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0.53.001 Patch Notes! - FFA Arena & Team Arena modes! & More

0.53.001 Patch Notes! - FFA Arena & Team Arena modes!


[h2]Balance Changes[/h2]

[h3]Bingo[/h3]
+ New Dagger attack animation
+ Animation is much faster, and has no cool down period. (Negating most of the 'nerf' below)
- In-Combat energy drain while stealthed 30 -> 40 per second.
- Dagger attack costs 15 energy
- Bingo Dagger 60 -> 45 damage (90 damage stealth damage)

[h3]Charlie[/h3]
- Inert damage reduction 30% to 20%

[h3]Friday[/h3]
- Max pistol ammo 60 -> 30 (basically a tommy gun nerf for friday only)

[h3]General Changes[/h3]
- Ammobox Shotgun Ammo 20 -> 10
- Various animation adjustments too many to list

[h2]BUGS[/h2]
+ Kill feed incorrect weapon icon bug addressed
+ "Changing map" message appears 2 seconds before map change
+ Round status bugs (added debug text at the top)

[h2]New Features[/h2]
+ Flag Caps are now in the score board per player
+ A crown is given to winners at the end of every gamemode round.

0.52.011 - critical bug hotfix

0.52.011 patch notes


[h2][Bugs][/h2]
+ Fixed a crash involving apir-spin particle effects
+ Fixed a bug where scoped multiplier wasnt working for Dalton Rifle

[h2][Random adjustments][/h2]
- Rocket damage 60->45 (impact & aoe)
- AOE has falloff
+ Added a discord link URl to the main menu

0.52.010

0.52.010 Patch notes!


[h2][Balance][/h2]
[h3]Dalton has been removed (jk)[/h3]
- Dalton Rifle starting ammo 15 -> 10
- Hip-fire headshot multiplier 2.0 -> 1.2
+ Scoping is now faster, headshot damage is only increased when scope animation is completed
+ New 0 spread hipfire mode

[h3]Abigail[/h3]
+ Melee damage weakness removed completely (20% weak to 0%)
+ Turret projectile speeds 10,000 -> 12,000
+ Turret build time 1.5 -> 1.0 seconds

[h3]Blaise[/h3]
+ Can now survive in lava (on fortress)

[h2][General][/h2]
- Ammo boxes carry 10 -> 3 rifle rounds each
+ First weapon in hand changed for all characters
+ Ammo & Health have a beam above them
+ Ammo & Health now snap to the ground when dying mid-air

[h3]Sparkles & Stuff[/h3]
+ New billboard props
+ New Fortress music by Strider//TempXa
+ Fortress has been adjusted, spawn locations, and extra cover

[h3]Random bugs[/h3]
+ Bingo stealth shader works again
+ Health bars no longer show up for a frame on spawn
+ Time between rounds UI is tidied up

0.52.009 Patch notes (Fortress Testing)

[h3][New Features in-testing][/h3]
+ Local & Online splitscreen mode (testing phase)
+ Enabled in the multiplayer main menu
+ (Gamepad) Supports 2 local players online, 4 players local

[h3][Maps][/h3]
+ New map! Fortress! Supports CTF, TDM, and DM

[h3][General Support][/h3]
+ better Gamepad menu support

[h3][Balance Changes][/h3]
Charlie
+ Movemnet speed increased by 20%
+ New ability (Chi-Launch)
+ Damage adjusted on multiple abilities (overall increase)

Brutal Shot
+ Projectile speed increased by 100%
- Projectile size reduced by 50%
- Knockback removed

Shotgun
+ Minimum damage 3 -> 5

Plummeter
- Headshot multiplier 2.0x -> 1.5x (60 to 45 headshot damage)

Turrets/Deploy
+ Projectile speed 9,000 -> 10,000
+ no longer collides with players
+ Deploy angle is based on camera angle

Sweeper
+ Fire cooldown 1.3 to 1.0 seconds
+ Pellet damage 3 -> 4

[h3][Visual & Audio][/h3]
+ New turret sounds by Jack
+ Blood has returned
+ New Lens Flare effects
+ Added a "hide chat" option in Gameplay

November 18th Balance Patch

Patch Notes:

If you're reading this, the patch is now live!

[h2]Dedicated Server[/h2]
  • Self restarts after 9 rounds have passed
  • Supports map switching



[h2]Hemlock:[/h2]
  • Plummeter
    + Damage changed from (15 to 35) to (25 to 45)
    + Character-hit Downward velocity changed from 1350 to 1850
    + Added a slow effect to hit enemies (Reduces movement speed to 30% & Jump Height by 50%) for 3 seconds
  • Bleed
    - Removed an accidental weakness to physical damage while under bleed
Summary: Hemlock should be in a overall way-better competitive strength after this change! Give him a try to counter those pesky Friday players :)


[h2]Charlie[/h2]
  • + Run speed at low health increased from 1150 to 1350
  • + Run speed scaling changed from 0-100 HP to 0-150 HP (Gain speed sooner)
  • + Brush-off calculation changed from 100% damage taken to 70% damage taken (Makes her tankier)
  • + Energy Regen rate 20 -> 30 per tick

[h3]Staff Slam (Ability 3)[/h3]
  • - Reduced damage 60 to 45

[h3]Knock Out Punch (Ability 4)[/h3]
  • + Increased damage 60 to 65

[h3]Jab (Ability 1)[/h3]
  • - Reduced damage 40 to 35
  • + Reduced energy cost 20 to 0
Summary: Charlie was intentionally designed to be weak, but I felt like she was a bit too squishy. I think the new (30%~) Damage mitigation should help her live longer, and with her energy cost adjustments there's now more choice in melee combat


[h2]Friday(Bunny)[/h2]
  • - Health changed from 90 to 80
  • - Unarmed movement speed 1000 to 900 units per second
  • - Weapon movement speed 800 to 700 units per second
  • - Kick Damage 50 to 40

[h3]Heal Magnum:[/h3]
  • + 50 healing to 70 healing per shot
Summary: Friday was the strongest character in the game by a wide-margin. She needed nerfs, but I hoped to preserve her mobile play-style as that is the fun factor.


[h2]Abigail[/h2]
  • - Reduced ammo regen on TNT, Rifle, & Shotgun ammo by 50%
  • Turrets
  • - Removed the slight knock-back from turret shots
  • - Damage 8 -> 6
  • - Bullet Speed 10,000 -> 9,000 units per second
  • + Build cost 150 -> 130 Pistol Ammo
  • + Added a Red outline for enemy turrets within their firing range (3550)
Summary: Abigail was in an alright spot, maybe a bit on the strong side. These minor adjustments should keep her from becoming the true terror i believed her to be.


[h2]Ammo Boxes[/h2]
  • + Increased ammo in each box by roughly 50%



[h2]Bingo[/h2]
  • + In-combat stealth cost 35 -> 30 per second
  • - Out of combat stealth cost 15 -> 20 per second
  • + Energy regen 10 -> 15 per second
  • + Max energy 100 -> 120
  • + Starting energy 50 -> 80
Summary: Bingo felt weak, after these changes he can effectively stay in stealth for 20 seconds (starting with full energy) should help him evade fire a bit better