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1.45: Customizable Skill Builds, Conquest Mode, & New Dynamic Music!



Customizeable Skill Builds

Have you ever played Magic: The Gathering? Well my favourite part of the game isn't playing the game, but rather designing my deck. And now you can do that with the skills in Geneshift!

This version gives you the ability to create and save skill builds. You can now disable skills from appearing in-game, giving you control over the skill draft. This has huge strategic potential as you can choose to only enable skills that synergize well together, and disable the rest.

For example, you might choose to only enable long-ranged skills and create a sniper build. Then in-game you won't have close-range skills appear and diluting the skill draft. There are countless skill combinations to explore, and designing a synergistic build might make the difference between victory or defeat.

After designing your build you can easily give it a name and save it. You can have multiple custom-made builds saved and conveniently switch between them via a dropdown menu on the skills page. This not only lets you enjoy the theorycrafting of build creation, but it also makes it quick and easy to toggle between playstyles between matches, increasing variety and replayability!



New Dynamic Music

The fast-paced gameplay of Geneshift is ultimately designed to give you one thing above all others - a rush of adrenaline. And nothing affects our feels more powerfully than music. Which is why I've started redoing some of the old tunes, cranking up the beat and the intensity.

I'm also designing this new music in a special way. The rounds in Geneshift are exactly 5 minutes long, with supply drops appearing at the 4:00, 2:00 and 0:00 marks. So I have designed the music to sync up perfectly with these key action moments, and crank the intensity just as the supply drops land and the big high-stakes fights break out all across Subvein City.



Conquest Mode

Conquest mode now works on a ticket system, similar to the Battlefield games. Each team starts with 500 tickets and you win by removing all the enemy team's tickets. There are 2 ways to remove enemy tickets. Kills will reduce their count by 1. But so will holding more control points than the enemy team, which causes their tickets to slowly bleed down as well. This change ensures that each Conquest match lasts a reasonable duration, and doesn't drag on for hours like the old mode allowed.



Extremely Easy Revivals - Until Overtime

The role of zombie revivals has been rethought and it is now easier than ever to revive. As a zombie you simply need to get just 1 kill vs a survivor to come back to life. Not only that, but there are now THREE heart crates that land when the round timer hits 0:00, tripling your chances of coming back.

Due to these changes it is extremely easy to revive during the first 5 minutes of each round. This lets you roam the map freely, take risks, fight cops and generally enjoying the sandboxy GTA vibes without fear of dying. Geneshift is moving in the GTA direction and that means the rules need to support chaos and action and the occassional death. This is now possible with easy revivals.

But Geneshift is still a BR right? Yes! For starters, there is a new $5000 reward for players who survive the full round and make it to overtime without dying. Secondly, once overtime begins it becomes very difficult to revive. So the true BR survival experience begins during overtime. At this point you don't want to die, because you won't be able to revive, and the best way to get score is still to place as high as possible in the round.



Free to Play Later This Year!

In other news, Geneshift will go Free to Play some time later this year! This will do wonders for our playerbase, and make it easier than ever to play with friends.

The multiplayer will go F2P, and the Supporter's Edition DLC will continue to exist for those who want to support development. Anyone who has ever spent money on the game (and therefore owns the Supporter's Edition) will continue to keep the DLC. Anyone who buys the game before we go F2P will also get the DLC (as it is included in the base package) for the same price as it'll be after going F2P.

It will take a few months to prepare for the launch. I need to make new trailers, completely redo the Steam page, and even slightly change the name of the game! Geneshift has changed a lot over the years! It doesn't look or play anything like it did when it first hit Early Access in 2017, and so it needs a new look to reflect that before it's made available to the F2P audience on Steam.

Anyway, exciting times ahead! I'll make an announcement with details closer to the date. Stay tuned and have fun!

Big Old Changelist


- Added the ability to save and load skill builds, allowing players to theorycraft fun skill combos and instantly apply them between rounds.

- This saves the skill choices at levels 2, 5 and 8, as well as all the skills you've enabled and disabled. You can give builds a name and easily select them from a dropdown menu.

- Basic/Free accounts can have a maximum of 3 builds saved. DLC accounts are unlimited.

- In the skill tree you now have the ability to toggle your skills between enabled or disabled. Only enabled skills will show up in the skill draft in-game.

- This means you can now create skill builds that synergize well together. You could make a sniper build by only enabling long range skills like Energize and Plasma Ball, and disabling close range skills like Blade Fury.

- To ensure enough variety, you must have at least 16 skills enabled at all times, 10 of which must be passives.

- Removed the ability to reroll for skills in-game. Players must now adapt to what their custom-made build gives them.

- The guaranteed skills feature now lets you guarantee skills at level 2/5/8 instead of 3/6/9 and is enabled once you have 18 skills unlocked.

- Updated the main menu music a bit.

- Updated some of the songs in-game in an experimental way, where the music syncs up with the 5 minute structure of the BR round. So the high-adrenaline beats kick in just as overtime begins.

- Created a whole new type of mission that isn't activated by civilians, but rather, by cars. This will give you 60s to kill 2 civilians on opposite sides of the map. Drive fast!

- Reduced cash and XP earned from player kills back to $400 + 20xLevel.

- Bots in survival mode can no longer gain bonus lives. They can still deny hearts though.

- Zoomed the camera in a tad, and reduced bullet ranges slightly to compensate.

- Doubled the amount of loot that comes out of helicopters.

- The passive regen delay on cars is now only 1s instead of 2s when you deal self car damage (making it less punishing when noobs drive into a wall).

- Cops only do 40% instead of 50% damage.

- Made it slightly faster to progress to wanted level 2.

- Fixed a few issues in the tutorial, where cops spawned before they were explained.

- Reduced the damage of burst weapons when fired by cops, such as m3, grenade and barrett.

- Added an stage in the tutorial that requires you to explode a civilian with a grenade.

- Force Field duration is now 4s instead of 5s.

- Force Field damage is now 10/20/30/40 instead of 20/30/40/50, and cooldown is now 20s instead of 15s.

- X-Ray Vison now additionally affects how long you keep vision on an enemy after you damage them. After damaging an enemy you'll be able to see them through walls for 1.0/1.5/2.0/3.0s. Default is now 0.5 instead of 1.5.

- Vampirism no longer has overheal abilities

- Energy Vortex cooldown is now 20s for all levels

- Energy Vortex range is now 24/26/28/30 instead of 24/28/32/46

- Self Repair takes 2.5 instead of 1.5s to heal you up

- Regen out of combat time is now 3/2.6/2.2/1.8 instead of 3/2.7/2.4/2.0

- Rapid Refill free bullet chance is now 45/60/75/90% instead of 30/50/70/90%

- Spike Trap damage is now 20/30/40/50 and cooldown is now 20/18/16/14 instead of flat 20

- Cluster Bomb no longer removes a skill shot charge (it still benefits from the charges aquired though)

- Cluster Bomb is now less random in its targeting, and will prioritise players more

- Skill Shot charges now expire after 3 minutes (each charge has its own timer)

- Ignition Orb cooldown is now 10/9/8/6 instead of 12/11/10/9 and size is now 8/12/16/20 instead of 8/10/12/16

- Removed the damage penalty on Invisibility

- Parasites now have a shorter firing delay penalty of approx 0.5 instead of 0.8s. They also fire out faster so that DPS is now 80/90/100/120 hp/s

- - Non supporters get 5 free attempts to play the full survival mode. After that it goes back to the first round only.

- The "players left" element above the minimap now shows in yellow and black to make it easier to glance at quickly.

- Improved framerate smoothness when using vsync (make sure it's enabled).

- Improved netcode hit detection when firing up or down vertically.

- Updated some musical tracks. Will update the rest soon!

- Improved the look of the text in the tutorial.

- Cops and civs no longer shoot at players in the red zone after 0:00 (unless you shoot them first).

- When you hold ALT in survival mode, time won't slow down immediately. It only slows down after 5s (to prevent exploits).

- Reduced Minigun DPS from 150 down to 120.

- Reduced the chargeup time on Blast Cannon from 1.0s to 0.8s.

- Fixed a bug where you could revive while dead.

- Fixed a bug where clusterbomb and energy vortex would interact with spectating zombies.

- Fixed a bug where supply drops would spawn in weird locations.

- Fixed a bug where hardcore survival mode would appear to unlock (but not really) when you killed yourself in round 1 of survival.

- Updated the map with some new areas.

- Improved the visual look of the red zone.

- Zombies inside the red zone no longer make sounds, so cannot distract the remaining players.

- Simplified the tutorial, and added the option to replay it. Check it out! (It's to the left of Survival Standard Difficulty mode).

- The revival mechanic for zombies has changed. To revive you simple need to get 1 kill against a survivor. You no longer need to collect 4 heart pieces.

- Supply Drops and hearts now spawn at the same time again, landing at 4:00, 2:00 and 0:00 on the round timer. 4 drops spawn at a time.

- Vendors show more personalized perks, and will try to only show you perks for the weapons you currently hold.

- Removed the passive $600/minute income for survivors in BR mode.

- Instead, when the timer hits 0:00 players will be instantly given a cash reward based on how many times they died. If you don't die at all you get +$5000.

- Zombies will now respawn inside the red zone if they die after 0:00. This makes them spectators by default (but are free to run outside again).

- Killing players now gives more cash and XP. $500 + $50 per level.

- You can now carry a max of 3 nades at a time instead of 4.

- Photon Beam no longer penetrates skills like Force Field or Bullet Time.

- Supply Drop chem now takes 20s instead of 30s to land. It will also be guaranteed to drop a +10 max hp every time (before it was 33%).

- Counter Spell has been reworked: "Whenever you are damaged by an enemy, Counter Spell will automatically trigger and reduce that incoming damage. It provides extra strong protection against non-bullet damage. After triggering it must recharge."

- Fade time in Smoke bomb is now 0.5s instead of 0.1s.

- Moved the button to the campaign into the custom server lobby. The campaign is simply too outdated at this point, so it's hidden away. Taking its place is a more convenient way to toggle survival difficulty modes.

- Players now receive +10% XP at the end of each survival run multiplied by their win streak (eg if you have a winstreak of 4 you'll get +40% XP).

- Players now receive +2% XP at the end of each match for each skill they have enabled.

- Skills in the outer rings of the skill tree now become available based on skills unlocked, not player level. You need 18 and then 24 skills to unlock each tier.

- When you revive you will now respawn somewhere within the red zone, but not at the very center.

- As a zombie trying to revive, hearts now drop every 2nd kill. Survivors no longer drop a heart every kill (this was causing too many revives).

- Default BR round duration is now 5 instead of 6 minutes.

- Heart and supply drops now alternate every minute like so: Heart (4:00), Supplies (3:00), Heart (2:00), Supplies (1:00), Heart (0:00).

- In solos the final 5 players get 10/15/20/25/50 points. But now in squad based modes the final 6 players get 10/12/14/16/18/30 points.

- Kill combo cash payouts are now capped at 400% instead of going up to 1000%.

- Buffed USP speed and range by 5 each.

- Bazooka player damage is now 50 instead of 60 (vehicle damage remains at 300).

- Chemicals are now pseudorandom when bought from vendors. If you go a long time without seeing chem X you become more likely to see it.

- Chem vendors are more likely to sell multiple chemicals.

- Synthetic Shop now only has 1 charge, but it refills every 2 mins instead of every 3mins.

- Shops/Vendors now carry a max of 4 nades each, after that they will display sold out.

- Chemicals stop recharging after you've been in overtime for 2+ minutes.

- Skill Shot nerfed slightly so that it reduces your cooldown by -20/30/40/50%.

- Neutral cops won't reveal you in Invisibility.

- Illicit Income no longer works on civilians, but the base cash gain vs cops is doubled to +40/60/80/100 per kill.

- Force Field cooldown is now 15s vs 12s.

- Toxic Blood now triggers when you kill someone inside a car.

- Clusterbomb now alternates between throwing nades and molotovs.

- Toxic blood duration to 3/4/5/7s instead of 3/5/7/10s.

- Fixed a bug where players would get their hp restored when they ranked up a skill.

- Fixed a bug where cops weren't using grenades.

- Fixed a bug where your heart pieces would display in the HUD as empty when dead.

- Fixed the exploit where you could leave a game, reconfigure your skills and rejoin to change your build.

- Players are now invulnernable when they respawn in BR modes. This gives new players a chance to read their skills in peace.

- This spawn invulnerability disables after 120s. It will also disable instantly as soon as you move or shoot.

- Removed movement recoil on snipers.

- Super cops now give $200 + 20xp instead of $150 + 15xp.

- Reduced the size of the wanted circle at wanted level 1, making it much easier to escape the cops.

- Players now only take 40hp damage in a car explosion instead of 80hp.

- Bazooka car damage is now 300 instead of 480.

- The fade-out time in Smoke Bomb is now only 0.1s instead of 0.5s.

- Shockwave no longer slows enemy movement speed, instead it will slow their bullet's travel speed.

- Cop and Zombie kills now give +0.5 instead of +0.2 score. Civ kills no longer give score.

- As a zombie trying to revive, killing a survivor now gives +1 quarter heart, while killing a zombie continues to give +0.5.

- Clusterbomb cooldown is now 20s instead of 40s.

- Venom duration is now 2/3/4/5 instead of 2.0/2.5/3.0/4.0.

- Fixed various bugs, including a game crashing bug and one which made our progress not be saved.

1.44: Helicopters, Betting and a Brand New Skill Tree!



Kill Coins Reworked

This version completely reworks the skill tree and the progression system. Kill coins are the main way to unlock content in the game, but they are now only used to unlock skills. This means that all other content that was previously unlocked via coins is now free. All players now have access to every weapon, chemical, and vehicle in the game.

Important: Because of this drastic change, I have refunded everyone's kill coins. This way no one will have wasted their coins unlocking weapons which are now given for free. With all your coins refunded, you can start unlocking some of the new skills in the new skill tree!



A New Skill Tree

The skills have been rearranged into a groovy new skill tree. This tree not only looks cooler than the old hex grid, but is far more flexible. If you see someone use a certain skill in-game, you are only a few steps away from unlocking it. This is far nicer than the old system, where you simply had to grind through the hex grid until you reached a certain skill. Players now get to decide what skill to get next, and whether they should focus more on damage, healing, or utility. A well diversified selection of skills gives you more versatility in the battle field!

Customizable Skill Builds

Wanna play with your favorite skill? Well now you can! Up the top of the skills page is a new Skill Builds feature. This lets players force skills appear at specific moments in the skill draft. For example, you can guarantee that the Self Repair skill will show up when you hit level 9 in-game. If you own the Supporter's Edition DLC you can configure a skill to show up at level 3 and level 6 as well.



Skill Medallions & Progression

You may notice in the screenshot above some little badges on the skills. These are skill medallions. They are purely cosmetic, but you can rank them up by completing skill specific challenges. For example, you need to get 5 Plasma Ball kills to rank Plasma up to level 2. When you do your main account will gain experience, and your badge will improve in appearance. These badges go all the way up to level 20 and are visible for other players to see at the end of each match. A great way to show off your skills.

6 Brand New Skills

- ILLICIT INCOME: Increases the cash and health you gain from killing enemies. This increases further based on your wanted level. By default, player kills give +50 health.

- MANIC MECHANIC: Allows you to shoot out the window of your car while driving (with worse accuracy). Also continuously restores the health of the vehicle and all passengers inside it.

- CHEMICAL BOOST: Makes you jump higher when standing in your chemicals. Also makes your chemicals restore charges faster.

- CLUSTER BOMB: Spawns grenades that spin around you. These grenades will be randomly tossed at nearby enemies over time. If you have Skill Shot charges you will throw 1 extra grenade per charge, and then lose a charge.

- SOUL DROP: Whenever you fall onto the ground near an enemy you will reduce their rate of fire. Enemies killed in this state will drop an extra heart piece on death.

- TOXIC BLOOD: Whenever you kill an enemy they will leave a pool of toxic blood on the ground. Any enemies who step in this will become poisoned and take damage over time.



Free Level-Based Cosmetics

Cosmetics used to be unlocked with kill coins. Now they are given to players for free, but based on your player level. Every 5 levels a new cosmetic will be unlocked. This finally gives your account level a purpose. It actually does something now. It makes you look pretty.

There are also new cosmetics. There are 7 head types to choose from. You can stick with the original Dragonball Z style hair, or go for something a little less extreme. Eventually you'll unlock a police helmet and an assassin's hood. There are other cosmetics too. The Supporter's Medallion now changes in appearance as you level up, glowing gold once you reach level 100.



Helicopters!

Geneshift now has helicopters! Why? Because they're damn cool that's why. They also create a much needed "point of interest" in the map. They shoot out free bits of loot every few seconds and slowly travel across the map. This creates a natural hot-zone that players flock to. Free loot and a guaranteed place to get some kills. Zombies are coded to spawn next to these helicopters to further increase the action.

Rare Loot Spawners

Rare loot crates now fall into these things called Loot Spawners. A loot spawner will sit on the ground and display a 60 second countdown. When the timer hits 0, a rare loot crate will fall into it. Destroy the crate and you'll get +3 score, a heart fragment, and some high value loot. A tier2 weapon, chemical, perk, or phase shift. Half of these loot spawners are hidden on rooftops only accessible via parkour puzzlery. The other half are out in the open, making high stakes zones to fight over.



Final 6 Leaderboard

The scoring system has been reworked to place a much larger emphasis on survival. Specifically making it to the final 6. Of course winning the entire round gives more points, but making it to the final 6 is now a well-rewarded achievement. You'll get +10 score once you hit the final 6, plus your name will display in a mini-leaderboard above the mini-map showing all the remaining survivors.



Zombie Betting

To heighten the stakes of being in the final 6, there is a cool new feature - zombie betting. When zombies walk into the red zone they now become spectators. They cannot shoot or be shot at. But they can watch and they can also click on a survivor to place a bet that that player will win. If they guess correctly they will receive a cash reward!

Easier Zombie Revivals

A simple change but a very important one - zombies no longer lose their hearts fragments on death. This means that to resurrect you no longer need to kill 4 players in a row without dying. This was far too difficult for new players and needelessly frustrating. Now you can simply collect heart pieces at your own pace and death isn't as punishing. Every second player you kill drops a heart piece, and there are plenty of zombies at the helicopters. So get to the choppa to farm hearts quick!



Forgiving Cops

There's so much crime in Geneshift the the cops have gotten a little lenient. It is now much easier to escape the cops and lose your wanted level. All you need to do is leave the blue circle. You no longer need to wait an extra 30s for the timer to fade away. Also, you will only get a wanted level when you KILL a cop, not when one of your stray bullets hits one. The cop AI has also been coded to go easier on players who are currently fighting other players, simply taking cover and waiting till the fight is over.



Graphics, Game Feel & Netcode Fixes

A few weeks also went towards just making the game FEEL better. Netcode has been recoded to be as responsive and steady as possible. The lighting engine got reworked with more realistic and softer shadows. Shaders now give dynamic contrast and more overall colour. Bullets are easier to see and have more OOPH when hitting enemies. A lot of QoL features were added to the HUD to help new players as well. You can now see vendors in the minimap. Weapons will display their tier next to their name, and you can toggle the zoom of the minimap.

Other Changes


- Removed fall damage from the game.

- Survivors now receive a passive income of $600 per minute. Zombies do not get this.

- Tweaked the cop spawning algorithm to no longer spawn cops on you when you're mid-combat against players.

- Improvements to pathfinding and AI. Cops are smarter at taking cover and will do so to avoid overwhelming you in big fights.

- Players now display their level above their heads, and the amount of cash and XP you get for a kill scales up based on their player level

- There is a now a $1000 bounty for killing a player who has gotten a quad kill (4 kills in a row without dying).

- The scoring in BR is now a first to 100 instead of 50, and you get a lot more score from supply drops, missions and making it to the final 6 survivors. More interesting objectives.

- In PvP modes zombies no longer give +1 score. They are treated like cops and civs and give score every 4th kill.

- Big reworks to various areas of the map, improving both the gameplay and the graphics. Other improvements to graphics and bullet feedback to make the game just FEEL better.

- A big focus on netcode stability, which should minimise warpiness while increasing responsiveness.

- Removed the Genetic Heart and replaced it with a new supply drop that pops out 6 heart fragments.

- Supply crates now burst loot out into a larger area, up to 12m in all directions. This makes it harder to shift through and steal all the loot at once.

- At the end of a round you can hover over other people's names to see their score breakdown and what skills/weapons they used.

- Superweapons have 2x as much reserve ammo in them, but ammo cost has doubled ($2000 instead of $1000 to fully refill).

- Vendors are now shown on the minimap, as are the new loot spawners. Your allies are shown more clearly when off the edge of the map.

- Zombies are now shown in purple instead of yellow (to avoid confusion with the yellow buy zones on the minimap).

- The circle of death is now green instead of yellow. Looks better and matches the thematic "toxic goo" colour in the map.

- Added an option in the menu and a new hotkey to toggle the minimap zoom. Default is Z. Useful for escaping the cops.

- Reworked the default controls for gamepad.

- Improved vertical auto-aim by making it prioritise whoever is closest to your crosshair.

- In the buy menu it now says the tier after the weapon name, like MP5 (TIER 2). Helping new players upgrade their guns properly.

- Reworked a bunch of the civilian missions as well as the daily challenges. Making sure everything is fun and achieveable.

- Removed the critical damage after shifting, and put this into a skill instead (called Critical Shifting).

- Synthetic Shop now ensures discounts on any chems that appear, and makes it more likely to provide chemical buy options.

- The word "active" now shows in hot pink when you see it in the skill draft.

- Changed the colour of bullets to make them easier to see against the map.

- Countless bug and balance fixes.

- Invisibility now increases your move speed by +10/20/30/40%, in addition to increasing the invis duration.

- Spike Trap has been given a new feature. After 5s, instead of the spikes expring, they will slide back along the ground towards you, damaging enemies they touch.

- Shockwave no longer dispels enemies, but instead slows them to 70/65/60/50% speed.

- Frenzy ROF is now 120/125/130/140% but the cooldown is now 20/18/16/14s.

- Self Repair cooldown is now 15s instead of 10s, but healing amount has been buffed to 20/35/50/70hp.

- The damage of Force Field now increases the longer you keep them active, instead of being 50% and then suddenly 100% if exploded in the final second.

- Radiate now deals an initial burst of damage the moment it hits the ground, dealing an instant 10/15/20/30hp.

- Plasma Ball speed is now fixed at 54 instead of 50/52/54/58.

- Energize bullet speed and range are both now 115/120/125/135%, whereas before bullet speed was 120/130/140/160% and range was 110/115/120/130%.

- Black Hole renamed to Energy Vortex and the lifedrain is now 4/6/8/10 instead of 3/4/5/7.

- Added vertical auto aim on Parasites and Venom.

1.42: Infinite Shifting!



Infinite Shifting

This version focuses on making the core gameplay loop as smooth and fun as possible. The biggest change is to shifts. I always found it frustrating to run out of shifts mid-combat. You want to dodge an incoming bazooka shot only to hear a "brrrrr" error noise and die instead. Well no more! Players can now spam shift as much as they like. The game will never deny your movement. This helps you escape, chase, jump and dodge, and really makes the game live up to the name GeneSHIFT.

To prevent players from just spamming shift non-stop we each have 3 shift charges. If you have a charge available and shift, you'll deal bonus critical damage. But if you try shift without any charges remaining you will lose health instead. You can still move, but it'll cost you. You'll lose 10hp every time you shift while empty. This creates interesting tactical decisions. It's still a wise move to dodge an incoming bazooka shot, but not something you want to spam in combat.



Homing Bazooka Missiles

Bazookas now firing homing missiles that seek towards you. This is fun because the bazooka is now the weapon of choice for cops. 75% of cops will fire a bazooka at you, and I've tweaked the speed to be juuuust right. Fast enough to pose a threat, but slow enough to dodge if you shift at the perfect moment (and you can always shift now!).



Survival Reworks

Survival mode also got plenty of polish this version. There are now only 2 difficulty levels, Standard and Hardcore, and hardcore mode is hard indeed! A lot of playtesting was done to smooth out the difficulty curve, especially in co-op mode. In hardcore lives are rare, bots are more accurate, and you have to survive a bonus 5th round where zombies will swarm you in increasing intensity right up till the final showdown. At the end of each round a special civilian vendor will appear giving you a choice of 3 bonus perks as well. You'll need to choose wisely to survive the onslaught at the end of the match!



Quality of Life Changes & an Improved Tutorial

Another big focus was making the game easier for new players. I got my gf to try the game and she was.. confused, to say the least. The tutorial now has far better pacing, by letting new players choose when they're ready to proceed instead of automatically throwing them into the next lesson. The HUD now indicates useful information like the time remaining on your wanted level and the number of shifts you have remaining (shown as triangles on your crosshair).



General Gameplay Polish

Players hitboxes are smaller so we can now hide properly behind cover. The skill drafting algorithm is now pseudorandom to ensure you see all skill equally over the last few games. Cops drop more loot, cash, score and XP. Vendors won't automatically shoot you if a stray bullet hits them. Blast Cannon has been reworked into a super shotgun, and can now be charged up over 1s to deal 2x damage. Black Hole now has lifesteal, and can be used to farm health off clusters of civilians. Plenty more balance and bug fixes are mentioned in the changelog below!



Full Changelog


--- BIGGEST CHANGES ---

- Players can shift even once they run out of charges. Your movement is never denied. However if you shift without charges you will lose 5, then 10, then 15hp per shift.

- There are now only 2 difficulty levels across the entire game. Standard and Hardcore. This affects the campaign, survival and in pvp mode. Hardcore mode is now extra hard.


--- SURVIVAL CHANGES ---

- You progress through wanted levels 50% faster in hardcore mode (applies to both survival and pvp)

- You start with only 1 bonus life instead of 4 in hardcore mode, and quarter-hearts drop every 3 instead of every 2 kills.

- You no longer get +10 placement score per round in survival

- Civ missions now give +5 score instead of +3 score in survival mode

- Hardcore survival mode now has 5 rounds, and in the 5th round you will be swarmed by zombies

- If you become a zombie in coop survival mode you can no longer collect hearts from kills. The only way to rez is to capture a genetic heart (or wait till next round).

- Coop zombies in survival are no longer killed off at 0:00, but they cannot respawn after 0:00

- Zombie humans can now fire guns inside the red zone in survival mode (in coop)

- Fixed a bug where the entire server of bots would swarm the heart in survival mode

- The amount of cash and xp earned from kills now increases with the number of players in coop survival mode. 200/300/400/500 cash and 20/30/40/50xp

- The $1000 assassination bounty is now awarded to all players in coop survival mode, to prevent competing over it

- Tweaked the AI to make them spread out far more evenly across the map, instead of clustering in one area

- The price of blood bags increases by $1000 everytime you buy one.

- Reduced max hp in survival to 150. Reduced the rate that you find health kits to compensate

- The amount of XP you get for selling a life with a skill syringe now scales up based on your level. Instead of being a flat +300xp it is now 300 + Levelx20


--- GENERAL CHANGES ---

- Increased the amount of blood when shooting people.

- Made shifts look cooler. The crosshair now shows small triangles to indicate how many shifts you have left.

- Played a handy noise so you know when your shifts come back online.

- Critical bullets and critical damage are now shown in purple

- Changed the demo restrictions for free accounts and survival runs. Free accounts can now play multiple times per day, but are limited to just the first round.

- Added an option to disable music in pvp modes

- Holding tab now displays the number of rounds, game mode, and difficulty of the server

- The camera now shakes when you crash your car into a wall

- Added a handy QoL feature where if you try to cast a skill and it's on cooldown, the timer will flash briefly in your target

- Changed the colours of various bullets so that each weapon is easily distinguishable.

- Enemy bullets are now sped up slightly on the client to account for the clients ping, showing more accurately where they are on the server and allowing players to dodge

- You can now see how many lives your allies have above their health bar

- Got my gf to playtest the tutorial and realised that it's no where near nooby proofed enough

- Simplified the tutorial and made it far less overwhelming (AI won't shoot at you mid tutorial item)

- Plenty of bug fixes


--- GAMEPLAY CHANGES ---

- Updated the megamap with @GelatinOverlord's amazing map changes. Thanks man!

- Tweaked the skill drafting algorithm to prioritize showing skills that you haven't seen in the last few games or so

- Setting a civ car on fire so the dude runs out works better, because the fire automatically goes out when the civ ejects

- Reduced bullet speeds of regular weapons slightly

- Max recoil is now 10 instead of 15 degrees on all guns

- Shifts now take 3.5s to recharge instead of 4s. Same for the passive regen.

- The cooldown time between shifts is now 0.35s instead of 0.6s

- Critical damage is now applied for 0.8s after you start shifting, instead of 0.5s after you finish shifting

- Wanted levels are now removed when a BR round is finished

- When fleeing the cops, a timer now shows the exact number of seconds remaining

- Damage numbers now show up when you hit vehicles

- Buy menus now have 2 ammo options, allowing you to buy ammo for both your guns

- Player hitboxes are slightly smaller, making it easier to hide behind 2x2x2m boxes

- There are once again 3 supply/heart drops per round, landing at 5:00, 3:00, and 1:00

- You can now see civ vendors and missions givers as you fall from the sky

- The leveling curve is a tad slower once you go above level 20

- The cost of perks from vendors now increases by $2000 whenever you buy one. So it goes $4000, then $6000, then $8000, etc.

- Reduced the chance of getting an upgraded silver/gold perk in PvP modes by 50%

- Purple lootboxes can now be shared by allies (but fewer of them spawn)

- Cops now give $150 and 15xp instead of $100 and 10xp. They also ocassionally drop ammo.

- You now get +1 score for every 2nd cop you kill instead of every 5th. You get +1 score for every 4th civ instead of every 5th.

- Vendors will only get pissed off once they get below 75% health


--- CHEMICAL CHANGES ---

- Fission Mine damage is now 60hp instead of 80hp and range is slightly reduced

- Sonar cells reveal radius is 60m instead of 40m

- Synthetic Shop now costs $5000 instead of $3000

- Supply Beacon now passively gives +20% cash instead of +10% cash, but the crate won't always drop super high value items like perks/chems/guns etc

- Laser Tripwire duration is now 30s instead of 20s, and passively it also slightly reduces the spread on shotguns

- Each Damage stimulant also increases the max critical damage by +10% (default is +50%, so as you stack them you can get up to +60/70/80/90%)

- Damage stimulant kills only increase by 1% per kill and don't work against civilians. They can still be stacked up to +4% per kill if you bought 4 of them


--- SKILL CHANGES ---

- Made plasma ball no longer disable your weapons. Cooldown is now a flat 10s at all levels.

- Plasma Ball speed is now flattened to 50/52/54/56 instead of 45/50/55/60

- Plasma explosion graphic looks crisper and cooler, making it easier to see the explosion radius

- Phase Drifting now has a flat 8s cooldown for all levels.

- Reduced venom range from 100 to 60

- Mirror image has a flat cooldown of 8s per level instead of 10/8/6/4s

- Increased Frenzy buff radius from 7m to 10m

- Shockwave freezes bullets for 2s instead of 1s

- Black Hole now also has lifesteal. It will steal 3/4/5/7 hp/s from each enemy inside the blackhole, simultaneously dealing damage and restoring health to the owner

- Invisibility now shows a ring around you indicating the reveal radius.

- Xray vision no longer reveals invisible players beyond the usual reveal radius.

- Force Fields now explode if you remove all their health, instead of just fading away


--- WEAPON CHANGES ---

- Bazookas are now homing missiles with seeking.

- Increased bazooka damage from 40 to 50

- Flaregun now costs $3000 instead of $1000 and isn't spammed all over the map

- The movement speed buffs on guns is now +15/30/45% instead of +20/40/60%, and only appears in survival mode

- Deagle rpm is now 270 instead of 240

- Minigun damage is now 15hp instead of 16hp.

- Movement slow while firing machine guns has improved, going from 50% to 70%

- Nailgun has very slightly faster move speed, bullet speed, and accuracy

- Blast Cannon has been reworked. It no longer lobs in the air. Instead it behaves more like an M3, but with the ability to charge up. If you hold it for 1s then it will do double damage, 100hp instead of 50hp. The bullets are still explosive and you can still use it to blast up walls.

- Superweapons now cost $12000 instead of $15000

- SPAS clipsize is now 8 instead of 10

- SPAS damage goes from 56 to 50

- MP5 now has 11 clips instead of 10

- MP5 damage is now 7.5 instead of 8.0

- Flashbang no longer deal self damage

- UZI now suffers absolutely zero movement slowdown, either while firing or moving generally. Slight buff to recoil too.

- USP spread goes from 0.2 to 3.0, and bullet speed from 80 to 70

- M3 damage goes from 64 to 70

- AK47 bullet speed goes from 100 to 120, and bullet range goes from 50 to 55

- M249 damage is now 11 instead of 10, and total ammo is 480 instead of 300

- M60 magazine size is now 40 instead of 50, and damage is now 12 instead of 11

1.41: Exploration and Parkour Puzzles!



Exploring for Rare Loot

This version taps into that fun feeling of discovery and exploration in GTA. You find a random staircase, climb onto a rooftop and discover a cool item as a reward for your efforts. Geneshift now does this with the addition of rare loot crates. These boxes glow in purple and contain extra valuable items such as superweapons, chemicals, $5000 perks, life fragments, etc.

The megamap has been updated with over 50 spawn points where these rare loot crates might spawn. Each location has been designed as a puzzle, which requires some form of parkour to get to. In the screenshot below you can see a rare loot crate has spawned in a new balcony area. This balcony is too high up to access via normal jumping, and requires you to parkour your way up there, as shown with the arrows below.

The idea with these puzzles is to provide players a change of pace from the fast-paced combat of Geneshift. They also make exploration more fun, and get you using your brain to solve puzzles in completely different ways.



Shifting Now Gives Critical Bullets

Everytime you shift there is now a brief window of time where your gun will fire critical bullets. You see an enemy, shift towards him, and then have 0.5s to fire off a few rounds with extra damage. This window of time is small, so you better make sure those critical bullets hit!

Critical bullets deal +20% damage, which can be increased to +50% damage via looting ammo kits. Previously, critical bullets played a fairly small role in the game as they were only available as the final bullets in your magazine. But now they're relevant to every single fight as long as you have the quick aim and timing to use them effectively.



+50% damage is a lot! It can easily decide the winner of a fight. A well timed shift might give you the extra damage needed to secure the kill. But you might instead choose to save your shift so you can escape to safety at the last minute. By giving shifts both an offensive and defensive use, shifts are far more interesting to use.

To offset this huge buff, shifts now regenerate a lot slower (once every 4 seconds). We're also capped at only max 3 shifts at a time - so use them wisely! It is possible to bring that max up to 5 shifts, but only if you find them in the purple rare crates mentioned above. Basically shifts are now a lot more powerful than before, but a lot rarer too - so use them wisely!



New Life Mechanics in Survival

A big issue with survival mode was how to cater to players of different skill levels. Generally it was too hard for newbies and far too easy for veterans. This has been solved with a whole new economy around lives.

For starters, bots are a lot harder. More accurate, bigger guns, more skills, etc. There is also a minimum number of bots you must "assassinate" each round, to force players to take action and not hide on a rooftop somewhere. You're now going to be in a lot of tough fights, and are going to lose lives in the process. This keeps things far more engaging for skillful players.



To offset this increased difficulty there are new ways to gain back these lives. You can now buy them for $3000 at vendors, and you can find them in the new purple loot crates. Lives are now your main "resource" in the game, and you'll need to explore, farm cops, get sick combo kills to earn enough cash to buy the lives necessary to survive.

There are additional incentives for skillful players to play their very best as well. If you manage to survive a round without losing a single life, a free supply drop will land next to you which gives bonus score and goodies. You can also SELL your lives for extra XP if you're feeling risky and don't think you'll die anyway.



Zombie Swarm

Survival also has a new zombie swarm stage that happens at the end of each round. After you kill all the players, zombies will respawn and swarm you with their meaty fists. This can be quite challenging, but really rewards skillful usage of area of effect skills and chemicals, because the combo-kill potential is insane.



Full Changelog


--- BIGGEST CHANGES ---

- For a brief 0.5s after shifting, your gun will fire critical bullets. This gives shifts a new offensive usage and makes them worth saving up for tough encounters.

- Added over 50 secret loot areas to the megamap. These loot areas will occassionally spawn a RARE crate with expensive loot. However, they are often hidden or require you to figure out a jumping puzzle to get them.

- If you avoid losing a life within a survival round, a bonus supply drop will land next to you at the end of the round

- Survival mode is quite a bit harder, but you can now buy extra lives from vendors for $3000

- In survival mode you now have the ability to SELL lives from vendors for 300xp per heart

- Bots no longer respawn as zombies in survival mode, but instead will spawn as a special "zombie swarm" at the end of each round


--- OTHER CHANGES ---

- Rare loot crates are hidden in hard to reach places and will drop one of the following:
A) 2 quarter hearts
B) A random perk
C) $2000 in cash
D) 10 xp vials
E) A chemical
F) A tier 2 weapon
G) A crate full of 4x nades

- Survival mode now requires you to assassinate 8/12/16/20 targets each round (randomly chosen enemy players)

- These targets show with a little crosshair above their healthbar, and will not be attacked by other bots - ensuring you MUST fight and not camp till the final showdown

- One of these targets will be a primary target with an arrow pointing towards him. Killing this guy gives $1000 bonus bounty

- Supply Drops now give +10 score instead of +5 score in survival mode

- At the end of each survival round you will gain bonus cash based on how many lives you lost

- Nades now cost $500 instead of $300, and lob slightly faster in the air

- Capped the amount of money from a kill combo at $2000 per kill (won't affect civs at all, but prevents broken amounts of cash from player kills)

- Fixed a bunch of bugs with AI

- Superweapons now cost $15000 instead of $10000

- Shifts are now considered a rare loot type, only showing in the special purple loot boxes

- Max number of shifts is now 5 instead of 8

- Warp Fields now passively increase shift regen rate by 50% each, instead of giving +2 max shifts

- Cooldown time between shifts is now 0.65s instead of 1.0s

- Shifts take 4.0s to regen instead of 3.0s

- Survival mode lets you collect up to 8 lives instead of 5, and you start with 4 instead of 3

- Civ vendors now have 300hp instead of 500hp

- Civs no longer spawn in survival once the timer hits 0, to prevent infinite civ farming

- Changed the sound effect and reduced the duration of losing a life

- In survival mode it is now possible to get quarter hearts from looting crates

- The option to pay off cop bounty is now in a dedicated 6th slot in the buy menu, and doesn't replace the 5th slot

- Losing a life in survival mode no longer removes your unfinished life quarters

- Some cool map changes made by player GelatinOverlord, mostly own the bottom right of the map, adding some much needed gameplay and graphical improvements. Thanks!

- Bots in coop survival mode squad together tighter, making them harder to take down

- Survival bot hitpoints increases by +25 each round

- Nerfed BT slowdown to 25/20/15/10%

- Nerfed MP5 recoil a touch

- You now lose 2 score whenever you die in survival

- Sonar Cells reveal range is now 40m isntead of 30m

- Fixed a bug where bots wouldn't look at mirror image

- Xray vision now reveals loot crates

- Shifts now look cooler, leaving a little blue trail behind them

- Deagle damage is now 20 instead of 17, with a rpm of 240 instead of 300

- All guns now start at +20% critical damage instead of +50%, and go up to +50% instead of +100%. This is to offset the increased frequency you can use them now via shifting.

- Plenty of bug fixes

Merry Christmas

And a happy new year!

Have fun!
bencelot

1.40: Freeze! It's the cops!

Cops and Cop Cars

For a "GTA-inspired" game it sure took a long time to add cops - but they are finally here!

We have cops, cop cars, special forces and more. If a cop sees you commit a crime your wanted level will raise - with an increasingly larger force trying to take you down. Cops add plenty of flavor and action to the game, with emergent car chases, vehicle explosions, chain reactions and new cop-centric missions.

Cops provide a whole new level of risk/reward decision making to PvP games. You can intentionally farm waves of cops for bonus loot - but you might not survive. If you want to lose the cops you have two choices. Pay a bounty at a vendor, or escape the blue circle on your minimap. If you go for the later you better bring a car, because the cops will chase you down, sirens blaring.



Civilian Combat & Kill Combos

PvE is more exciting not only with the cops but also with the addition of kill combos. If you kill two enemies in a row you'll get a double kill which pays out 2x XP and cash. Triple kills give 3x, Quad kills 4x, and Multikills 5x. You need to kill within 2.0s to maintain your combo, and while multikills are rare, they feel VERY satisfying.

This change makes cop and civilian combat far more interesting. Sure you could just fire a bazooka at a cop car. But if you wait a moment you can line it up to kill a nearby civilian as well, getting 2x the reward. This quick decision makes every civilian or cop and opportunity to test your skills and get rewarded for it.

As you level up in-game your weapons and skills get stronger, which makes it easier to pull off these combos. This creates a sort of farming engine, where the stronger you become the faster you can farm, similar to farming creeps in MOBAs. All the skills have been given bonus damage modifiers against civilians, and civilian combos brings a whole new way to use the existing skills in the game.



Scoring now Rewards PvE Combat

This version places a large emphasis on PvE combat in preparation for the upcoming roguelite mode. Scoring has been reworked to give points for killing cops and civilians, as well as completing missions. If you want to play GTA and fight an army of cops with a minigun you can do so - and get score for it. This creates new paths to victory and viable new playstyles.

A new scoretab shows when you hold TAB which shows you exactly what your score is, how it was calculated, and what else you can do to maximise it. This should help new players understand how to win the game.



Vehicles go BOOM!

There's also a focus on sandboxy, explosive GTA mayhem. There are a lot more civilians in the map, and more cars driving around as well, making the city feel far more alive. This version really redefines the role of cars in the game as well - to go BOOM! Cop cars will chase you but their hitpoints are low. A well placed bazooka will set off chain reactions of explosions as the cop cars detonate.


Graphics and FPS & Netcode Improvements

I've reworked the lighting engine to not only run faster but look better too. The cop sirens look pretty great as they zoom along, reflecting off the fog and shiny metal objects. Bullets are cleaner, muzzle flashes brighter, and explosions bigger. Turn on high GFX mode and enjoy!



Other Juicy Changes

There are plenty of other neat changes. Health upgrades no longer reset when you die, Smoke Bomb has been reworked to turn you invisible, QoL improvements, a new arrow in the HUD directs you towards the nearest civilian mission, better vehicle handling, and the usual balancing and bug fixing. Read the changelog below for the full list!

Full Changelog


--- BIGGEST CHANGES ---

- Police now exist in the game. They will patrol the streets on foot or in a car, and if you commit a crime nearby they will start hunting you

- Added a new kill combo system that makes civilian kills more fun. If you get kills within 2.0s of eachother you'll gain a combo multiplier and earn more cash and XP.

- Completely reworked scoring. It's still first to 50 points, but you can now get score for killing civilians, cops, and doing missions. Much more of a PvE focus.

- Significant peformance optimisation as well as beautiful graphical improvements made to dynamic lighting (try High GFX!)


--- POLICE MECHANICS ---

- Wanted levels go up when you kill cops. Wanted 1 = fists, wanted 2 = pistols, wanted 3 = primary weapons, wanted 4 = special forces, wanted 5 = civilians riot.

- To lose your wanted level you must escape the blue circle on the minimap then hide for 30s. If you damage a cop the timer will reset.

- You can also lose your wanted level by paying a bounty at civilian vendors. It costs $500 per wanted level.

- On wanted level 4 cops will start spawning as "special forces" types and be able to cast skills. Each wave of cops will cast a randomised skill (a wave of Plasma users for example)


--- OTHER GAMEPLAY CHANGES ---

- Max hitpoints, critical bullets and phase shifts no longer reset when you die. They last the entire match.

- Health kits now give an instant +30hp in addition to +5 max hp.

- Vendors are more likely to sell T2 and T3 guns than T1 guns.

- Removed all the collision tiles in the map, meaning you can jump anywhere.

- Twice as many vehicles and civilians spawn in the map, making it feel more alive.

- An arrow now points you towards the nearest civilian mission giver.

- Sped up the leveling curve so you get to spend more skill points.

- Added a new option to automatically open the vendor buy menu when you stand next to him (default on)

- Kills give +1 score instead of +2 score.

- You get +1 score for every 5 civs/cops that you kill.

- A round win now gives +10 score instead of +20.

- Supply drops now give +5 score instead of +10.

- Survival/Placement gives +1 score instead of +2 score on 10/9/8/7/6/5/4/3/2/1 players remaining.

- Civ missions now give +3 score instead of +2.

- Added a new scorecard that shows your score progress when you hold TAB.

- Civ missions now give either a random perk OR they give +$2000 and +100xp.

- Some civilian missions have been reworked to now focus on cops instead. For example knifing 4 cops, or killing cops with grenades.

- Added vertical auto aim vs cops and civilians.

- Civs now have 50hp instead of 30hp and do a bit more damage (33% instead of 25%).

- Civ kills now give 10xp instead of 5xp.

- The BR circle now shrinks at 2:00 mins remaining instead of 3:00 mins remaining (but shrinks 1.5x faster).

- Supply drops and the heart now begin falling at 1:00, 3:00, 5:00 minutes, and land at 2:00, 4:00, 6:00 minutes.

- Loot now falls every 60s instead of 120s, but half as much each time.

- In squads mode the score chart is now sorted by individual score instead of by squads, and it awards kill coins this way too.

- Bots buy superweapons less often.

- Zombie rezzing is now easier. Heart drops are no longer randomized, but guaranteed to drop a half-heart every 2nd kill.

- Zombies no longer take 2x damage in the red zone, but can no longer cast skills inside it (just as they can't fire guns).

- The red zone is now graphically brightly visible when you're a zombie.

- Replaced the "collect health kits" civ mission with "get quad kills".

- Movement speed while in the air is now 100% instead of 50%


--- VEHICLE CHANGES ---

- You are now 100% immune to enemy bullet damage while inside a vehicle. However the driver can now only fire your gun while the car is stationary

- Vehicles have far less hitpoints than before, but only do 20hp damage to passengers when they explode.

- There is now a 0.8s delay when you enter or exit a car before you can fire your gun. Same delay is applied when you change seats.

- Improved the acceleration and reverse speed on vehicles.

- Reduced the cost of vehicles down to $500 to $1000.

- Added a new cop car called a "Patroller". Left click to turn on the siren.

- Empty vehicles take 50% more damage, and regen 3x faster

- Vehicles will no longer explode you into the air unless you're actually standing on a car (or have done so in the last 1s)

- Vehicles now have a 0.5s buffer from when its hitpoints hit 0 to when it actually explodes and make a cool "whiiirrrrt!!" noise


--- WEAPON CHANGES ---

- Superweapon ammo now only costs $1000 to fully refill instead of $4000, but supers only have 50% as much reserve ammo in them

- Bazooka now does 320hp vs vehicles instead of 200hp.

- Ruger now penetrates players/civs one time.

- Nailgun now pierces up to 3 enemies instead of bouncing bullets.

- Deagle damage is now 17 instead of 15. It does x1.5 damage vs civs and cops.

- Capped explosives at 4 instead of 5, reduce explosives rate of fire.

- Minigun does 23% more damage, but spread goes from 3 to 10 degrees (spray and pray baby).

- Spas damage is now 56 instead of 42, but fire rate is now 120 instead of 144.

- USP damage is now 10 instead of 9

- Blast Cannon damage is now 27 instead of 24, but rof is now 200 instead of 240

- The movement speed gain on weapon perks is now +20/40/60% instead of +15/30/45%


--- CHEMICAL CHANGES ---

- Changed the Synthetic Shop icon to a dollar sign

- Goo Traps will slow civs/cop to 10% speed

- Laser Tripwire duration is now 20s instead of 10s

- Laser Tripwire will fire upon chasing cops instantly, without the 0.5s activation time

- Damage Stimulant now gives +1% crit DMG vs civs/cops

- The activation time for chemicals is now 1.5s instead of 2.5s

- Warp Fields now come with 4 instead of 2 charges.

- Supply Beacon chemical now has 1 charge instead of 2

- Supply Beacon no longer drops a health kit (too OP)


--- SKILL CHANGES ---

- Skill cooldown perks are now -20/30/40% time instead of +30/60/90% speed

- Smoke Bomb has been reworked. Smoke bomb no longer fades your enemies screens to black, but instead makes you invisible as long as you stay inside the smoke.

- Self Repair cooldown is now 2s longer.

- Plasmaball no longer blasts you up into the air

- Blade Fury slashing DPS increased from 50 to 60 hp/s

- Blade Fury no longer disables your weapons upon firing, but it does less damage and bursts after 2s instead of 1s

- Venom now does a flat 10hp/s damage, and the duration grows 2/2.5/3/4s. It used to be a fixed 4s duration with a total 20/25/30/40 damage dealt. Venom is able to kill players yet again and doesn't cap at 1hp.

- Clip Magnet and Ammo kits no longer give less ammo to superweapons

- Radiate no longer disables weapons upon firing, but it does less damage. Duration is 1s longer for all levels

- Radiate now only does 5hp/s damage to self

- Vampirism gives 50% more healing vs civilians.

- Spike Trap does +5 damage per level (30/35/40/50).

- Venom Shot does 2x damage vs civs and cops.

- Shockwave duration is now 6s vs civs/cops

- Skill shot now has a 10% chance to trigger vs civs/cops

- Black Hole duration is now 5s instead of 10s

- Black Hole does extra slow vs civs/cop: 70/50/30/10% speed

- Backtrack healing per level is 40/60/80/100% instead of 25/50/75/100%

- Xray Vision range vs civs/cops is now 20/40/60/100m


--- BUG FIXES & TECHNICAL IMPROVEMENTS ---

- Significant improvements to framerate and netcode warpiness

- Significantly improved pathfinding speed of AI

- Reduced the filesize of the Geneshift install by 800MB

- Improved the loading time and memory usage of the megamap.

- Fixed a bug where you could fire skills while standing on black tiles

- Fixed a bug where rerolling wouldn't work

- Fixed a bug where ex-vendors would have too much HP after a round restart

- Fixed a bug where vendors could offer the same car twice

- Fixed a bug that made zombie AI too aggressive

- Fixed a bug where you would join as a zombie in a coop survival game


40% Discount

Geneshift is on sale this week, so like, subscribe, and smash that buy button. Next version will be focused on gang mechanics and territory warfare!

Have fun!
bencelot