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Price Drop, Legacy Gifts, Procedural Maps, New Mechanics, New Enemies

Hey Gang! Some of you might have noticed that we've been quietly pumping out a lot of changes the past month. The changes were happening so often that I figured to just save it all for one big post. This one's a Whopper so get ready ;]

We've been listening, boo! (。•̀ᴗ-)✧
  • Game Price has Dropped
  • Legacy Supporters Gifted all future DLC's (Thanks for your early support guys! I got to eat real food <3)
  • All Levels are now Procedurally Generated (Weapon Table Spawns with the Player)
  • Bullet Decals and Particles now Effectively Applies
  • Critical Damage Now Properly Applies (50Cal receives a higher modifier)
  • All enemies behavior patterns & attributes have been altered
  • Replaced majority of meshes & added substantial animations to their respective types
  • New Mechanics: Feint, Flow, I-Frames, & Modifiers
  • Mobility & Understanding of F&F (Feint & Flow) is Crucial for survival

New Mechanic: Feint & Flow

Flow

  • Crouch
  • Powerslide (Sprint + Crouch - 3 Sec reset shared with Dive)
  • Dive (Sprint + Jump + Crouch - 3 Sec reset)
  • Low Openings can be accessed through an aimed Powerslide
  • High Openings can be accessed through a Double-Jump Dive
  • Disabled Wallrun - Maps are too small atm & Procedural Design is Unstable

Feint

  • Crouches will dodge Horizontal Swings
  • Jumps will dodge Low Swipes
  • Strafes will dodge Vertical Swings
  • All Enemies have an attack window from Initiation to Damage Application, which can easily be (individually) Kited by simply Backstepping or Strafing. This is Different from I-Frames (see next)

New Mechanic: I-Frames (Invincibility Frames)

  • There is a small I-Frame Window during your Dive & Slide where players are immune to all damage
  • A Properly Timed I-Frame will Ignore all Status Effects (e.g. Banshee's Scream)
  • Some enemy types & modifiers possess this same mechanic

New Mechanic: Enemy Modifiers

(Varied Probability to activate on Spawn based on Type)

  • Charred (On Fire) - Health & Damage Increased
  • Jacked (Halloween Update) - +Health & Immunity to Critical Damage
  • Chameleon - Permanently Invisible
  • Aegis - Vulnerable Only to Headshots
  • Feedback - Causes Return Damage to players within Range (Electrical Sparks)

Replaced/Added Unique Models:

  • Tank
  • Runner
  • Melder
  • Blinker

New Enemy Types:

  • Crawler - Low Frame & Small Knockback
  • Caustic - Low Frame, Fast, & Explodes upon Death/Proximity
  • Banshee - Stationary & Slows Movement

Note: The change to procedural levels & large number of new enemy types will require a substantial amount of rebalancing.
Since small adjustments have and will occur on a daily basis, I won't post any changes unless they are substantial.

The Banshee & Blinker are both extremely difficult additions (on purpose), even for us developers σ(≧ε≦o), so watch out for them! Remember that a lot of the stronger enemies have key weaknesses.

Working On:

  • Ammo, Currency, Experience, Upgrades
  • Lost Dahlia (Card Modifier Meta-Game)