In this update2
Full notes
Full Until We Die update
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What changed
- Gameplay
- Balance
Until We Die changes
Bug fixes
:clap: [Critical] Fixed exception related with moving on railcar nearby drone depot. - :clap: Fixed situation when units that are in rooms tried to take cover behind walls that are in the tunnels. - :clap: Fixed spawning points for mutated dogs. - :clap: Fixed Agitator bonus when player didn't get a follower for upgrading tent to the 4th level.
Changes
- Changed the visual look of mutants. - Engineering Approach bonus changedremoved undocumented feature when upgraded turret reload time was twice fast. - Combat training bonus changed: Dash consume 40% → 20% less energy. - Growths fire damage rate changed: x5 → x8 of base damage. - Fire Traps bonus appear order changed: 1/3/5th → 2/4/6th wall. - Fire Traps triggers when wall has less then 50% of HP. - Flash Traps triggers when wall has less then 30% of HP. - Sniper damage is increased: 20 → 40 DP - Sniper behavior is improved: snipers try to choose targets more intelligently and skip monsters that are not affected by damage. ( When big mutants throws eggs behind walls they don't get damage ) - Sniper time between shoots changed: 5 → 6 seconds. - Snipers don't start attacking at one time. - Short night condition removed from seasoned difficulty. - Bad soil condition is added to seasoned difficulty. - Normal Difficulty changed: days to survive 30 → 28. - Normal Difficulty changed: first wave will come on 10 → 7th night. - Normal Difficulty changed: second wave will come on 18 → 17th night. - Normal Difficulty changed: third wave will come on 29 → 27th night. - Normal Difficulty changed: the bridge will be opened on 13 → 12th day. - Stalkers Workshop producing time is increased: 400 → 420 seconds. - Snipers Workshop producing time is increased: 600 → 630 seconds. - Keyboard AZERTY layout added. - Controllers layout changed: Rush button is on R2.
Source
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