Humans
勢力推移
上=バフ、下=ナーフパッチ履歴
- ≈🎨VisualMacheteanimations—→improved
Improved 3rd person animations for the machete.
visual
- ▼🎯BehaviorClimbingGTTC-Falls atriumallowed→prevented
Prevented humans from climbing cliffs inside the GTTC-Falls atrium to stop exploits.
behavior
- ▲🛠QoLSprintanimation blending
Human sprint animation blending is now more responsive, improving the feel of movement.
Improved responsiveness
- ▲🎯BehaviorHold Sprintauto-resume—→Added
Humans with 'Hold Sprint' enabled will now automatically resume sprinting after firing if the button is still held.
QoL for sprinting while shooting
- ▲🎯BehaviorMeleefallback attack—→Normal Knife
Humans now automatically use their normal knife melee if they lack the stamina for a heavy melee attack, preventing dead inputs.
behavior
- ≈🐛Bug fixMeleeattack priorityInterrupts→Does not interrupt
Fixed an issue where light melee attacks would incorrectly interrupt heavy melee attacks.
behavior
- ▲✨NewVoice Commandscommands—→Added
Humans can now use 'Call For Help' (Z) and 'Call To Follow' (C) to coordinate with teammates.
Utility
- ▲🎯BehaviorNetgunreload—→Auto
Added auto-reloading for the Netgun for smoother gameplay.
QoL
- ▲🎯BehaviorAR Grenadereload—→Auto
Added auto-reloading for the Assault Rifle Grenade firemode.
QoL
- ▲🔁ReworkTranq Pistolfire modeSemi→Full
Tranq Pistol now supports continuous fire while holding Mouse1.
QoL
- ▼📊NumericHand Grenadeblast radius350→220 units
Significantly reduced the blast radius of Hand Grenades.
Balance
- ▲📊NumericLandminelifetime45→90 s
Doubled the lifetime of Landmines.
Longevity
- ▲📊NumericSensor Minelifetime45→60 s
Increased the lifetime of Sensor Mines.
Longevity
- ▲📊NumericAssault Rifle Grenadeblast radius160→250 units
Increased the blast radius of the AR Grenade.
Balance
- ▲📊NumericDynamitedamage—→800
Increased Dynamite damage to 800.
- ▼📊NumericDynamiteexplosion radius—→Decreased
Decreased the explosion radius of Dynamite.
- ▲📊NumericImpact Grenadedamage/radius—→Increased
Increased both damage and explosion radius for Impact Grenades.
- ▲📊NumericMolotovinstant hit damage60→180
Significantly increased Molotov instant hit damage from 60 to 180.
- ▲📊NumericFlamesawchainsaw damage240/sec→260/sec damage/s
Increased Flamesaw damage from 240 to 260 per second.
- ▲📊NumericChainsawoverheat time2.5s→1s s
Reduced chainsaw overheat time from 2.5 seconds to 1 second.
- ▲📊NumericDouble Barrel Shotgunprimary fire damage—→Increased
Slightly increased primary fire damage for the Double Barrel Shotgun.
- ▼📊NumericDouble Barrel Shotgunsecondary fire damage—→Decreased
Decreased secondary fire damage for the Double Barrel Shotgun.
- ▲📊NumericDouble Barrel Shotgunspread—→Decreased
Decreased spread for the Double Barrel Shotgun, improving accuracy.
- ▲📊NumericDefault Shotgunprimary fire damage—→Increased
Increased primary fire damage for the Default Shotgun.
- ▲📊NumericDefault Shotgunspread/falloff—→Decreased
Decreased spread and falloff damage for the Default Shotgun.
- ▲📊NumericSPAS12primary fire damage—→Increased
Increased primary fire damage for the SPAS12.
- ▼📊NumericAssault Rifle Grenadedamage400→300
Decreased Assault Rifle Grenade damage from 400 to 300.
- ▲📊NumericDesert Eaglefiring delay0.85→0.75 s
Decreased Desert Eagle firing delay from 0.85 to 0.75 seconds.
- ▲📊NumericDual Coltsfiring delay—→Decreased
Slightly decreased firing delay for Dual Colts.
- ▼📊NumericSprintstamina consumption5→6.5 per second
Increased human sprint stamina consumption rate from 5 to 6.5.
- ▲📊NumericJumpstamina cost14→7
Decreased human jump stamina cost from 14 to 7.
- ≈🎨VisualDynamiteexplosion effect—→Updated
Updated the visual effect of Dynamite explosions.
- ▲📊Numericmeleecrit multiplier—→Increased
Increased critical damage for melee attacks.
- ▲🎯BehaviorMolotovdirect hitno fire→ignites
Molotovs now set enemies on fire on direct impact.
- ▲📊NumericFlamesawflame damage2→2.5
Increased damage of the Flamesaw's flame.
- ▲📊NumericDual Coltdamage46→50
Increased damage per shot.
- ▲📊NumericDesert Eagledamage95→105
Increased damage per shot.
- ▲📊NumericM9 Pistoldamage50→60
Increased damage per shot.
- ▲📊NumericAR Grenadedamage315→400
Increased grenade launcher damage.
- ▼📊NumericDBSfire rate0.6→1.12 s
Increased time between shots (slower fire rate).
- ▲📊NumericMedkituses5→15
Increased number of uses for throwable medkits.
- ▼📊NumericMedkitheal rate50/s→10/s HP/s
Significantly reduced the healing speed of throwable medkits.
- ▲✨NewPassive Meleedamage—→50
Every human class now has a passive knife attack (Middle Mouse Button) dealing 50 damage.
All humans now have a knife.
- ▲📊NumericPassive Meleedamage multiplier1x→2x
Trapper deals double damage with the passive knife against netted or stunned enemies.
Trapper bonus.
- ≈🔁ReworkADSinputVariable→Secondary Fire
ADS is now always the secondary fire; weapons with existing secondary fires no longer have ADS.
Standardized ADS.
- ▲✨NewThrowablesheadshot damage—→Added
Added headshot damage multipliers for certain throwables like the Hatchet.
e.g. Hatchet.
- ≈✂️RemovedNetgunmelee secondaryActive→Removed
Removed the Trapper's melee secondary fire for the Netgun in favor of the new passive melee system.
Replaced by passive melee.
- ▼✂️Removedmelee attackAdded→Removed
Removed the human melee attack which had been accidentally added to the game.
Accidental feature removal
- ≈🎯Behaviorscoping logic
Improved network logic for scoping and unscoping weapons.
quality
- ≈🐛Bug fixCommando Rocketvisual effect
Fixed an issue where the rocket effect would linger under certain conditions.
bugfix