Update log
Full John Carpenter's Toxic Commando update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello Commandos,
Extracted changes
- Server
- Gameplay
- Balance
More suffering, more chaos. We're launching the official Public Test Server for John Carpenter's Toxic Commando! We'll mainly be testing our new difficulty mode: INSANE.
🛠️What is a Public Test Server ?
A Public test server is an alternative version of John Carpenter's Toxic Commando which allows you to test upcoming changes or content before they officially release. For us, the goal is to get feedback and adjust the changes we plan on making. For you, the goal is to try out new features and have some fun!
The Public Test Server builds still include "work in progress" content. You should expect some technical issues and non-definitive features.
We will close this Public Test Server on Monday 20/04
⚠️IMPORTANT : Your PTS save files DO NOT carry on to the default game.
DO NOT try to copy-paste your save files from the PTS to the game, there is a high risk of save corruption.
⚙️How to access the Public Test Server
If you own John Carpenter's Toxic Commando, the Public Test Server should have popped up in your Steam library already.
It's a different Steam application, requiring a separate download.
ℹ️ Basic Information about the Public Test Server
All missions (maps) are unlocked
All tutorials (game, hub) are skipped
Very Hard and Insane (new) difficulty levels are unlocked for all missions
Players are level 40 for all classes and have 40 skill points for all classes
Every weapon is maxxed out and all attachments/tiers are already purchased
Player's profile is level 20
When the Insane difficulty mode releases, it'll be unlocked if you completed each mission on Hard difficulty, just like the Very Hard difficulty.
On the PTS, all progression including all missions on Insane is unlocked right away.
🔧What you'll test in this first Public Test Server
1.😈 Insane Difficulty 😈
Prepare to suffer! This difficulty setting is impossible to pass without a maxed-out player progression. We want your feedback on it!
2. Prestige Weapon system update
Attachments and Tiers are no longer removed when upgrading a Weapon's Prestige; only the Weapon's level is now removed when upgrading a Weapon's Prestige.
3. Respawn system update
The moment the first player dies, a random Revival Pod is selected for him from those located between 100 and 160 meters away. If there are no such Revival Pods, the nearest Revival Pod is selected
4. Class Abilities updates:
The Operator Class.
- DroneBase damage increased by 20%. Ability duration increased by 100%.
- DragonbreathBase damage increased by 125%. Ability duration increased by 100%.
- LancerAbility duration reduced by 75%.
- ImpulseBase damage reduced by 20%. Ability duration increased by 200%.
The Defender Class.
Triad becomes Pentad: Deploys 5 barriers instead of 3. The ability also uses 55% less energy when the Barrier is not dealing damage or not taking damage.
Efficiency Perk: The ability uses 15% less energy when the Barrier is not dealing damage or not taking damage. 4 perk upgrade levels, each +15%.
The Medic Class.
- Trauma CenterBy default, ability energy regenerates only from enemy kills. Can be changed with the Wizardry perk. Ability duration reduced by 50%.
- Emergency AidBy default, ability energy regenerates only from enemy kills. Can be changed with the Wizardry perk.
- Wizardry PerkPassive ability energy regeneration increased by 1% per second.
The Strike Class.
- ShatterblastPassive ability energy regeneration time increased 18x (20
Source
