You asked, and we present: the Cryopod
-Find this service at any Cryovat/Deployed APC located at various mission sites, including the one at base.
-Up to 5 units may be stored or 'podded', along with all their gear. They can be retrieved at any time and at any Cryopod location :)
-Yes, the Cryopod service doubles as a way to reorder your ground team for the more OCD commanders out there.
-You may sell the contents of the pod, unit and gear at one go, for ©
Bug fixes
-Enemies' damage resistance modifiers were not always registering previously.
Enemy changes
-Stabbers now have more health, enhanced regeneration, requiring significant burst damage to put down.
-Spikers have enhanced active regeneration during their retreat proc.
-Trappers now move faster and when anxious, do not stagger about, but home in on nearest targets, flailing widly.
-Molars have lower health, but greater ranged damage resistance, and take much more melee damage.
-Gut loot drop rates retuned.
The ebb and flow dynamic of the more 'harrowing' pre-beta version is now melded with the current setup, and balanced for 3-4 units for what I assume to be the average player. This attempts to take into consideration the wide array of weapons and deployables, unit modifiers and trait bonuses available that currently, as brought up in the forums, seem to see less use. I hope this changes that significantly while not simply degenerating into an obnoxious 'dps vs meat wall' experience.
Weapon changes
-Shotguns made slightly more powerful, prices updated
-Anti Monster Rifle has its 'splash' damage reduced. Only a fully 'black ribboned' character may 1-shot a Colonist.
CQC,Overlapping fire, Diamonding, funneling should be more important now.
UI update
-Info panel now closes at the same spot the "i"/info toggle is situated.