2 damage boosts, and 2 max health boosts.
- Players by default get 4 instead of 3 shift charges.
- Knife and explosives now benefit from the purple +2% weapon damage loot pickups.
- More raw loot crates spawn in the map in general (+20% or so).
- Rare loot boxes now always drop an extra +5 max hp kit, and have a 10% instead of 5% chance to drop a random upgrade (Xray mutation buff!).
- Level ups now give +1 score instead of +3 score (capped at 10 instead of 30). Everyone capped out at level 10 by the end of the match anyway, so this puts more focus on overtime kills mid game, to better predict the final scoreboard state.
- Knife rate of fire is now 80 instead of 70.
- The game now warns you 30s before the final hearts land.
- More Double Damage drops will now spawn as loot randomly out in the open in the map.
[WEAPON CHANGES]
- Grenades, flashes and molotovs have further range, allowing them to easily get thrown UP onto roofs (and also just further in general).
- Grenades now have slightly larger explosion radius.
- Molotov duration is now 3s instead of 4s (Flame DPS remains at 20 hp/s).
- Blast Cannon does slightly more rate of fire (90 instead of 80)
- SPAS has slightly less damage (65 instead of 70 per shot), but more clip size (8 instead of 6).
- Tasers now has 8 instead of 10 clip size, but bullets travel further after bouncing.
[CLASS CHANGES]
- Slightly buffed Heavy's XP Pool passive perk regen speed (+30% faster).
- Fixed a bug where Heavy's high damage bullets had a bigger hitbox than they should. So this is a nerf.
- Criminal's gang members are more accurate.
[SKILL CHANGES]
- Proximity Rounds has a slightly larger radius for both its mutation and base effect.
- Gunslinger's mutation and grenade lob-speed property have swapped places.
- Gunslinger's ability to spam throw nades is returned but based on the lob speed instead of reload speed (milder).
- Blade Fury's burst attack can only hit the same enemy 2x instead of 3x.
- Vampirism's base healing is 50% stronger than before, but the mutation is a bit weaker (60% instead of 80%).
- Smoke Bomb fades to invis faster, in 0.3 instead of 0.5s.
- Teleportation cooldown is 2s faster.
- Toxic Blood radius is 15% larger.
- Toxic blood's mutation now properly heals allies (it was bugged).
- Hypnotic Army description now mentions that your gang can only reduce enemies to 1hp, not fully kill players.
- Hypnotic Army gang members are more accurate.
[ROUND MODIFIER CHANGES]
- Battle Mage gives 30 instead of 20hp per active skill.
- Carnage is 100% instead of 80% size car explode size.
- Catalyst restores chem charges +100% faster instead of +50%.
- Close Combat circle is even smaller.
- Healing Pools restores at 80hp/s instead of 50 hp/s.
- Impact Zone is +40% instead of +35% explosion size.
- Low Gravity jump height is 3 instead of 2.5m.
- Mega Missions give 5x instead of 3x rewards.
- Rapid Fire gives +30% instead of +20% rate if fire.
- Shell Shot gives shotguns +150% instead of +100% range.
- Steady Aim gives guns +30% instead of +20% range.
- Air Supplies drops +50% more loot.
- Blood Money is 2x stronger. You lose 15 max hp for $10000.
- Cluster Cars fire 6 instead of 4 bazookas.
- Erratic Circle moves more... erratically.
- Healing Wind restores 40 instead of 20 hp/s in the air.
- King of the Pool generates xp +80% instead of +50% faster.
- Rest & Reload reloads +150% instead of +100% faster.
- Road Rage gives $5000 instead of $3000 for a roadkill.
- Alchemy pays you for up to 20 instead of 10 chemicals.
- Augmentation gives guns +5% instead of +4% weapon damage per upgrade purchased.
- Bomb Rush speed boost now lasts 30s instead of 15s.
- Damage Drops makes DD last an extra 6s instead of 4s.
- Diverse damage buffs non-bullet damage by 35% instead of 30%.
- Health Drops now restore 30% instead of 20% of your missing health.
- Lifeguard gangsters spawn more often next to XP Pools.
- Spellnado moves you 30% instead of 20% faster for each skill on cooldown.
- 360 No Scopes now gives +30 instead of +20 damage.
- Autoloaders refills guns at 35% instead of 20% per second.
- Critical Shot now triggers 2x damage 20% instead of 15% of the time.
- Hide & Heal invis duration is now 6s instead of 4s.
- Sonic Boom now applies to your next 3 shifts, not just 1.
- Terminal Ammo buffs the final 40% of your clip, not 33%.
[BUG FIXES]
- Fixed a bug with Mirror Image getting stuck with your knife and unable to attack
- Fixed a bug where people could get more skill points than they should
- Fixed a bug with spectators not getting score in squads mode (for REAL this time)
3 MONTHS OF POLISH I need to post here more often! It's been 3 months since the last Steam page announcement, and in that time I've released over 50 updates to the game. The in-game changelog shows all of this, but not this Steam page itself. So it's time to make an announcement,
3 MONTHS OF POLISH
I need to post here more often!
It's been 3 months since the last Steam page announcement, and in that time I've released over 50 updates to the game. The in-game changelog shows all of this, but not this Steam page itself. So it's time to make an announcement, with today's changes, plus some highlights of previous versions I didn't officially announce yet.
Most of the changes come from the thousands of new players signing up every week from youtube, tiktok, instagram etc. There's been a huge focus on streamlining the new player experience, balancing the game and matchmaking around much fuller servers, and using the ingame survey to poll the playerbase to fine tune the overall balance.
P.S. Here's what the Steam backend looks like whenever I release a new version:
TODAY'S CHANGELOG
[GENERAL CHANGES]
- Added soft duplicate protection to bias away from dropping DNA on existing legendary skills
- The 6th daily challenge is easier to complete (requiring 75% as much stuff as before)
- Weekly challenges now unlock after 5/10/15/20/25 dailys to compensate and line up with the reward numbers
- The "Get 4 Road Kills" daily is removed and replaced with "Win 3 Syringe Gambits" daily challenge
- The "8 Kills From Car Window" daily is now "6 Kills From A Car". This means you can also complete it with roadkills.
- F2P players can no longer complete challenges beyond the free section. F2P already couldn't claim them, so this was kinda pointless and needlessly confusing
- Instead of showing player's account levels, the scoreboard now shows the class level badge
- Player's classes are always shown, even in random class mode. This lets you counter other players and makes for more interesting build decisions
- Tiny random class and random skill icons now appear next to the class to show if those modes are enabled
[GAMEPLAY CHANGES]
- Added soft duplicate protection to bias away from getting the same class twice in a row with random class mode
- You now manually level your skills if you join a game late. They're no longer automatically assigned to you
- More health kits drop in general, especially in round 3
- Skill Speed vendor upgrades are now 20/40/60% instead of 25/50/75%
- Molotov radius is 20% larger
- Made bots a bit stronger and better at aiming if they have humans on their squad
- The option to pay off your bounty shows more often now, starting at wanted level 1 instead of 3
- The 2 draft skills are now sorted so that the higher level skill is on the right, making it easier to spam click a skill to max level
[CLASS CHANGES]
- Criminals' gang members now chase enemies more aggressively
[SKILL CHANGES]
- Illicit Income now also increases the speed you climb wanted levels, ranging from +20% to 100%. This is affected by the vendor SPEED upgrade
- Toxic Blood's radius is 20% bigger
- Cluster Bomb's throwing speed is slightly slower, and bazookas are more spaced out
- Falling Inferno's molotovs do 25% less damage than before
- Invisibility's cooldown is 2s faster
- Proximity Rounds's mutation gives +200% instead of +150% charging speed vs gangsters
- Armed Robbery's upgrade lege drop rate is 40% instead of 35%
[BUG FIXES]
- Fixed a bug where you could get a free syringe (and thus +2 levels) by leaving and rejoining the game during voting sometimes
- Fixed a bug where you could sometimes buy 2 syringe gambits
- You can now unlock skills while standing inside a warp field
- Fixed a bug where you could damage allied cars with molotovs
- Fixed a bug where you'd sometimes double reload your gun with bad ping
- Fixed a bug where Mirror Image clones didn't grow in size from beefcake
- Fixed a bug where you sometimes got stuck using a knife
- Fixed a bug where you'd sometimes join a squad game in R3 and be put on an empty squad with just bots
PREVIOUS HIGHLIGHTS
Here are some of the biggest additions to the game over the last 3 months since the last Steam announcement:
The Syringe Gambit
There's a new ultra high risk high reward option from Vendors called the Syringe Gambit. It costs $15k, and if you buy it you have a CHANCE to get a new syringe (very powerful). But only if you get 3 kills in a row. If you die before this, you lose the chance and lost the $15k. It makes the game very tense!
Instant Ranked Rewards
You now get rewards in ranked mode AS YOU EARN THEN, instead of having to wait till the end of the month. This makes the ranked grind far more rewarding.
Progression Buffs - Daily Challenges now give 500 ACID and 5000 XP instead of 300 ACID and 3000 XP. - Common skills are stronger. Previously a Common skill mutation was only 25% as strong as Legendary one. Now it is 40% as strong, making it far more viable and a good way to try new mutations.
Better Matchmaking
In addition to fuller servers, players now have control over what sort of servers they join. There are new buttons above the play button that let you prioritize the fullest server, or servers starting in round 1 to play a full game. With more players, the match maker now takes into account your skill level too. Also, more trophies are paid out in really difficult games now to compensate for the increased competition.
Report & Mute Functionality
While 99% of the new players are an awesome addition to our community, 1% of players not so much. So as the playerbase has grown, I've needed to build out a report and mute system. You can now click a button in the main menu to show recent players, and can click report/mute buttons if they're naughty.
QoL Fixes & Bug Fixes The skill build and skill draft have been streamlined after numerous new players reported confusion on how it works. The UI explains things better too. There's a new search box to search for skills, and it will highlight skills with a matching name or description. So for example, newbies can type in "grenade" and highlight relevant skills. Lots of netcode improvements too.
Gameplay Changes There are more showdown areas now, for more variety with some of them focussing on close quarter combat. Vendors now sometimes sell weapons with +25% damage bombs on them.
Heavy Class Reworked The Heavy class got a big rework, and now has this new mechanic where once your health drops below 30% health, you activate these super strong bullets that do +2 damage per shot (which goes great with a high ROF gun). You also get global vision in this time, and your shields regenerate. It creates this feeling of "winning at the last minute" as you get to low health and then become super strong. Probs the most strong class atm.
SOME FUN YOUTUBE VIDEOS
The main focus this past 3 months has been growing the size of our playerbase with some big youtube videos. Here are some new shorts that have got over 1 million views:
Hey all! This version mostly includes a bunch of feedback from the Discord over the last 2 weeks. Have fun! bencelot ---- - Added soft duplicate protection to bias away from dropping DNA on existing legendary skills - The 6th daily challenge is easier to complete (requiring 75% a
Hey all!
This version mostly includes a bunch of feedback from the Discord over the last 2 weeks.
Have fun! bencelot
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[GENERAL CHANGES] - Added soft duplicate protection to bias away from dropping DNA on existing legendary skills
- The 6th daily challenge is easier to complete (requiring 75% as much stuff as before)
- Weekly challenges now unlock after 5/10/15/20/25 dailys to compensate and line up with the reward numbers
- The "Get 4 Road Kills" daily is removed and replaced with "Win 3 Syringe Gambits" daily challenge
- The "8 Kills From Car Window" daily is now "6 Kills From A Car". This means you can also complete it with roadkills.
- F2P players can no longer complete challenges beyond the free section. F2P already couldn't claim them, so this was kinda pointless and needlessly confusing
- Instead of showing player's account levels, the scoreboard now shows the class level badge
- Player's classes are always shown, even in random class mode. This lets you counter other players and makes for more interesting build decisions
- Tiny random class and random skill icons now appear next to the class to show if those modes are enabled
[GAMEPLAY CHANGES] - Added soft duplicate protection to bias away from getting the same class twice in a row with random class mode
- You now manually level your skills if you join a game late. They're no longer automatically assigned to you
- More health kits drop in general, especially in round 3
- Skill Speed vendor upgrades are now 20/40/60% instead of 25/50/75%
- Molotov flame damage is 15 hp/s instead of 20 hp/s, but the radius is 20% larger
[CLASS CHANGES] - Criminals' gang members now chase enemies more aggressively
[SKILL CHANGES] - Illicit Income now also increases the speed you climb wanted levels, ranging from +20% to 100%. This is affected by the vendor SPEED upgrade
- Toxic Blood's radius is 20% bigger
- Cluster Bomb's throwing speed is slightly slower, and bazookas are more spaced out
- Rambulance's mutation seeking is 20% less
- Falling Inferno's molotovs do 25% less damage than before
- Invisibility's cooldown is 2s faster
- Proximity Rounds's mutation gives +200% instead of +150% charging speed vs gangsters
- Armed Robbery's upgrade lege drop rate is 40% instead of 35%
[BUG FIXES] - Fixed a bug where you could get a free syringe (and thus +2 levels) by leaving and rejoining the game during voting sometimes
- Fixed a bug where you could sometimes buy 2 syringe gambits
- You can now unlock skills while standing inside a warp field
- Fixed a bug where you could damage allied cars with molotovs
- Fixed a bug where you'd sometimes double reload your gun with bad ping
Hey all! This version introduces a new semi-tutorial mode. In the singleplayer tab you can now play vs bots, and the game will slow down time when you hold CTRL, making it much easier to read without getting shot at. Muting players now also acts as semi "report player" button. Pe
Hey all!
This version introduces a new semi-tutorial mode. In the singleplayer tab you can now play vs bots, and the game will slow down time when you hold CTRL, making it much easier to read without getting shot at.
Muting players now also acts as semi "report player" button. People who get muted by many different players are more likely to get globally muted. 99% of us are awesome! 1% are edgy racists. Please mute/report them to help keep the servers chill.
Also, the map has new showdown areas and some classes got buffed.
Have fun! bencelot
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[GENERAL CHANGES] - Muting players now also acts as a sort of "report player" button.
- Synergy Wins challenges no longer require you to mutate the skill.
- Zombies can now see all players in the spectating phase at the end of the game.
- Added a new QUESTIONS channel in the global chat. Use it to ask me or vets anything!
- Improved bot behaviour in squads mode a bit, and added more bot names.
- Fixed a bug where you could somehow get 6 skills when you joined a game at level 10.
- If you squad mate has hypnotises cops, those cops won't set off your fission mine.
- Netcode stability improvements.
[GAMEPLAY CHANGES] - Trophy payouts are now even higher in very difficulty games with a lot of high skill players.
- Removed electric roofs from the map, and added a few new showdown areas.
- Fixed a few bugs in survival mode and made it easier.
- Zombies will respawn a tad closer to heart crates.
- Tasers RPM is now 180 instead of 360, but the damage is 40 instead of 20.
- M4A1 does slightly more damage per shot with a tad more range
- SPAS has slightly better bullet speed and less inaccuracy
[CLASS CHANGES] - Criminal's gang size is now 3 instead of 2.
- Marksman range gain is now +20% instead of +15%. Marksman guns hit max damage at 50m instead of 60m
- Assault now moves 15% instead of 10% faster. Assault's bullets are 15% instead of 20% faster.
- Assassin's dagger dance damage is +25% instead of +20%, and the window to claim Mastery upgrades is more forgiving.
- Heavy's bonus damage, piercing and vision now activates below 30% instead of 35% health (still might be the strongest class after the recent rework though).
[SKILL CHANGES] - Revenge Rocket's mutation fires bazookas at full speed now. They used to be slower.
- Fixed a bug where Self Repair would heal enemy players and hypnotised civs.
Hey all! This version buffs common syringe mutations, to reduce the relative power gap between commons and legendaries. Previously, common skills had mutations which were only 25% as strong as legendary skills. For example, Smoke Bomb would drop 1/2/3/4 med kits (1 = common, 2 =
Hey all!
This version buffs common syringe mutations, to reduce the relative power gap between commons and legendaries.
Previously, common skills had mutations which were only 25% as strong as legendary skills. For example, Smoke Bomb would drop 1/2/3/4 med kits (1 = common, 2 = rare, 3 = epic, 4 = legendary).
Now Smoke Bomb drops 2/3/4/5 med kits. Almost every skill has been buffed like this. Force Fields now do 20/30/40/50 damage instead of 10/20/30/40. Vampirism now heals 40/60/80/100% of non-bullet damage instead of 20/40/60/80%, etc.
So every skill got stronger this version. But most importantly, commons are now 40% as strong as legendaries, instead of only 25%. Because the pattern is now 40%/60%/80%/100% instead of 25%/50%/75%/100%.
This should help new players, and make drafting common skills more viable as their mutations have become 2x stronger than before.
Have fun! bencelot
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[GENERAL CHANGES] - Clicking the settings icon above the play button now lets you prioritize servers based on joining Round 1, or with more players. "Balanced" will consider both factors.
- You can now earn trophies towards class and modifier progression in singleplayer bot games.
- Your class name is now shown up the top right next to your level.
- Added a search box in the skills tree to help find skills you type in.
- Fixed a few bugs.
- Random Skills mode now also gives +10% account XP, in addition to the +10% ingame xp.
- When you join a server mid way, you'll now choose your first 4 skills. But then the game will auto-level the rest.
- The round number of the game you're about to join is now shown on the loading screen
[GAMEPLAY CHANGES] - Every skill has had it's mutation values rescaled and buffed to a 2/3/4/5 pattern.
- Dying only loses you 100xp instead of 200xp.
- Killing gangsters now gives $300 and 30xp instead of $200 and 20xp.
- Gangster points now give $10000 in round 3 and $7500 in round 2 (and still $5000 in round 1).
- Gangster points are now guarded by 5 instead of 4 guards.
- Common skills are less likely to show up in the skill draft.
- Stacking Med Kits can now go up to +60 damage instead of +50 on your next shot.
- Shields now cap out at 50% instead of 60% of max health.
- Playes now leave a trail of blood drops whenever they are below 30% health, even when Invisible.
- Gangsters have slightly less attack range
- Cop Waves come slightly more frequently
- Toned down steering sensitivity in cars, but holding handbrake (spacebar) lets you turn faster.
- Fixed a bug where passive regen would heal you in the circle of death.
- Shields now regenerate 20% faster.
- Molotovs have a slightly bigger explosion radius.
- You can now make progress towards your 3 kills for the syringe from assists. As long as you do 50% damage it'll add to your kill counter. This also applies for Syringe Gambit.
- Knife attacks no longer use or consume the bonus damage that you accumulate from things like med kits. The lets Assault actually build up a +50 damage blast by knifing civs.
- Players who join a game midway get slightly more XP than average.
- You'll spawn closer to a vendor if you join the game late and have excess cash
- Buying vendor bullet speed upgrades will now increase the speed of seeking weapons to compensate
[SKILL CHANGES] - Bouncing Bullets does a bit more damage after bouncing
- Automatic Armor's explosion is slightly larger
- Shift Attack has duration of 0.7s instead of 1.0s
- Venom Shot cooldown is 2s faster
- Killer cooldowns mutation restores a bit more after a player kill (same vs npc kills though)
- Invis's mutation charges up faster, but also fades off faster if you fall out of range
- Teleportation cooldown is now 4s faster
- Shrapnel's explosion range bonus is doubled. Also, Shrapnel's mutation cash reward is 2x larger in the final round
- Soul Drop mutation jumps slightly less high.
- Laser Scope now slightly buffs your view range when mutated.
- Vampirism now has 100% effectiveness against civs and cops, instead of 70%.
- Executioner does a bit more damage.
- Flying Dagger skill has been reworked to only throw the knife after you reload your gun. Using the knife key does a normal melee attack
- Flying dagger has a bit more damage, and the boomerang mutation even morso, to compensate for the above nerf
Are you feeling.. risky? This version adds a fun new challenge that you can buy from vendors. It's called the "Syringe Gambit". It costs $20,000 and will give you +1 free syringe, but only if you get 3 kills in a row without dying. If you can pull it off, it's worth it. But if yo
Are you feeling.. risky?
This version adds a fun new challenge that you can buy from vendors. It's called the "Syringe Gambit".
It costs $20,000 and will give you +1 free syringe, but only if you get 3 kills in a row without dying. If you can pull it off, it's worth it. But if you die, you'll lose the opportunity and won't get the $20k refunded. The choice is yours!
Other noteworthy changes are that daily challenges give +500 ACID instead of +300, and shields regenerate faster.
Have fun, bencelot
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[GENERAL CHANGES]
- Daily Challenges now give 500 ACID and 5000 XP instead of 300 ACID and 3000 XP.
- The 3x acid bonus from the DLC is now applied to the acid you earn from ranked mode.
- Ranked Mode now unlocks at level 30 instead of 10 (4 or 5 hours of playtime. If you've already played at least one ranked match, it stays at 10).
[GAMEPLAY CHANGES] - Added the Syringe Gambit, letting you buy a syringe for $20k but only if you get 3 kills in a row.
- Shields above your health bar now regenerate 3x faster.
- Criminal now only loses 2 stars on death instead of all of them.
- The BOMBS property on scientist's weapons now always appears at vendors instead of 75% of the time
- These BOMBS can now appear for other classes too, but only 12% of the time
- Destroying chemicals gives $1000 instead of $500
- More vendors spawn in the map
- Bazookas now deal 40 instead of 35 damage
- Knifes and explosives have a slightly faster fire rate
[SKILL CHANGES] - Mana Shield now additionally boosts your shield regen rate, from +20% to +100%
- Mana Shield duration now ranges from 2.2 to 4.0s
- Getting kills with Revenge Rocket's mutation no longer restores rockets. Instead, it will fire out 2/4/6/8 bonus rockets when you kill an enemy player
- Revenge Rockets bazookas do a bit more damage
- Blade Fury mutation is slightly bigger
- Clip Magnet seeking is 30% higher
- Invisiblity's mutation charges up damage a bit faster
- Boots of Travels' jump height is a bit higher
- Armed Robbery chance of cash and XP is now 50% higher
- Combo Killer has a longer chaining duration at higher levels
- Manic Mechanic's rate of fire mutation buff lasts longer
- Automatic Armor goes back to 1.5s instead of 1.0s duration
Heyo! You now get rewards in ranked mode AS YOU EARN THEN, instead of having to wait till the end of the month. This is kind of obvious now in hindsight. This is especially good for new players, as there is now a reliable way to grind ACID and Uranium immediately. No waiting for
Heyo!
You now get rewards in ranked mode AS YOU EARN THEN, instead of having to wait till the end of the month. This is kind of obvious now in hindsight.
This is especially good for new players, as there is now a reliable way to grind ACID and Uranium immediately. No waiting for days or weeks.. just do 5 placement matches and you'll get big rewards right away!
You get +25 uranium and +250 ACID every 500 ranked points you go up.
Have fun, bencelot
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[GENERAL CHANGES]
- Ranked Rewards are now given immediately as you earn them, not at the end of the month.
- New Skill Flasks now give 3 rares instead of 1 if you max out the skill tree, as compensation for the fact there are new new skills to unlock.
- Fixed a few netcode bugs.
[GAMEPLAY CHANGES] - Shifting no longer pauses your passvie regen
- Caster's skills have +30% cooldown speed instead of +20%
SMARTER SERVERS With more players comes more server flexibility! The marketing on youtube and tiktok is going well and the game has hit new peak player counts for the last 3 weekends in a row. As a result I've needed to create more servers, and this gives us more choices! The aut
SMARTER SERVERS
With more players comes more server flexibility!
The marketing on youtube and tiktok is going well and the game has hit new peak player counts for the last 3 weekends in a row. As a result I've needed to create more servers, and this gives us more choices!
The auto server joiner is now able to look at the current round each server is in and will try put you into a match that is either in the warmup phase or has just started round 1. This is always a more fun experience than getting put in during round 2 or 3, and then having to wait until the next match to play a ranked game (you won't be ranked if you join in rounds 2 or 3 as it'd be unfair to you). So now, you should be able to get directly into the start of a ranked match far more often.
Also, the servers are now balancing based on player numbers better. We've realised that the game actually plays better with about 50% humans and 50% bots. Obviously no one wants 100% bots (which is thankfully not really a thing anymore due to all the marketing efforts). But it turns out that 100% humans isn't great either. Humans are just too smart and it makes the density during the final showdown too insane when everyone is trying to survive. The auto joiner now tries to hit a clean 50/50 ratio which most players in the discord agree plays best.
These went live a couple weeks ago but I haven't posted about them in a big public post yet.
Once you reach level 38, you can spend Enriched Shards in the shop to buy a new flask called the Premium Modifer Flask. Like all flasks, these give DNA, which means you can now use Enriched Shards to level up your skills and get more legendaries. Previously, many players were sitting on a bunch of Enriched Shards that they literally couldn't spend at all. So now that's fixed.
But even cooler, these new flasks also randomly upgrade one of your round modifiers to "Premium" status. Premium modifiers look cooler and will track your highest kill streak while using them. A bit like StatTrak from Counter Strike. Then when you win a round, that kill streak is shown off on your victory screen! Also, Premium modifiers can go up to 100 instead of 50 trophies, which lets you reach higher and higher victory screen cosmetics (you can see my sexy pink victory screen in this video below):
Weekly challenges now give 500/1000/1500/2000/2500 acid instead of 300/600/900/1200/1500
There are now 6 daily challenges you can complete, instead of 5 (giving +300 acid per day). The 3x ACID rate that used to be found here can now sometimes be found in the shop.
Added a black border behind player names in the kill log
Improved the server auto joiner logic to slightly prioritize servers based on round number, aiming for games currently in warmup or round 1 if possible
If playing ranked mode, it will become ranked for you no matter when you join in round 1. Previously it was only if you joined before overtime.
Brought back the survival monthly leaderboard, now in the TOP STATS section
New players can access round modifiers at level 18 instead of 28
[GAMEPLAY CHANGES]
Vehicle explosions do about 20hp more damage and are a bit bigger
Players falling after the -2:00 mark now respawn in the center of the circle, not randomly
[SKILL CHANGES]
Beefcake no longer gives 3/6/9/12 health per upgrade purchased.. instead it gives 2/4/6/8 health per upgraded owned (letting you mutate it in R3 and get a bunch of health from old upgrades)
Beefcake's base max health increases by 8 instead of 10 per level
Assassinate has a slightly larger "close range" threshold for its damage mutation, and it also gains a bit more farm per level
Frenzy's cooldown is now 2s longer
Proximity Rounds has a charging radius of 30 instead of 40 meters, but a larger charging radius from gangsters. Bullets do +6 instead of +5 damage
Blade Fury's cooldown is 2s faster and the slashing speed is slightly faster
Hypnotic Army's cooldown is 2s faster, and it can now capture vendors from the very first level
Illicit Income's mutation now gives fire rate based on the highest wanted level you've reached, not your current wanted level. Now ranges from 2/4/6/8 instead of 3/6/9/12
Medical Supplies' mutation now also causes explosive crates to spawn where you blow up cars (not just thrown grenades)
Invisibilities duration is 2s longer for all levels
Spike Trap's mutation slows enemies for 3s instead of 4s, but the spikes stay there for 12 instead of 10s
Skillshots charges are now halved on death, instead of fully removed