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| 1 | - | - New stat systems: |
| 1 | + | GAMEPLAY & QUALITY OF LIFE CHANGES |
| 2 | - | - Global and per-Survivor stats (separate for each Survivor in the squad), |
| 2 | + | |
| 3 | - | - Diminishing returns for most stats - no more ceilings or caps. |
| 3 | + | - New gameplay event: Field Research: |
| 4 | - | - Military Training now offers much greater Survivor stat bonuses, |
| 4 | + | - Unlocked by a rank 3 node in the general skill-tree. |
| 5 | - | - Infinite level-up upgrades now offer stronger bonuses for random Survivors |
| 5 | + | - Activate the event by standing near the Research Pod area when it spawns at random location in approximate time intervals. |
| 6 | - | - New stat bonuses calculation equation (“Base * A * B * C” changed to “Base + (A * B * C)”). |
| 6 | + | - Find and collect Research Samples before the time runs out, the more you get, the higher the reward! |
| 7 | - After the collection phase ends, deposit the Samples into the Pod to receive bonus tag points from randomized pool (rerollable). | |
| 8 | - | - New Horde AI: |
| 8 | + | - New accessibility option: Daylight Mode: |
| 9 | - | - Enemies units now work together to surround the player. |
| 9 | + | - Forces the game to take place during the day instead of at night. |
| 10 | - | - Zombies find blind spots around the player and try to fill the gaps. |
| 10 | + | - Can improve the experience for players who find the game too dark. |
| 11 | - | - 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. |
| 12 | - All runs now conclude with Cash pickups being collected from the level, instead of only when the run ended on victory state. | |
| 13 | - | - Meta progression rework: |
| 13 | + | - “Conclude Run” now substitutes the deprecated “Quit to Main Menu” function. When concluding, Survivors no longer play their defeat animations. |
| 14 | - | - One general skill tree (old system of Cash → Training Points), |
| 14 | + | - Reduced the chance of same options appearing again when using the Reroll function on power-up select screen. |
| 15 | - | - 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.). |
| 16 | - | - Upgrades and synergy nodes between different Survivors. |
| 16 | + | |
| 17 | - | - More nodes & higher levels will come in future updates. |
| 17 | + | BALANCE CHANGES |
| 18 | - | - Max skill trees level equal to the max amount of skill points possible to receive, which will be increased with future updates. |
| 18 | + | |
| 19 | - | - 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). |
| 20 | - Pyro: Molotov Cocktail: Ice: The Ice portion of this ability now guarantees Freeze status. | |
| 21 | - | - New Survivor leveling system: |
| 21 | + | - Mechanic: Chainsaw: Now has wider range and better character rotation. |
| 22 | - | - Specialization bar fills from the time spend on field and upgrades acquired on each Survivor, |
| 22 | + | - Mechanic: Remote Control Car: RC cars have longer pause between uses & targetting AI improved. |
| 23 | - | - 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. |
| 24 | - | - Each additional Survivor receives a percentage of share, |
| 24 | + | - Items: Scented Candle: Status effect duration debuff reduced to -20% (from -25%). |
| 25 | - | - Different game modes, maps, and difficulty levels have different specialization points gain modifiers, |
| 25 | + | - Items: Zugzwang Hypergaster XD: Now adds +4 points to tags (from +3). |
| 26 | - | - Previously earned Survivor ranks transfers directly into new system’s ranks (skill tree columns unlocked). |
| 26 | + | - Items: Pills: Damage boost duration increased to 30s (from 20s). |
| 27 | - Military Training: Luck bonuses increased to 2/5/10/20 (from 2/5/10/15). | |
| 28 | - | - New Badge system: |
| 28 | + | - Military Training: Ability Area bonuses increased to 2,5/10/20/30 (from 2,5/5/10/20). |
| 29 | - | - Select badges before starting the game to receive stat boosts, |
| 29 | + | - Badges: All damage type badges had their damage and tag amount increased to max +6 & 40% (from +5 & 25%). |
| 30 | - | - Unlock new badges from Survivors' skill trees, |
| 30 | + | - Badges: Tough Badge: Stat bonuses decreased to max 400 & 25 (from 500 & 50). |
| 31 | - | - Use badges to customize each run to your liking. |
| 31 | + | - Badges: Speed Badge: Stat bonuses decreased to max 25% & 40% (from 30% & 50%). |
| 32 | - Damage Against Elites & Bosses skill tree nodes and badge nerfed (25% → 20%). | |
| 33 | - | - New Difficulty system: |
| 33 | + | - Achievements: “Explosion!” range requirements lowered. |
| 34 | - | - Customize your run by selecting the difficulty level, |
| 34 | + | |
| 35 | - | - New difficulty levels are unlocked by completing previous ones on each map and game mode, |
| 35 | + | BUGFIXES |
| 36 | - | - Higher difficulties are harder, but offer better Cash / Specialization rewards, |
| 36 | + | |
| 37 | - | - Currently offers basic scaling modifiers, with more advanced changes and difficulty levels coming in future updates. |
| 37 | + | - Potential fixes for game crashes, especially ones related to the Extermination mode on Green Hell. |
| 38 | - | - 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. |
| 39 | - Items: “Zugzwang Hypergaster XD” should once again work correctly. | |
| 40 | - | - Revamps of passive-bonus abilities: |
| 40 | + | - Items: Improved the synergy between “Ultra Instinct” and “Omnigeode”. |
| 41 | - | - (Huntress) Eagle Eye → Bear Trap, |
| 41 | + | - SWAT: Ricochet: Slashing variant now counts to total Slashing damage done. |
| 42 | - | - (Ghost) Protocol: Critical → Pulsar, |
| 42 | + | - TANK: Bombing Strike: Electric variant fixed to deal electric damage when it’s under 10 tags. |
| 43 | - | - (Medic) Transplantology → Medical Drone, |
| 43 | + | - Medic: Syringer: Description now correctly displays “Magazine Size” stat instead of “Projectiles fired”. |
| 44 | - | - (Medic) Field Surgery → Experiment 21. |
| 44 | + | - Engineer: Energy Shield: Particle effects position corrected. |
| 45 | - Huntress: Arrow Rain: Visuals now better coincide with its actual range. Indicators removed for clarity. | |
| 46 | - | - New damage types/tags & their status effects: |
| 46 | + | - Other minor fixes (e.g. localization). |