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- New stat systems:
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GAMEPLAY & QUALITY OF LIFE CHANGES
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	- Global and per-Survivor stats (separate for each Survivor in the squad),
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	- Diminishing returns for most stats - no more ceilings or caps.
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- New gameplay event: Field Research:
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	- Military Training now offers much greater Survivor stat bonuses,
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	- Unlocked by a rank 3 node in the general skill-tree.
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	- Infinite level-up upgrades now offer stronger bonuses for random Survivors
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	- Activate the event by standing near the Research Pod area when it spawns at random location in approximate time intervals.
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	- New stat bonuses calculation equation (“Base * A * B * C” changed to “Base + (A * B * C)”).
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	- Find and collect Research Samples before the time runs out, the more you get, the higher the reward!
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	- After the collection phase ends, deposit the Samples into the Pod to receive bonus tag points from randomized pool (rerollable).
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- New Horde AI:
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- New accessibility option: Daylight Mode:
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	- Enemies units now work together to surround the player.
9+
	- Forces the game to take place during the day instead of at night.
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	- Zombies find blind spots around the player and try to fill the gaps.
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	- Can improve the experience for players who find the game too dark.
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	- Fastest enemies are now slower (most notably - Runner Zombies).
11+
- Explosive damage type Tag: Gains a new effect - Implosion: Has 1% chance per Tag point to refresh and reapply all other active status effects.
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- All runs now conclude with Cash pickups being collected from the level, instead of only when the run ended on victory state.
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- Meta progression rework:
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- “Conclude Run” now substitutes the deprecated “Quit to Main Menu” function. When concluding, Survivors no longer play their defeat animations.
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	- One general skill tree (old system of Cash → Training Points),
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- Reduced the chance of same options appearing again when using the Reroll function on power-up select screen.
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	- Skill trees for each Survivor (new leveling system - Specialization),
15+
- Damage type colors revised and unified in gameplay, interface and tooltips (Slashing is red, Explosive is yellow, Kinetic is ecru, etc.).
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	- Upgrades and synergy nodes between different Survivors.
16+
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	- More nodes & higher levels will come in future updates.
17+
BALANCE CHANGES
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	- Max skill trees level equal to the max amount of skill points possible to receive, which will be increased with future updates.
18+
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	- 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).
19+
- Burn: Base damage is now 30 per damage tick (from 25).
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- Pyro: Molotov Cocktail: Ice: The Ice portion of this ability now guarantees Freeze status.
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- New Survivor leveling system:
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- Mechanic: Chainsaw: Now has wider range and better character rotation.
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	- Specialization bar fills from the time spend on field and upgrades acquired on each Survivor,
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- Mechanic: Remote Control Car: RC cars have longer pause between uses & targetting AI improved.
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	- Specialization is separate from Cash and Training Points (main skill tree currency),
23+
- Items: Devil’s Deal: Now deals 10% damage every 5s, and activates most on-hit effects.
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	- Each additional Survivor receives a percentage of share,
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- Items: Scented Candle: Status effect duration debuff reduced to -20% (from -25%).
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	- Different game modes, maps, and difficulty levels have different specialization points gain modifiers,
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- Items: Zugzwang Hypergaster XD: Now adds +4 points to tags (from +3).
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	- Previously earned Survivor ranks transfers directly into new system’s ranks (skill tree columns unlocked).
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- Items: Pills: Damage boost duration increased to 30s (from 20s).
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- Military Training: Luck bonuses increased to 2/5/10/20 (from 2/5/10/15).
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- New Badge system:
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- Military Training: Ability Area bonuses increased to 2,5/10/20/30 (from 2,5/5/10/20).
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	- Select badges before starting the game to receive stat boosts,
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- Badges: All damage type badges had their damage and tag amount increased to max +6 & 40% (from +5 & 25%).
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	- Unlock new badges from Survivors' skill trees,
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- Badges: Tough Badge: Stat bonuses decreased to max 400 & 25 (from 500 & 50).
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	- Use badges to customize each run to your liking.
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- Badges: Speed Badge: Stat bonuses decreased to max 25% & 40% (from 30% & 50%).
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- Damage Against Elites & Bosses skill tree nodes and badge nerfed (25% → 20%).
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- New Difficulty system:
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- Achievements: “Explosion!” range requirements lowered.
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	- Customize your run by selecting the difficulty level,
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	- New difficulty levels are unlocked by completing previous ones on each map and game mode,
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BUGFIXES
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	- Higher difficulties are harder, but offer better Cash / Specialization rewards,
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	- Currently offers basic scaling modifiers, with more advanced changes and difficulty levels coming in future updates.
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- Potential fixes for game crashes, especially ones related to the Extermination mode on Green Hell.
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	- 56 new Ability Evolutions (2 ultimate upgrades for every ability).
38+
- F8 Feedback Form should no longer allow the game to be unpaused in the background when it’s in use.
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- Items: “Zugzwang Hypergaster XD” should once again work correctly.
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- Revamps of passive-bonus abilities:
40+
- Items: Improved the synergy between “Ultra Instinct” and “Omnigeode”.
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	- (Huntress) Eagle Eye → Bear Trap,
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- SWAT: Ricochet: Slashing variant now counts to total Slashing damage done.
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	- (Ghost) Protocol: Critical → Pulsar,
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- TANK: Bombing Strike: Electric variant fixed to deal electric damage when it’s under 10 tags.
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	- (Medic) Transplantology → Medical Drone,
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- Medic: Syringer: Description now correctly displays “Magazine Size” stat instead of “Projectiles fired”.
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	- (Medic) Field Surgery → Experiment 21.
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- Engineer: Energy Shield: Particle effects position corrected.
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- Huntress: Arrow Rain: Visuals now better coincide with its actual range. Indicators removed for clarity.
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- New damage types/tags & their status effects:
46+
- Other minor fixes (e.g. localization).