Patchnote [29.05.24]
Author: moonshy,
published 6 months ago,
[img]https://clan.cloudflare.steamstatic.com/images//41581512/b8e96d9aee875e44d3d32d3e64c172525c0c8fa0.png[/img]
[h2]Sealed Season Points Conversion[/h2]
Sealed Season Points are now linked to the season when they were gained and are automatically converted when entering the safe zone. If the gaining season and the current season are the same, then the sealed points are converted to 25 season points. If they're different, then the sealed points are converted to 1 Trade Coin.
[h1]Balance changes[/h1]
[h2]Weapons[/h2]
The equipment systematization was revised, because of which the levels of some weapons were changed. For the most part, the levels have been increased.
Characteristics have been changed to match the new levels.
[img]https://clan.cloudflare.steamstatic.com/images//41581512/a910583342bfaf251f3b5117bf9ecf8572e86c97.png[/img]
[img]https://clan.cloudflare.steamstatic.com/images//41581512/dcb1c278ae14467dae3eb08df52f4dd21f2d835a.png[/img]
[img]https://clan.cloudflare.steamstatic.com/images//41581512/d6044838b7ea87ccfe1740cb23df93d0c42a1d3a.png[/img]
[h2]Melee Weapons[/h2]
Melee weapons have long been insignificant in both PvP and PvE, so we are changing their characteristics.
The melee weapon groups now have more distinct differences and are more strictly standardized:
[list]
[*] [b]Combat[/b] type has increased penetration and high damage values.
[*] [b]Hunter[/b] type has high mutant damage values.
[*] [b]Universal[/b] is in between, having average values.
[/list]
[table]
[tr]
[th]
In addition, the defenses of some mutants against melee weapons have been revised (for example, the boar is no longer absurdly resistant)..
[/th]
[/tr]
[/table]
All melee weapons now have [b]backstab multiplier of x1.7[/b] and cause [b]bleeding with a 50% chance[/b].
Temporarily lowered the anomalous damage of all melee weapons.
We will later replace the damage by imposing the appropriate status effects as separate features.
[img]https://clan.cloudflare.steamstatic.com/images//41581512/1a31ca831f817001a9c4f1d2653ab4dc2ca70c4e.png[/img]
[img]https://clan.cloudflare.steamstatic.com/images//41581512/817756c2c6465529b5b91ec5f161d0e0778bc9ea.png[/img]
[img]https://clan.cloudflare.steamstatic.com/images//41581512/a6378a50c7ce121ae9bf500de60e938030fd2b7f.png[/img]
[img]https://clan.cloudflare.steamstatic.com/images//41581512/0d8b7f696772b11489f464f8134b10afea2673ae.png[/img]
[img]https://clan.cloudflare.steamstatic.com/images//41581512/b4c110de09c340d50e1c07ec6a365dd9418beaca.png[/img]
[h2]Other balance changes[/h2]
Updated flashbang's explosion sound.
[img]https://clan.cloudflare.steamstatic.com/images//41581512/cb8f165c4bd73bcde65ad685e48c4a1a1cc14301.png[/img]
[h1]Session battles[/h1]
[table]
[tr]
[th]
Added experimental game mechanic for small maps of the Session Battle Mode (Inferno, Glass, Hospital, Moira House
[/th]
[/tr]
[/table]
When killing an enemy, the murderer recharges 65% HP of the maximum health level and 25% of the maximum rounds of ammunition in the weapon's magazine. It comes from the inventory. This means that if the murderer has no spare rounds, the magazine will not be recharged.
[table]
[tr]
[th]
Also, recharge after a kill is accompanied by a screen effect.
[/th]
[/tr]
[/table]
[img]https://clan.cloudflare.steamstatic.com/images//41581512/298a9cea8e958d6de728eae1b9b24f5a545ba992.gif[/img]
[table]
[tr]
[th]
This game mechanic was added in a testing format. It should help a player who is heavily outnumbered by the enemy to survive, as well as increase the overall dynamics of the Session Battle Mode
[/th]
[/tr]
[/table]
[h1]Artifacts on safe zones[/h1]
We have noticed that the players often lose their artefacts after bringing them to the base. To improve the game experience, a system similar to "large barters" was introduced.
Artefacts obtained in the open world from anomalies or signals will no longer be lost upon the death of a character after entering the save zone. However, you are still free to use them for exchange, auction, or sending via in-game mail.
[table]
[tr]
[th]
The rule also applies to artefacts that have been reset with the "Reset Essence".
[/th]
[/tr]
[/table]
If the player finds an artefact in the open world, but his character died before reaching the base, then the artefact can be picked up from the backpack.
Thank you for the attention.
And good luck hunting in the Zone!