Update log
Full Skillshot City update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hey all!
Extracted changes
- Balance
- Gameplay
- Server
- Fixes
This version buffs common syringe mutations, to reduce the relative power gap between commons and legendaries.
Previously, common skills had mutations which were only 25% as strong as legendary skills. For example, Smoke Bomb would drop 1/2/3/4 med kits (1 = common, 2 = rare, 3 = epic, 4 = legendary).
Now Smoke Bomb drops 2/3/4/5 med kits. Almost every skill has been buffed like this. Force Fields now do 20/30/40/50 damage instead of 10/20/30/40. Vampirism now heals 40/60/80/100% of non-bullet damage instead of 20/40/60/80%, etc.
So every skill got stronger this version. But most importantly, commons are now 40% as strong as legendaries, instead of only 25%. Because the pattern is now 40%/60%/80%/100% instead of 25%/50%/75%/100%.
This should help new players, and make drafting common skills more viable as their mutations have become 2x stronger than before.
Have fun! bencelot
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[GENERAL CHANGES] - Clicking the settings icon above the play button now lets you prioritize servers based on joining Round 1, or with more players. "Balanced" will consider both factors.
- You can now earn trophies towards class and modifier progression in singleplayer bot games.
- Your class name is now shown up the top right next to your level.
- Added a search box in the skills tree to help find skills you type in.
- Fixed a few bugs.
- Random Skills mode now also gives +10% account XP, in addition to the +10% ingame xp.
- When you join a server mid way, you'll now choose your first 4 skills. But then the game will auto-level the rest.
- The round number of the game you're about to join is now shown on the loading screen
[GAMEPLAY CHANGES] - Every skill has had it's mutation values rescaled and buffed to a 2/3/4/5 pattern.
- Dying only loses you 100xp instead of 200xp.
- Killing gangsters now gives $300 and 30xp instead of $200 and 20xp.
- Gangster points now give $10000 in round 3 and $7500 in round 2 (and still $5000 in round 1).
- Gangster points are now guarded by 5 instead of 4 guards.
- Common skills are less likely to show up in the skill draft.
- Stacking Med Kits can now go up to +60 damage instead of +50 on your next shot.
- Shields now cap out at 50% instead of 60% of max health.
- Playes now leave a trail of blood drops whenever they are below 30% health, even when Invisible.
- Gangsters have slightly less attack range
- Cop Waves come slightly more frequently
- Toned down steering sensitivity in cars, but holding handbrake (spacebar) lets you turn faster.
- Fixed a bug where passive regen would heal you in the circle of death.
- Shields now regenerate 20% faster.
- Molotovs have a slightly bigger explosion radius.
- You can now make progress towards your 3 kills for the syringe from assists. As long as you do 50% damage it'll add to your kill counter. This also applies for Syringe Gambit.
- Knife attacks no longer use or consume the bonus damage that you accumulate from things like med kits. The lets Assault actually build up a +50 damage blast by knifing civs.
- Players who join a game midway get slightly more XP than average.
- You'll spawn closer to a vendor if you join the game late and have excess cash
- Buying vendor bullet speed upgrades will now increase the speed of seeking
Source
