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v0.12 - 4/26/23
=WEAPONS=
+GENERAL+
-Added 2 new MELEE weapons.
-Added combined weapon types to some existing weapons. Weapons with a sub-type also benefit from items or equipment bonuses that otherwise only affect one family.
-All melee weapons now utilize the "swipe" attack that weapons such as the Galaxy Slicer use.
-Picking up weapon duplicates now grants a static amount of XP for all weapons, rather than being based on the sell price.
-Sell price of elite weapons raised to 35k, up from ~5-9k.
-Fixed sound issue when the player has both the Hyper Burst and Redline.
+ASSASSIN VULCAN+
-Reduced lock on ammo usage per shot to 3, down from 4.
-Alt-fire now only uses 3 ammo, down from 5.
-Increased speed of lock on projectiles slightly.
-Reduced damage of lock on shots, but bonus damage gained per lock on increased.
+BLAZE STREAM+
-Magazine capacity reduced to 50, down from 60. However, it now drains ammo at a much slower rate.
-Now has an additional base effect that makes it more suitable for crowd control or attacking around corners.
-L2 effect triggers less often.
+BLOODLETTER MAGNUM+
-Equipment bonuses for this weapon should now only trigger while the player has said weapon.
-No longer deals random damage. It's base damage has also been reduced, but gains a higher bonus from Blood Orbs.
+BUSTER+
-Will now auto reload if fire is held while the magazine is empty. (Assuming the auto reload option is enabled)
-Buster Shinespark is now achieved via alt-fire rather than Quick Melee.
-Uncharged shots have a reduced damage radius but the damage has been slightly increased.
-Now has better firing sounds and slightly improved visual effects for the projectiles.
+CRASH COMET+
-Reduced amount of ice shards spawned for both L1 and L3.
-Slightly reduced shard damage.
-Shards now rebound off walls. Shards lose gravity after 2 wall bounces, which will then cause them to bounce along the floor.
+CRUSH BLAST+
-Can now fire its old impact shot with primary fire, or the more recent enemy pulling shot with alt-fire.
+DECIMATOR+
-L3 effect can now also be triggered in a lower duration form by casing hits at a 15% chance.
-Increased damage.
-Increased infinite ammo time to 3 seconds at L1, up from 2, and 4 seconds at L2, up from 3.
+DOGFIGHTER MISSILE+
-Reduced explosion sounds of L3 effect.
+FLAME BLOOM DARTS+
-Fixed some effects ignoring ammo check.
-Fixed weapon not being in general weapon drop list from enemies.
-Alt-fire no longer functions while the Status Panel is open.
+FROST SNAP+
-Added more visual firing feedback.
-Added option to disable infinite ammo on Frost Snap.
+GALAXY SLICER+
-Now an elite weapon.
-Slightly increased swing speed.
-Increased swing speed and sword beam damage slightly.
-Fixed not firing out the final slash beam while at full energy from L2 and up.
+GRIND HALBERD+
-Now has an increased swing speed while ignited.
+HUNTING LASER+
-Free shot chance for RAPID weapons has been converted to increased critical strike chance for the Hunting Laser.
-Improved some visual effects.
-Has a slightly lower burst delay, allowing it to fire faster.
-L2 mini lasers should now more reliably track enemies instead of revolving around them.
-Fixed L2 not fully benefiting from Deadeye Strikers (Gloves).
-L3 Options should now more reliably spawn in certain environments.
-L3 Options now fire alternately and also when an automatic reload occurs.
+HYPER BURST+
-L3 explosive orbs now deal more damage in a larger radius.
-L3 orbs can now only be destroyed with the Hyper Burst primary fire shot.
+METAL MONSTROSITY+
-Now has a shorter chain in order to better prevent it from disappearing in terrain. The chain also pushes away enemies.
-Now has the Void element. Growth has been changed to the Slow type to compensate.
+PLASMA SPIDERS+
-Shot damage increased.
+QUICK STRIKE+
-Parry is slightly faster.
-Increased damage of projectiles.
+REDLINE+
-Ammo cost increased to 3 per shot.
-Removed firerate bonus, but no longer has a magazine. Reload now zooms in. (Uses Sniper Cannon scope graphic for now)
-Fixed revving sounds playing a static sound rather than a varied pitch.
+REPEATERS+
-Reduced damage of L1 and L2 plasma stream.
-Reduced L3 effect bonus.
+SCATTER BOMBER+
-Now has an alt-fire which launches lower velocity shots.
-Bounce count has been increased. Damage has been adjusted slightly, mainly increasing damage more with each bounce.
-Shots should no longer get stuck in certain environments, which caused them to rapidly play their destruction sound and animation.
-Projectile tail modified to alleviate framerate issues when many were fired.
+SCRAP LAUNCHER+
-Fixed weapon causing too much damage due to using the incorrect damage property. (Leftover from Decorate)
-Added speed variance to projectiles.
+SHOTWAVE+
-L2 X shot now correctly checks for ammo.
+SNIPER CANNON+
-Level effects have been swapped.
+SPITFIRE+
-L2 alt-fire can now trigger the free shot effect, and also had its ammo cost fixed.
-L2 alt-fire no longer has semi-auto capabilities, but an equipment bonus was added to restore this behavior.
-Fixed some effects ignoring ammo check.
+SPREAD SHOT+
-Can now be switched or fired while playing its "recoil" animation.
+STINGER+
-HUD sprite now changes its "scope" color and plays a sound when the cover bonus effect is activated.
-Increased projectile speed.
-Fixed Stinger activating the cover bonus even when the weapon wasn't currently wielded.
-L3 weapon switch bonus now has a 5 second cooldown.
+STORM MINE+
-Can now be switched or fired while playing its "recoil" animation.
-Projectiles can now be detonated while in flight, rather than only while sticking on surfaces.
-Mines should now cause less framerate issues when 5+ are detonated.
+TOXIC STORM+
-Damage adjusted, with most of the damage being moved from the projectile to the splash damage component. Reduced globule damage.
+TRIPLE WYVERN+
-Weapon has been partially reworked.
-Fixed L2 reloading issue.
+VAMPIRIC GAUNTLETS+
-Added a new damage bonus that builds up when attacking enemies while at full healing energy. A visual indicator will appear when damage is at the maximum.
-Alt-fire (Heal) can now be held.
-Increased damage and range.
-Healing reduced to 2, down from 3, but now only uses 30 energy rather than 50. This means healing can be used 5 times rather than 3 at a full bar.
-Fixed weapon not healing with the last bit of energy, due to energy being checked after it was already depleted.
+VIPER WAVE+
-L3 effect now also has its damage increased depending on the amount of free shots triggered.
-L3 projectiles no longer have additive poison damage, as the damage over time could reach insane levels in a short span of time.
+VOLLEY SHOT+
-Fixed weapon not earning XP from kills.
+BULLET-EYE+
-Removed energy decay and can now only be activated at 100% energy. Energy rates have also been adjusted.
-Bullet-Eye Energy regen is now increased when health is low.
-Added an extra upgrade level from Bullet-Eye Emblems.
-Now causes vending machines to phase out, just like the Frost Snap.
-Made some changes to Bullet-Eye Mode visual effects to alleviate some framerate issues. These should be minor and mostly unnoticeable.

=EQUIPMENT=
-Added 5+ new normal, 2 elite, and 2 fusion equipment items.
-Added 9 new equipment bonuses.
-Added indicator to equipment paper doll frame when an item has low durability.
-Added indicators for elite and fusion equipment pick ups.
-Increased durability of gloves, boots, belts, and arm shields by 50 points.
-Alpha equipment items now cost less to reroll.
-Reduced upgrade cost of equipment from L2 and up.
-Adjusted equipment item drop rates.
-Increased equipment repair costs due to GP being more easily earned now.
-Equipment items sell for much more based on their equipment level.
-Sell price of elite equipment and weapons raised to 35k, up from 3k.
-Sell price of fusion equipment items raised to 25k, up from 3k.
-Fixed OnEnemyKilled not being called for equipment bonuses. This means equipment bonuses that provided something on a kill NEVER worked...
-Disabled all weapon specific damage equipment bonuses. These have been moved to inventory items. (Currently not tracked)
-More equipment bonuses are able to stack, such as some unique weapon bonuses.
-Equipment bonuses that can stack are now denoted by a blue plus (+), rather than "Stackable."
-Equipment bonus Item Scrounger renamed to Scrounger.
-Old Hasty Treads effect has been reimplemented as an equipment bonus.
-Rampage equipment bonus has had its effect chance increased.
-Increased damage value of X Tune Up equipment bonuses to 15%, up from 12%.
-Mag Extend equipment bonuses now affect all weapons in a family, rather than individually. However, the amount increased is a flat amount rather than unique for each weapon.
-Removed Blaze Stream "Fuel Efficient" equipment bonus as the effect is now baseline due to being an Area/Rapid weapon.
-Fixed 1 Fusion item not being in the drop list.
-Increased RAPID Mag Extend equipment bonus value to 10, up from 4.
-increased AREA Mag Extend equipment bonus to 7, up from 5.
-Accessory equipment items are now indestructible.
-All arm shields now have an effect in addition to their original damage reduction and block attributes. Some shields have been reworked or gained an additional ability along with their previous one.
-All weapon family specific equipment items now also have a small damage boost to weapons of that type in order to make the items more attractive.
-War Visor has a new effect. Original effect changed and moved to leg armor.
-Forged Helmet now only drops small Shield Capsules with a reduced chance.
-Tech Guard (Helmet): Reduced movement speed value provided by Speed Strike Orbs while equipped.
-Sentry's Guard (Helmet) will now always create a turret from an item or weapon capsule.
-Sensory Combat Helm: Reduced amount of healing provided.
-Adrenaline Visor attack speed bonus now lasts 4 seconds, up from 2.
-Towering Bazubands (Gloves) no longer grant a movement speed bonus on an overkill, and instead grant increased Bullet-Eye Energy regeneration.
-Spike Guards (Gloves) damage radius has been increased.
-Vital Gloves health bonus and chance to gain health from Bullet-Eye Mode kills increased.
-Energy Conversion Gloves now cause Attack and Speed Strike Orbs to grant 2 health, and Defense Strike Orbs to grant 1 Energy Screen layer.
-Hasty Treads (Boots) no longer grant a movement speed boost, but now reduce inventory item cooldowns by roughly 20%. This will not update on the HUD at the moment however, until an item is used.
-Hover Jets (Boots) effect lasts slightly longer.
-Siegebreaker Combat Boots are now a MELEE augmenter equipment item.
-Energizing Ammo (Accessory) now has an internal cooldown.
-Hidden Ace (Accessory) durability increased to match the durability value boost of elite items.
-Hidden Ace (Accessory) effect chance is now increased based on Dread Level.
-Recon Vest now has an additional effect.
-Dread Trooper Mail (Armor) has been added to the general elite item pool.
-Combat Armor: Fortress max damage taken value changed to 5, up from 3.
-Belt of the Ferocious Wolf duration increased to 5 seconds, up from 3.
-Inversion Belt effect slightly changed.
-Resourceful Belt is now an elite item.
-Assault Pauldrons will now only restore the first level charge for Repeaters.
-Reactive Shield stacking block effect increased to 3%, up from 2%.
-The Frozen Guard (Shield) has improved block sounds.
-Clarified Sniper Cannon: Scoped Doom equipment bonus to state it is a L3 bonus effect.
-Enemy attacks should now damage the player's Energy Screen while the Barrier Gauntlets are equipped at Dread Level 0.
-Fixed some Fusion equipment items not showing a red border when you already have their fused item.
-Fixed crashing issue with Belt of the Venomous Wolf.
-Fixed a fusion item being available from the equipment gacha.
-Fixed Belt of the Arctic/Toxic Wolf not showing their proper HUD icons.
-Fixed Belt of the Veterans allowing firing while in the status panel during Bullet-Eye Mode.
-Fixed Defender Ammo/Solar Striker Mail triggering too often.
-Fixed Total Destruction Helmet HUD counter showing Victory Armor counter graphic.
-Fixed Guard Visor not granting invincibility when Bullet-Eye Mode was active.
-Fixed Bomb Dispensers (Shoulders) bombs exploding twice.
-Fixed Towering Bazubands (Gloves) not showing the buff indicator when active.
-Fixed Icewrath War Boots not breaking item safes in one hit.
-Removed old code causing Hasty Treads to launch the player forward when crouching and initiating a quick melee attack.

=PLAYER/ABILITIES=
-Flash Guard frame now flashes red when energy is low. An option can be set to the preferred "red zone".
-Flash Guard now only reflects projectiles within a short time frame, but reflected attacks now deal major damage.
-Perfect Flash Guard Counter has been implemented and grants some Bullet-Eye Energy and score when successful. A visual effect and sound will be shown when it triggers.
-Quick Melee should now be able to pass through Flash Guard.
-Fixed Quick Melee dealing unintentional extra damage.
-Ice element freezes look nicer.
-Ice Bulwarks can no longer slide on walls, as it prevented impact damage towards enemies.
-Ice Bulwarks are now fully bright in dark areas. Their radius has also been reduced and were made slightly more transparent.
-Reduced damage of lightning element chain damage. This is to balance out the fact the element's damage can be stacked much higher now.
-Changed Void element instant kill sound effect to emit from the actual visual instead of enemies.

=ITEMS=
-Energy Screens once again have more than one layer removed if an attack is particularly damaging.
-Reimplemented Weapon Enhancers. These instantly grant 250 weapon XP per pick up.
-New tiny ammo items have been implemented. This will drop from enemies instead of the larger ammo types.
-Added 10+ new inventory items.
-Defense Strike Orb now reduces damage taken by 20%, down from 30%.
-Adjusted drop rate of elite items.
-Adjusted drop rates of ammo lock boxes.
-Ammo dropped from enemies is always picked up regardless of current ammo.
-Adjusted some ammo pick up amounts.
-Dropped ammo items now reduce in size as they decay.
-Ammo dropped from Ammo Lockboxes now decays.
-Collectible items now grant GP equal to their score bonus.
-Adjusted spawn chance of red treasure chests and they now always drop fusion equipment if the requirements are met.
-Fusion Chests can now be found very rarely where treasure chests usually spawn.
-The quality of chests dropped from enemies now improves depending on the Dread Level. Lower than 8 will drop the standard wooden chests, while anything higher will drop the red treasure chests.
-Green Item Safes can now be opened with one quick melee hit.
-Elite item crates have a new sprite.
-Enemies can now drop Fusion equipment rarely on Dread Level 12+
-Reduced ammo drops from enemies.
-Ammo items can no longer spawn vending machines.
-Survivors now only give +1 to Offense Item Power, rather than 2.
-Changed the way food inventory items work. They now heal a base amount, in addition to granting a healing over time effect. They now heal more overall, but at a staggered rate.
-Groundbreaker Bomb (inventory) cooldown increased to 8 seconds, up from 6.
-Fixed Haste Drink (inventory) pick up being invisible.
-Flash Serum (inventory) can no longer be used at full Flash Guard energy.
-Corrosive Throwing Blades (inventory) had its damage adjusted.
-Removed passive effects of the only two inventory items that had them.
-Removed special (invisible) chest "reveal" timer, as it wasn't working right and the chests are easy to find than originally intended these days anyway.
-Fixed not being able to pick up duplicate inventory items if at 8 unique items even if under the max capacity.
-Fixed bonus damage that offensive inventory items gained, which lead to some items dealing 950+ damage due to a miscalculation.
-Fixed Bullet-Eye Emblems continuously displaying the max capacity up message on new pick ups when already at the max upgrade level.

=ENEMIES=
+GENERAL+
-Individual enemies can now be switched to their vanilla counterparts or modified vanilla types. This allows players to use other enemy mods, but note that some B-E mechanics will not work.
-Added new unique enemy Monitaur. (Only spawns with special spawns enabled)
-Increased mass of high tier enemies. This means they can no longer be knocked back our pushed away as easily.
-Made some improvements to some enemy projectiles and effects to help alleviate framerate issues.
-XP and B-E Energy acquisitions from kills are now based on enemy health, rather than being a random set amount.
-Lowered some enemy damage sounds. (The general sounds that play when an enemy gets hit (Not pain sounds))
-Special enemy spawns (Avatar of Agony, Monitaur, etc.) is now an option that can be toggled.
-Corrected some enemy behavior when made into allies. Example: Friendly Phase Reapers kept trying to do the warp slash attack when the player was close.
-Fixed bug that prevented some enemies (friendly or not) from damaging each other with melee.
+ABERWRAITHER+
Ground Ravager attack has a slightly longer delay before the explosions trigger.
-Visual effects should no longer teleport.
+AVATAR OF AGONY+
-Fixed enemy not having a chance to dodge their own reflected shots due to incorrect code.
+BOUNDER+
-Fixed Bounders some times going invisible.
+CRUSHER+
-Fixed enemy using Scrap Shield too often when at low health.
-Adjusted Scrap Shield cooldown.
+DREAD TROOPER+
-Dread Trooper projectile speed has been reduced and they now have a slightly longer attack start up along with a new audio cue before firing.
+GARGANT+
-Fixed enemy not being affected by Lobolashi howls while stealthed.
+INVADING SWARMER+
-Now has less aggressive dodging, and waits for a short time after a dodge before initiating an action.
-Now have a visual and sound indication before they counter attack.
-Projectile spawn height increased to match the projectile spawn height of the Doom Imp.
-Fixed enemy some times not firing a shot while playing its firing animation.
+LOBOLASHI+
-Howl effect should now appear less pixelated.
-Can no longer howl if the player cannot be seen.
-Lobolashi deaths/"deaths" should now activate sectors sooner assuming they were used to activate 666 tagged sectors.
+MAG ROADER+
-Fixed shot impacts only appearing rarely due to special movement code that would destroy the projectile before it had a chance to spawn the effect.
-Reduced damage range of ground flames.
+NEO SQUID+
-Can no longer open doors.
+PHASE REAPER+
-Movement delay change has been reverted.
+RIVETING GRENADIER+
-Holograms now disappear when the enemy dies.
+SPIDER MASTERMIND+
-Fixed bug where enemy wasn't taking radius damage.

=MISC.=
-Options screen has been cleaned up.
-Dread Level can now be set to 20.
-Added 8 new map music tracks.
-A new override option has been added that only allows enemies with firearms/weapons to drop ammo.
-Special props have been reimplemented and can be toggled on or off with an option under Overrides. Default is off.
-Added an option to force reset keys, meant for certain mapsets.
-Added option to enable panel which displays map stats. (kills, items, secrets)
-Added new option to show (red) treasure chest markers on the map.
-Score earned from kills is increased depending on Dread Level and spawn health.
-Added more help screens.
-Fixed Flash Guard and Quick Melee upgrade vending machines moving away after purchasing an item.
-Fixed Health Vending Machine price not showing.
-Added more possible spawn points for vending machines. Vending machines were unintentionally made rare due to previous spawn changes.
-Vending Machines should hopefully no longer spawn from some items dropped from enemies.
-Repositioned Bullet-Eye emblem on HUD slightly so it is no longer touching the inventory item box.
-DECORATE no longer exists in the mod. Some weapons could still use code streamlining, but everything is now ZScript. (Other than ACS files)