Gameplay
- Reduced Spartan attack speed to intended value
- Increased smash knockdown power to intended value (note: text description of perk has not changed yet)
- Tightened spread on HX25
Audio
- Added voice over for Strasser, replaces placeholder audio
- Balanced all voice over audio
Optimization
- Improved performance on Catacombs
- General FleX optimizations
Bug Fixes
- Fixed an issue where HX25 rounds were not dealing impact damage online
- Fixed some zeds spawning in the wrong wave on normal length games
- (NEW) Graphics options can once again be edited in the ini without being overwritten
Known Issue
- Grenade supplier perk is only working once per game instead of once per wave
Good to see the HX25 is going to be more reliable past spitting distance now, also, might wanna look into heat wave, it shouldn't affect the microwave gun as microwave gun doesn't technically use fire, and is already strong enough without extra boosts, and also can corner trap scrakes/fp with the caulk n burn.
On fire weapons, are yall working on the fire view models for when they are used, cause currently it makes them....very difficult to actually use/tell where your hitting. I saw some one suggest porting in the kf1 flame thrower fire anims, and I think that would work magnificently for now until you could make an updated anim set for the fire (cause as it is it doesn't spray as far as the fire does on the weapon, just kind of a short, blinding cone in front of you) and zeds don't light on fire right away when sprayed by it, instead taking roughly a second to register as being on fire (not sure if that's intentional, it would make sense with the trench gun, but the flamethrower/caulk gun literally spray sticky flaming goo on things so...it should be instant)
Also, another note, this time for a zed boost, perhaps explosives resistance to zed size/hardness could be flip flopped, things like bloats/clots should have high resistance (as they'd be primarily damaged by shrapnel) where things like flesh pounds/scrakes/hans having lower resistance as explosives are designed to deal damage to hardened objects like tanks/walls/etc and fire resistance should be the opposite, soft zeds being more susceptible and hard zeds being more resistant. That, IMO would greatly cement the roles of demo/firebug as High Priority Target/Trash Clear. Sorry if that's overstepping, but I feel that would be a good change and would make alot of demos, and firebugs, happy (no more demo killing all the trash and the firebug killing all the FP)
Also, bonus XP for killing things with perk weapons, instead of the paltry amount it currently is, what about making it so doing that just, flatly doubles the XP you gain for that kill (ie crawlers killed with FB weaps would net 12, or FP kills as demo would net 70, same with killing stalkers and such, although mem should get XP from healing proportional to how much is healed instead of just 2xp to balance)