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Back 4 Blood | Some (hopefully not far-fetched) Ideas _ Fundamentals

作者:MRnok14L│2022-06-22 22:18:08│巴幣:2│人氣:1093

Back 4 Blood | Some (hopefully not far-fetched) Ideas _ Fundamentals
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2022-06-28
  • Additional content.

2022-07-10
  • Overall polish.

2022-07-22
  • Added "Friendly Fire" section.

2022-08-07
  • Added additional cleaner section for "Prophet".

2022-08-09
  • Added "Jade" in the additional cleaner section.

2022-09-04
  • Added loadout changes to Hoffman, Jim, and Sharice.
  • Reworked Tac14 as secondary weapon.

2022-09-10
  • Added 3 more cleaners in the additional cleaner section.
    • Lt. Volkova
    • Andreas
    • "Seraphen"

2022-09-13
  • Update to the vendor traits, the first listed trait will be doubly effective.

2022-09-20
  • Reorganized post structure; Moved everything that's about the fundamental part of the game to part 1, moved everything in regards to existing cards to part 2, and moved all new cards to part 3.
  • Added "Food System" under the IN-GAME ECONOMY section.
  • Included food sizes in Heng's 2nd perk "Hoarder".

2022-09-22
  • Added "Yakuza" in the additional cleaner sectio.
  • Renamed Makeshift Shield to Buckler.
  • Include food items into Heng's perk 1 "Scavenger Senses".
  • Changed Andreas's loadout
    • OLD | SCAR, P90 PDW, and Makeshift Shield
    • NEW | M249, P90 PDW, and Claymore Mine.
  • Changed Andreas's perk 1
    • OLD | +25% recoil control and gain 0.25x less negative reload speed. Andreas can equip a primary weapon in the secondary slot. If equipped "Two is One and One is None" in the deck, remove its negative effects and gain +50% ammo.
    • NEW | Gain 0.25x less negative reload speed. Andreas can equip a primary weapon in the secondary slot. If equipped "Two is One and One is None" in the deck, remove its negative effects and gain 0.5x more positive ammo with rifle and pistol/SMG.
  • Added combat knife info on all additional Cleaners.
  • Added horizontal recoil penalty for keep firing LMGs under the PLAUSIBLE WEAPON BALANCE section.

2022-09-26
  • Jim
    • Change Perk 1 to work with 1-hit kill from full health.
    • Perk 3 weakspot damage from simply +25% to +10% while not aiming or +25% while aiming.
  • Mentioned Ravenous and Break Time under CORRUPTION CARDS section.
  • Added more corruption cards, such as Vicious Crawler, Perimeter Breach: Small, Perimeter Breach: Large, Mountain King.

2022-10-08~10-28
  • Added PERSONAL UPGRADES under the IN-GAME ECONOMY section.
  • Changed Walker's perk 3 "Model Soldier"
    • OLD | TE: +20% reload speed, +20% recoil control, -20% hipfire bloom per shot.
    • NEW | TE: Provide fellow Cleaners 0.5x of the effect source's total reload speed and recoil control.
  • Mom
    • Downside added -50% technological use speed.
  • Changed Hoffman's perk 3
    • OLD | TE: +25% ammo, and another +25% with pistol/SMG ammo.
    • NEW | TE: +25% ammo. When a horde is triggered, gain +50% reload speed for 6s.
  • Changed Karlee's perk 1
    • OLD | Karlee can sense nearby hazards and Mutations highlighted within 12m around her, and can visualize nearby enemy presence and aggro within 10m around her (detection meters). Karlee also attracts enemies 25% less.
    • NEW | Karlee can sense hazards and Mutations highlighted within 10m around her, which is also visualized on a compass for 360-degree awareness. Karlee also attracts enemies 25% less.
  • Changed Heng's perk 1
    • NEW | SCAVENGER SENSES: Heng can sense Prepper stash doors, attachments, other useful objects and materials, and food items. Also, 6 additional food items will spawn in the level.
    • NEWER | SKILLED CHEF: Heng can sense nearby food items within 3m around him. Heng can press and hold [ping] on food items for 8s and spending 40 stamina (will impede regen) to upgrade their effectiveness by 1x but upgraded food cannot be stored. Also, Heng receives 10/30 bolstering temp health when others consumed a food he pinged/upgraded.
  • Changed Heng's perk 3
    • NEW | MR.FIXIT: TE: +10% accessory re-use chance with reusable accessories.
    • NEWER | RESTAURATEUR: TE: +10 Vendor food supply. At the start of each level, gain a stacking 50 copper allowance (discount) on Vendor foods, up to 300 copper, lasting indefinitely throughout the entire act; No effect on Hive level.
      • *Vendor food supply: Check "Vendor Food" under the PERSONAL UPGRADES section for more info.
  • Added 4 more cleaners in the additional cleaner section.
    • "Techie"
    • "Zerker"
    • "Banker"
    • "Raider"

2022-Dec
  • Finalized (I wish)
    • Final pass on numeric potencies.
  • Mentioned the existing bow as the Cultist Bow.
  • Added more weapons in the PLAUSIBLE WEAPONS section, such as the Comp Bow and the Crossbow.
  • Added missing damage changes about the AK47 and the SCAR.
  • Revised Bait Jar.


Click [here] for part 2 for existing cards.

Click [here] for part 3 for new cards.




Long read ahead; Emptying bladder is recommended. Numeric stats below may not be correct or up-to-date with the in-game stats.

TABLE OF CONTENT
  • SYSTEM
  • GENERAL
    • TRAUMA
    • TEMP HEALTH
    • TEMP DAMAGE
    • HEALING ITEMS
    • FRIENDLY FIRE
    • REVIVE SPEED
    • MOVE SPEED AND SPRINT SPEED
  • IN-GAME ECONOMY
    • VENDOR TRAITS
    • TEAM UPGRADES
    • PERSONAL UPGRADES
    • FOOD SYSTEM
  • CLEANERS
    • EVANGELO
    • HOLLY
    • WALKER
    • MOM
    • DOC
    • HOFFMAN
    • JIM
    • KARLEE
    • SHARICE
    • HENG
    • "PROPHET"
  • ADDITIONAL CLEANERS
    • "JADE
    • LT. VOLKOVA
    • ANDREAS
    • "SERAPHEN"
    • "YAKUZA"
    • "TECHIE"
    • "ZERKER"
    • "BANKER"
    • "RAIDER"
  • PLAUSIBLE BALANCE
    • ACCESSORY CHANGES
    • AMMO CHANGES
  • PLAUSIBLE WEAPON BALANCE
    • GUNPLAY
    • SPECIFIC WEAPONS
  • MELEE SYSTEM
    • BASELINE MELEE
    • SPECIFIC MELEE WEAPONS
  • PLAUSIBLE WEAPONS
    • PISTOL VARIETY
    • SNIPER RIFLE VARIETY
  • CORRUPTION CARDS
  • NEW FEATURE
    • BLOOD SHRINE
    • TECHNOLOGICAL INTERACTION
  • NEW ITEMS
    • BLOODY RELIC
    • SCANNER
    • CLAYMORE MINE
    • MEGAPHONE
    • TECHIE'S PDA
    • BUCKLER

 SYSTEM
  • Make crosshair show accuracy with a second layer of crosshair, so that there will be space at the point of aim for the sake of visibility when at 100% accuracy.
    • Ditto, make crosshair unaffected by accuracy while using/holding a melee weapon.
  • Make common stats like move speed, reload speed, stamina, accuracy, etc, summed and placed together, so players can check their stats in a glimpse without having to keep track of how much potency per stack per card.
  • Make everyone's healing efficiency visible above their head when holding a healing item. And display healer's healing efficiency as well as receiver's received healing rate next to the progress bar.
    • *received healing: There will be cards that increase or reduce received healing, e.g. the Charitable Soul (in part 2) and the Corrosive Skin (part 3).
  • Display sprinting stamina efficiency next to the stam bar while sprinting.
  • The hand sway from movement and the recoil animation could be more intense to reflect the hipfire bloom, since it's very odd to see bullet tracers going way off despite the gun pointing straight ahead.
  • Add alternative use to Propane Tanks and Gas Canisters that plants the object firmly on the ground bypassing physics, so they won't roll on a slope.


 GENERAL
  • Make 25/50% of the Sleeper spots on Recruit/Veteran to spawn Sleeper bed without a Sleeper in them to help players learn the sleeper spots on these difficulties.
  • Police vehicles should have high chance to contain at least a bulk of ammo of random type.
  • Grant police vehicles a small chance to contain smaller weapons e.g. pistols.
    • Similarly, there should be SWAT trucks as the weaponry counterpart to ambulances that could contain medical items.

  TRAUMA
“Trauma in B4B is interesting for setting up a rule that basically says players cannot simply use healing to nullify the mistake they made, while also making health related resource to be broadly relevant without leaving too much healing laying around - in order to cater a gameplay structure that formats after head-on attacks where both parties trade health in some sort of tug-of-war fashion, compared to how the game's predecessor - Left 4 Dead - emphasized on coordinated ambush with the widespread capabilities on the special infected to suppress human players, especially on certain key points on the map.

However, the game could oftentimes inflict too much trauma, especially on the higher difficulties where the trauma of specific instances are scaled up when the typical damage output against human players are already increased along the way, resulting more trauma. To ameliorate this, and to also make the extra life attribute more viable, I think these changes can be made: ”
  • Rework how trauma works to that it inflicts 50% the trauma value immediately and the other 50% gradually, and the gradual trauma can be stopped via normal health healing.
    • All instances of gradual trauma will be added together, turning into real trauma at the rate of 0.1 per 0.4s.
  • Incapacitation (getting downed) by default should inflict little to no trauma, down to 2/4/6/8 across different difficulties.
    • Dying (downing without life remaining) still inflicts noticeable amount of trauma: 8/10/12/16 plus the trauma from the damage that caused it.
  • Instead of fully negating trauma damage as long as there is 1 temp health, trauma can be dealt through the temp health but is 50% resisted (plus any additional trauma resistance) when it meets temp health.
  • Cleaners have built-in trauma resistances:
    • +20/15/10/5% while current health is ≥80/75/65/60/% of the max.
      • There is a notch in the health bar indicating the threshold where the build-in trauma resistance is at its max.
    • +10% while at full health (e.g. at 80/80 health while having 100 max health and 20 trauma).

  TEMP HEALTH
  • Increase temp health decay delay to 5s after applying, and reduce temp health decay rate to 1 temp health per 2s.
  • New sub-type of health: Bolstered temp health.
    • This is any temp health inside the bolstered health capacity.
    • Taking damage with bolstered temp health will not inflict trauma, which works on a point-by-point basis.
    • It doesn't matter it was temp health being bumped into bolstered health capacity or it is bolstering temp health.
      • *bolstering temp health: Just like temp health except it simultaneously grants bolstered health capacity, which is temporary and will fade away as the corresponding bolstering temp health decays or depletes.
      • Receive 5 bolstering temp health while having full health with 100 max health and 20 trauma (at 80/80 health lacking 20) doesn't give you 80/80 normal health plus 5 bolstered temp health, but +5 (flat value) bolstered health capacity and brings your health to 80/80 plus 5 temp health.
  • Overheal works the same: +10% overheal means 100 normal health healing that'd otherwise be wasted will become 10 temp health, which is capable of temporarily cover up trauma and fill into bolstered health capacity.

  TEMP DAMAGE
  • Temp damage will begin to turn back into normal health or temp health depending on the type of health that sustained the damage - at the default rate of 0.1 health per 0.1s after 20s since the damage dealt.
  • Unlike all instances temp health ticking together, each instance of temp damage will be ticking separately.
    • *each instance will be ticking separately: For example, taking 1 instance of 5 temp damage and 1 instance of 10 temp damage at the same time means that after the recovery delay, you will be recovering 0.2 temp damage per 0.1s for 5s and then recover 0.1 temp damage for 5s, while sustaining further temp damage will not interfere with the existing recovery.
  • Temp damage will not inflict trauma.

  ELEMENTAL DAMAGE
  • Elemental damage types are: explosive, fire, acid, cyro, electro, toxic, bleed, and psychic.
  • Elemental damage types are only half resisted by generic/global damage resistance as if they reduces this non-specific resistance by 0.5x.
  • Ditto, the psychic type is resisted even less by generic damage resistance, only 0.25x, as if there is a 0.75x reduction.

  HEALING ITEMS  
  • Pain Med:
    • Temp health from 35/45/55/65 to 30/45/60/75.
    • Also apply a Pain Med buff that gives +10/15/20/25% trauma resistance, lasting 15s.
  • Bandage:
    • Normal health heal from 25/30/35/40 to 30/40/50/60.
    • Trauma heal from 0/0/0/0 to 4/8/12/16.
    • Re-use chance from 0/10/15/20% to 0/0/0/0%.
    • Vendor price is still 150c.
  • First Aid:
    • Use time from 3s to 6s.
    • Normal health heal from 50/75/100/125 to 60/90/120/150.
    • Trauma heal from 0/5/10/15 to 10/20/30/40.
    • Vendor price from 300c to 400c.
  • Defibrillator:
    • Revived health on dead teammate from 40/60/80/100% to 30/45/60/75% (still at 40/60/80/100% for reviving incapped teammate).
    • Also applies a debuff that gives -25% stamina regen and -20% stamina efficiency for 20s/10s on dead/incap teammate.

  • Overall, more trauma will be dealt, but trauma recovery and trauma heal will also become more available, too. It depends on how well players play the game as well as how well health resources are utilized. The key difference is in trauma will no will be something that can be completely cheesed with temp health.


  FRIENDLY FIRE
“While Back 4 Blood could still cater slow, methodical approaches, its action aspect oftentimes gets so intense that the Friendly Fire mechanic becomes more so a hinderance instead of adding to the experience.

To improve the gameplay experience where it meets Friendly Fire, the lowest difficulty should still have a tiny degree of FF in order to educate players its presence and prepare them for the higher difficulties, while a portion of FF damage could be temporary - to improve the unhealthy dependence between it and Down In Front.”
  • Recruit:
    • FF percentage from none to 10%.
    • Friendly Fire cannot incapacitate/down teammates
    • 50% of the FF damage dealt will turn to temp damage. Temp damage will not inflict trauma even if it's not FF.
  • Veteran:
    • FF percentage from 35% to 20%.
    • 50% of the FF damage dealt will turn to temp damage.
  • Nightmare:
    • FF percentage from 60% to 30%.
    • 50% of the FF damage dealt will turn to temp damage.
  • No Hope:
    • FF percentage change to 30%
    • 0% of the FF damage dealt will turn to temp damage.


 REVIVE SPEED
  • Revive speed is only half affected by generic/global use speed as if it gets reduced by 0.5x.


 MOVE SPEED AND SPRINT SPEED
  • Change sprinting to increase movement speed with a 1.5x multiplier, and will provide +20% slow resistance while sprinting.
  • Change the sprint speed to based on the move speed.
    • Sprint speed example 1: If base move speed is 450, then having +20% sprint speed means (450 *1.5) +90.
    • Sprint speed example 2: If base move speed is 450, then having -10%/20% move/sprint speed means ([450 -45] *1.5) -81.



 IN-GAME ECONOMY
“Having an in-game economy aspect is really fun as it allows players manage and strategize with a versatile currency that they will be able to invest, make use, and think about, while getting a good idea on the wind condition they're facing, and I hope these changes will be able to push B4B's economy a bit deeper. ”

  • Increase the primary objective copper amount to 150/100/100/100 base plus 150/125/100/100 times the alive count.
  • Each Cleaner's default primary and secondary weapons will always be listed in the Vendor for the corresponding Cleaner.
  • Instead of Vendor offering randomized discount, each cleaner will automatically enjoy 20% discount on their default items.
  • Vendor will highlight (recommend) certain item in certain level, such as:
    • Tool Kit in "Resurgence"
    • Firecracker and Pipe Bomb in "Cabins by the Lake".
  • Secondary mission "Blood Sample (find special container)" only tracks the person that carries the package.

 VENDOR TRAITS
  • Each cleaner will be designated with various vendor traits that's similar to scavenger card types: offense, support, quick item, weapon, ammo, and copper, for providing teamwide discount in the Vendor.
    • Offense: 5% discount to this type of item in the Vendor.
    • Support: 5% discount to this type of item in the Vendor.
    • Quick Item: 5% discount to this type of item in the Vendor.
    • Weapon: 10% discount to this type of item in the Vendor.
      • This affects weapon attachments on a higher, 15% ratio.
    • Ammo: Refills 25% all ammo at the start of each level.
      • Any excess will be dropped to the ground automatically.
    • Copper: Gain 200 copper per level (self only).
    • Vendor trait distribution:
      • Evangelo = Copper and offense.
      • Holly = Copper and support.
      • Walker = Ammo and weapon, plus offense.
      • Mom = Support and quick item.
      • Doc = Support and support (stacks).
      • Hoffman = Offense and offense.
      • Jim = Weapon and ammo.
      • Karlee = Copper and copper.
      • Sharice = Support and quick item.
      • Heng = Quick item and ammo.
      • "Prophet" = None and copper.
      • Tala = None and copper.
      • ======
      • "Jade" = Ammo and ammo.
      • Lt. Volkova = Quick item and weapon.
      • Andreas = Weapon and weapon.
      • "Seraphen" = None and none.
      • "Yakuza" = None and copper, plus ammo.
      • "Techie" = None and copper, plus copper.
      • "Zerker" = None and copper.
      • "Banker" = Copper and copper, plus copper.
      • "Raider" = Offense and quick item.
  • The first listed vendor trait will be doubly effective.
  • Vendor Trait effectiveness example:
    • Doc = Both vendor traits are support = 15% discount to all support accessories in the vendor and another 20% on the ones that she starts with (Bandage will be 35% cheaper from these discounts).
    • Walker = Ammo and weapon, plus offense = Refills 50% ammo at the start of each level, 10% discount to weapons, 15% discount to attachments, plus 5% discount to offense accessories.
    • Karlee = Copper and copper = Gain 400+200 copper at the start of each level.

 TEAM UPGRADES
  • Team Upgrade: Health
    • Health bonus from 7 to 5.
    • Also provides +5% bolstered health.
  • Team Upgrade: Ammo
    • Damage bonus from generic/global 2.5%, to +2.5% bullet damage and +5% melee damage.

 PERSONAL UPGRADES
  • Personal upgrades grant bonuses similar to team upgrade, except: they are a lot cheaper, affect only their buyer, effective only in the given level, can only be bought 4 times per player in each level, and are not randomly listed in the Vendor (click into the personal upgrade option and select from the full array of options there).
    • Vendor will not offer personal upgrade during a hive level.
  • Personal upgrade options are:
    • Combat Knife (75 copper): Equip "Combat Knife" that lasts only for 50 bash hits; Stackable.
    • Vendor Food (25–150c): Consume or spawn a food item of your choice.
      • Vendor foods have limited supply, only 10 instances per type of food for each player throughout the entire act.
      • Note that you can store food items now; Details in FOOD SYSTEM.
    • Extra Health (200c): +25 (flat value) health and heal 25 health.
    • Extra Stamina (200c): +25 (flat value) stamina and +5% stamina regen.
    • Extra Ammo (200 copper): +50% ammo with a specific type of your choice and refill 25% ammo of the same type.
    • Extra Offensive (200c): +1 offensive inventory.
    • Extra Supportive (200c): +1 supportive inventory.
    • Extra Utility (200c): +1 quick item inventory.
    • FF Precaution (100c): Automatically undone the first 150 Friendly Fire damage you may deal or receive.
    • Burn-a-Card (300c): Hot! Suffer 50 fire damage to activate another burn card.
    • Rent-a-Card (300c and 300sp): Rent a card of your choice. The same card can only be rented 2 time(s) in the same run.
      • Supply point cost won't refund in case of mission failure.
      • Having a card rented will not prevent you from purchasing the same card via the Shrines, instead, it will refund 50% of the copper rent.
    • Lost-and-Found (150c and 150sp): Claim an overlooked item from the previous level. An item must come within 5m radius and in direct line of sight of any Cleaner to be eligible for lost-and-found.
      • Supply point cost won't refund in case of mission failure.

 FOOD SYSTEM
  • Instead of depending on corruption cards or the Food Scavenger (card), food will scarcely exist throughout the world by default.
    • Food will more likely to spawn in certain places, such as inside a fridge, in the kitchen, in a warehouse, etc.
    • Certain level will contain significantlly less or more food. Increment or reduction can be area specific.
  • Players can pick up food items without consuming them by pressing [interact] while [comm wheel] is held.
    • By default, each Cleaner has the food inventory capacity of 2 (regardless of food size).
    • Food items inside inventory can be accessed in the loadout menu (beneath the secondary weapon slot), or by pressing [support inventory] while [comm wheel] is held to open a radial menu that contain related options.
  • New secondary mission "Grocery Run":
    • More food items will spawn in the level.
    • Gain +2 food inventory, but gain a stack of -4%/8% move/sprint speed per additional food carried via the inventory increment of this mission.
    • Bring food items into the next saferoom for 50–250 coppers per item and replenish the corresponding food.
  • Smaller foods can be consumed instantly, and foods of larger sizes will require some interaction time. Consume speed of food ignores use speed.
    • S-size = instant
    • M-size = 1s
    • L-size = 4s
  • In additional to what each type of food does, all foods heal various amount of normal health and trauma.



 CLEANERS
  • Each cleaner card may include a downside and-or not having a team effect.

  • EVANGELO
    • [Loadout]
      • UZI
      • Machete
      • Molotov
      • -
      • -
    • [Vendor Traits]
      • Copper and offense.
    • [Evangelo_Perk1] BORN SURVIVOR
      • OLD | Evangelo can break out of grabs. +75% Breakout Speed
      • NEW | +1 extra life. Evangelo can break out of suppression (60s base cd). Also, Evangelo gains +30% trauma resistance while being suppressed.
        • *suppressed: Crusher grab, Stalker pin, Hocker root, etc.
    • [Evangelo_Perk2] LIGHT FOOTED
      • OLD | +5% team move speed.
      • NEW | +7%/21% move/sprint speed, +15% sprint efficiency, +15% ADS move speed.
    • [Evangelo_Perk3] FIT; rename to FERVENT
      • OLD | +25% stamina regen.
      • NEW | TE: +10% melee speed, +25% move speed while firing, and +50% move speed while meleeing.
    • [Downside_Evangelo]
      • -15% accuracy.
      • +10% melee sway.
      • +15% inaccuracy from movement.
      • Gain -25% recoil control while on the move.
      • Suffer 5 damage in psychic type whenever an optional horde is triggered, and suffer 10 psychic damage plus 3 irreducible trauma when you triggered an optional horde.

  • HOLLY
    • [Loadout]
      • 870 Express
      • Bat
      • -
      • -
      • Stun Gun
    • [Vendor Traits]
      • Copper and support.
    • [Holly_Perk1] GRAND SLAM
      • OLD | Holly receives 1 Health when she kills a Ridden.
      • NEW | +50% melee stumble force. Holly receives 8 temp health and recovers 1 trauma when she kills 3 enemies in 1.5s; This has a 3s cooldown.
    • [Holly_Perk2] CARDIO
      • OLD | +25 stamina.
      • NEW | +10 (flat value) stamina, +15% stamina, +15% stamina efficiency, +25% stamina regen.
    • [Holly_Perk3] TOUGH AS A NAIL
      • OLD | TE: +5% damage resistance.
      • NEW | +15% slow resistance, +15% damage resistance, and gain +15% damage resistance to melee.
    • [Downside_Holly]
      • -15% ammo.
      • Gain -10 (flat value) stamina for each missing life, up to -30.
      • Gain -15% damage resistance while below 50% stamina.
      • Gain -15% slow resistance while at critical health.
      • Gain -10% trauma resistance for not having a Bat.

  • WALKER
    • [Loadout]
      • M4 Carbine
      • Glock 23
      • Frag Grenade
      • -
      • -
    • [Vendor Traits]
      • Ammo and weapon, plus offense
    • [Walker_Perk1] INCOMING!
      • OLD | Mutations that Walker pings are highlighted and deal 10% reduced damage.
      • NEW | Mutations that Walker pings are highlighted for 8s, during which they deal 15% less damage; Repeatable on the same Mutation.
    • [Walker_Perk2] PRAGMATIC
      • OLD | Team Effect: +10% health.
      • NEW | +10% health, +15% stamina, +10% melee damage, +10% bullet damage.
    • [Walker_Perk3] MODEL SOLDIER
      • OLD | +10% health.
      • NEW | TE: Provide fellow Cleaners 0.5x of the effect source's positive reload speed and recoil control.
    • [Downside_Walker]
      • -1 armor capacity; Refers to the makeshift armor plates.
      • -20% damage resistance to bleed.
      • -10% slow resistance.
      • -15% use speed.
      • Disable perk 3 "Model Solider" while at critical health, or while not alive and well (suppressed/incapped/dead), or while taking bleed damage.

  • MOM
    • [Loadout]
      • Ranch Rifle
      • Belgian
      • -
      • Pain Meds
      • -
    • [Vendor Traits]
      • Support and quick item.
    • [Mom_Perk1] TOUGH LOVE
      • OLD | DEN MOTHER: +1 support Inventory.
      • NEW | Mom gains -30% healing efficiency with temp health, but converts 1.0x of this otherwise ineffective potency into normal health healing, which is applied half instantly and the other half gradually at the rate of 1 per 0.75s.
    • [Mom_Perk2] DEN MOTHER
      • OLD | KILL THE PAIN: Starts with a Pain Meds
      • NEW | +2 support inventory, +100% revive speed. Gain another +100% revive speed on the target that's been downed for less than 5s.
    • [Mom_Perk3] MOTIVATOR
      • OLD | Team Effect: +100% team revive speed, 20% slower team temp health decay.
      • NEW | TE: +1 extra life, -25% incap trauma (less), -50% death trauma (less), -25% temp health decay (slower).
        • *death trauma: Unaffected by incap trauma. Death trauma reduction and incap trauma reduction does not stack with each other.
    • [Downside_Mom]
      • -5% damage resistance.
      • -10% stamina efficiency.
      • Gain 0.25x less positive stamina efficiency.
      • -50% technological use speed.
      • -10% stoppable trauma (worse).
        • *-10% stoppable trauma: Reduce the gradual trauma percentage from the base of 50% to 40% where 60% of the trauma will be dealt immediately.

  • DOC
    • [Loadout]
      • -
      • Beretta M9
      • -
      • Bandage
      • Defibrillator
    • [Vendor Traits]
      • Support and support.
    • [Doc_Perk1] FIELD MEDIC
      • OLD | Doc can heal each teammate for 25 health once per level.
      • NEW | Doc can spend a Field Medic charge to battle dress wounded teammates, each time heals 15 normal health and 5 trauma; Repeatable on the same teammate. Storable up to 4 charges; Takes 60s to replenish each charge; Restores 1 charge instantly for using a First Aid Cabinet.
    • [Doc_Perk2] SKILLED PHYSICIAN
      • OLD | 15% healing efficiency.
      • NEW | +20% healing efficiency, and gain +25% overheal with medical accessories.
    • [Doc_Perk3] TRIAGE
      • OLD | +20% team trauma resistance.
      • NEW | TE: +20% trauma resistance. Gain +20% stoppable trauma within 8m of the effect source.
        • *+20% stoppable trauma: Increase the gradual trauma percentage from the base of 50% to 70% where 70% of the trauma will be dealt gradually and can be stopped via normal health healing.
    • [Downside_Doc]
      • -15% reload speed.
      • -15% sprint efficiency.
      • -15% ammo.
      • Gain 0.25x less positive reload speed.
      • Gain 0.25x less positive move speed and sprint speed.

  • HOFFMAN
    • [Loadout]
      • M1A
      • M1911 GI
        • Comparing to the M9.
        • 20% slower to swap.
        • 50% higher damage.
        • 50% higher recoil.
        • 300 RPM vs 450.
        • Smaller mag size (8 vs 15) than the M9.
        • Same price.
      • -
      • -
      • Ammo Pouch
    • [Vendor Traits]
      • Offense and offense.
    • [Hoffman_Perk1] ALWAYS PREPARED
      • OLD | Hoffman has a chance to find ammo or an offensive accessory whenever he kills a Ridden.
      • NEW | Hoffman has a 3%/9% chance to spawn an extra resource that could be random ammo or random offensive accessory whenever he kills a Ridden/Mutation; Has a 3s cooldown; Trigger chance will be 2/4x while having 1/no offense accessory. Also, Hoffman has an extra offense inventory slot dedicated for Ammo Pouches.
    • [Hoffman_Perk2] CARGO POCKETS
      • OLD | +1 offensive inventory.
      • NEW | +2 offensive inventory.
    • [Hoffman_Perk3] READY TO ROCK
      • OLD | Team Effects: +15% ammo.
      • NEW | TE: +20% ammo. When a horde is triggered, gain +50% reload speed for 6s.
    • [Downside_Hoffman]
      • -3%/6% move/sprint speed.
      • -15% slow resistance.
      • -15% swap speed.
      • +20% hipfire bloom (worse).

  • JIM
    • [Loadout]
      • Phoenix
      • 357 Magnum
      • -
      • -
      • Bear Trap
    • [Vendor Traits]
      • Weapon and ammo.
    • [Jim_Perk1] CLEAN KILL
      • OLD | Precision kills grant Jim 2.5% stacking damage until he takes damage (max 10 Stacks).
      • NEW | Jim gains 1/5 stacks of +2% damage for every Ridden/Mutation precision kill or "1-hit kill (from full health)", up to 10 stacks, lasting indefinitely; Loses a stack per 2 damage taken.
        • No loss for taking ≤2 damage per instance.
    • [Jim_Perk2] QUICK AIM; rename to SNIPER TRAINING
      • OLD | +25% reload speed.
      • NEW | +25% aim speed, +15% recoil control while ADS, -35% aim sway (less). Gain +15% reload speed with sniper rifles or precision weapons.
    • [Jim_Perk3] SEASONED HUNTER
      • OLD | Team Effects: +10% weakspot damage.
      • NEW | TE: +10% weakspot damage, or +25% while aiming.
    • [Downside_Jim]
      • -5% trauma resistance.
      • -30% ADS move speed.
      • -30%/15% move speed while firing/meleeing.
      • +20% melee sway.
      • Gain -50% stamina regen while ADS.

  • KARLEE
    • [Loadout]
      • AK47
      • Tec9
      • -
      • -
      • Tool Kit
    • [Vendor Traits]
      • Copper and copper.
    • [Karlee_Perk1] DANGER SENSE
      • OLD | Karlee can sense nearby hazards and Mutations.
      • NEW | Karlee can sense hazards and Mutations highlighted within 10m around her, which is visualized on a compass bar for 360-degree awareness. Karlee also attracts enemies 25% less.
    • [Karlee_Perk2] BAG OF TRICKS
      • OLD | +1 quick inventory.
      • NEW | +1 quick item inventory. Gain the ability to carry another type of quick use accessory at the same time, but the capacity of that slot is fixed at 1.
    • [Karlee_Perk3] DEXTEROUS
      • OLD | Team Effects: +50% use speed.
      • NEW | TE: +15% swap speed, +50% use speed, and gain 0.25x less negative use speed.
    • [Downside_Karlee]
      • -20% trauma resistance.
      • +10% outgoing FF.
      • +10% incoming FF.
      • -15% revive speed.
      • Provide -20% revive speed (slower) to your reviver.

  • SHARICE
    • [Loadout]
      • Super 90
      • Fire Axe
      • -
      • -
      • Defibrillator
    • [Vendor Traits]
      • Support and quick item.
    • [Sharice_Perk1] ARMORER
      • OLD | Armor pieces shot off Ridden have a chance to become Makeshift Armor.
      • NEW | +2 armor capacity. Sharice receives 2 plate(s) of armor at the start of each level, and is able to transfer armor to teammates a plate at a time (2s interaction). Also, Sharice keeps all armor plate she has after each level.
    • [Sharice_Perk2] DAUNTLESS
      • OLD | +25% trauma resistance.
      • NEW | +20% bolstered health, +20% trauma resistance. Gain +10% damage resistance while crouching.
    • [Sharice_Perk3] FIRST RESPONDER
      • OLD | Team Effects: +25% team bolstered health.
      • NEW | TE: +30%/15% damage/trauma resistance to fire, and +20%/10% damage/trauma resistance to acid, cyro, and electro.
        • No resistance against explosive, toxic, and psychic.
    • [Downside_Sharice]
      • -10% reload speed.
      • -30% move speed while firing/meleeing.
      • -10% slow resistance.
      • Gain -25% trauma resistance while being suppressed.

  • HENG
    • [Loadout]
      • RPK
      • Hatchet
      • Pipe Bomb
      • -
      • -
    • [Vendor Traits]
      • Quick item and ammo.
    • [Heng_Perk1] SKILLED CHEF
      • Heng can sense nearby food items within 3m around him. Heng can press [ping] on food items for 6s and spending 20 stamina (will impede regen) to upgrade their effectiveness by 1x but upgraded food cannot be stored. Also, Heng receives 15 bolstering temp health and heals 2 trauma when others consumed a food he upgraded.
    • [Heng_Perk2] HOARDER
      • Gain a grid-based general purpose inventory with the capacity of 3x7 grids, but gain a stack of -0.5% move speed and -1% stamina efficiency for each used grid beyond the first grid, up to 20 stacks.
      • Item sizes:
        • Small Food: 1x1
        • Medium Food: 2x2
        • Large Food: 3x3
        • XL Food: 4x4 (Check "Hoarder" in [part 3] for more info).
        • Firecracker: 1x1
        • Flashbang: 2x2
        • Frag Grenade: 2x2
        • Molotov: 2x2
        • Pipe Bomb: 3x2
        • Smoke Grenade: 1x2
        • Bait Jar: 1x2
        • Pain Med: 1x1
        • Bandage: 2x1
        • First Aid: 3x3
        • Ammo Pouch: 1x3
        • Stun Gun: 2x1
        • Razor Wire: 2x2
        • Bear Trap: 2x2
        • Tool Kit: 2x2
        • Defib: 2x3
        • Beretta M9: 2x3
        • Beretta M9 Burst: 2x3
        • M1911: 2x3
        • Glock 23: 2x3
        • Glock Auto: 2x3
        • Tec9: 3x3
        • 357 Magnum: 3x3
        • DEagle: 3x3
        • UZI: 3x4
        • MP5: 3x5
        • UMP45: 3x5
        • Vector: 3x5
        • Belgian: 3x4
        • Tac14: 3x5
        • 870 Express: 3x6
        • Super 90: 3x6
        • AA12: 4x8
        • Ranch Rifle: 3x5
        • M4 Carbine: 3x6
        • AK47: 3x6
        • SCAR: 3x7
        • M16: 3x7
        • RPK: 3x7
        • M249: 4x8
        • M1A: 3x7
        • Phoenix: 3x7
        • Barrett M95: 4x9
        • Any weapon attachment: 2x2
        • Propane Tank: 3x3
        • Gas Canister: 3x3
    • [Heng_Perk3] RESTAURATEUR
      • TE: +10 Vendor food supply. At the start of each non-Hive level, gain a stacking 50 copper allowance (budget) on Vendor foods, up to 300 copper, lasting indefinitely throughout the entire act; This budget will be spent first when buying food.
        • *Vendor food supply: Check "Vendor Food" under the PERSONAL UPGRADES section for more info.
    • [Downside_Heng]
      • Yield 25% less copper for yourself; For example, the amount shows 100 → get 75.
        • Only affects your copper yield, such as when you're looting an untouched instance of 25 copper, others will get 25 whilst you only get 20.
        • Doesn't affect dropped copper regardless the source.
      • -5% damage resistance.
      • -20% damage resistance to toxic.
      • -10% stamina efficiency.
      • Gain 0.25x less positive stamina efficiency.

  • "PROPHET"
    • [Loadout]
      • Triple-barrel Shotgun (Chiappa?)
        • Has above-average degree of spread tightening for ADSing.
        • Damage per pellet = 14/16/19/23
        • First pellet bonus damage = 25
        • Per shot pellet count = 12
        • RPM = 400; Semi-auto. Fires 1 shot per trigger pull.
        • Base mag capacity = 3
        • Does not accept the type of mag attachment that increases capacity.
        • Reload time = 2.8s
        • ADS move speed = 345
        • Base move speed = 375
        • ADS move speed = 335
        • Top move speed while firing 300
        • Bottom move speed while firing = 250
        • Per shot slowdown = 50
        • Swap in/out speed = 0.65s/0.55s
        • ADS in/out speed = 0.65s/0.41s
        • Rest of the characteristics are similar to the 870 Express.
      • DEagle
      • Smoke Grenade
      • -
      • -
    • [Vendor Trait]
      • None and copper; Note that the first listed vendor trait will be doubly effective.
      • Prophet has the ability to spend 200 Copper in the Vendor to restore 1 life.
    • [Prophet_Perk1] SALVATION
      • +1 extra life. Prophet restores 1 life at the end of each level. Prophet can transfer 1 life to teammates (5s interaction), and then receives 75 bolstering temp health and recovers 25 trauma.
    • [Prophet_Perk2] PROTECT ME FLOCK
      • Gain a stack of +5% damage resistance for every fellow Cleaner within 8m, and provide them with 0.5x of your positive damgae resistance.
    • [Prophet_Perk3] ARDENT PREACHER
      • TE: During a horde event (endless compatible), provide 20% bolstered health and constantly give all Cleaners 1 temp health per 1.5s.
    • [Downside_Prophet]
      • -35% damage resistance to psychic.
      • -20% accuracy.
      • During a horde event, gain -25% stamina regen and -10% stamina efficiency.
      • Suffer 10 damage in psychic type whenever a teammate is incapped, and suffer 15 psychic damage plus 3 irreducible trauma whenever a teammate is killed.

  • TALA
    • [Loadout]
      • Vector
      • Cultist Bow
      • -
      • -
      • Jeff's Favorite Whistle
        • Tala always has this item even if she doesn't have any quick item inventory capacity.
        • Swap to the item and press [primary fire] to use the whistle.
      • Tala's combat knife = Cultist Knife
    • [Vendor Traits]
      • None and none.
    • [Tala_Perk1] JEFF THE GOODEST
      • Tala can summon an ally Tallboy named Jeff to fight at her side for up to 14/21/28/35s at a time (scales with Utility Item Upgrade), with the cooldown of 65s base minus/plus 3s/6s per capacity bonus/penalty. Tala can also summon Jeff to smash open prepper stash doors which will take Jeff 15s to complete, and this will attract enemy attention, reduce the current horde timer by 20% of its max, trigger an extra horde, and cause Jeff to leave immediately after.
        • *extra horde: Doesn't trigger on-horde effect. Doesn't count against the "Silence is Golden" secondary mission. Extra horde can stack with scripted horde and-or timed horde for bigger horde size as well as longer horde duration.
    • [Tala_Perk2] BLEEDING EDGE
      • +25% damage resistance to bleed. Each hit of Tala's attack causes a stack of bleed DoT dealing 2 damage per 0.2s, up to 12 stacks per target, lasting 5s separately; Applies 2/4/6 stacks per bash/knife/arrow.
    • [Tala_Perk3] WARPED LOOTER
      • TE: More loot will spawn from each Warped Chest. Warped Chest debuffs only apply to the Cleaner that opened it.
    • [Downside_Tala]
      • Your quick accessory slot cannot equip anything other than Jeff's Favorite Whistle.
      • -25% trauma resistance to fire.
      • -1 armor capacity.
      • -15% ammo.
      • -20% received healing; Works when others heal you, not when you heal others nor when you heal yourself.

 ADDITIONAL CLEANERS
  • "JADE"
    • [Bio]
      • Valery "Jade" Lopez is the lastborn daughter among a southern homesteading family. Of premature birth, her childhood wasn't pretty, but that also molded her to be even tougher than the environment itself.

        Over time, she has proven herself to be capable inside the farm and out -- also excelling in gunslinger contests, and eventually begun to seek her own adventure in the north.

        The whole hell broke loose when Jade was resupplying in the town where her gunslinging and pioneer skillsets quickly convinced anyone to look past the pizazz and respect the hat.

        Jade might be too rowdy for her fellow Cleaners, but anyone can count on her outgoing perks to be a staple for handling Ridden hordes.”
    • [Loadout]
      • 30-30 Lever-action
        • Primary weapon. Counts as a sniper.
        • 30% higher damage than the Ranch Rifle.
        • Same range as the Ranch Rifle.
        • RPM = 90. Manual-operation; Can be quickened with reload speed bonus.
        • Base mag capacity = 8
      • Colt SAA Revolver
        • Check PISTOL VARIETY under PLAUSIBLE WEAPONS section.
      • Firecracker
      • -
      • -
      • Jade's Combat Knife = Farm Knife
    • [Vendor Traits]
      • Ammo and ammo.
    • [Jade_Perk1] PIZAZZ
      • +15% trauma resistance. Jade constantly regenerates stamina at the rate of 3/15/10 stam per 1s for each Ridden/Mutation/Cleaner that has direct line of sight on her within 15m. Jade also attracts enemies 25% more.
    • [Jade_Perk2] ROWDY
      • Gain 1/5 stacks of +10% reload speed per Ridden/Mutation kill, up to 10 stacks, lasting 5s separately. Also, during a horde event (endless compatible), gain +15% damage.
    • [Jade_Perk3] RODEO EXPERTISE
      • TE: -25% hipfire bloom, +20% hipfire reaccurize (faster), +15% recoil control.
        • *hipfire reaccurize: Accuracy recovery; The rate that inaccuracy decays.
    • [Downside_Jade]
      • -25% slow resistance.
      • -10% use speed.
      • -50% technological use speed.
      • Gain -20% trauma resistance while reloading.
      • Gain -20% trauma resistance while swapping.

  • Lt. VOLKOVA
    • [Bio]
      • “Lt. Volkova. Frosty. Reticent. Field agent. Recon and wetwork capable. Tasked to conduct first-hand research on Riddens before they run rampant on her homeland.”
    • [Loadout]
      • VSSM Vintorez
        • Primary weapon.
          • Counts as a sniper.
          • Reloads 1 round per 2 rifle ammo.
          • Affected by whatever attribute affecting SMGs and snipers both by 0.5x.
        • Built-in suppressor. Cannot accept other type of barrel attachments.
        • Gain 0.5x less positive bullet effective range.
        • 10% lower damage than the M1A.
        • 50% less range than the M1A (14–20m instead of 28–40m).
        • Max damage falloff is 80% instead of the usual 50%.
        • Lower bullet penetration than the M1A (at 0.5x instead of 1.25x).
      • PL15K
      • -
      • -
      • Scanner
      • Lt. Volkova's Combat Knife = Stealth Kizlyar Knife
    • [Vendor Traits]
      • Quick item and weapon.
    • [Volkova_Perk1] STEALTH
      • Lt. Volkova can become somewhat/fully undetectable to alerted/unaware Riddens and Mutations by crouching, avoiding physical contact (touching), and not making loud noises; No effect agasint Sleepers and Bosses. Lt. Volkova also attracts enemies 50% less.
    • [Volkova_Perk2] FATALE
      • +50/25% damage with bullet and melee when hitting in the rear/side.
    • [Volkova_Perk3] INTEL GATHERER
      • TE: 1 additional intels will spawn in the level. Also, any intel within 15m around Lt. Volkova will be highlighted, or 30m if in Volkova's direct line of sight.
    • [Downside_Volkova]
      • -2 armor capacity; Refers to the makeshift armor plates.
      • -25% ammo.
      • Gain 0.25x less positive ammo.
      • Gain 0.25x less positive damage resistance.
      • Disable perk 2 "Fatale" for 1.5s after taking direct damage (excluding FF).

  • ANDREAS
    • [Bio]
      • “From Belgium, with firepower!”
    • [Loadout]
      • M249
      • P90 PDW
        • Primary weapon. Counts as a SMG.
        • Built-in +50% damage and +50% weakspot damage against armor.
        • Bullet stumble multiplier at 0.5x base.
        • Gains 1.0x more positive penetration.
        • Gains 0.5x less positive bullet stumble.
      • Claymore Mine
        • Check NEW ITEMS section at the bottom for more info.
      • -
      • -
      • Andreas's Combat Knife = F-S Fighting Knife
    • [Vendor Traits]
      • Weapon and weapon.
    • [Andread_Perk1] WEAPONS EXPERT
      • Gain 0.25x less negative reload speed. Andreas can equip a primary weapon in the secondary slot. If equipped "Two is One and One is None" in the deck, remove its negative effects and gain 0.35x more positive ammo with rifle and pistol/SMG.
    • [Andreas_Perk2] BIG GRUNT
      • +50 health, +50% stamina.
    • [Andreas_Perk3] BRUTE FORCE
      • TE: +25% bullet stumble force, +50% melee stumble.
    • [Downside_Andreas]
      • -20% swap speed.
      • -20% use speed.
      • -25% technological use speed.
      • Gain -50% stamina regen while below 50% stam; At 75 stam if max stam is 150.
      • If equipped another primary weapon, gain -3%/6% move/sprint speed, -10% sprint efficiency, and -10% slow resistance.

  • "SERAPHEN"
    • [Bio]
      • “A ruthless, battle-lusting warchief anointed with tattoos, warpaints and trinkets. Once soaring and would-have-been leader among the Cultist, Seraphen was envied and betrayed and now exiling on a vengeful path against her enemy and absolutely - will - not - stop - until she choke them to death with a fistful of worms, even if it means working with the Cleaners.

        P.S. She is forbidden on Fort Hope ground and has her own tent in the woods near the shooting range.”
    • [Loadout]
      • AA12
      • Iron Claws
      • Bait Jar
      • -
      • Razor Wire
      • Seraphen's Combat Knife = Bone Dagger
    • [Vendor Traits]
      • None and none.
      • Seraphen has the ability to spend Copper in the Vendor to recover trauma at the ratio of 3 copper per 1 trauma.
    • [Seraphen_Perk1] VOLUPTUOUS BATTLER
      • +40 health. Seraphen constantly suffers psychic damage at the rate of 0.1/0.5 per 2s for each Ridden/Mutation within 15m and in direct line of sight, but she recovers 1/5 normal health and 0.5/2.5 trauma for each Ridden/Mutation kill. Seraphen also attracts enemies 50% more.
    • [Seraphen_Perk2] CRIMSON ZEALOT
      • +50% melee cleave, +25% damage resistance to bleed. Receive 1 temp health for applying a stack of bleed status. Seraphen can also sense nearby clues that lead to Blood Shrines.
        • *Blood Shrine: Check NEW FEATURE section for more info.
    • [Seraphen_Perk3] PATH OF VENGEANCE
      • Gain 30/10 Copper per Cultist killed/assisted. After succeeding a level alive, gain a stack of +4% bolster health and +4% damage, up to no limit, lasting throughout the entire act.
    • [Downside_Seraphen]
      • FF damage sustained will inflict trauma at the ratio of 0.2 trauma per 1 FF damgae sustained; No trauma for ≤1 FF damage per instance.
      • -30%/15% damage/trauma resistance to fire
      • -15% ammo.
      • -20% use speed.
      • -50% technological use speed.
      • Gain 0.5x less positive revive speed.
      • Provide -25% revive speed (slower) to your reviver.
      • -25% received healing; Works when others heal you, not when you heal others nor when you heal yourself.
      • Gain 0.4x less positive healing efficiency.

  • "YAKUZA"
    • [Bio]
      • “Yakuza.”
    • [Loadout]
      • Mac-10
        • Primary weapon. Counts as a SMG.
        • Same damage as the UMP45.
        • 50% less range than the UMP45.
        • Mucher higher (1000 RPM) rate of fire than the UMP45.
        • Has -35% recoil control after firing 5 shots non-stop.
        • Rest of the characteristics are similar to the UZI.
      • Katana
        • Secondary melee.
        • Gains 0.5x more positive melee speed.
      • -
      • -
      • Megaphone
        • Check NEW ITEMS section at the bottom for more info.
      • Yakuza's Combat Knife = Butterfly Knife
    • [Vendor Trait]
      • None and cooper, plus ammo.
    • [Yakuza_Perk1] THE EXTREME PATH
      • +40% swap speed with default items (Mac-10, Katana, Megaphone). For 2s/4s after meleeing a Mutation/Boss or for 12s after using a Megaphone, Yakuza gains +40% melee speed and -25% trauma resistance (less).
    • [Yakuza_Perk2] GANG UP
      • TE: Gain a stack of +5% bullet damage and +20% melee damage for every fellow Cleaner within 4m, up to 3 stacks. Also, constantly receive bolstering temp health at the rate of 1 per 1s for every fellow Cleaner within 1m.
    • [Yakuza_Perk3] 夜露死苦
      • TE: Take 2 less damage from each instance of FF damage. Turn 20% of the FF damage dealt into temp damage (from the default 50% to 70%).
    • [Downside_Yakuza]
      • Suffer 0.5 psychic damage per 2 FF damage you dealt.
      • -20% damage resistance to psychic.
      • +20% aim sway.
      • -20% aim speed.
      • -20% use speed.
      • -25% technological use speed.
      • +25% outgoing FF.

  • "TECHIE"
    • [Bio]
      • “Techie.”
    • [Loadout]
      • UMP45
      • Shield Plus
        • Check PISTOL VARIETY under PLAUSIBLE WEAPONS section.
      • -
      • -
      • Techie's PDA
        • Use on tech objects for benefit, such as hack open digital safe, jack ATM, disarm security doors, etc.
        • Check NEW ITEMS section at the bottom for more info.
      • Combat Knife = Utility Knife (Box Cutter)
    • [Vendor Traits]
      • None and copper, plus copper.
    • [Techie_Perk1] TECHIE
      • Techie can sense nearby interactable technologies within 10m, and use an unique PDA to interact for benefit. Techie will be rewarded with 75 copper for each successful interact with technology.
    • [Techie_Perk2] TECHNO WIZARD
      • +50% electro damage. While interacting with technology, loss 1x less interaction progress for each incorrect button press (from 2x to 1x).
        • *interacting with technology: Check TECHNOLOGICAL INTERACTION under the NEW FEATURE section for more info.
    • [Techie_Perk3] TECHNICAL KNOW-HOW
      • TE: +25% technological use speed. Gain +30/10% re-use chance with reusable accessories before their 1st/2nd reuse.
    • [Downside_Techie]
      • Your default PDA cannot be swapped out for other types of quick use accessory.
        • Won't affect the other slot from "Utility Resourceful".
      • Suffer 0.5 damage in psychic type for each incorrect button press during tech interaction.
      • -10% stamina efficiency.
      • -25% stamina regen.
      • -20% mechanical use speed.

  • "ZERKER"
    • [Bio]
      • “Zerker.”
    • [Loadout]
      • Crossbow
        • Primary weapon.
        • Uses sniper ammo with the reload ratio of 1:2.
        • Recyclable ammo.
        • Same damage as the Barrett M95.
        • No penetration against Mutations.
        • Base stumble force multiplier = 2x.
        • Inaccuracy from movement = 0% (Perfectly accurate while on the move)
      • Chainsaw
        • Secondary melee weapon.
          • RPM = 900
          • Damage = 15/18/21/24 per rev/attack
          • Mag size = 400/500/700/1000 revs
          • Base stumble force multiplier = 0.3x
          • Attack reach = 2.5m, cleave angle = 30-degree
          • Swap in/out time = 2.2s/0.7s
          • Base FF multiplier = 0.5x
        • Requires ammo (fuel). Ammo is refill-able. Chainsaw ammo can be purchased in the Vendor or replenished via Gas Canisters.
        • While active/in-use, constantly making noises and alerting enemies in the radius of 15m. Birds/Snitchers will not be alerted by this until they are within 4m/4m.
        • Instead of spending stamina per attack, Chainsaw costs 1 stamina at the start of each attack then costs stamina 1 stam per 0.1s while attacking.
        • Chainsaw attack is unique that it will not attack slower while at 0 stam, but the degree of melee attack sway (the recoil counterpart for melee attack) will be tripled.
        • Chainsaw's melee attack sway pattern is a constant and violent horizontal shake, unlike other melee weapons being quite controllable.
        • Chainsaw is very rare to scavenge from the world and even rarer to be listed in the Vendor.
      • -
      • -
      • Buckler
        • A quick use accessory that absorbs damage for the user while being wielded. Doesn't work against DoTs and debuffs.
        • Check NEW ITEMS section at the bottom for more info.
      • Zerker's Combat Knife = Zerker's custom knife.
    • [Vendor Traits]
      • None and copper.
      • Zerker has additional 20% price discount on Bucklers.
    • [Zerker_Perk1] BERSERKER
      • +25% stamina, -25% stamina regen delay. For every 1 stamina spent in meleeing, gain a stack of +0.5% melee damage and +0.3% move speed, up to 100 stacks, lasting 4s together; Fully stacks with "Berserker".
    • [Zerker_Perk2] NATIVE KNIFER
      • Turn your bash into a knife that counts as melee weapon. Knife deals 70/40 damage before/after 250 hits; Durability refreshes per level or by spending a Tool Kit. If equipped "Combat Knife" in the deck, dual-wield knives for 2x duability and +50% bash melee speed.
    • [Zerker_Perk3] PRIMAL VERVE
      • TE: +15% melee speed. Gain +1 (flat) melee damage per 5 stamina spent in meleeing (including bash) by any Cleaner, up to +25, lasting 8s together.
    • [Downside_Zerker]
      • Your quick accessory slot cannot equip anything other than Bucklers until "Highlander" is equipped in the deck, which will allow melee weaponry and Bow/Crossbow.
        • Won't affect the other slot from "Utility Resourceful"..
      • -30% ammo.
      • Gain 0.3x less positive ammo.
      • -20% use speed.
      • -50% technological use speed.

  • "BANKER"
    • [Bio]
      • “Banker.”
    • [Loadout]
      • -
      • Glock Auto
      • -
      • -
      • -
      • Banker's Combat Knife = Office EDC Knife
    • [Vendor Trait]
      • Copper and copper, plus copper.
    • [Banker_Perk1] DEALERSHIP
      • +2 Personal Upgrade capacity. Banker can access "direct purchase" inside the Vendor for 2 purchases per level, to directly purchase almost anything at a 30% higher price. Banker can also "bet 500 copper for secondary mission success" inside the Vendor, for 2x return at the end of level; This effect will add an indication-only TE card "Banker's Bet".
        • *Personal Upgrade capacity: Check PERSONAL UPGRADES for more info.
    • [Banker_Perk2] COPPERHEAD
      • Yield 25% more copper. Receive 0.1/0.2 bolstering temp health per 1 copper spent by others/yourself.
        • Only affects your copper yield, such as when you're looting an untouched instance of 25 copper, you will get 31.25 whilst others get 25.
        • Doesn't affect dropped copper regardless the source.
    • [Banker_Perk3] DOSH ARMAMENT
      • TE: Gain +1 (flat value) health and +0.5% damage for every eco or copper card equipped across the whole team; Also counts burn cards.
        1. Hazard Pay
        2. Copper Scavenger
        3. Money Grubbers
        4. Lucky Pennies
        5. Share the Wealth
        6. Compound Interest
        7. Bounty Hunter
        8. Mugger
        9. Ammo Stash
        10. [Burn Card] Windfall
        11. [Burn Card] Hired Gun
        12. [Burn Card] Squad Armor
        13. [New] Pro Scavenger
        14. [New] Armor Scavenger
        15. [New] Prudent Prepper
        16. [New] Postmortem
        17. [New] Space Pirate
        18. [New] Bandit Hat
        19. [New] Cutpurse
        20. [New] Survival Bonus
        21. [New] Silver Keys
        22. [New] Bargainer
    • [Downside_Banker]
      • -10% stamina efficiency.
      • -15% accuracy.
      • +10% hipfire bloom (worse).
      • -15% recoil control.
      • Gain -30/25/20/15% trauma resistance for not having at least 500/1000/1500/2000 copper.

  • "RAIDER"
    • [Bio]
      • “Raider.”
    • [Loadout]
      • MP5
      • Tac14 (reworked as secondary)
      • Flashbang
      • -
      • -
      • -
      • Raider's Combat Knife = SWAT knife.
    • [Vendor Traits]
      • Offense and quick item.
    • [Raider_Perk1] DOORMEN
      • +500% weakspot damage against doors. Doors fully destroyed by Raider will explode, dealing 250–50 explosive damage to enemies within 1–5m radius (no FF). Raider passively provides +50% damage resistance to doors within 3m. Raider can rebuild destroyed doors by press and hold [interact] on the doorframe for 5s and spending 150 copper; Repeatable on the same doorframe.
    • [Raider_Perk2] STUNNER
      • Flashbangs you throw will stun for 0.5s longer. Have 2x offense inventory capacity for carrying Flashbangs.
    • [Raider_Perk3] MAKING ENTRANCE
      • TE: Instantly receive 30 bolstering temp health when a door is fully destroyed, and then receive 5 stam per 0.5s for 25s.
    • [Downside_Raider]
      • Your door explosion attracts/aggros nearby enemies, and reduce the countdown of timed horde by 15% of its max.
      • -3%/6% move/sprint speed.
      • -10% slow resistance.
      • -10% use speed.


 PLAUSIBLE BALANCE

  • Door health increase to 500.
  • Doors have weakspot hitboxes (handle and the hinges) for 2x bonus damage.

  ACCESSORY CHANGES
  • STUN GUN
    • Using Stun Gun to breakfree also negates the stoppable, gradual trauma as if you just received normal health healing.
    • Stun Gun can be proactively used to stun Mutations (but not bosses by de fault).
    • In additional to the reuse mechanic, each instance of Stun Gun has 1/1/2/2 charges (ammo). Reusing a Stun Gun causes the given usage to not consume a charge.
      • Stun Gun re-use chance is still 0/10/20/30%.
  • BAIT JAR
    • The direct impact deals 20/40/60/80 toxic damage and debuffs the target for 5/10/15/20s. Bait Jar impact debuff causes 15/30/45/60% MS slow and taunts other enemies to attack the target.
    • The splash deals 0/0/0/0 toxic damage in a 1/2/3/4m radius and debuffs enemies for 3/6/9/12s. Bait Jar splash debuff causes 10/15/20/25% MS slow and taunts other enemies to attack them on a lower priority than the impacted target.
    • The baiting AoE will continously attract lesser enemies to move towards it and melee against it, which causes other enemies to be damaged by those melee.
    • The baiting AoE lifetime will advance by 0.15s for each melee taken from a Ridden.
    • Baiting AoE lifetime from 5/6/7/8s to 6/9/12/15s.
  • FIRECRACKER
    • Base duration from 4/6/8/10s to 6/9/12/15s.
    • 50% of the Riddens distracted by a Firecracker will bump up their mobility by 1 notch or gain +20% speed if blitzing already.
      • *mobility notches: Normal/jogging/running/sprinting/blitzing.
    • Alerted (aggro'ed) blitzing enemies are immune to Firecracker distraction.
  • PIPE BOMB
    • 25% of the Riddens distracted by a Firecracker will bump up their mobility by 1 notch or gain +20% speed if blitzing already.
    • Alerted (aggro'ed) Blitzing enemies are immune to Pipe Bomb distraction.

  AMMO CHANGES
  • Empty primary/secondary weapon slot grants +50%/25% ammo.
    • Excess will drop upon equipping weapon.
  • PISTOl/SMG AMMO
    • Increase the base ammo pool for pistol/SMG to 450.
  • RIFLE AMMO
    • Increase the base ammo pool for rifle to 300.
  • SNIPER AMMO
    • Increase the base ammo pool for sniper ammo to 160.
    • Guns of different per shot power cost different amount of sniper ammo to reload, ranging from 1:1 for M1A and DEagle, 1:2 for Phoenix, and 1:4 for Barrett M95.
  • SHOTGUN AMMO
    • Increase the base ammo pool for shotgun ammo to 120.


 PLAUSIBLE WEAPON BALANCE
  • Pistols and SMGs to be less affected by inaccuracy from movement.
    • Inaccuracy from movement:
    • 10% = Beretta M9
    • 20% = Glock 23, M1911, Beretta M9 Burst
    • 30% = Glock Auto, 357 Magnum,
    • 40% = DEagle, Tec9, UZI.
    • 50% = MP5, Vector
    • 60% = UMP45, Ranch Rifle.
    • 100% (full extent of inaccuracy from movement) = Unspecified default.
  • Move speed slowdown for firing to be cumulative. Lighter-hitting guns can reach to their slowest, bottom move speed later into firing while moving, especially on pistols and SMGs. For more info check the SPECIFIC WEAPONS section.

  • Make accuracy to still be relevant with aimed firing where the bullet spread will no longer focus on the point of aim as the firing continues and eventually to an extent where the inaccuracy (spread) could become quite noticeable even while aiming as if the weapon is hipfiring. It'd usually be fairly hard for relatively slow firing weapons like a semi-auto pistol or a non-auto shotgun to reach this extent of ADS inaccuracy.
    • By default, most guns will be able to fire at least 75% of their base capacity before inaccuracy starts showing while ADSing.
    • Different weapons have different extent of ADS inaccuracy:
      • 30% = Unspecified default; 100% ADS inaccuracy means the fired bullet could deviate from the point-of-aim out to 100% of the weapon's base hipfire accuracy as if ADSing not affecting accuracy at all.
      • 25% = MP5, M4 Carbine, SCAR, Ranch Rifle
      • 20% = M16, M9 Burst
      • 15% = M1911, M9, Glock 23, M16, M1A
      • 10% = 357 Magnum
      • 5% = Barrett M95, Phoenix
    • ADS inaccuracy by default will recover fully from max extent in 1s, with the exception being:
      • 2.0s = Tec9
      • 1.5s = Glock Auto, AK47
      • 1.25s = Ranch Rifle
      • 0.5s = M16

  • Heavier guns suffer move/sprint speed penalty while reloading. Mind the sprint speed changes under the MOVE SPEED AND SPRINT SPEED section.
    • 3%/3% = SCAR
    • 6%/6% = RPK
    • 9%/9% = AA12
    • 12%/12% = M249
    • 15%/15% = Barrett M95

  • LMGs suffer built-in horizontal recoil penalty as they keep firing, up to a degree.
    • LMG horizontal recoil penalty chart:
      • AUG HBAR = up to -20%; Reaches the worst after firing 2.5x shots needed for max accuracy.
      • RPK = up to -30%; Reaches the worst after firing 2x shots needed for max accuracy.
      • Pecheneg Bullpup = up to -40%; Reaches the worst after firing 2x shots needed for max accuracy.
      • M249 = up to -50%; Reaches the worst after firing 2x shots needed for max accuracy.
      • Negev 7 = up to -50%; Reaches the worst after firing 1.5x shots needed for max accuracy.

  • More realistic shotgun pellet spread and accuracy behavior.
    • Shotguns will have 2 layers of accuracy: One is the pellet spread and the other one is the deviation between the group's center from the point of aim. The given amount of accuracy and inaccuracy will be shared between the 2 layers on a 50-50 distribution, ex: 50% accuracy means 25% tighter grouping and 25% more accurate shot relative to the point of aim.
    • It will no longer be possible to elevate a shotgun's accuracy into a single dot; There will still be a small amount of spread at +100% accuracy as if the shot has aprox. 80% accuracy bonus.
    • Accuracy will be affecting the 1st layer (pellet spread) increasingly less once the affected weapon has more than 50% accuracy bonus.
    • At 100% accuracy with shotguns, the 2nd layer will become so accurate that the grouping center is inseparable to the point of aim.

  GUNPLAY
  • Once the recoil/inaccuracy has cumulated enough and the inaccuracy starts showing while aiming, the axis of the viewmodel will be de-coupled from the screen center and begin to shake slightly away from its center position.
  • Change the recoil behavior on fast-firing burst weapons (M16 and M9 Burst) to be mostly funneled to the last shot.
    • 1st shot has -90% recoil.
    • 2nd shot has -45% recoil.
    • 3rd shot has +200% recoil (tripled).


  SPECIFIC WEAPONS
“Note that below stats are meant to be somewhat vague because I don't have the resources necessary to refine them.”
  • REFERENCE
    • RPM = Rate of fire per minute.
    • Base move speed = the movement speed with the weapon while not firing nor aiming.
    • ADS move speed = the movement speed with the weapon while aiming.
    • Top move speed = the movement speed with the weapon after firing 1 shot.
    • Bottom move speed = the movement speed with the weapon after firing enough of shots.
    • Per shot slowdown = the amount of MS speed reduction per shot since the 2nd shot and onward. By default, this slowdown effect will recover at the linear rate of 200 speed per second, starting from 0.25s since the last shot.
  • MP5
    “Middle of the pack at everything among the SMG category, with better effective range and recoil.”
    • Has -15% hipfire bloom and +15% hipfire reaccurize (faster).
      • *hipfire reaccurize: Accuracy recovery; The rate that inaccuracy decays.
    • Damage falloff to start later, from 7.5–17.5m to 12.5–20m.
    • Base mag capacity from 25 to 30.
    • RPM from 857 to 800.
    • Reload time from 1.64s to 2.8s.
    • Base move speed still at 431.
    • ADS move speed from 293 to 300.
    • Top move speed while firing from 323 to 375.
    • Bottom move speed while firing from 323 to 320.
    • Per shot slowdown is 15.
    • Swap in/out time from 0.31s/0.2s to 0.4s/0.3s.
  • UZI
    “The most agile but less accurate SMG with excellent output potential.”
    • Has -25% recoil control after firing 5 shots non-stop.
    • Base move speed is still 441; For comparison fist bashing is at 441.
    • ADS move speed from 293 to 330.
    • Top move speed while firing from 323 to 420.
    • Bottom move speed while firing from 323 to 360.
    • Per shot slowdown is 6.
    • Swap in/out time from 0.31s/0.2s to 0.3s/0.25s.
  • VECTOR
    “A sophisticated SMG that could boast excellent accuracy and low recoil, or an output high enough to break its own handling.”
    • Has a varying amount of recoil control, from +25% to -25% between the 1st and 20th shot.
    • Base mag capacity from 19 to 25.
    • Base move speed from 420 to 415.
    • ADS move speed from 252 to 260.
    • Base move speed is still 420.
    • Top move speed while firing from 315 to 400.
    • Bottom move speed while firing from 315 to 250.
    • Per shot self slowdown is 15.
    • Swap in/out time from 0.6s/0.38s to 0.4s/0.3s.
  • UMP45
    “Slow-yet-hard-hitting SMG that offers near-AR effective range and damage.”
    • Base stumble multiplier to 1.25x.
    • Damage falloff to start later, from at 12.5–22.5m to 16–23m.
    • Base mag capacity from 20 to 25.
    • Reload speed from 2.88s to 2.55s.
    • Base move speed from 399 to 410.
    • ADS move speed from 239 to 280.
    • Top move speed while firing from 299 to 370.
    • Bottom move speed for firing from 299 to 290.
    • Per shot slowdown is 20
    • Swap in/out time from 0.69s/0.43s to 0.5s/0.35s.
  • TEC9
    • Base mag capacity from 20 to 25.
    • Damage falloff from 7.5–17.5m to 9–14m.
    • Base move speed from 441 to 420.
    • ADS move speed from 293 to 340.
    • Top move speed while firing from 323 to 400.
    • Bottom move speed while firing from 323 to 325.
    • Per shot slowdown is 15.
    • Swap in/out time from 0.26s/0.16s to 0.4/0.35s.
    • Gain 0.25x less positive swap time while using Tec9.
  • GLOCK AUTO
    • Base mag capacity from 15 to 18.
    • Damage falloff from 10–20m to 7.5–12.5m.
    • Base move speed from 420 to 430.
    • ADS move speed from 295 to 380.
    • Top move speed while firing from 273 to 400.
    • Bottom move speed while firing from 273 to 340.
    • Per shot slowdown is 12.
    • Swap in/out time from 0.5s/0.32s to 0.25s/0.35s.
    • Gain 0.25x less positive swap time while using Glock Auto.
  • GLOCK 23
    • Base mag capacity from 15 to 13.
    • Damage falloff to start sooner, from 10m to 8m.
    • Base move speed from 420 to 430.
    • ADS move speed from 293 to 400.
    • Top move speed while firing from 273 to 400.
    • Bottom move speed while firing from 273 to 360.
    • Per shot slowdown is 10.
    • Swap in/out time from 0.5s/0.32s to 0.25s/0.3s.
  • BERETTA M9 BURST
    • Base mag capacity from 12 to 18.
    • Damage falloff is still at 7.5m.
    • Base move speed from 441 to 430.
    • ADS move speed from 293 to to 400.
    • Top move speed while firing from 323 to 400.
    • Bottom move speed while firing from 323 to 360.
    • Per shot slowdown is 8.
    • Swap in/out time from 0.25/0.3s.
  • BERETTA M9
    • RPM from 500 to 450.
    • Base mag capacity from 12 to 15.
    • Damage falloff is still at 7.5m.
    • Base move speed from 441 to 430.
    • ADS move speed from 293 to 410.
    • Top move speed while firing from 323 to 415.
    • Bottom move speed while firing from 323 to 375.
    • Per shot slowdown is 8.
    • Swap in/out time from 0.26s/0.16s to 0.25s/0.2s.
    • Always listed in the Vendor.
  • M1911 GI
    • RPM from 343 to 300.
    • Damage falloff from 10–20m to 15–24m.
    • Damage from 17/19.6/22.5/28.9 to 15/18/21/24.
    • Base move speed from 420 to 430.
    • ADS move speed from 294 to 400.
    • Top move speed while firing from 273 to 370.
    • Bottom move speed while firing from 273 to 325.
    • Per shot slowdown is 15.
    • Swap in/out time from 0.5s/0.32s to 0.31/0.24s
  • 357 MAGNUM
    • Damage falloff from 17.5–22.5m 22–33m.
    • Base move speed from 399 to 400.
    • ADS move speed from 279 to 375.
    • Top move speed while firing from 259 to 370.
    • Bottom move speed while firing from 259 to 280.
    • Per shot slowdown is 30.
    • Swap in/out time from 0.57s/0.36s to 0.5s/0.4s.
    • Gain 0.2x less positive swap time while using 357 Magnum.
  • DEAGLE
    • Base weakspot multiplier from 1.0x to 1.4x.
    • Damage from 28.0/33.18/39.32/46.59 to 32/38/44/50.
    • Damage falloff from 12.5–22.5m to 22.5–30m.
    • 20% higher recoil.
    • Base move speed from 399 to 375.
    • ADS move speed from 279 to 375.
    • Top move speed while firing from 259 to 360.
    • Bottom move speed while firing from 259 to 260.
    • Per shot slowdown is 50.
    • Swap in/out time from 0.57s/0.36s to 0.55s/0.45s.
    • Gain 0.25x less positive swap time while using DEagle.
  • 870 EXPRESS
    “All-rounded pump-action shotgun.”
    • Gains 25% more pellet spread tightening.
    • RPM from 120 to 90.
    • First pellet bonus damage from 15 to 20.
    • Damage falloff from 7.5–15m to 7.5–20m.
    • Damage per pellet is still 10/11.6/13/15.
    • Base move speed from 410 to 390.
    • ADS move speed from 205 to 375.
    • Top move speed while firing 267 to 350.
    • Bottom move speed while firing from 267 to 250.
    • Per shot slowdown is 50.
    • Swap in/out speed from 0.65s/0.41s to 0.6s/0.5s.
  • TAC14
    “Handy shortshotty with less capacity but still packs a punch.”
    • Weapon slot from primary to secondary.
    • Base mag capacity from 3 to 4.
    • RPM from 55 to 80.
    • Pellet per shot from 14 to 8.
    • Damage per pellet from 12/14/16.5/19.5 to 9/10/12/14.
    • First pellet bonus damage is still 15.
    • Damage falloff from 5–12.5m to 2.5–10m.
    • Base move speed from 390 to 410.
    • ADS move speed from 195 to 355.
    • Top move speed while firing from 253 to 350.
    • Bottom move speed while firing from 253 to 250.
    • Per shot slowdown is 50.
    • ADS in/out speed from 0.69s/0.59s to 0.4s/0.35s.
    • Swap in/out speed from 0.65s/0.35s to 0.5s/0.4s.
  • BELGIAN
    “Doublebarrel shotgun that can be pulled up quickly and fires both barrels at once.”
    • First pellet bonus damage from 10 to 15.
    • Damage falloff is still at 5–12.5m.
    • Base move speed from 390 to 440.
    • ADS move speed from 195 to 400.
    • Top move speed while firing from 253 to 365.
    • Bottom move speed while firing from 253 to 215.
    • Per shot self slow down is 75*2.
    • Swap in/out speed from 0.75s/0.47s to 0.35s/0.25s.
  • SUPER 90
    “Semi-automatic shotgun that excels at firing fast and while on the move.”
    • +30% hipfire accuratlize rate (faster).
    • Base mag capacity from 6 to 7.
    • First pellet bonus damage from 12.5 to 13.
    • Damage falloff from 2.5–10m to 5–12.5m.
    • Base move speed from 431 to 415.
    • ADS move speed from 286 to 400.
    • Top move speed while firing from 315 to 385.
    • Bottom move speed while firing from 315 to 285.
    • Per shot slowdown is 25.
    • Swap in/out speed from 0.34s/0.21s to 0.55s/0.4s
  • AA12
    “Fully automatic heavy shotgun that eats ammo and dumps firepower.”
    • Base mag capacity from 12 to 20.
    • Reload speed from 2.56s to 3.6s.
    • First pellet bonus damage from 7.75 to 10.
    • Damage falloff from 2.5–10m to 3.5–10m.
    • Base move speed from 431 to 400.
    • ADS move speed from 286 to 350.
    • Top move speed while firing from 315 to 350.
    • Bottom move speed while firing from 315 to 150.
    • Per shot self slowdown is 50.
    • Swap in/out speed from 0.34s/0.21s to 0.9s/0.6s.
  • M4 CARBINE
    • Base mag capacity from 25 to 30.
    • Damage from 11/12.65/14.5/16.7 to 12/13/15/17.
    • Damage falloff from 17.5–25m to 18–28m.
    • Base move speed from 410 to 390.
    • ADS move speed from 205 to 250.
    • Top move speed while firing from 390 to 350.
    • Bottom move speed while firing from 390 to 275.
    • Per shot slowdown is 15.
    • ADS in/out speed from 0.5s/0.42s to 0.4/0.35s.
  • AK47
    • Gain -25% recoil control if modded with a suppressor.
    • 25% worse horizontal recoil.
    • Base mag capacity from 20 to 30.
    • Damage falloff from 20–27m to 18–24m.
    • Damage from 14/16.6/19.7/23.3 to 16/19/22/26.
    • Base move speed from 390 to 375.
    • ADS move speed from 230 to 235.
    • Top move speed while firing from 375 to 340.
    • Bottom move speed while firing from 375 to 260.
    • Per shot slowdown is 20.
    • ADS in/out speed from 0.5s/0.42s to 0.4/0.35s.
  • SCAR
    • Base stumble multiplier to 1.25x.
    • Damage from 15/18/21/25 to 16/19/22/26.
    • Damage falloff from 20–25.5m to 23–38m.
    • Reload speed from 3.3s to 3.0s.
    • Base move speed from 390 to 365.
    • ADS move speed from 195 to 220.
    • Top move speed while firing from 365 to 295.
    • Bottom move speed while firing from 365 to 220.
    • Per shot slowdown is 25.
    • ADS in/out speed from 0.57/0.49s to 0.55/0.35s.
  • RANCH RIFLE
    • Damage from 22/24.53/27.35/30.5 to 18.5/21.0/23.5/26.
    • Damage falloff from 17.5–27.5m to 20–30m.
    • Base move speed from 420 to 410.
    • ADS move speed from 280 to 360.
    • Top move speed while firing from 307 to 300.
    • Bottom move speed while firing from 307 to 240.
    • Per shot slowdown is 12.
    • ADS in/out speed from 0.29s/0.24s to 0.3/0.2s.
    • Swap in/out speed from 0.42s/0.26s to 0.35/0.3s.
  • M16
    • Base mag capacity from 20 to 30.
    • Damage falloff from 15–22.2m to 26–36m.
    • Reload speed from 1.7s to 2.5s.
    • Base move speed from 431 to 375.
    • ADS move speed from 286 to 260.
    • Top move speed while firing from 431 to 315.
    • Bottom move speed while firing from 431 to 240.
    • Per shot slowdown is 15.
    • ADS in/out speed from 0.26s/0.22s to 0.45/0.3s
  • M249
    • Base mag capacity from 80 to 100.
    • Damage from 14/16/18/21 to 12/16/16/18.
    • Damage falloff 17.5-25m to 19-29m
    • Base move speed from 390 to 340.
    • ADS move speed from 159 to 175.
    • Top move speed while firing from 176 to 220.
    • Bottom move speed while firing from 150.
    • Per shot slowdown is 15.
    • ADS in/out speed from 0.6s/0.51s to 0.69s/0.59s.
    • Swap in/out speed from 0.9s/0.57s to 1.0s/0.6s.
  • RPK
    • Should have a different, lighter hitting SFX to not sound like a sniper or a heavy MG.
    • Gain -25% recoil control if modded with a suppressor.
    • Base capacity from 40 to 45.
    • RPM from 430 to 550.
    • Damage from 18/21/25/29 to 15/18/21/24.
    • Damage falloff from 20–27m to 22–35m.
    • Reload speed from 4.91 to 3.8s.
    • Base move speed from 371 to 365.
    • ADS move speed from 148 to 195.
    • Top move speed while firing from 167 to 275.
    • Bottom move speed while firing from 200.
    • Per shot slowdown is 25.
    • ADS in/out speed from 0.69s/0.59s to 0.5/0.4s.
    • Swap in/out speed from 1.03s/0.65s to 0.75/0.65s.
  • M1A
    • Base weakspot multiplier from 1.0x to 1.2x.
    • Damage falloff from 20–30m to 28–40m.
    • Damage is still 45/52/59//68.
    • RPM from 170 to 180.
    • Base move speed from 400 to 380.
    • ADS move speed from 160 to 240.
    • Top move speed while firing from 260 to 355.
    • Bottom move speed while firing from 247 to 235.
    • Per shot slowdown is 30.
    • ADS in/out speed from 0.63s/0.54s to 0.5s/0.4s.
    • Swap in/out speed from 0.8s/0.5s to 0.75s/0.45s.
  • PHOENIX
    • Base weakspot multiplier from 1.0x to 1.25x.
    • Damage from 90/107/126/150 to 72/85/100/120.
    • Damage falloff from 22.5–32.5m to 35–50m.
    • Base mag capacity from 5 to 10.
    • Reload speed from 3.4s to 3.3s.
    • Base move speed from 380 to 420.
    • ADS move speed from 160 to 220.
    • Top move speed while firing from 247 to 380.
    • Bottom move speed while firing from 247 to 300.
    • Per shot slowdown is 40.
    • ADS in/out speed from 0.63s/0.54s to 0.4s/0.35s.
    • Swap in/out speed from 0.92s/0.58s to 0.65s/0.4s.
    • Reload ratio = 1.2
  • BARRETT M95
    • Base weakspot multiplier from 1.0x to 1.5x.
    • Damage from 132/156/185/220 to 165/195/231/280.
    • Damage falloff from 22.5–32.5m to 40–80m.
    • RPM to be affected by reload speed 0.5x less.
    • Reload speed from 3.45s to 3.85s.
    • Base move speed from 380 to 340.
    • ADS move speed from 152 to 150.
    • Top move speed while firing from 247 to 260.
    • Bottom move speed while firing from 247 to 180.
    • Per shot slowdown is 80 and adds a 0.25s delay to the slowdown fade.
    • Gain -10% slow resistance while using Barrett M95.
    • Gain 0.3x less positive swap time while using Barrett M95.
    • Reload ratio = 1.4
  • CULTIST BOW
    • To be considered a precision weapon (applicable to cards worded with precision weapon).
    • Arrow damage to be affected by melee damage by 0.5x and bullet damage by 0.25x.
      • Benefited from weakspot damage fully.
    • Arrow stumble force to be affected by melee stumble by 0.5x and bullet stumble by 0.25x.
    • Reload speed to 1/1/1/1s, and this is affected by generic reload speed by 0.25x and melee speed by 0.5x.
      • The reload speed of Cultist Bow is practically its hipfire rate of fire.
      • Benefited from generic rate of fire fully.
    • Hipfire stamina cost from 4/4/4/4 to 8/8/8/8, and this is affected by melee stamina efficiency by 0.5x.
    • Hipfire damage from 80/80/80/80 to 65/70/75/80.
    • ADS full charge time to 1.5/1.5/1.5/1.5s.
    • Stamina cost for ADSing (drawing bow) to 10/10/10/10 per 1s, and this is affected by melee stamina efficiency by 0.5x.
    • Stamina cost for holding at full charge to 4/4/4/4 per 1s, and this is affected by melee stamina efficiency by 0.5x.
    • ADS damage to 120/150/180/210.
    • Base move speed from 430 to 420.
    • ADS move speed from 229 to 220.
    • Top move speed while firing from 372 to 340.
    • Bottom move speed while firing from 372 to 300.
    • Per shot slow down is 40.
    • Gain +10 (flat value) melee damage while using Cultist Bow; for bashing.


 MELEE SYSTEM
  • Melee weapons require more aim to use.
    • They deal reduced damage to targets further away from the point of aim.
    • Damage falls off per subsequent target.
    • The reticles in the crosshair indicate both the vertical and horizontal edges of the attack AoE.
    • Melee Sway: Melee attacks in general will cause PoV/aim to deviate/sway by an amount during the attack back-swing similar to the view-kick component in gun recoil, except there is no "recoil (so to speak)" recovery with the melee attack sway.
    • Ditto, the amount of recoil/sway per melee attack will be different for each weapon. Heavier hitting weapons tend to sway more per attack.

 BASELINE MELEE
“Reasons.”
  • Improve baseline melee performance. Melee weapons will enjoy following bonuses when the user is above certain stamina percentages.
    • ≥90%: +75% melee damage, +30% melee speed, +60% melee sway reduction.
    • 89–75%: +50% melee damage, +30% melee speed, +30% melee sway reduction.
    • 74–40%: +25% melee damage, +15% melee speed.
  • Increase tier-1/2/3/4 melee weapon damage by 25/15/10/5%. Note the the actual increment will be less on lower tiers due to the base values being lower.

  SPECIFIC MELEE WEAPONS
  • BAT
    • Benefits 0.25x more from stumble force bonus.
    • Max damage falloff at edge of AoE is 50%.
    • Per target damage falloff is 15%.
    • Base move speed is still 410.
    • Top move speed while meleeing from 308 to 375.
    • Bottom move speed while meleeing from 308 to 300.
    • Per attack slowdown is 25.
  • MACHETE
    • Benefits 0.25x more from melee cleave bonus.
    • Max damage falloff at edge of AoE is 25%.
    • Per target damage falloff is 10%.
    • Base move speed is still 425.
    • Top move speed while meleeing from 340 to 380.
    • Bottom move speed while meleeing from 340 to 300.
    • Per attack slowdown is 20.
  • HATCHET
    • Benefits 0.25x more from melee stamina efficiency bonus.
    • Max damage falloff at edge of AoE is 75%.
    • Per target damage falloff is 5%.
    • Base move speed is still 441.
    • Top move speed while meleeing from 397 to 430.
    • Bottom move speed while meleeing from 397 to 340.
    • Per attack slowdown is 15.
    • Swap in/out speed to 0.5s/0.4s to 0.35s/0.35s.
  • FIRE AXE
    • Benefits 0.5x more from damage bonuses (including weakspot dmg).
    • 25% higher base damage.
    • Max damage falloff at edge of AoE is 75%.
    • Per target damage falloff is 25%.
    • Base move speed from 395 to 385.
    • Top move speed while meleeing from 237 to 270.
    • Bottom move speed while meleeing from 237 to 150.
    • Per attack slowdown is 60.


 PLAUSIBLE WEAPONS

  PISTOL VARIETY
  • Beretta M9
    • Baseline, decent overall while being affordable. Always listed in the Vendor.
  • P320/M17
    • Comparing to the M9.
    • Bigger mag (17 vs 15).
    • 15% faster aim.
    • 35% more expensive.
  • Px4 Compact
    • Comparing to the M9.
    • 40% quicker to swap.
    • 15% faster aim.
    • 15% less range.
    • 15% higher recoil.
    • 25% more expensive.
  • Shield Plus
    • Comparing to the M9.
    • 60% quicker to swap.
    • 35% less range.
    • Smaller mag size (12-round vs 15-round).
    • 25% more expensive.
  • 40SW P229
    • Comparing to the M9.
    • 15% quicker to swap.
    • 35% higher damage.
    • 25% higher recoil.
    • RPM at 343.
    • Smaller mag size (13 vs 15).
    • 25% more expensive.
  • M1911 GI
    • Comparing to the M9.
    • 20% slower to swap.
    • 50% higher damage.
    • 50% higher recoil.
    • 300 RPM vs 450.
    • Smaller mag size (8 vs 15) than the M9.
    • Same price.
  • M45CQBP
    • Comparing to the M1911 GI.
    • 15%% higher damage.
    • 15% lower recoil.
    • 343 RPM vs 300.
    • Bigger mag size (10 vs 8).
    • 35% more expensive.
  • USP45
    • Comparing to the M45CQBP.
    • 20% slower aim.
    • 10% higher recoil.
    • Same RPM (343).
    • Bigger mag size (12 vs 10).
    • 20% more expensive.
  • FNP45-Tac
    • Comparing to the USP45.
    • 20% slower aim.
    • 15% lower recoil.
    • Bigger mag size (15 vs 12).
    • 20% more expensive.
  • PPQ
    • Comparing to the M9.
    • 15% higher base accuracy.
    • 25% less hipfire bloom.
    • 30% less aim sway.
    • 0.1x higher ADS zoom.
    • 50% more expensive.
  • Canik SFX
    • Comparing to the M9.
    • 35% faster aim.
    • 50% faster reload.
    • 600 RPM vs 450.
    • 50% more expensive.
  • PL15K
    • Comparing to the M9.
    • 20% quick to swap.
    • 15% faster aim.
    • 15% less range.
    • 500 RPM vs 450.
    • Marginally smaller mag size (14 vs 15).
    • 35% more expensive.
    • Also, PL15K is very rare to scavenge from the world, and even rarer to be listed by the vendor, but it also has dedicated drop/loot source.
  • Ruger Mk5
    • Comparing to the M9.
    • 35% lower damage.
    • 50% less recoil.
    • Built-in suppressor with +50/100/150/200% damage against unaware enemies.
    • 60% more expensive.
    • Rare to to scavenge from the world, and somewhat rarer than that to be listed by the vendor, has dedicated drop source.
  • Pistol carbine chassis
    • Comparing to the M9.
    • 60% slower to swap.
    • 60% less recoil.
    • 60% less aim sway.
    • 15% slower reload.
    • 20% slower aim.
    • 40% more expensive.
  • Colt SAA Revolver
    • Comparing to the 357 Magnum.
    • Same damage and range.
    • Uses pistol/SMG ammo instead of rifle ammo.
    • Reloads gradually (round-by-round).
    • RPM is 360 when single-wielded (fan firing).
    • RPM when dual-wielding is individually tracked, which is ~180 RPM per gun.
    • Built-in -50% hipfire bloom
    • Gains 0.5x less negative swap speed.
    • Does not accept suppressors.
    • Does not accept any sights/optics.
    • Does not accept the type of mag attachment that increases capacity.
    • Also, Colt SAA Revolver is very rare to scavenge from the world, and even rarer to be listed in the vendor.

 SNIPER RIFLE VARIETY
  • AW 338 Lapua
    • Reload ratio = 1:3 (Phoenix at 1:2, Barrett M95 at 1:4)
    • Base weakspot multiplier = 1.35x (Phoenix at 1.25x, Barrett M95 at 1.5x)
    • Damage = 110/129/154/185 (Phoenix at 72/85/100/120, Barrett M95 at 165/195/231/280)
    • Damage falloff = 35–70m (Phoenix at 35–50m, Barrett M95 at 40–80m)
    • Base mag capacity = 5 (Phoenix at 10, Barrett M95 at 5)
    • Reload time = 3.6s
    • RPM = 50 (Phoenix at 60, Barrett M95 at 34)
    • Base move speed = 360 (Phoenix at 420, Barrett M95 at 340)
    • ADS move speed = 185 (Phoenix at 220, Barrett M95 at 150)
    • Top move speed while firing = 320 (Phoenix at 380, Barrett M95 at 260)
    • Bottom move speed while firing = 240 (Phoenix at 300, Barrett M95 at 180)
    • Per shot slowdown = 60 (Phoenix at 40, Barrett M95 at 80)
    • ADS in/out speed = 0.55s/0.45s (Phoenix at 0.4s/0.35s, Barrett M95 at 0.63s/0.54s)
    • Swap in/out speed = 0.8s/0.58s (Phoenix at 0.65s/0.4s, Barrett M95 at 0.92s/0.58s).
  • G3SG1
    “Semi-auto sniper with a big mag and a bulky handling.”
    • 20/40% lower recoil than the M1A while standing/crouching.
    • Reload ratio = 1:1
    • Base weakspot multiplier = 1.2x (M1A at 1.2x)
    • Same damage as the M1A.
    • Damage falloff = 35–50m (M1A at 28–40m)
    • RPM = 200 (M1A at 180).
    • Base mag capacity = 20
    • Reload time = 3.8s (M1A at 3.0s)
    • Base move speed = 340 (M1A at 380)
    • ADS move speed = 160 (M1A at 220)
    • Top move speed while firing = 300 (M1A at 355).
    • Bottom move speed while firing = 235 (M1A at 235)
    • Per shot slowdown = 30 (M1A at 30).
    • Swap in/out time = 0.9s/0.6s
  • M110A1 CSASS
    “Semi-auto sniper that's capable of a faster rate of fire while still remain controllable.”
    • +40% hipfire reaccurize (faster) than the M1A.
    • -20% hipfire bloom than the M1A.
    • Same recoil as the M1A.
    • Reload ratio = 1:1
    • Base weakspot multiplier = 1.1x (M1A at 1.2x)
    • 10% lower damage than the M1A.
    • Damage falloff = 25–35m (M1A at 28–40m)
    • RPM = 260 (M1A at 180)
    • Base mag capacity = 20
    • Reload time = 2.9s
    • ADS move speed = 180
    • Base move speed = 350
    • Top move speed while firing = 325
    • Bottom move speed while firing = 265
    • Per shot slowdown = 30
    • ADS in/out speed = 0.55s/0.45s.
    • Swap in/out speed =0.75s/0.5s.
  • SVD
    “Semi-auto sniper with a more powerful but more costly round.“
    • 20/10% higher recoil than the M1A while standing/crouching.
    • Reload ratio = 1:2 (reload 1 round per 2 sniper ammo).
    • Base weakspot multiplier = 1.25x (Phoenix at 1.25x)
    • Damage = 66/82/99/121 (M1A at 45/52/60/68, Phoenix at 72/85/100/120)
    • Damage falloff = 35–50m
    • RPM = 160
    • Base mag capacity = 10
    • Reload time = 3.3s
    • ADS move speed = 160
    • Base move speed = 340
    • Top move speed while firing = 280
    • Bottom move speed while firing = 200.
    • Per shot slowdown = 40
    • Swap in/out time = 0.8s/0.5s
  • Barrett M107CQ
    “Semi-auto sniper rifle with extremely high damage, larger mag size, and bulky handling.”
    • Reload ratio = 1:4
    • Base weakspot multiplier = 1.4x
    • 20% lower damage than the Barrett M95.
      • Note the damage stat changes to the M95.
    • Damage falloff = 30–45m (M95 at 40–80m)
    • RPM = 75 while standing and 150 while crouching (M95 at 34)
    • Base mag capacity = 10
    • Reload time = 4.4s
    • Base move speed = 320 (M95 at 340)
    • Top move speed while firing = 200 (M95 at 260).
    • Bottom move speed while firing = 120; (M95 at 180)
    • Per shot slowdown is 80 and adds a 0.25s delay to the slowdown fade.
    • Gain -15% slow resistance while using Barrett M107CQ.
  • COMP BOW
    • Not technically a sniper rifle, just putting this here as a new precision weapon.
    • Is considered a precision weapon (applicable to cards worded with precision weapon).
    • Arrow damage can be affected by melee damage by 0.5x and bullet damage by 0.25x.
      • Benefited from weakspot damage fully.
    • Arrow stumble force can be affected by melee stumble by 0.5x and bullet stumble by 0.25x.
    • Reload speed = 1/1/1/1s, and this can be affected by generic reload speed by 0.25x and melee speed by 0.5x.
      • The reload speed of Comp Bow is practically its hipfire rate of fire.
      • Benefited from generic rate of fire fully.
    • Hipfire stamina cost = 6/6/6/6 (Cultist Bow at 8/8/8/8)
      • This can be affected by melee stamina efficiency by 0.5x.
    • Hipfire damage = 35/40/45/55 (Cultist Bow at 65/70/75/80).
    • ADS full charge time = 1.4/1.2/1.0/0.8s (Cultist Bow at 1.5/1.5/1.5/1.5s)
    • Stamina cost for ADSing (drawing bow) = 8/8/8/8 per 1s (Cultist Bow at 10/10/10/10 per 1s)
      • This can be affected by melee stamina efficiency by 0.5x.
    • Stamina cost for holding at full charge to 3/3/3/3 per 1s (Cultist Bow is 4/4/4/4 per 1s)
      • This is affected by melee stamina efficiency by 0.5x.
    • ADS damage to 132/165/198/231 (Cultist Bow at 120/150/180/210)
    • Base move speed = 400 (Cultist Bow at 420).
    • ADS move speed = 200 (Cultist Bow at 220)
    • Top move speed while firing = 340 (Cultist Bow at 340).
    • Bottom move speed while firing from 372 to 310 (Cultist Bow at 30)
    • Per shot slow down is 20 (Cultist Bow at 40)
  • CROSSBOW
    • Not technically a sniper rifle, just putting this here as a new precision weapon.
    • Is considered a precision weapon (applicable to cards worded with precision weapon).
    • Primary weapon.
      • Uses sniper ammo with the reload ratio of 1:2.
      • Recyclable ammo.
    • Same damage as the Barrett M95.
      • Base stumble force multiplier = 2x.
      • No penetration against Mutations; pierces Riddens normally.
    • Mag size = 1
    • Reload time = 3s
      • This is affected by generic reload speed by 0.25x and melee speed by 0.5x.
    • Costs 20 stamina to reload (recock the string).
      • This is affected by melee stamina efficiency by 0.5x.
    • Base move speed = 370
    • ADS move speed = 260
    • Top move speed while firing = 300
    • Bottom move speed while firing = 230
    • Per shot slowdown is 70 and adds a 0.25s delay to the slowdown fade.
    • Gains +30% reload speed while crouching and not moving.
    • Gains -30% reload speed if out of stamina.
    • Gains -15%/30% reload speed while moving/sprinting.
    • Inaccuracy from movement = 0% (Perfectly accurate while on the move)


 CORRUPTION CARDS
  • GRIP OF THE DEAD
    • Riddens/Mutations will have a 15%/60% chance to leave behind a Corpse Trap that deals 1/2/3/4 damage on-sprung, drains 4/8/12/16 stamina without impeding stamina regeneration, and causes 20% move speed slow for 3s.
  • SNAGGERS
    • All Riddens are barb-ed up and their melee attack will inflict heavy slow to movement speed, but they are also very vulnerable to Razor Wires.
  • ACID THROWERS
    • Some Riddens are sated with acids and would choose hurling acid from a distance as their preferred way of attack.
  • BLOATERS
    • Some Riddens are fatten-up with 400% more health and 75% stumble resistance, are able to reduce the penetration power in the attack they receive by 75%, but they are also movement-wise 50% slower and had their highest mobility notch limited to running.
      • *mobility notches: normal/jogging/running/sprinting/blitzing.
  • REGENERATORS
    • Some Riddens are extremely regenerative and tough to kill. Thankfully, Regenerators are vulnerable to damage over time, especially fire.
  • VICIOUS CRAWLERS
    • Beware of crawling halfings! Their attack boasts high trauma ratio and ignore half of your trauma resistance!
  • CREEPER TIDE
    • Constantly get creeped on by a never-ending tide of silent Riddens... walking... lumping...
      • Creeper Tide is considered as extra horde, which doesn't trigger on-horde effects, and doesn't count against the "Silence is Golden" secondary mission.
      • Creeper Tide could have different intensity levels with various tide interval ranging from 30s/20s/10s/constant with and different tide sizes.
      • Creeping Riddens have less chance to be spawned as one of the uncommon Ridden varient (such as the Armored Ridden).
  • BLOODHOUNDS
    • Bloodhounds stalk among your surrounding. Not only do they attack as a pack every now and then, they also come whenever a Cleaner is incapped. You can try to kill a stalking Bloodhound to delay their attack timer, however they are very elusive.
  • OVERGROWN
    • Ridden's hive-like structures have gone overgrown and choking certain passage ways. Destroy them to proceed but a horde will be summoned.
      • New secondary mission "Gardener" -- Destroy Overgrown blockades to instantly receive 200 copper each time.
  • PERIMETER BREACH: SMALL
    • Riddens can spawn in via additional breaches that exist throughout the world. Deal accessory damage to the breach to shut it.
  • PERIMETER BREACH: LARGE
    • Riddens and Mutations can spawn in via additional breaches that exist randomly throughout the world. Deal accessory damage to the breach to shut it.
  • MOUNTAIN KING
    • -15% move speed. +30% sprint speed. Horde timer is at 1.5x, but each 0.1m sprinted by any Cleaner will advance it by 0.2s.
  • MESSY FLOOR
    • Environmental: The ground is all creeped up with some nasty ass matters that cause -5% slow resistance, -15% sprint efficiency, and -10%/20% move/sprint speed. This debuff is localized and can be purged by destroying a corresponding nest structure.
  • DOWNPOUR
    • Environmental: Heavy rain causes moderate reduction to visibility and moderate reduction to hearing. Footsteps have also become too indistinguishable between ally and foe.
  • TOXIC SPILL (REWORK)
    • OLD | Your health slowly rots away, but kills grant a small reprieve.
    • NEW | Suffer 0.1/1/2 toxic damage for each melee hit against Riddens/Mutations/Bosses; Stacks with the same melee attack. Enemies deal 10% extra melee damage in toxic type. Temp damage recovery will begin 5s later.
  • NOXIOUS FUMES (REWORK)
    • OLD | Noxious gas fills the air. Fill up on oxygen at generators found throughout the map before moving forward. Breathing the fumes without oxygen will have increasingly negative effects.
    • NEW | Environmental: Noxious gas fills the air, causing moderate reduction to visibility and reducing stamina regen by 0.4x, stamina efficiency by 0.2x, reload speed by 15%, and accuracy by 15%. Some Purifiers may not be in working condition and can be repaired by interacting with them for 30s (retainable progress) or by using a Tool Kit (3s interaction) on them.
      • Each Purifier has the radius of 8m, which will instantly purge the debuff as you come into contact with the AoE, and then gradually grant a timed 9s immunty per 1s in exposure, up to 90s.
  • SILENCE IS GOLDEN (REWORK)
    • OLD | Complete the level without triggering any birds, Snitches, Car Alarms or Alarmed doors to earn 500 Copper.
    • NEW | Receive up to 600 bonus copper at the end of level for not disturbing optional hordes (caused by birds, car alarms, security doors, Snitchers, etc); each disturbance drains the reward by 150.
  • RAVENOUS (REWORK)
    • OLD | Every 30 seconds you become more hungry, eating food reverses this. You take 1 Trauma Damage every 15 seconds for each stack of Hunger, but recover 1 Trauma Damage for each stack of Well Fed.
    • NEW | +2 food inventory. Consume a S/M/L-sized food to gain a stack of +5/10/15% stamina efficiency, up to no limit, lasting 120s separately. -25% stamina efficiency. Storing food items will induce 5–20 psychic damage based on their food size.
  • BREAK TIME (REWORK)
    • OLD | Health set to 60. Regenerate 10 health per second. +100% trauma resistance. +2 lives.  -150% Incap bleed damage.
    • NEW | Each pt. of stamina expense also induces 0.2 damage, excluding stamina drain. Regenerate 1 health per 0.5s and recover 1 trauma per 5s after having full stamina for 5s. Receive 1 stamina per 0.1s after crouching and not performing any action (including shooting) for 3s. Recover 30 trauma at the end of level if alive.


 NEW FEATURE
  • BLOOD SHRINE
    • Gradually sacrifice up to 100 health, which is dealt as psychic damage (a type of elemental damage that's relatively scarce of resistance and mitigation), via a 10s process, to exchange an on-site Burn Card activation.
    • Since the health sacrifice towards Blood Shrines is accumlative (could be shared), you won't get to activate it just yet when the cost is fully paid, instead, there is a 2nd stage of interaction that confirms who is going to spend and use the burn card.
    • Blood Shrines each has the base cooldown of 50s before another activation.
    • Blood Shrines randomly exist throughout the world with some levels having fixed/dedicated spawn. Follow the candles and the wandering blood trails to find them. Hope you don't mind getting horrendously sidetracked...
    • Blood Shrines have a chance to be spawned as un-usable ruins, but they could still contain lootable tributes.
    • Blood Shrine lootable tributes: Some ammo, accessories, weapons, attachments, armor plates, resource container, even legendary items and Skull Totems.
      • Looting them (initial pickup) will induce 4–40 psychic damage depending on the item's worth.
    • Additional enemies may spawn during the sacrifice.
    • A local horde may be triggered; This doesn't proc against the "Silence is Golden" secondary mission.

  • TECHNOLOGICAL INTERACTION
    • Technological interaction is unaffected by mechanical use speed, and only half affected by generic use speed as if they reduce the bonus or reduction by 0.5x (similar to generic damage resistance vs. psychic damage).
    • Technological interactions all take long to complete on their own, and they all have a rhythm mini-game that's simultaneously going on the side; Press the right button in the correct timing gain additional progress with each button press, but each missed button press will reverse the progress by 1x the amount of a correct button press, or 2x if pressed incorrectly.
    • They also have checkpoints, at the 30% and the 75% mark, so the interaction could start from the nearest point when aborted, or not reverse past than certain points due to the button press.

 NEW ITEMS
  • BLOODY RELIC
    • A rare commandeer-type item (like Propane Tanks, Gas Canisters, Skull Totems and Fire Extinguishers) that randomly exist throughout the world.
    • Carry a Bloody Relic to an active Blood Shrine to contribute 75% cost towards that shrine, or use it on an inactive Blood Shrine ruin to restore it.
    • Multiple Bloody Relics can stack into a single item similar to Skull Totems, up to 3 instances.
    • Bloody Relic doesn't disappear at the end of level, and can be carried into the next level.
    • Dropping a Bloody Relic will induce 3/6/9/12 psychic damage across different difficulties to its dropper. Use [alt fire] to set it down with care, but it takes 6s to do so.

  • SCANNER
    • Quick use accessory -- A device that spots vulnerability on the enemies. Equip the Scanner, look/point at enemies, and hold down [primary fire] to constantly debuff them with -50% damage resistance, while highlighting them. Debuff lasts 1s.
    • Scanner has the range of 60-degree FoV and 10/15/20/25 meters, and the battery life of 12s.
      • Will immediately drain 0.8s battery life at the start of each scan.
    • Multiple Scanner debuffs don't stack; The strongest one takes priority.
    • Battery life stacks; You don't have to swap to the next Scanner when the battery runs out.

  • CLAYMORE MINE
    • Offense accessory -- A directional anti-personnel mine that deals extremely high damage over a narrow but long range (60-degree arc, 20m).
    • Press and hold [primary fire] to deploy; Takes 6s to do so.
    • Press [reload] while holding a Claymore Mine to switch the detonation mode between: 1) immediately against any enemy, 2) on a 1.5s delay against any enemy, 3) immediately against any Mutation, and 4) when at least 2 Mutations are in range for 0.5s.
    • Claymore Mines cannot be detonated externally as they are immune to receive FF.
    • Vendor price is 350s

  • MEGAPHONE
    • Quick use accessory -- Yell at Riddens and Mutations within 180-degree PoV and 9/11/13/15 meters, deal 500/750/100/1250 stumble force to them, attract their attention towards you, and receive 20/25/30/35 bolstering temp health.
    • Its AoE deals no damage, alerts birds and Snitchers, and kills volatile Riddens.
    • Vendor price is 175c.
    • Re-use chance is 10/20/30/40%.

  • TECHIE'S PDA
    • A special quick use accessory unique to Techie -- Techie's PDA can be used on certain things, such as:
      • 1) hack open digital safe (an otherwise locked and unavailable resource container)
      • 2) jack ATM for 25–150 copper
      • 3) disarm security doors and car alarms without any consequences (even if interrupted); Counts as Stealthy Passage success.
      • 4) put hostile security cams on an infinite feedback loop
      • 5) lower the price of intel by 10% (up to 40% at Epic quality)
    • Techie's PDA needs to be equipped from the inventory with the swap in/out time of 2s/0.5s.
    • If the interaction target doesn't require Techie's PDA to interact and labelled as technological, then equipping Techie's PDA will add +50/100/150/200% technological use speed and +1m interact distance towards it; Scales with the team upgrade "Quick Item Upgrade".
    • Techie's PDA is costless and charge-based; Takes 20s to replenish 1 charge; Charge storage scales with quick item inventory bonus.

  • BUCKLER
    • A quick use accessory that absorbs damage for the user while being wielded. Needs to be equipped to work; Swap in/out time is 0.5s/0.3s.
    • Damage absorption ratios are as follow:
      • 100% = melee, bullet, ranged, projectile.
      • 50% = explosive, fire, cyro, acid, electro.
      • 0% = psychic and toxic.
    • Only blocks direct damage (non-DoT, non-debuff) taken within 90-degree PoV.
    • Each instance of Buckler has the health of 100/200/300/400. When destroyed, the user will be stumbled and then unable to equip anything but fists for 2s.
    • Vendor price is 250c.



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