{"id":"2Ugdq67zQr","url":"https://pastebin.ca/2Ugdq67zQr","raw_url":"https://raw.anybin.ca/2Ugdq67zQr","visibility":"public","access":"public","created_at":1781225006703,"expires_at":1781829806703,"fetch_limit":null,"fetches_used":0,"reads_remaining":null,"size_bytes":4990,"syntax_hint":null,"title":null,"filename":null,"change_note":null,"cipher":null,"cipher_meta":null,"parent_id":null,"root_id":"2Ugdq67zQr","version":1,"owner_id":null,"recipient_id":null,"body":"Improved Mission Timer\nWe've updated the mission timer to better communicate what's happening during a run.\n\n    Overall clearer timer feedback and readability\n\nThe last section is now visually distinct to communicate urgencyOptional numerical countdown showing exactly when Reaperworms will appear\nAssault Pace Selection\nYou can now choose your preferred Assault Pace directly from the mission map. These impact the time you have to complete each level and mission XP rewards. Base reward values have been adjusted to accommodate the changes. We have also added new Tasks in the OpsCom terminal for each Pace.\n\n    Cautious – Lower time pressure\n\nStandard – Current experienceReckless – Higher time pressure\nR.E.P.D. Upgrading Improvements\nUpgrading at the R.E.P.D. has been streamlined. Both with Expenite and Spectre Cores. \n\n    When an upgrade becomes available, a button will appear on the R.E.P.D.\n\nAny Reclaimer can press it to initiate the upgrade processAn upgrade link will be established with all Reclaimers, regardless of their location\nNegotiated Upgrading Rework\nWe've made several improvements to upgrade drafts and player choice. We have been greatly enjoying these changes ourselves and are excited for you to try them out.\n\n    When a player selects an upgrade, it is replaced with a new option, ensuring everyone gets the same number of choices\n\nThe \"Skip for Health\" option has been removed but Health upgrades now appear alongside all other upgradesAll upgrades within a draft now share the same rarityWe have also tweaked many of the existing upgrades, changing some of them extensively and removing others to make every choice feel exciting and worthwhile. This will be an ongoing process and we are also working on new upgrades that will be added in later updates.\n\nNew Weapons\n\n    Trident – Direct Energy Shotgun\n\nA new weapon from the makers of the DRAK 25 the Trident offers two firing modes. Standard fire is a semi-automatic 3-shot blast. While holding down the trigger will charge up a massive barrage for dealing with groups of targets.\n\n    Corrosive Sludge Pump – Heavy Weapon\n\nCover the corespawn with sticky corrosive goo. Offering a mix of crowd control and continuous damage over time. The mixture is also very potent at melting enemy armor. The weapon can be charged to lob a large projectile saturating an area in corrosive sludge.\n\nNew Enemy\n\n    Voidkin Drifter – A brand-new flying threat to expand the combat variety. Highly mobile and hard to hit, the Drifter will only stop to charge up its attack. While the Void Bolts it launches may be relatively slow they pack a heavy punch, so watch out and don’t get surrounded.\n\n\nNew Risk Vectors\nWe have added 3 new Risk Vectors to the pool, one negative and two positives.\n\n    Drifter Surge - Bring in groups of the new Voidkin for you to battle\n\nBio-Booster - Adds a second Bio-Booster to the levelWork Bench - Adds a second Work Bench to the level\nNew Mining Constructions\n13 new mining constructions are being added to facilities, bringing greater variety to facility exploration. Final count will depend on how many more we get done over the following days.\n\nNew OpsCom Deployments and Tasks\nWe have added 2 new deployments to the OpsCom terminal. Both allow progression without requiring total mission success.\n\n    Eliminate Corespawn -Tracked as a team and not individual kills\n\n[\n12:22\n]\nThe Claw\n:\n\n    Clear Facility Levels - Sometimes just making it one level deeper is a hard-fought win.\n\nWe have also added 3 new Tasks, one for each Assault Pace.\n\nWeapon Balance\nWe're making a broad pass on weapon balance to create a more consistent difficulty floor across the game.\n\n    All starting weapons are now common but come with 2 attributes\n\nWork Benches now have a chance for offering higher rarity weaponsHeavy Weapon Crates now have a wider rarity rangeIndividual weapons are getting balance tweaks as well but this will be an ongoing process and feedback is always appreciated.Additionally, several harder-to-master weapons (like the Shock Striker and Devastator) have been moved from the Starting Weapon Pool to the Workbench, allowing new players to ease into the experience more naturally.\nMisc\n\n    An additional Munitions Crate has been added to each Facility level to improve ammo economy\n\nMore Red Sugar has been added throughout the caves to help offset the removal of \"Skip for Health\"Free Leaf Lovers at the barNew Tracks for the Jukebox: Disco, Smooth Soul, Funk, SoulStacking of enhancements for better overview in Loadout TerminalAuto-equip highest tier enhancements when unlocking new enhancementsAutosprint toggle in OptionsA whole bunch of bug fixes and optimizations\nNote\nThe new Core Biome is a bit delayed but should get added in a few days.\nAlso the Cheat Terminal in the Ramrod is currently borked 🙁 \n[\n15:36\n]\nThe Claw\n:\n:pickaxe: Update 1.1 - Build: 145191@Rogue Core Experimental :pickaxe:\n\nCheat Terminal now works.\nThat is all.\nRock and Stone!"}