Gene Shift Auto - bencelot
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
Jun 28
Gene Shift Auto - bencelot
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.)

----

[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.
Gene Shift Auto - bencelot
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).
Gene Shift Auto - bencelot
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 <3
Gene Shift Auto - bencelot
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 <3
Gene Shift Auto - bencelot
Hey all, this version places a larger focus on SURVIVAL by introducing the Survivor's Income.

When you're a survivor you will passively gain cash and XP over time. When you're a zombie however, this income is paused.

You can see your Survivor Income growing up the top-right of the screen. The cash and XP shown will be given to you when you get your next kill. Then the income resets and starts counting up again. This means that you don't have to go crazy hunting for kills, as you'll get paid the same rate anyway.

GSA is a Battle Royale and so it should have high-stakes around dying. But previously death only really mattered during overtime. Now death always matters, and the fastest way to farm is to play wisely and focus on quality kills only.

Enjoy!
bencelot

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[SURVIVOR INCOME]

- The Kill Reward is now called Survivor Income, and it now only grows while you're a survivor.

- It will grow at $1200/min in round 1, $2400/min in round 2, and $3600/min in round 3.

- For XP it grows at 120/min in round 1, 240/min in round 2, and 360/min in round 3.

- During overtime it will grow 2x faster, making it extra beneficial to be alive in this time.

- Survivor Income is capped at $9999 and 999 XP. Make sure you get a kill before it caps out or you'll miss out on income.

- Cash and the Survivor Income are now shown up the top right of the screen, near the buy menu.


[ECONOMY CHANGES]

- We no longer lose 10% of our cash on death. Being a zombie and missing income is the new penalty.

- Supply Drops and Rare Loot now give more cash and XP in round 2, and even more in round 3.

- Streak Points now give +$5000 when you hit 5/10/20/30 instead of 5/10/15/20/25/30.

- Vendor upgrades continue to get more expensive up to a cap of $20,000 instead of $10,000.


[GAMEPLAY CHANGES]

- The final 6 players now get +5/10/15/20/25/30 max hp instead of +100/200/300/400/500/600xp.

- Players once again gain +5 max hp per level instead of +10. However there are more health kits in the map to compensate.

- Max health is now capped at 500 instead of 300.


[VENDOR UPGRADE CHANGES]

- Weapon damage now gives +6% instead of +5% per tier.

- Weapon bullet speed is now +25% instead of +20% per tier.

- Weapon rate of fire is now +8% instead of +6% per tier.


[CLASS CHANGES]

- Caster skill vendor upgrades are once again +50%, not +100%.

- Caster's active skills now restore +20% of MAX health instead of a fixed +30hp when cast. They also get +70% cooldown speed instead of +50%.

- Heavy's shield goes back to -3hp below 50%.

- Heavy's health kits drop half as often, but give twice as much health. Easier to use.

- Scavenger passive healing is now +100% faster instead of +150% faster.

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

- Sniper damage at range is now +20% instead of +25%.


[SKILL CHANGES]

- Executioner damage now ranges from 8 to 32 instead of 10 to 40%.


[WEAPON CHANGES]

- Nailgun clip size is now 30 instead of 25.
Gene Shift Auto - bencelot
Hey all, this version adds a new class called Scavenger!

Scavenger is all about looting. If you collect 50 bits of loot in a row without dying, you will hit the jackpot and suddenly double all of that farm. Scavenger also gets free loot for damaging enemies, and can heal much faster by standing still.

This version also changes how the skill upgrades from vendors work. Skill upgrades no longer affect just one individual skill (eg: +20% Firestorm damage), but instead affect ALL skills that apply (eg: +10% to all damage skills). This is cool because we can make synergies. For example Firestorm, Executioner and Radiate all have the +DAMAGE tag, which means buying that upgrade will buff all 3 of them at once!

Other neat changes are the ability to shoot while driving cars and some changes to the economy.

Enjoy!
bencelot

----

[GENERAL CHANGES]

- Class icons are no longer shown during the warmup round.

- Removed the skill stats tracking system that displayed skill medals. These didn't really do anything and added too much confusion. These will be reintroduced in a different way in a later version.

- Daily challenges now give +5000xp instead of +2000 (or +10,000xp if you have Deluxe DLC).


[GAMEPLAY CHANGES]

- 2x as much loot falls into the centre during showdowns.

- Players who join a game halfway through, in R2 or R3 spawn with a tier 1 gun in addition to their USP. Skills are no longer auto-levelled for players.

- When zombies get 4 hearts they will now respawn somewhere nearby, so they can continue their existing fight.

- Players now gain +10 instead of +5 max hp per level, but level up slower and fewer random health kits exist in the map.


[SKILL UPGRADES]

- Skill upgrades purchased from vendors now affect ALL skills, allowing for some cool synergies between skills that share the same tag.

- There are 6 tags you can upgrade: Cooldown Speed, Skill Damage, Skill Duration, Skill Size, Skill Speed, Skill Healing.

- Check the skill tree to see what tags each skill qualifies for. Most skills are affected by multiple tags.

- Vendor upgrades are now more expensive, costing $6000, then $8000, then $10000.


[VEHICLE CHANGES]

- You can now fire guns while driving cars! Doing so gives you +15 degrees of inaccuracy.

- Vehicles have less health and provide a bit less protection to compensate.

- Improved vehicle netcode. It shouldn't rubberband if your car explodes anymore.

- More vehicles spawn in the map and bots drive them more frequently.


[ECONOMY CHANGES]

- When we die, instead of losing 10% of our kill reward, we lose 10% of our unspent cash.

- Missions no longer give upgrades, instead they give a fixed +$3000 and +300xp per mission.

- Getting 5 streak points now gives $5000 instead of 500xp.

- Tightened up the levelling curve, slowing down the rate we level up, and giving new skills on levels 1/2/4/5/7 only.


[NEW CLASS: SCAVENGER]

- Added the 5th class called Scavenger. Scavenger is all about looting the map, getting dangerously close to enemies, but trying to survive. It's 3 perks are:

- Copy Coin: If you collect 50 loot items without dying, you'll duplicate all of them. Dying will halve the amount currently collected.

- Pickpocket: Damaging enemies makes them drop random loot, on a 8 second cooldown. The closer you are the more loot they drop.

- Static Aid: Your passive regen will recharge and heal +150% faster whenever you stand still.


[CLASS CHANGES]

- Heavy's ROF increases by +3% instead of +2% per level.

- Heavy's shield will now also activate when standing still.

- Caster loses the Skill Lottery perk that gave you a level 1 legendary. Instead, the new skill-based vendor upgrades are +50% more powerful.


[SKILL CHANGES]

- All skills have been buffed slightly, by making their level 1 version stronger. For example Vampirism used to give +4/8/12/etc healing. Now it starts at +8/12/16/etc.


[WEAPON CHANGES]

- USP fire rate is now 360 instead of 300

- Deagle DPS remains the same, but now has 25hp x 240 rpm instead of 20hp x 300 rpm (more impactful)

- UZI bullet speed is now 85 instead of 75m/s

- SPAS spread is now 20 instead of 22

- AK47 damage is now 10 instead of 11, but fire rare is 515 instead of 450 (feels better). AK47 recoil is worse.

- Ruger fire rate is now 80 instead of 72

- Barrett fire rate is now 48 instead of 50

- Tasers fire rate is now 360 instead of 300

- Nailgun fire rate is now 900 instead of 720, with damage at 9 instead of 10. DPS is thus 135 instead of 120 (highest in the game!) But the clip size is only 25 instead of 30.

- Seek Rifle rpm is now 400 instead of 360, bringing DPS up to 107 instead of 96

- Minigun clip size is now 50 instead of 40


[BUG FIXES]

- Fixed the max wanted steam achievement (for real this time)
Gene Shift Auto - bencelot
Hey all, hope you had a great new years break. Just a small balance patch.

FYI, these balance changes are based on feedback in Discord, but also on data collected from every player and every match. If a skill gets a higher win rate than average it might get a nerf. Same for weak skills getting buffs. Over the last year I've seen that the skills are getting close to a consistent, balanced win-rate. Yay science!

The other interesting change this version is that rare loot is now visible on the minimap, and gives more XP too. It will show with a little question mark icon, giving players a new type of objective to fight over.

Enjoy!
bencelot

----

[GENERAL CHANGES]

- The score chart now automatically displays between rounds.

- Warmup rounds are a bit faster.

- Changed the colour of enemies from red to slightly purplishly red.


[GAMEPLAY CHANGES]

- Pressing E on regular civilians now makes them follow you.

- When a zombie picks up their 4th heart piece, they will remain for another 0.5s before they revive. This gives time to pickup other loot.

- Rerolling now costs $2000 for regular drafts and $5000 for boosted drafts. However, if you reroll on a boosted draft you are now guaranteed to get that same rarity after rerolling.

- Rare loot crates now give an extra +100xp and show up on the minimap when they're active.

- Heart fragments now give +50xp instead of +20xp for survivors. However, they no longer drop on kill for survivors.

- Players now get 10 instead of 5 score per level up.

- The skill point leveling curve is now 15% slower.

- Our second legendary skill appears at level 12 instead of 15.

- Bots are less accurate with snipers and M4A1.


[CLASSES CHANGES]

- Assault no longer has +20% bigger shifts, nor does it reduce combat slowdown. Instead, Assault has a new perk which makes it reload weapons +70% faster.

- Sniper's bullets now have +20% range instead of +5m range (+20% works out to +10m range on normal rifles).

- Heavy's health kits appear 20% instead of 15% of the time, and will pop out directly behind you if possible, also more consistently.

- Caster no longer gains extra cash or XP from kills. Instead skill draft rerolls are 50% cheaper ($1000 instead of $2000, or $2500 instead of $5000 if boosted).


[SKILL BUFFS]

- Self Repair takes 2.0 instead of 3.0s to heal

- Illicit Income gain per wanted level is +3% instead of +2% per level

- Cluster Bomb throws nades 0.1s more frequently

- Force Fields bounced bullets deal 10% more damage and steer a bit faster

- Blade Fury slashing damage is now 100hp/s instead of 60hp/s

- Invis only does reduced damage for 0.7 instead of 1.0s

- Rambulance post-vehicle healing duration is now 5s instead of 4s, and regen is +5hp/s for all levels

- Shockwave cooldown is 2s faster for all levels

- Medical Supplies now fires loot at you from player kills too


[SKILL NERFS]

- Vampirism healing gains 4% instead of 5% per level

- Clip Magnet seeking is 2 less per level

- Proximity Rounds charging range is now 30 instead of 40m

- Bullet Time slows enemy bullets down to 20% instead of 16% speed, and doesn't seek as much at higher levels.
Gene Shift Auto - bencelot


NEW CLASS SYSTEM
Choose your champion!

This version adds a long awaited class system. There are currently 4 classes, but more will be added next version. On the loading screen you can choose to play as Assault, Sniper, Heavy or Caster. Each class has 3 powerful perks, which creates a unique playstyle that combos best with the various skills and weapons in the game.

Everyone's class icon is shown above their heads, allowing us to see what others are playing and counter them. There is a subtle rock, paper, scissors mechanic amongst the classes too.

For example, the Sniper class deal extremely high damage bullets - but only at range. So charge up close to counter them! The Assault class moves extra fast and can close the gap easily, making Assault a natural counter to Sniper. However Assault is countered by Heavy, because Heavy has a shield perk that reduces all enemy bullet damage by 3, which really harms the high ROF guns that the Assault likes to use. Sniper rifles however blast right through this shield, and so Heavy is countered by Sniper.

And then there's Caster doing his own thing, spamming active skills all over the place.



4 NEW CLASSES
These classes replace the old Perk system. The old perk system had solid perks in it, but the system itself was too confusing and static. It was too much effort to think up a new combo between matches, and so we mostly just stuck with the same old perks game after game. Classes take the best of the old perks, tweak them a bit, buff them a lot, and make it extremely convenient to change classes between matches. With a single click you can try a whole new playstyle each game! Here are the perks of the new classes.



ASSAULT PERKS (Movement & Aggression)
- Super Shifts: You can fire your weapon while shifting, and your shift distance is +20%.

- Run & Gun: Move +15% faster. You also won't slow down as much when firing your guns.

- Death Fueled: Gain +10hp/s for 10s whenever you kill an enemy player civ or cop.

SNIPER PERKS (High Damage at Range)
- Rifle Range: Bullets gain damage the further they travel, dealing up to +25% damage at 70m. Also gives +5m range.

- Black Market: You can purchase tier 2 and 3 guns 1 round earlier.

- Backup Bomb: Whenever you throw an explosive you'll throw another one for free shortly after.

HEAVY PERKS (Huge DPS, but Immobile)
- Crisis Cover: Enemy bullets deal -3 damage to you whenever your health goes below 50%.

- Final Focus: Gain +30% rate of fire and +30% bullet speed whenever your health goes below 50%.

- Beaten Heart: Gives a 15% chance to drop a +20hp health kit whenever you're hit by an enemy bullet.

CASTER PERKS (Yer a Wizard Harry!)
- Active Healing: Active skills have -30% cooldown time and instantly heal you +30 health when cast.

- Skill Lottery: At level 1 you will see 2 Epic skills in the draft.

- Flashy Finish: Gain +$500 and +50xp from each kill. This is doubled if you kill with non-bullet damage.



LEVEL UP CLASSES & GET SKINS
We can level up our classes too. Whenever you earn trophies at the end of the match (based on your placement) you'll make progress towards your chosen class. When you get enough trophies you can level it up, which gives you some currency but more importantly unlocks new gun skins.

There are 35 new cosmetics added to the game. This includes a "Silver" skin for every gun, and a few "Golden" skins for the most popular ones. As your total class level increases you'll gain access to new skins, until every gun is shimmering in either silver or gold.

Due to the camera angle, characters appear quite small in GSA, and the guns appear even smaller. To solve this, every gun skin has a huge bright glow, simulating the blue moonlight reflecting off the gun's barrel - or the "sunlight" if you have a golden skin.



REROLLING SKILL DRAFTS
Another huge change - there is now a REROLL button in the skill draft. Whenever you level up you'll see 2 new skills. But you now have a 3rd option to spend $1000 to reroll the draft and see 2 other skills instead. You can keep clicking this until you find a skill that works with your build.

This gives cash an interesting new use, and if you're trying to create the perfect skill build you might spend MOST of your cash on rerolling. But if you're more versatile and can make any skill work, then you can save your money to buy bigger guns instead. This system subtly rewards players who have mastered all the skills in the game, and are able to adapt to anything they're given.



NO MORE SKILL DISABLING
It is no longer possible to disable skills in the skill tree.

This feature had good and bad points. The good: It was fun to be able to create a unique build by disabling skills, and it was also nice to avoid skills that you didn't like. The bad: It was a fairly tedious requirement to do this if you wanted to play competitively, because you just had to copy the meta skills and play nothing else. Not only was it a pain to have to manually disable all of the other skills, but it just made the game stale where all the top players were using the same 18 skills over and over again.

GSA is a PvP roguelite, and 18 skills just doesn't provide enough variety to do "roguelite" justice. Now that rerolling exists we have a way to skip the skills we don't like. And now that classes exist, we have a way to choose our playstyle between matches too. So disabling skills is gone, and with everyone now using all 54 skills the game feels more fresh and roguelitey than ever before!



PROGRESSION CHANGES & WHAT'S NEXT
Our account level is now calculated in a different way, which means that your level number might be a bit higher or lower than before. It is now exactly 10,000 xp per level. Also, Skill Coins have been renamed to ACID.

This is in preparation for a complete progression rework that will come out next version. This rework will capture the fun of skill build creation in a far more intutive way, and without the staleness of the old build system.

For a sneak peak at what's to come, next version we will earn "Flasks" whenever we level up our account, and combine that with ACID (skill coins) to earn DNA on our skills. With enough DNA we will be able to equip our skills to our skill build, in either the Rare, Epic or Legendary slots.

This will become the main progression system and there's a lot more to it, but the details can wait till next version when it's actually released. If you're curious though come ask in discord!

Anyway, come online to try out the new classes, and have a great Xmas!
Ben.



FULL CHANGELOG

[DELUXE EDITION DLC CHANGES]
- Getting the DLC now gives you an instant +10,000 ACID. All existing DLC owners have had this added to their accounts.

- Daily Challenges now give 2x XP as well as ACID for DLC owners.

- 17 of the 35 new gun skins are exclusively reserved for DLC owners.

- The Supporter's medallion is no longer shown next to DLC owner's health bars in-game (as that shows the class icon now instead).


[OTHER GENERAL CHANGES]

- Removed the Trophy Challenge for now (The +200 ACID from class level ups does this better).

- We no longer earn ACID at the end of each match (Again, class levels ups do this better, as more trophies = faster class level ups).

- Tweaked the ACID values from daily challenges, to offset the extra ACID earned from weeklys and class level ups.

- Improved the graphics in the map, making it night time.

- Your most actively played class now shows next to your name in the leaderboards.

- At the start of each month, you'll now earn ACID based on your previous months rating (50% of the rating, rounded down to the nearest 250).


[GAMEPLAY CHANGES]

- Added more jump pads to the map.

- Removed the ability to guarantee skills and disable skills. Instead we can now reroll skills for $1000.

- If you reroll a rare or epic draft, you might not see boosted skills after you reroll. But the game WILL remember that you are "owed" that epic and will try give it to you later.

- Removed the perks system entirely. All players now have access to all 4 classes (which don't have to be unlocked like perks did).


[SKILL CHANGES]
- Regeneration healing rate is improved, but it is now disabled for 1s after firing your gun.

- Rambulance now heals you for 3s after you exit a vehicle. Healing ranges from 5 to 35 hp/s.


[SKILL BUFFS]

- Force Field no longer makes you move faster. Instead it will bounce enemy bullets back at them for 10/20/30/40/50/60/70% damage

- Venom cooldown is faster at low levels and deals +5 hp damage.

- Shockwave restores +1 hp per bullet at all levels.

- Blade Fury can once again hit the same enemy up to 3 times instead of 2 times.

- Invis reveal range is only 10m instead of 15m, and damage penalty 70% instead of 50%.

- Skill Shots non-bullet damage ranges from +5 to +35% instead of +4 to +22%.

- Energy Vortex has +4 hp/s lifesteal for all levels.

- Armed Robbery has a higher chance of dropping hearts and upgrades (+5% for all levels).

- Soul Drop trigger height is now 5m and cooldown only 5s instead of 6m and 6s.

- Radiate duration now ranges from 2 to 5 instead of fixed at 3.

- Mirror Image clones do +5% damage across all levels, but cooldown is now 15s instead of 12s.

- Beefcake now gives +12 instead of +10 max hp per level.

- Shrapnel damage now ranges from +15% to +105% instead of +10% to 70%.

- Arcane Power damage now increased by 8 instead of 7 per level.

- Proximity Rounds charge time now ranges from 4.5 to 1.5 instead of 4.0 to 1.0s, but has a 40m charging radius instead of 30m.

- BackTrack health restored is now 40 to 100% instead of 15 to 100%.

- Shift Supply now also increases shift distance by +10/15/20/25/30/35/40%.

- XRay Vision range is now 100 to 600 instead of 50 to 350.


[SKILL NERFS]

- Clip Magnet seeking now ranges from 8 to 20 degrees instead of being fixed at 20, but the recharge time is a bit faster to compensate.

- Executioner damage now increases by 6% instead of 8% per level.

- Self Repair takes 3s instead of 2.5s to fully heal.

- Blade Mail protection now ranges from -6% to -42% instead of -10% to -50%.

- Bullet Time cooldown is now 20 to 14s instead of 20 to 8s.

Nov 13, 2023
Gene Shift Auto - bencelot
Heyo, this is a small patch to make showdowns cleaner.

A recent change made it a bit too easy for zombies to respawn, especially if there were a lot of skilled players in the server who knew how to move fast. This made the final showdowns a bit too chaotic and a bit of a coin flip to see who would win.

So to make showdowns more clean between the final survivors, zombie respawns are harder. Killing another zombie now only drops 1 heart piece, and they no longer drop the amount they were carrying. We also require 4 instead of 3 hearts to respawn. To compensate for this, we no longer lose our hearts when we die (which was a bit frustrating anyway).

Enjoy!
bencelot

----

[GAMEPLAY CHANGES]

-Zombies no longer lose their heart progress when they die. But they now require 4 hearts to rez instead of 3.

-Killing an enemy zombie now drops exactly 1 heart. It doesn't drop extra fragments based on how many they've collected.

-Added green bubble visual feedback for all healing skills

-During overtime, the poison gas deals increasing damage based on your time inside it, and this rate is now remembered until you die.

-Tweaked the order we unlock boosted skills. Instead of getting a legendary on level 5, and rares/epics on 8/11/14/17. We now get our legendary at 6 and get rares/epics at 5/10/15. If you reach level 20 you'll get a second legendary.

-Whenever we see a brand new legendary or epic in the draft, we only get 1 draft option (in the next major version, we'll be able to unlock boosters that let us control these)

-Fixed a bug where you couldn't reload if you have only fired a single shot of your gun

-Your existing skills now show when you are offered new skills

- Map spawns 18 instead of 20 vendors

- Flare gun now deals 10hp flame damage for 1s

-Added 3s extra to the end of each round to collect loot


[SKILL CHANGES]

-Radiate impact radius is 20m instead of 16m

-Stimpacks can no longer heal you in the poison gas

-Flying Dagger now works for zombies.

-Flying dagger damage now ranges from 70% to 100% instead of 105% to 135%

-Force Fields burst damage is now 30 instead of 20

-Clip Magnet now shows a green seeking halo when you have available bullets
...

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