Build 250 is now live on Steam. Servers will update over the next few hours, and Steam will update your game automatically. Build 250 contains lots of balance changes!

All these changes mean that there’s stuff to learn. Over the next few days, we will be releasing lots of videos, blog posts and tutorials to help you learn all about what’s going on!

Resource System

Changed more extractor health to armor to be easier to weld up

Minimum team resources when no RT active (counts as 0.5 active RTs)

Removed “no res while dead” rule

Reduced personal resource income per RT from 0.125 to 0.1

General

Reduced harvester cost to 8

Drifters can now clear marine ghost structures

Removed medpack cooldown from marine commander UI

Marines have now a medpack pickup delay

Removed vision obscuring effect of gorge spit

Fixed GL not dealing full damage on direct hit

Reduced exo armor to 280, down from 400

Increased exo armor upgrade to 45, up from 40

Changed puncture player damage scalar to 1.5 (was 1.25)

Reduced phase tech and observatory cost to 10 t.res (were 15)

Disabled gradual melee attacks

Added concept of “soft targets” which let bullets and melee attacks go through (affects Drifters, MACs, Hallucinations)

Added additional 6 second respawn time when rejoining a team, suiciding or when killed by a death trigger

Movement code rewritten

Anti Spam

Increase crag, shift, shade cost to 15 (was 10)

Increased Crag/Shift/Shade health and effectiveness by 50% (In line with cost increase).

MACs and Drifters are no longer able to attack

Resource towers and command structures will now block re-creation for 5 seconds after destruction

Added supply limit for specific units (200 max per team)

MACs can no longer weld each other

Multiple MACs are no longer able to weld the same target

Crags no longer stack their healing with each other and can heal a maximum of 3 targets at once

Shift energize no longer stacks

Marine Tech Tree

JP and single gun Exos are now available at 1 command station

Mines tech research cost has been decreased to 10 resources (down from 15)

Reduced robotics factory to 10 resources (was 15)

Reduced upgrade to ARC robotics factory costs to 5 (was 10)

Nano shield is now a research at command station

Arms lab no longer requires an armory

Welders no longer require a research

Added small self weld when welding a structure or a player

Grenade Launcher and Flamethrower are now immediately unlocked once an armory is upgraded

Exosuit

Reduced exo cost to 40 (60 for dual minigun)

Rxos can now be nano shielded

Rxosuits can now use their thruster horizontal (use shift)

Reduced exo thruster cool down reduced to 2.5 seconds

Increased exo base speed to 6, up from 5

Reduced claw damage to 30

Miniguns now profit from weapon upgrades

Toned down dual minigun damage to 70%

Reduced vision obscurring effect from bilebomb on exo HUD

Flame Thrower

Increased base damage

No longer benefits from weapon upgrades

Increase flame thrower magazine size to 50

Removed flame thrower damage ramp up

Reduced flamethrower weight

Flamethrower can now burn up bile/whip bombs and disables enemy structure functions

Flamethrower can now burn up drifter clouds

Grenade Launcher

Increased base damage

No longer benefits from weapon upgrades

Reduced grenade launcher cost to 15

Increased grenade launcher reserve ammo to 28

Whips no longer whack grenades

Shotgun

Increased shotgun rate of fire by 18%

Reduced base damage to 170

Adjusted shotgun spread

ARC

Reduced ARC build time from 10 to 7

Reduced robotics factory upgrade time from 40 to 20

Reduced ARC movement speed by 33%

Reduced ARC movement speed by 70% when in combat or on infestation

ARCs are now properly affected by shades ink cloud

Reduced ARC splash radius to 7, down from 10

Marine General

Marines can now build on infestation (25% slower)

All marine structures take damage to armor while on infestation

Reduced health/armor of Phase Gates to 2500/300 (down from 2700/450)

Marines can now always sprint (no more fatigue)

Added ability for marine commander to temporary power individual structures

Amories no longer heal armor

Increased jetpack cost to 15 (was 10)

Removed MAC EMP

Extractors and command stations can now be parasited

Increased spawn time to 8 seconds (was 7)

Alien Spawn

Each alien has individual spawn timer (10 seconds)

An egg is generated every 13 seconds (6.5 seconds for 12 player)

Each hive can have max of 3 eggs (6 for 12 players)

Hives have now the hatch ability (2 eggs for 5 t.res)

Whip

Increased whip bomb splash radius to 6 meters (was 3) and reduced damage by 50% (down to 600)

Whips can automatically bombard once they are matured

Reduced whip cost to 10 (was 15)

Whips will now root and unroot automatically

Alien Tech Tree

Personal upgrades scale now cost depending on life form (0 for skulk, 2 gorge, 3 lerk, 5 fade, 8 onos)

Reduced life form cost to compensate with new upgrade cost (5 gorge, 25 lerk, 40 fade, 60 onos)

Add bio mass: every structure grants bio mass which increases the health of life forms

Scaleable upgrades (for example build a maximum of 3 shells to get maximum efficiency for carapace, regeneration), 20 res per structure

Celerity works now in combat and increases max speed by 1.5 m/s

Regeneration works now in combat

Adrenaline increases max energy and regeneration rate by 10% per level

Added new shade upgrade which shows enemies and their health (Aura)

Merged silence and camouflage (Phantom)

Fade

Swipe damage down by 16%

Fades are a bit easier to see during blink

Blink is now always researched

Shadowstep does not add any momentum anymore and can be researched with biomass level 5

Increased range / accuracy of fade vortex ability

Disabled fade double jump

Lerk

Spores are now tier 3 and bigger / cheaper to use.

Umbra is now available at bio mass 3 (was 3 hies before) and damage reduction has been reduced

Fixed weapon switch delays (umbra to bite and spores to bite)

Onos

Changed stomp to affect marines in a radius rather than being a shockwave

Onos movement won’t be blocked by skulks, gorges and lerks anymore

Reduced gore range

Reduced gore damage to 100

Gorge

Hydras are now flamable

Increased gorge build rate

Skulk

Skulk moves now faster on walls

Xenocide cant be cancelled anymore

When dying by xenocide, skulk respawn time is reduce by 6 seconds

Infestation

Cysts will block recreation in the area when destroyed for 4 seconds

Cysts will autobuild once their parent is contructed

Increased cyst build time to 4 seconds, removed cool down

Increased cyst range and infestation radius

Infestation receding is now twice as fast than growing

Gorge tunnel entrances create now infestation when the other side is infested

Drifter

Drifters can now be created during the hive is researching

Reduced drifter cloud costs to 1 (was 2)

Drifters unlock triggered abilities (shade hive: hallucinate, shift hive: storm cloud/movement speed, crag hive: mucous membrane/heals armor)

Moved hallucinations from shade to drifters: every alien in effect range generates a hallucination, controllable by the alien commander

Alien General

Crag, shift and shade can now always be build and can move

Chamber triggered abilities require now the correct hive type

Allow aliens to change upgrades (min gestation time 5 seconds)

Alien structures auto build rate is reduced by 70%, drifters speed up build time to normal rate

Cloaked players are always slightly visible

Regeneration works now in combat (5% of max health every 2 seconds)

Rupture can now be cast directly on infestation, like bonewall

Added echo harvester to shift

Added echo gorge tunnel to shift (only on infestation)

Enemies are outlined with parasite only (damage will no longer trigger it)

The normal gestation time is applied when using a pre-evolved egg instead of just 2 seconds

Shift echo ability no longer requires maturity

Adjusted shade ink ability duration and cool down to allow arcs to fire once between successive use of ink clouds