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The minor buffs being health regeneration used to auto-heal to 3 bars and as Rednvss said it now it heals to 100%, and a bunch of new ammunition types.
The major buff we got is equipment slots. Before you could only have one wearable piece of equipment at a time: Gas Mask, Radiation Suit, Blade runners, or Jet Pack. Being able to now have Blade runners and Jet Pack at the same time (and used with ground slide) our speed and maneuverability has greatly increased. Making it easier to avoid enemy attacks, and move quicker through environmental hazards.
The Flying Crab Spawner got a bit of a buff, and I think the alpha spitters got a health nerf.
to be honest I think the they got a bit easier because now if I just run up to them often they wont even see me before have two wacks in on them. Spitters and hogs I often can kill before they even react to my presence. The evil cats however usually are maneuvering towards me even before I even know they are around.
What I do find a little more difficult are those bee things...cant think of their name but they are not easier as before as they just keep sending more and more until you just charge in tank them long enough to kill the spawner.
so the spitters and hogs are not much harder, possibly even easier due to their slow reaction times. the cats (stingers) are about the same and the crab/bee thing is probably the only thing that is more challenging
Large and elite spiders jump higher and seem more aggressive.
Spitters lost that multiple warhead volley, which was ridiculously OP occasionally.
4 types of both alpha and "junior" spitters for different locations instead of 2 types of alpha and 1 juniour.
Flying crabs as mentioned above
Much more diverse and powerful weapons, including boom box.
Respawn at a much lower radius from buildings and rails, power lines and conveyors don't stop respawns. In other words, where they could go extinct, not likely now.
Carcasses worth points.
gaz is still toxic without a gazmask, although in some areas you might run in & run out
but irradiation seems moot, after multiple restarts this one I can literally walk in irradiated areas as if nothing was there, take a hard drive & get out, no need to hurry
new large arachnids are very much dangerous though (without the use of new weapons)
one thing that has become less hazardous but used to be my #1 cause of death was falling. I think part of that is due to me being more skillful at not running off hidden cliffs because I know the map better but also if you are at full health you can no longer insta-death due to fall damage. You will always survive with half a bar of heath so long as you hit the ground with full heath no matter the height. That alone is in the "got easier category" for me.
+ can also fight in radiation ....
as for fall damage, now you can have parachutes constantly available with you as well as boots so yeah definitely less dangerous
I remember the first time I tried to mine a uranium deposit.,...it killed me within seconds as soon as it was in my inventory when it was doing little damage standing next to it.
my memory of these events might be hazy as this was like 5 updates ago.
Actually I prefer the style of optional combat the game has by default...nothing is attacking my base and only threats are when I enter areas when fauna is already living peacefully and ruin their day showing up and blocking the scenery.
As for the radiation thing. I did find that update 4 made some unspecified change to radiation levels of uranium ore but patch notes are vague as to what changed. and in 4.0.11 I think they balanced the calculation of all radioactive products to more align with the production chains in use which applies mostly to radiation put out by machines processing the materials rather then the raw and natural uranium on the map. again very vague patch note and I wasnt to find any exact numbers to look at in my cursory look into it.
then you will know what it is hot to get radiation.
https://steamcommunity.com/sharedfiles/filedetails/?id=2931502716
As for the health regen, while it can and will regenerate above 3 bars now, it is far slower above 3 bars... I think it's something like 20 minutes to get to full health? Not something you can rely on in combat or exploration. It's more just to handle the bumps and bruises as you move around your factory or recover after you get back to your base and spend some time working on it after a stint in the field. I would not say this makes the game any easier, just less tedious in terms of having to retrieve and/or consume healing items during downtime like that. If you're far from your base with hazards between you and it, you're not going to have the luxary of using that healing... unless you really want to sit around in one place doing nothing for 20 minutes.
all in all the slow regen past 3 bars is only for when I have damage back at base and cant be bothered to change to the nut and use it. I figure back at base the only danger is falling so unless I am doing some highwire construction I dont worry much about it and let the passive regen handle it over time.