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Skillshot City News

SMALL TWEAKS

Hey all, just small miscellaneous changes this version.

Have fun!
bencelot

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[GENERAL CHANGES]
- Players who hadn't caught up to their true xp level have now been instantly granted all that XP. The whole "earn XP 5x faster while catching up" grind is removed.

- Rare DNA Flasks now cost 500 instead of 750 acid.

- The top rank in the game is now called "Skill Slayer" instead of "Genetic God", and the "Super Soldier" rank is now called "Predator"

- Sniper class is now called Striker

- Hovering over the class in the leaderboards now shows class info



[GAMEPLAY CHANGES]
- If anyone in the server reaches max wanted level, all civilians will appear in a red shirt and deal extra damage

- Gangsters can now appear in non-BR game modes

- The explosive gangster always carries a minigun

- Mission civs and vendors now spawn immediately at the start of the round, not one every second, causing the arrow to flicker back and forth

- Cars have a slower base max speed, but a higher boost multiplier (same speed while boosting, but easier to steer without boosting)

- In survival mode, you start with at least wanted level 1, 2, 3, 4 based on the round number

- Survival mode is harder when playing coop

- more zombies spawn at the end of survival rounds

- Zombies spawn in the middle of survival rounds, including in standard difficulty

Making Max Level Skills Meaningful!

Hey all, this version makes max level skills more fun.

In the old version, it didn't feel that interesting to take a skill from level 6 to 7, or 7 to 8. You barely felt the difference as the increase was so small. And the game often ended before you could even reach that high. That's a wasted opportunity, because working towards and achieving a max level skill should be a fun thing to do!

To fix this, skills now max out at level 7 instead of 8, which means you can actually reach them before the game ends. And to compensate and make it exciting, the last 2 skill levels now have values that jump up 2x as much. So it's now worth it to choose a skill to focus on, as the core of your build, and try max it out ASAP to take advantage of those final levels.

Have fun!
bencelot

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[GAMEPLAY CHANGES]
- Slightly more max health kits drop into the map (to account for the power boost above and minimise burst damage skills)

- Photon Beam now works better for blasting with Scientist's bullets



[SKILL CHANGES]
- Skills go back to max 7 levels, instead of 8

- Skills now have a 2/3/4/5/6/8/10 pattern instead of a 2/3/4/5/6/7/8/9 pattern

- Boots of travel is a bit slower, and no longer works with the Speed vendor upgrade. The mutation jump height is increased.

- Force Field mutation does a bit less damage

- Bullet Time's cooldown is 2s slower, and it doesn't slow enemy bullets quite as much as before

- Blade Fury's cooldown is 2s slower, and the slashing size of the mutation is smaller

- Firestorm's cooldown is 2s slower

- Shockwave's cooldown is 2s slower

- Frenzy no longer works with the speed vendor upgrade

- Phase Drifting's cooldown is now 2s slower, and it no longer works with the Speed vendor upgrade

- Charged Shot now only gains 50% damage and healing from Cluster Bomb

- Charged Shot's mutation healing is now 15/30/45/60 instead of 20/40/60/80

- Energy Vortex cooldown is now 2s slower

- Rambulance armor and healing values are a bit stronger

RISKY REWARDS

Hey all, small tweaks this version around the ideas of RISK & REWARD.

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

SYRINGES NOW COME FROM OVERTIME

Hey all, this version has a simple but important change:

- We now get +1 syringe per round when overtime begins (0:00), instead of every 10 score.

The reasons for this are:
- New players and vets are more balanced. Before, newbies sometimes only got 2 syringes, and vets sometimes knew how to earn 4 or even 5. Now we'll all have 3, making the game less snowbally and giving more balanced fights.
- 3 mutations is a more fun amount. When veterans got 4 or 5 syringes per match, the decision making was lost. You were merely deciding the ORDER you unlocked your mutations. Now, with only 3, you have to really CHOOSE which skills you want to mutate.
- Less veteran advantage. If vets only get 3 mutations instead of 4, then having a bunch of legendaries makes them less powerful. More fair for new players.
- Less confusing. Score is a complex system for new players to understand. Mutations are a core part of the game and shouldn't depend on a complex system. Now you earn them in a very straightforward way.
- Fun pacing milestone when overtime begins, and even pacing of unlocks across all 3 rounds.

Have fun!
bencelot


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[OTHER CHANGES]
- We now get +1 syringe per round when overtime begins (0:00), instead of every 10 score.

- The winner of each round gets +1000xp

- The build skills now appear at levels 4 and 5, instead of 5 and 6

- The camera is zoomed out more to give more strategic vision of the map

- Blast cannon has a bit of a bigger explosion radius

- Made it easier to dodge bazookas when shifting

- Modifier level ups now give 5 shards instead of 50 acid

- The DLC now also boosts class level ups, going from 100 to 300 acid (shards stay at 50)

- Fixed a bug with Marksman challenge

Polishing Points

Just some QoL and bug fixing this week!

[CHANGELOG]
  • Joining in R1 will give you 100% of average xp, not 80%
  • Fixed a bug with the wrong synergy challenge getting completed
  • Improved the loading time when hoping into a new map
  • Made the options menu save settings more reliably
  • Classes unlock a bit slower, every 10th instead of 5th level. This prevents early DNA flasks being too diluted across all 8 classes, and lets new players get more drops on simple ones like Assault.
  • Added more play flasks to the start of the progresssion system to give noobs more control and choice.
  • Left clicking while random class mode is enabled will no longer affect the random class selction. It's right click only as the description says
  • Every skill's description now has an extra line that describes how the mutation works (shown in the main menu, not in-game)
  • Items in the rotationg show can now go up to 3x value (instead of 2x value). Generally things that cost 800u or more are 3x value, and 400 to 800 range are 2.5x value.
  • Your mute list is now saved between play sessions (type /mute bencelot to mute someone. Type /unmute bencelot to unmute).