Update 0.7
Nine new abilities and damage types!
Damage Types
Implemented Poison Damage (Toxin Grenade, Hornet’s Sting)
Ignores armor and damages health directly.
Deals 1 damage to health every 0.5 seconds for 5 seconds.
Can stack up to 4 times for a maximum of 4 damage every 0.5 seconds.
Can be cured and prevented with abilities.
Implemented Burn Damage (Thermite Flash)
Damages health and armor simultaneously ticking every 0.5 seconds for 3 seconds.
If armor > 0:
Deals 6 damage per tick to armor and 3 damage per tick to health.
If no armor:
Deals 4 damage per tick to health
Cannot stack.
Can be cured and prevented with abilities.
Lethal Abilities
Implemented Thermite Flash
Throw a grenade that sticks to enemies and surfaces, dealing scaled damage on detonation and causing burn damage.
The damage formula when enemy armor is less than 80 is DamageDealt = 0.75(EnemyArmor) +20
Also flashes enemies within the blast radius and emits light.
Implemented Toxin Grenade
Detonates 0.7 seconds after impact, releasing a toxin that deals poison damage.
Implemented Jolt Grenade
Chains 45 damage between clustered enemies upon detonation, dealing more damage
Implemented Crunch Grenade
Creates a mini black hole that briefly restrains and launches enemies after detonation, dealing 90 damage.
Tactical Abilities
Implemented Apparition
Grants invisibility for up to 9 seconds with increased movement speed. (Cannot fire weapons while invisible. Nameplate and weapon invisibility are WIP.)
Implemented Nanite Boost
Restores 40 armor and 20 health to yourself and nearby teammates.
Passive Abilities
Implemented Armor Leech
Restores 25% of the damage dealt as armor.
Implemented Predator
Highlights damaged enemies and shows their footsteps. (Glow effect improvement in progress.)
Implemented Stalker
Reduces presence on enemy radars.
We're excited to bring you these updates and look forward to your feedback as we continue to improve the game!
Join the conversation and stay connected!
Control the Chaos: Master the Mayhem