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Gene Shift Auto News

RANDOM CLASSES & CLASS LEVEL UPS

Heyo! Just a small patch today. There are some balance changes and a rework to how we earn Shards.

Shards still don't do anything, so this rework doesn't really matter yet. But we now earn them from leveling up our classes. We also need a certain number of Legendary skills in a class to reach the next level.

To make sure we all get the right class level and get the correct amount of Shards, I've had to roll back everyone's class levels a bit. This will let you reclaim up to the new right class level, get the right amount of shards, and also get a free +300 ACID for each class level up. Woo!

This version also now has a RANDOM CLASS BUTTON. This is to encourage players to experiment and get more variety in their gameplay. You will gain a slight +15% cash and XP boost to compensate for the lack of reliability. Or randomize your skills too for +30%!

Enjoy!

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[GENERAL CHANGES]

- Made the chat log bigger and integrated Discord.

- Daily challenges must now be claimed from the main menu.

- Added pretty visual effects whenever you claim resources in the menu.

- Added a coming soon button for the shop.



[SHARD & CLASS LEVEL CHANGES]

- Shards are no longer earned from earning excess DNA on your legendary skills, nor are they earned from leveling up.

- Shards are instead earned by levelling up your classes. You get +30 shards and +300 ACID per class level up.

- Class levels now have 2 requirements. You need X amount of trophies like before, but now you also require a certain number of legendary skills on that class.

- This makes higher class levels harder to reach, so to compensate, gun skin cosmetics are now unlocked at earlier combined class levels.

- Everyone's shards have been reset and class levels rolled back, so you can re-level your classes to get up to the new amount, and get the right amount of shards.

- FYI, Shards will eventually be used to unlock alternative class perks, letting us swap existing perks out for new ones. Coming soon!



[EXCESS DNA CHANGES]

- Excess DNA that you earn when a skill reaches Legendary is no longer turned into shards. Instead it is stored on the skill itself.

- For every 5000 excess DNA that you earn, your skill will gain +1 medal level (the old way of earning skill medals is removed).

- These medal levels contribute towards your total class medal count, which is a new requirement used to unlock higher class levels.

- It now takes 5000 instead of 4500 DNA for a skill to reach legendary status. All players have their existing epic and legendary skills boosted by +500 DNA to compensate.

- You can now make progress towards your next magnet from earning excess DNA (previously excess DNA didn't count and was "wasted").



[GAMEPLAY CHANGES]

- Shotguns have 35 instead of 30m range and slightly better accuracy.

- Rare loot crates spawn more frequently in the map.

- Vendor skill duration upgrades are now +25/50/75% instead of +30/60/90%.

- Vendor skill speed upgrades are now +30/60/90% instead of +20/40/60%.

- Added 2 new "random class" options that become available when you hit level 100.

- Random Class: Play a random class, prioritizing daily challenges if available. Your skill build will match the selected build on that class. You earn +15% cash and XP from all sources in-game, and get +15% XP at the end of the match.

- Random Class & Skills: Play a random class, prioritizing daily challenges if available. You'll use a random skill build, but get +1 extra reroll.. You earn +30% cash and XP from all sources in-game, and get +30% XP at the end of the match.

- Vendors are more likely to carry chemicals, especially during round 1 (buffing Scientist).



[CLASS CHANGES]

- Criminal's gang now fires at enemy cops and civs who are attacking and hunting you.



[SKILL NERFS]

- Charged Shot now only gives half as much damage after throwing a grenade

- Shrapnel chance of free nade now ranges from 40% to 160% instead of 100% to 400%

- Mirror Image clone damage is now 12% to 30% instead of 10% to 40%

- Radiate initial impact damage is now 10 to 70hp instead of 20 to 80hp

- Falling Inferno duration is now +2 to +5s instead of +2 to +8s

- Toxic Blood duration is now +4 to + 7s instead of +4 to +10s



[SKILL BUFFS]

- Automatic Armor protection time is now 1.5s instead of 1s

- Blade Mail has more protection, ranging from -14% to -56% instead of -10% to -40%

- Combo Killer now drops more loot per multi kill level, ranging from 40% to 160% instead of 30% to 120%

- Armed Robbery's chance of a free upgrade now ranges from 8% to 32% instead of 6% to 24%

- Firestorm's cooldown now ranges from 16s to 10s instead of 20s to 14s

- Spike Trap's cooldown now ranges from 18s to 12s instead of 20s to 14s

DNA RESET

Oops, I fucked up.

I accidentally wiped everyone's DNA while working in the database. This is super embarrassing and I'm really sorry! The backups were also too old to use (though I've now made sure this can never happen again).

Here's the plan to fix this. We're going to RESPEC our builds:

1) First of all, everyone over level 10 gets +1000 free uranium as an apology (equal to $10 USD, usable in the shop next version).

2) Everyone's ACID has been refunded.

3) Everyone's level is back to 0 (but XP is NOT reset). This allows us to very quickly reclaim all the flasks and get back to where we were before.

4) Flasks and shards are reset (as you'll re-earn all of these as you open the flasks again). Magnets earned from DNA are reset for same reason.

Overall, we will all have roughly as much DNA as before. The big downside is that it will be a pain to open all those flasks in a row. To open them faster, hold SHIFT when you click the MIX FLASK button!

The upside is that we'll all be a bit richer than before, as you get to keep the ACID, uranium, new skills, and magnets you previously unlocked from non-DNA sources, as well as the +1000 free uranium. Also, this is an opportunity to reuse your magnets to perfectly craft your builds.

I'm really sorry about this, I screwed up hard! Please send me a message on Steam if you have any problems.

In other news, there are some fun things in this version! Progression is way smoother now, with the ability to infinitely stack flasks. Scoring in PvP is now based entirely on placement, and F2P players can now attempt ALL survival challenges. Let's see who gets the top score!

Enjoy! (and again, sorry for the fuckup.)

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[GENERAL CHANGES]

- Each class now has 3 builds slots, so you can create multiple skill builds per class.

- Right clicking on skills will wishlist them, which will make them appear more often in the shop. You can do this from leaderboards, the skill tree, or when opening flasks.



[GAMEPLAY CHANGES]

- Scoring in BR is completely reworked! We no longer get score for levels or kills. This removes the need to grind non-stop to keep up. Instead, we receive score based ONLY on our placement each round.

- The scores for placement are awarded to the final 10 players of each round: + 1/2/3/4/5/6/8/10/15/20 score (these values are for round 1. Rounds 2 and 3 are bigger).

- We no longer earn bonus health based on round placement, as we earn score instead. More health kits spawn in the map to compensate.

- If you damage a player but then within the next 10s they die to cops, then you are given the kill.

- The player hitbox is now slightly smaller, and all guns deal 10% less damage.

- The amount of XP you can get from ingame farming is capped at 6000 instead of 8000.

- Winning a BR match now gives much more XP. XP rewards range from 6000 to 2000xp, instead of 2000xp to 100xp.

- In warmups, instead of the circle closing in super tight which looks quite ugly, everyone just dies when the timer hits 0:00.



[FLASK & PROGRESSION CHANGES]

- All flask types can now be stacked up to 999 each per slot.

- Flask inventory size is 24 for all players, F2P and Deluxe.

- Sped up the flask animation 2x. You can hold SHIFT when opening flasks to make it even faster.

- Class flasks once again only give 2 instead of 3 drops for that class.

- Class flasks can now only be sold in batches of 3 at a time. However they give 100 ACID each instead of 50 each (so 300 for a batch of 3).

- The Epic Skill Flask is now called "Epic Class Flask" and gives a random class instead.

- XP flasks now cost 2000 instead of 3000 ACID.

- Chance of unlocking a ring 4 skill is now 10% instead of 5%.



[SURVIVAL CHANGES]

- F2P players can now complete all survival challenges, and not just the first row. This allows all players to compete on the daily leaderboards for top score.

- Removed the bonus XP from win streaks in survival mode. It's better for people to be able to take risks and experiment with harder survival modifers, without fear of losing the streak.

- The bonus XP from difficulty modifiers in survival mode now only apply when you win the run, in the same way the bonus score works.

- The "Adaptation" survival difficulty modifer is changed. It used to only show you 1 skill option instead of 2. Now it gives you 1 less reroll.

- The final round of survival now also has a zombie swarm.



[CLASS CHANGES]

- Criminal's gang members will no longer trigger fission mine.

- Scientist's Alchemic Network no longer restores your health when enemies are nearby. However it gives $1000 instead of $500 per enemy death, and the range is much larger.

- Scientist's Potent Chemicals perk now additionally makes chemicals be on discount from vendors.

- Sniper's bonus range is now +15% instead of +20%.



[SKILL CHANGES]

- Killer Cooldowns now also restores the cooldowns of your chemicals, by 5% to 35% restored per kill.

- Falling Inferno no longer throws another molotov when you toggle off certain skills (like Invis or Bullet Time).

- Critical Rage duration now ranges from +40% to +160% instead of +50% to +200%.

- Invis duration now ranges from 6 to 24s instead of 10 to 40s.

- Clip Magnet's charge time now ranges from 24 to 18s instead of 24 to 12s.

- Cluster Bomb cooldown is now 18 instead of 20s.

- Fire Storm now does 5x instead of 2x damage vs cars.

- Smoke Bomb now fades into invis 50% faster than before.

Version 0.811: Shifty Shoot Shoot!

Spicy changes this version!

1) All classes can now shoot while shifting. Instead of your gun being disabled, it will shoot with worse accuracy instead. This used to be Assault's perk, which now gets +15% bullet speed instead.

2) The skill build system has been restructured a bit. We can now equip Legendary skills into the Epic and Rare slots. This solves a problem where once you got 2 Legendary skills on a class, any new Leges felt kind of useless.

3) The game will now Auto-Level your skills if you join a game mid-match in rounds 2 or 3. This way we can just start playing, and not have to click 10+ times. The auto-leveling takes skills from your build and still gives Leges etc.

There are also a few changes to Flask types, making them more powerful and interesting. Read on below!

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[GENERAL CHANGES]

- Daily challenges for playing specific classes now work in the Conquest game mode.

- Sped up ranked mode slightly, making it so players don't have to grind as much to reach higher ranks.

- Made some UI improvements to the Flask inventory. Also added a new PURCHASED tab, which doesn't do anything yet, but will become a place to store flasks that you buy with Uranium.



[GAMEPLAY CHANGES]

- Changed bot behaviour to no longer priortize attacking the winning player in the server. This is usually a human and felt unfair.

- Jumping on flat ground no longer makes your accuracy worse. Only if you jump really high in the air.

- We can now shoot while shifting on all classes! However your accuracy is worse due to the movement. Machine guns and Rifles have a lot of inaccuracy, while SMGS and pistols have less.

- When players join mid-match, they start with the average number of extra damage and health kits collected so far in the server. This is how XP and cash already worked.

- When players join mid-match, the game will auto level skills for them. This simulates a player just spamming the right-hand side skill draft button (where your build appears).

- The skill build system now allows Legendaries and Epics to show up at lower rarities.

- The skill build is now split into 3 sections, clearly indicated in the menu. There is a new rule that you are guaranteed to see a skill from each of the 3 sections once per match. This helps you create synergies and combos. If you have a combo of 3 skills, put 1 in each section for a chance to play all 3 in a match.

- Added a bounty system (patched live a week ago). When you get 4 kills in a row (OWNAGE!), $2000 appears above your head. Enemies who kill you get this reward. This grows up to $6000 if you get 12 kills in a row.



[FLASK CHANGES]

- Magnetic Flasks now only require 1 magnet to use, but they cost 3000 instead of 1500 ACID.

- XP Flasks now give +50xp instead of +20xp per DNA earned, but they cost 3000 instead of 1000 ACID.

- Catchup flask is improved. Instead of only giving DNA to your least played class, it gives it to all classes except your 2 most played classes. It still only costs 500 ACID to open.

- Created a new flask type called "Legendary Class Flask". This is a legendary flask with a twist! It tells you what class the Legendary will be for. This changes every day at 0:00 UTC, and also whenever you open a flask.

- Mystery flasks no longer give class specific Legendary flasks (as you might get stuck with a class you don't like). Instead they give the new "Legendary Class Flask" which gives more control over what class you get.



[CLASS CHANGES]

- Assault's first perk is now "You will move +10% faster, and your bullets travel +15% faster." It no longer lets you shoot while shifting, as ALL classes get that now.

- Caster's skill cooldowns are now +50% instead of +60% faster.

- When Criminals are undercover they no longer appear to enemies in the minimap. Your gang now does 70% instead of +65% regular cop damage.

- Scientist's bombs will appear more frequently at vendors (50% instead of 33% of the time).

- Assassin's bullets seek slightly faster during the 2s kill window.



[SKILL CHANGES]

- Blade Mail's max bonus damage cap is now 100 instead of 50.

- Shift Attack's bonus damage now lasts for 0.8 instead of 1.0s after shifting.

- Firestorm flies 10% faster through the air.

- Firestorm cooldown is now 20/19/18/17/16/15/14 instead of a flat 20s.

- Radiate's explosion area is reduced by 10%.

- Laser Scope's bullet speed and range is reduced by 20%.

- Cluster Bomb takes 0.2s longer to throw grenades for all levels.

- Stimpacks heals 1 less hitpoint per shift for all levels.

- Mirror Image health now ranges from 20 to 80 instead of 30 to 120.

- Venom Shot seeking is now 40 instead of 50 degrees per second.

- Charged Shot damage now ranges from 16 to 64 instead of 12 to 48.

- Medical Supplies now pulls loot from big supply crates at 50% instead of 35% the distance.

- Phase Drifting speed is now +40 to +160% instead of +50 to +200%.

- Xray Vision has a higher range and reveals more enemies at higher levels. This range now also reveals rare loot crates further in the minimap.

- Rambulance healing linger duration is 6 instead of 5s after you exit a car.

- Backtrack cooldown now ranges from 20 to 14s, but the duration is massviely buffed to 5s to 35s (instead of 4s to 16s).

Version 0.806: Auto Skill Builds!

Hey all! This is just a small polishing version.

You might see that the version number is now 0.806 instead of 1.806. I should have done this a long time ago. As Gene Shift Auto is still in Early Access, it makes sense to save 1.0 for the full release (soon tm).

The main feature in this version is a new AUTO SKILL BUILD button. Clicking this automatically creates a skill build for that class, from the skills you have available. This should make build creation faster.

The skills chosen for your build are a combination of:
1) Your most used skills. When you choose skills in-game, the game remembers the skills that you click most often, and assumes they are your favorites. These are prioritized in build making.

2) Specific class synergies. Some skills synergize especially well with a certain class. For example, Shift Supply works well with Assault because Assault can shoot while shifting. These skills get a bonus boost as well.

There are also a few small balance tweaks shown below. I've patched a few of these out already and mentioned them in the DEV-UPDATES chat channel, but here's a summary of the latest few changes.

Enjoy!


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[GENERAL CHANGES]

- The version number is now shown as 0.XXX instead of 1.XXX.

- Added a new AUTO skill build button as mentioned above.

- You can now remove skills from build slots by clicking a little X on the button (right click also works).

- After level 200 you can now sell class flasks from within the inventory. So you don't have to decide immediately if you want it or not. Just claim it and sell them later.

- The builds shown on the leaderboards now shows their most recent WINNING build played. It doesn't update if the player doesn't win.

- Players can now toggle the supporters medallion off, including in global chat and leaderboards.



[GAMEPLAY CHANGES]

- Supply Drops in the final BR round always drop an upgrade.

- Heart drops now spawn every 30s instead of every 60s.

- When a heart drop lands, the icon changes in the minimap to show it's an available crate, not an incoming drop.

- Heart crates continue to spawn during overtime (1 will spawn in squads mode and 2 in FFA, every 30s).

- Zombie kills continue to give +1 heart, but you no longer get free vision of zombies during overtime.



[CLASS CHANGES]

- Assault's move speed is now +10% instead of +12%.

- Criminal's gang does 65% instead of 50% damage.

- Heavy's health kits now restore 25% of your MISSING health instead of 20% of your MAX health. Save them till the end!

- Caster's cooldowns are now only +60% faster instead of +100%.

- Scientist's bombs now deal +30% damage instead of +20%, blast you higher into the air, and are more frequently found at vendors.

- Scientist's Alchemic Network gives +1 clip and +$1000 instead of +0.5 clips and +$500 per enemy death.



[SKILL CHANGES]

- Fixed a bug where Xray Vision wouldn't show enemies on the minimap.



[CHEMICAL CHANGES]

- Sonar Cells chemical no longer increases your view range. Instead it gives your bullets +7 degrees of seeking.

- Fission Mine's passive no longer gives +1 grenade every 40s. Instead it makes your explosives have +20% explosion size.

- Chemicals now have 2 instead of 3 charges

- Chemicals now cost $6000 instead of $7000

- Chemicals take 2.5 instead of 3.0s to neutralize



[BUG FIXES & OTHER THINGS]

- Updated Chinese and German translations. Thanks guys

GSA 0.80: Flasks, Skill Builds, and 3 New Classes!

OPEN FLASKS & CREATE BUILDS!

Finally! Something to do.

This is GSA's biggest version yet. It completely reworks the progression system, turning 36 skill unlocks into over 1000 skill rarities! We get these rarities by combinging ACID with a new resource called FLASKS. These skill rarities can then be used to equip your favorite skills and create cool skill builds.



This is an important version as it FINALLY gives GSA's biggest fans something to work towards.

The old progression system was very simple. You would unlock 36 skills and then you're done. That only took about 30 hours, and then.. nothing. All the ACID you earned from doing challenges and playing matches couldn't be spent on anything, as there was nothing left to unlock. Some players have stockpiled millions of ACID over the years. Well now we finally have a system to work towards again, and this one will last a LOT longer.

It's more fun when each match gives you real meaningful progress, so lets see how it works!



[MAJOR FEATURES]


Here is a summary of the new features, roughly in the order that we use them:



1) New Progression Track: As we earn XP we can move up this track and claim flasks. We can also get ACID, Magnets and other resources. Click your account level up the top left to view this. As you go up the track new types of flasks will become available. These special flasks are more advanced and require strategic thinking to use well.

There are fun milestones to work towards, such as a Legendary Flask at level 100, which is guaranteed to give you a Legendary skill.



2) New Currencies: Most important are Flasks and Magnets. These 2 new currencies are combined with our existing currency of ACID to generate DNA. DNA is what lets us equip our skills to our builds. As you earn more DNA on a skill it will increase in rarity, allowing you to see it more frequently in your skill build.

There are also 2 other currencies called Uranium and Shards, but they don't do anything yet. A shop will be added in a future version. But I've included these currencies now so players can start stockpiling them ahead of time.



3) Flask Inventory: There are different types of flasks. Starter flasks, Legendary flasks, etc. They go into your inventory on the Unlocks page. Here you can see I'm about to open a "Heavy Booster Flask", which costs 500 ACID. This gives a bunch of DNA specifically for the Heavy class.

4) Opening Flasks: Select a flask and spend ACID to open it. This shows a groovy animation and gives you random DNA on skills and classes.

5) Spending Magnets: When opening flasks you can also spend Magnets to guarantee DNA for a specific skill. This is very useful. Normally, Flasks give random DNA (like you would get random cards in other deck building games like Magic or Hearthstone). But Magnets let you control EXACTLY what gets DNA, so you can play with your favorite skills.



6) Class/Skill DNA: Each class has its own skill tree, with DNA on its skills. As you earn DNA your skills become Rare, Epic, then Legendary. These are indicated with blue, purple and yellow skill icons. In this image we can see that the Assault class has got 3 skills up to Legendary status.



7) Skill Builds: Each class has a build of 12 skill slots. There are 2 Legendary slots, 4 Epics slots, and 6 Rare slots. To equip a skill to a slot you first need enough DNA. For example, you need 500 DNA to equip a skill to the Rare slot. 1500 is required for Epic, and 4500 for Legendary.

Here is a closeup of the Sniper class after a few hours of play. Some rarities have already been unlocked, with "Illicit Income" already equipped in a Legendary slot!

Now, how do builds work? We don't see ALL 12 skills each game. That would be very repetitive. Instead, the game will show you 1 Legendary, 1 Epic and 1 Rare. This means that the skills you equip are more likely to appear, but not guaranteed. As there are only 2 Legendary slots, Illicit Income is going to appear in 50% of matches, and the other Legendary in the other 50%. In this case the other Legendary slot is empty, which means that it will be populated with a random skill.

As there are 6 Rare slots however, you only see them 17% of the time. So Legendary is naturally better than Rare. If you really like a skill, you should Magnet it often so it accumulates DNA fast and reaches Legendary status. This will allow you to see if far more often than other skills.




[3 NEW CLASSES]


CRIMINAL class unlocks at level 50:
- Gang Warfare: Civs and cops join your gang, following you and shooting enemies. Your max gang size is 3.

- Undercover: You'l disguise yourself as a cop when at full health. Your health bar and any status effects on you are hidden to enemies.

- Five Star Man: The time between cop waves is reduced by 50%. Killing cops restores +30 health.


SCIENTIST class unlocks at level 60:
- Ballistic Bombs: Vendors sometimes sell weapons with 3 clips worth of explosive bullets. These bullets explode on impact, dealing +20% damage.

- Alchemic Network: For each enemy within 30m of your placed chemicals, you gain +1 hp/s. Also, all enemy deaths within range give you +$500 and +0.5 clips worth of Ballistic Bombs.

- Potent Chemicals: Chemical passive and active effects are +50% stronger. Also, when you buy anything from vendors, restore +0.5 chemical charges.


ASSASSIN class unlocks at level 70:
- Dagger Dance: Every 8 seconds there is a 2 second window where your bullets seek towards enemies and deal +20% damage. (Hint, this 2 second window is synced with the music).

- Kill Contracts: After completing a civilian mission, your next kill gives you +1 random vendor upgrade as long as you don't die.

- Mastery: Kills during your 2s Dagger Dance window increase the power of your upgrades by +5% (max +100%). Dying halves this bonus.



[GAMEPLAY CHANGES]


- Allies can now pick up the same heart without denying each other.

- Hearts expire after 10 seconds. An indicator now shows how long until loot expires.

- Passive regen is now briefly paused when shifting.

- Cops now have 60hp instead of 30hp, and super cops now have 100hp.

- You only lose 1 wanted star when you die, not all of them.

- Cops now pursue you even during overtime, so be careful!

- At vendors you can pay $500 to remove 1 wanted star at a time.

- Rerolling the skill draft now costs $1000 instead of $2000, but can only be done once per level.

- Rerolling the draft when your build is shown now costs $3000 instead of $5000. You cannot reroll legendary drafts.

- When your build is shown, a new indicator appears above the reroll button showing your other build options. One of these is randomly selected when you click reroll.

- The legendary skill now appears at level 4 instead of 5. You'll usually see a rare or epic at levels 5 and 7 (but sometimes 1 and 2 are possible).

- Rare, epic and legendary skills in the draft are now determined by your skill build instead of being chosen at random. If you haven't got a skill equipped to that slot, it shows a random skill.

- Guns do 10% more damage, with a slight variance in damage deal. EG: USP damage is now 10 to 12, instead of fixed at 10.

- Chemicals now only take 0.35s to activate instead of 1.0s.


[GENERAL CHANGES]


- There is a new progression track that lets us claim Flasks, ACID and other things. New types of flasks will appear when you reach higher levels. Scroll up to see what's coming (it starts repeating itself at level 300+).

- Our account level is now based on our level in the new progression track. Your old XP isn't lost though! It'll accelerate your progress until you catch up to your old level.

- Added a new currency called Uranium. Note, this doesn't do anything yet. There will be a shop where you can buy ACID and Magnets in a later version.

- The Deluxe DLC now gives +1500 Uranium. All existing DLC owners have had this added to their accounts.

- Daily challenges now give 400 ACID and 4000 xp instead of 200 ACID and 5000 xp.

- Weekly challenges give more ACID, and the final one gives +50 Uranium.

- Monthly leaderboards give 2x as much ACID. Higher ranks will also give Uranium (300 for Genetic God, 150 for Immortal, 50 for Bio Weapon).

- Monthly leaderboards now show the skill build each person used in their latest match. You can toggle this off to view upcoming rewards instead.

- Removed the all time XP leaderboard. This is now replaced with a monthly XP leaderboard. There's also a monthly ACID earned leaderboard.

- Rearranged a few skills in the skill tree. This only matters because certain flasks unlock ring 3 or ring 4 skills.

- Players now earn +3 magnets for every 3 recruits that they get. You also get +1000 ACID per recruit.

- Players earn +10% bonus end of match XP for playing in a Steam party.

- Skill badges are now based on how many classes have that skill at Legendary status. They don't affect gameplay, just to show off.


[CLASS CHANGES]


- Assault's move speed is now +12% instead of +10%. Reload time is now +60% instead of +70%.

- Sniper's bullets must travel 70m instead of 60m to reach their full +20% damage (a slight nerf).

- Heavy's Crisis Cover only reduces 2hp instead of 3hp of damage. Final Focus only gives +2% rate of fire instead of +3% per level.

- Caster's skills have +100% cooldown speed instead of +70% cooldown speed. They heal 15% instead of 20% of your max hp when cast.

- Caster gets +1 reroll instead of cheaper rerolls. Most classes can only reroll once, but caster can do it twice.

- Caster no longer has the Potent Upgrades perk, instead it gets a new perk called Skill Synergy:

- Caster: After each skill draft that shows your build, gain a random vendor upgrade. This upgrade matches the skill selected if possible.


[SKILL CHANGES]


- Shockwave now reveals enemies for 3 seconds.

- Shift Supply has 1 less shift per level, but the added shift distance is now 60% larger.

- Boots of Travel move speed is 80% what it used to be.

- Rambulance's extra vehicle speed is halved, as it was too hard to drive.

- Spike Trap's vulnerability duration is now 5s instead of 3s. Cooldown is a bit slower.

- Firestorm clusters it's fireballs tighter together, making it more bursty.

- Arcane Power is now renamed to Charged Shot, and has a new icon (in the Weaponry tree).

- Proximity Rounds (and Arcane Power) have better graphics/sounds when fired.

- Venom Shot now does impact damage for each dart, ranging from 4 to 16hp.

- Venom Shot poison rate is 50% as strong as before (the point above makes it buffed overall).

- Poison Trail's duration is 75% as long as it used to be.

- Skill Shots gives 1 extra charge per kill, for all levels.

- Smoke Bomb only heals you when you're at full invisibility.

- Armed Robbery has a 33% higher chance of dropping upgrades when you kill vendors.

- Manic Mechanic does 33% more bonus damage vs vehicles.

- Combo Killer's bonus combo time is 50% as long as before. However, it now also makes victims drop loot when you kill them. There is a 30 to 120% chance to drop loot PER multikill level (so if you get a 10x combo that becomes 300% to 1200%. That's a lot of loot!)


[BUG FIXES & OTHER THINGS]


- Fixed a bug where Deluxe people would occasionally not see their cosmetics.

- Updated Chinese and German translations. Thanks guys