Update log
Full Skillshot City update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hey all, small tweaks this version around the ideas of RISK & REWARD.
Extracted changes
- Events
- Balance
There are things you can do in this game which are risky. Like fighting gangsters. You risk dying, and you also risk wasting your time, but there's a nice reward if you pull it off. This version aims to add a few more mechanics like this!
Cops do more damage, vendors are now harder to kill but always drop Double Damage loot, gangsters camps will now sometimes drop a tier 2 gun, and Kill Frenzy missions now reward you with 30s of Frenzy if you complete it!
Have fun! bencelot
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[GAMEPLAY CHANGES] - Vendors now always drop a double damage drop when killed, but they deal more damage - The "Damage Drops" modifier is changed to make double damage last 4s longer - Cops now deal +50% more damage - Capturing gangster loot now has a chance to drop a bonus crate containing a tier 2 weapon - Completing a KILL FRENZY mission now also gives you 30 seconds of Frenzy at +50% ROF
[WEAPON CHANGES] - Molotovs now deal 30 instead of 20 impact damage
[SKILL CHANGES] - Assassinate gives a bit more cash and XP - Charged Shot now does more damage after throwing a grenade, the same amount as casting a skill - Mirror Image clones have slightly more health - Combo Killer drops slightly more loot - Illicit Income's mutation gives slightly more ROF per wanted level - Phase Drifting accelerates to top speed a bit faster - Teleportation's cooldowns are a bit faster - Manic Mechanic's murations gives slightly more ROF (50 instead of 40%) - Flying Dagger goes back to a simple form of damage, no longer doing the above/below 50% thing. Ranging from 100% to 135% damage - Armed Robbery no longer drops extra damage from vendors, but has a cooldown time of 40s instead of 60s
Source
