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- - New stat systems:
- - Global and per-Survivor stats (separate for each Survivor in the squad),
- - Diminishing returns for most stats - no more ceilings or caps.
- - Military Training now offers much greater Survivor stat bonuses,
- - Infinite level-up upgrades now offer stronger bonuses for random Survivors
- - New stat bonuses calculation equation (“Base * A * B * C” changed to “Base + (A * B * C)”).
- - New Horde AI:
- - Enemies units now work together to surround the player.
- - Zombies find blind spots around the player and try to fill the gaps.
- - Fastest enemies are now slower (most notably - Runner Zombies).
- - Meta progression rework:
- - One general skill tree (old system of Cash → Training Points),
- - Skill trees for each Survivor (new leveling system - Specialization),
- - Upgrades and synergy nodes between different Survivors.
- - More nodes & higher levels will come in future updates.
- - Max skill trees level equal to the max amount of skill points possible to receive, which will be increased with future updates.
- - Previously earned training points transfers directly up to the max number of skill points needed to 100% the old skill tree (up to 475 skill points).
- - New Survivor leveling system:
- - Specialization bar fills from the time spend on field and upgrades acquired on each Survivor,
- - Specialization is separate from Cash and Training Points (main skill tree currency),
- - Each additional Survivor receives a percentage of share,
- - Different game modes, maps, and difficulty levels have different specialization points gain modifiers,
- - Previously earned Survivor ranks transfers directly into new system’s ranks (skill tree columns unlocked).
- - New Badge system:
- - Select badges before starting the game to receive stat boosts,
- - Unlock new badges from Survivors' skill trees,
- - Use badges to customize each run to your liking.
- - New Difficulty system:
- - Customize your run by selecting the difficulty level,
- - New difficulty levels are unlocked by completing previous ones on each map and game mode,
- - Higher difficulties are harder, but offer better Cash / Specialization rewards,
- - Currently offers basic scaling modifiers, with more advanced changes and difficulty levels coming in future updates.
- - 56 new Ability Evolutions (2 ultimate upgrades for every ability).
- - Revamps of passive-bonus abilities:
- - (Huntress) Eagle Eye → Bear Trap,
- - (Ghost) Protocol: Critical → Pulsar,
- - (Medic) Transplantology → Medical Drone,
- - (Medic) Field Surgery → Experiment 21.
- - New damage types/tags & their status effects:
- - Kinetic - Injured,
- - Slashing - Bleeding,
- - Electric - Electrified,
- - Fire - Burning,
- - Ice - Frozen,
- - Chemical - Toxified,
- - Explosive.
- - Damage type tag system:
- - Every weapon, ability, and their upgrades, that deal set damage type, adds +1 to its tag,
- - Each tag gives a damage type bonus and higher chance of applying its status effect,
- - Additional effect when at 10 or more tags of each type.
- - Item system rework:
- - Reworks for almost all existing items,
- - Items are much more powerful on average,
- - You can have up to 6 items at one time,
- - Items can be replaced when obtaining more than six,
- - 9 new items & 8 old items temporarily disabled, to be updated,
- - Item upgrading/evolution is planned for a future update.
- - Cash (Money) collected is now saved between runs, so every game now always moves your overall Survival Level further.
- - Extermination Mode: You now receive Cash for each wave cleared (100$ * wave number * map difficulty * difficulty level).
- - “Lockdown” option is now a permanent general skill tree unlock and can be used indefinitely in gameplay.
- - Team Leader Survivor passive bonuses removed; this system will be reworked and re-added in a future update.
- - Weapon Cooldown system improved for single-ammo weapons (Shotgun, Bow, Katana, Axe, Flasks), allowing for greater attack speed ceiling and smoother gameplay with these weapons.
- - Balance changes to all weapons and abilities. Some notable examples:
- - Most stats adjusted to take the new tag system and skill tree node upgrades into consideration (many are weaker early but much stronger late game / on higher meta progression levels).
- - Laser / Blowtorch / Flamethrower: Applies first damage instance faster,
- - SWAT: Sniper Rifle: Attack range increased, further emphasizing its core strengths,
- - Huntress: Multishot: Has one additional arrow projectile on rank 4,
- - Medic: Flasks: Both flask types have +1 projectile on rank 4, and the second flask is always thrown at a greater distance,
- - Medic: Syringe Gun: Has up to 2 more syringes in its magazine (from 2).
- - Item Pool: You can now ban up to 10% of your items (from needing to have at least 40 items unbanned).
- - Survivor unlock requirements adjusted.
- - Level-up explosion now deals 50 flat damage (from 15).
- - New settings & options:
- - Overall graphics quality,
- - Ground coverage / detail density,
- - Pause game and/or mute audio when in background,
- - Camera movement style (smooth or stuck in the center).
- - Controller vibrations for gameplay and interface actions.
- - Achievements requirements adjusted:
- - "Tons of Damage": Damage required raised to 9,000 (from 1,500).
- - "It's Over 9000!": Damage required raised to 90,000 (from 9,000).
- - "Gear Of War": Now requires 6 items (instead of 5).
- - "Third Time's a Charm": New trigger; get hit 3 times in a row without receiving any damage.
- - Language & terminology consolidation (Money → Cash, Magnet Range → Pickup Range, Reload → Cooldown, Fire Rate → Attack Speed, etc.).
- - New save game file / name change (YAZSGameSave_20230620_01.es3 → YAZSGameSaveFile.es3). Previous progress is safely and seamlessly transferred to the new file.
- - It’s now possible to launch the game with the use of a different graphics API than the default one, for debugging and troubleshooting purposes:
- - -force-opengl
- - -force-d3d11
- - -force-d3d12
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