Posts by Joux

    Fungrades 2024 - 2.5.0 - Melee Mode

    This weeks update adds a new melee counter perk, along with some other melee targeted changes and a new panic perk!


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    - Fixes & Changes -



    Safeguarding

    Several changes have already been implemented to address the initial 'imbalanced' stat changes, this will now be more accurate depending on the Prestige Level and Player Level differences.

    Bots have now been excluded from the feature due to having their own stat modifications already in place.


    Bleed / Lifesteal

    Applying a single stack of bleed should feel more rewarding than it currently does, but not to the point in which it renders bleed resistance and melee builds useless.

    Therefore, Bleed has been slightly re-buffed at a single stack against life steal, providing slightly more life steal reduction for the first bleed stack applied. While this won’t significantly impact higher-ranked zombies that already apply multiple stacks, it will provide a much greater reward for newer players who may be struggling to inflict multiple stacks of bleed due to the resistance update.

    This change will not change the upgrade power bleed upgrades currently provides in different areas ( Damage, Ticks etc )

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    - Perks -


    Survivor


    Barbarian

    Per Level Damage Reduction 10% -> 7.5%


    *NEW Shockwave

    Shockwave provides Panic with an additional buff, similar to Stomp, Panic will push & slow zombies on activation.

    The power of the Push, Slow & Range is dependant on the Perks Upgrade Level.

    Perk Strength

    5% / 10% / 15% / 20%

    Evo 1

    Gain: Double Perk Power Lose: -1 Second Slow

    Evo 2

    Gain: +2 Second Slow Lose: -50% Perk Power


    Zombie


    *NEW Wither

    Wither ( Similar to Saboteur ) provides zombies with another counter to both Ranged and Melee Weapons.

    The perk provides a 50% fire rate reduction ( For Guns ) and 100% Attack Speed reduction ( For Melee ) for 2 seconds.

    Chance to Proc

    10% / 15% / 20% / 25%

    Evo 1

    Gain: +10% Chance Lose: -1 Second Duration

    Evo 2

    Gain: +2 Second Duration Lose: Halves Perk Chance

    Fungrades 2024 - 2.4.5 - Xmas Event & Safeguard.

    Along with the additional to the skin crashing snowballs, the Xmas EXP Boost has now been enabled

    ( And will be enabled throughout the whole of December ! )

    This small patch also includes a new feature to address the prestige & level power concerns that has been popping up in the last few months.


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    - Fixes & Changes -


    Dr Boom

    Now deals the correct amount of damage following the latest Evolutions.


    Weight

    Additional weight checks have been added to remove incorrect movement speed values after a Reload & Ammo Regeneration.



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    - Safeguard -


    One of the key priorities in Fungrades 2024 was giving you the ability and freedom to choose your own path at each prestige level. Whether you want to focus on gaining more perks/power or continue strengthening your character with upgrades, the choice needed to be yours. Although a fun idea in hindsight, the collective power of Upgrades with Perks and Yin Yang's has become a bigger issue than initially predicted ( along with the never ending struggle with an Upgrade Mod ).

    Although forcing a prestige would help, it not a permanent solution as the power struggles and issues would still be somewhat of a a problem at higher levels and higher prestige levels.

    Instead ( And similar to our King Slayer perk in Fungrades 2022 ) a new feature called Safeguard has been added to dynamically balance the power of high ranked players and the new. Giving lower ranked players a much better experience , and not just becoming a training dummy for veterans.



    How it Works

    Safeguarding works by providing a player with dynamic stats, based on the player they are attacking and being attacked from.

    The stat calculation works on the Player level difference and Prestige Rank Difference ( which will become more noticeable and impactful mainly at higher player levels )


    Although the system works primarily on level difference, you will be affected by the 'Safeguard' stats if any of the following conditions are met;


    A: Your Prestige Rank is Higher.

    B: Your Player Level is over 100.

    C: Your Player Level is Higher.

    D: You like Pineapple on Pizza

    *Not all are required



    What it Changes

    The Safeguard stat will have continuous changes over the next few weeks that will change how it interacts with the current upgrades.

    So if you feel that changes are too weak, or too strong, changes are going to be made based on the stat feedback ( and player feedback ).


    !Stats <Target> will now provide how much safeguarding stats you or your target has active.

    Fungrades 2024 - 2.4.0 - Viva La Resistance!

    (Infection and Bleed Rework Balance Patch)

    Bleed and its resistance has been in an odd state since release ( Mainly due to the lack of options before a prestige ).

    With the additions to bleed perks and evolutions, it is time bleed was given its own default resistance stat that's available for all players from level 1.

    This weeks update addresses the problem by replacing the infection protection upgrade with Resistance (and reverting the 'band-aid' armour/bleed change). With this change, and similar to the changes made with the speed upgrade, infection chance is also being scaled down for both teams. Bleed and infection is also being split further apart for both teams, which both Survivors and Zombies will need to decide which stat they would like to prioritise in all types of builds.



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    - Changes & Fixes -


    Medic Aura

    Infection Protection Aura 15% -> Resistance Aura 5%

    *Medics now provide both Infection and Bleed Resistance


    Carrier Bonuses

    Infection and Bleed Bonus 10% -> 5%

    Armour & Bleed / Infection

    Armour will now double your Infection and Bleed resistances from physical damage.

    Perks and Evolutions will now clearly state if any Bleed or Infection interactions will bypass Armour.

    *Armour has been reverted to provide 2x Bleed Resistance level ( from full immunity )

    This change has been reverted to remove the temporary 'band aid' on bleed chance.


    Infection Turn Time

    Infection turn time has been permanently set to 90 seconds.

    Turn time will now also show as a stat on the !stats menu for zombies.



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    - Upgrades -


    Survivor


    *REMOVED Infection Protection

    *NEW Resistance

    Provides 0.5% per level resistance against Bleed & Infection.

    You will now have individual Bleed & Infection resistance options throughout the mod. This upgrade being the first and accessible to all players.

    !stats will now provide information on your current resistances for both Bleed and Infection. For survivors, the new changes to a few Yin Yang's will now allow you prioritise each resistance specifically.


    Zombie


    Infection Chance

    1.0% Per Level -> 0.5% Per Level

    *Due to the reduction of infection protection for survivors, infection chance is being reduced to match and scale equally.


    Bleed Chance

    1.5% Per Level -> 1.0% Per Level

    *Although Inflicting Bleed (for zombies) is receiving a nerf this patch, bleed will ultimately remain strong due to the changes made to Survivor Yin Yang's and Zombie Infection/Bleed Perk interactions with Armour.


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    - Yin Yang's -

    *The majority of updates to the following Yin Yang's are primarily for scaling the infection and bleed resistance changes.


    Survivors


    Contagion

    Infection Resistance - Base +5% -> +2.5% Per Level +7.5% -> +2.5%

    Bleed - Changed to NEW* Bleed Resistance

    Bleed Resistance - Base -5% -> -0% Per Level -7.5% -> -2.5%


    Lacerate

    Bleed - Changed to NEW* Bleed Resistance

    Bleed Resistance - Base +0% -> +2.5% Per Level +7.5% -> +2.5%

    Infection Resistance - Per Level -7.5% -> -2.5%


    Zombies


    Toxin

    Base Infection +0% -> +2.5% Per Level +5% -> +2.5%

    Base Bleed -0% -> -2.5% Per Level -5% -> -2.5%


    Mangle

    Base Bleed +0% -> +2.5% Per Level +5% -> +2.5%

    Base Infection -0% -> -2.5% Per Level -5% -> -2.5%


    Blight

    Per Level Infection -5% -> -2.5%



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    - Perks & Evolutions -


    Survivors


    Fortitude

    Melee Stacks 4 -> 2

    ( Evo 2 ) Minimum Stacks 10 -> 5


    Barbarian

    ( Evo 1 ) Changed to Gain: +2.5% Resistance. Lose: -1 Perk Level

    ( Evo 2 ) Changed to Gain: +1 Perk Level. Lose: -2.5% Resistance.


    Vantage

    ( Evo 2 ) Minimum Stamina 50% -> 15% Per Vantage Perk Level


    Ammosmith & Penetrator

    CHANGED* Now provides 5% Per Level (From 15% at all Levels ). Previous ammo/guns are now included.


    Commando

    ( Evo 2 ) Fixed issue that included grenades in the weapon pool. This upgrade is strictly guns only.


    Revitaliser

    ( Evo 2 ) Bleed stack removal chance has now also been set to a maximum of 25%


    Zombies


    Mutator

    Now fully bypasses Armour for Infection Spread Only

    ( Evo 1 ) +2.5% -> +2% Infection for each mutated player


    Plague

    Now fully bypasses Armour for Infection Spread Only

    Fungrades 2024 - 2.3.0 - Evolutions ( Phase 2 )


    The second wave of evolutions have arrived! Perks have been once again been given an alternative use, changing the way in which the perk works and its defect, Along with information on the new Last Stand System that has been active in the server over the last week and more.

    Player speed has also been slightly tweaked to balance out the disparity of new and veteran players, and a much overdue fix for Zombie Health/Speed penalty.



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    - Changes & Fixes -


    Zombie Health - Speed Penalty

    Following the Tank Patch in 1.9.5, An oversight with the speed penalty has been resolved this patch.

    Tank zombies will now receive the correct speed penalty based on the amount of health they have upgraded, which should result in less Ferrari Tank builds running around...


    Speed

    The speed system has been adjusted with minor tweaks to reduce the gap between new and veteran players.

    Base upgrade speed has been slightly increased, while per-level upgrade gains have been reduced to balance the new base change.

    This update provides a modest boost to starting stats and upgrade power for new players, with minimal impact on high-level veteran players.

    For a graphical understanding of the change: https://i.imgur.com/qEIasQX.png

    As base speed has been buffed, Speed Perks and Yin Yang's will be slightly stronger by default.

    The Survivor Speed stamina penalty has also been reduced by 20% to match the previous stamina regen nerf.


    New Player Bonus

    The new player bonus now actives for players up to Prestige Level 1 -> 2 & Level 100.


    !settings & !hud

    !settings ( an alias to !hud ) has been removed due to a conflict with Sourcemod causing the menu to occasionally disappear.

    2 New options have been added to disable the Status On-Screen Hud ( Default: On ) & New Chat Notifications ( Default: Off )

    Chat notifications currently include the new Tech/Commando ammo restoration messages.


    Server Events ( Snail Mode )

    An issue causing speed to overlap and unintentionally reset has been fixed during, and after the event.


    Last Stand System

    The last stand system ( Which has been active and tested in the current version ) has returned with some further improvements and features since its first appearance back in 2011!.

    On specific ( Camp Prone ) maps, the last stand feature will automatically activate for the last survivor after a small duration. Once activated, the Survivor has 1 minute to survive. During this time, the Survivor or Zombies will received a Nerf/Buff to their stats. Each last stand will randomise the Buff or Nerf which includes Zombie Health Buffs, Survivor Ammo Regeneration Removal, Zombie Speed etc.

    Surviving the round will provide a 15% Point Rate Bonus.

    Killing and dealing damage to the last survivor will also provide an experience boost to all zombies that contribute in taking them down!

    The killing blow will provide 20% of the experience gained by the survivor for that round ( Before all experience rate bonuses have been applied ).


    Smoke/Cloud Colour Changes

    Toughness Smoke/Clouds will now become a Yellow ( Engineer Evo )

    Bleed related Smoke/Cloud colours are now Red.

    A full list of colours are available on the Fungrades Wiki


    Perk & Evo Menu Connection (QOL)

    Perks and Evolutions now have a direct link between them. This means you can now instantly access the Perk and its Evolutions from their own respective Perk/Evo Menu. This removes the need to continuously type !perk and !evo when modifying and making new builds.


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    - Evolutions -


    Survivor


    Saboteur ( Evo 1 )

    Saboteur no longer swipes ranged weapons. Switches to melee only.


    Zombie


    Enrage ( Evo 1 )

    Toughness Gained when active 10% -> 20%


    Vampire ( Evo 1 )

    Now provides 10 -> 20 Health Per Kill



    Phase 2 Evolutions

    Phase 2 evolutions have arrived, allowing you to once again fine tune your builds even further!

    *Only 1 evolution can be enabled per Perk.


    Survivors Evolution Change
    Revitaliser 25% Damage Chance to remove a bleed stack Bleed damage is 100% Stronger against you.
    Vantage Minimum Stamina is set to 50% x0.5 Perk Power
    Barbarian Also increases bleed resistance by Perk % Level. Lose Perk % Level Infection Protection.
    Haemorrhage Heal from bleed ticks applied to Zombies -25% Overall Bleed Chance
    Pyro Fire spread range & duration increased by 50% -1 Perk Level
    Technician +1 Perk Level -10% Ammo Regen
    Specialist +1 Perk Level Passive Disabled
    Electric Cherry Stun deals double <Damage upgrade> level damage. -50% Stun Duration
    Engineer +50% Smoke Duration -1 Perk Level
    Trapper +25% Barricade regen speed -50% Board Health
    DrBoom +50% Range -25% Perk Damage
    Exhaust +50% Duration -1 Perk Level
    Ammosmith Increases Damage from 15% to 25% -10% Piercing Damage
    Penetrator Increases Piercing Damage from 15% to 25% -10% Damage
    Lightning Fist Double damage on ranged targets -50% Stun Duration
    Fortitude Min Stacks 10 Max Stacks -10
    Buck +50% Perk Damage Half Stack Duration & Half Max Duration
    Commando Changes to All Weapons -1 Perk Level
    Buster +1 Perk Level ( can exceed level 4 ) -10% Ammo Regen
    Zombies Evolution Change
    Bloodthirster x1.25 Perk Lifesteal x0.75 Max Health
    Berserker x1.5 Perk Power Changes to every 4th attack.
    Gravedigger Changes to Additional Damage -1 Perk Level
    Bloodhound Bleed now applies 2 stacks of bleed per proc Halves your bleed chance.
    Blaze Fire now procs Bleed. -20% Blaze Chance
    Plague Plague now inflicts bleed ( Using Bleed Chance ) No longer causes infection.
    Enrage Gain +5% speed when active -1 Perk Level
    Claw x1.5 Perk Power x0.75 Overall Bleed & Infection Chance
    Saboteur You can now swipe both Ranged & Melee Weapons x0.5 Perk Chance
    Hive Hive Zombies now have x1.25 Max Health -50% Hive Health
    Vampire Kills provide +10% Damage x0.5 Health Gained
    Mutator Level 4 Mutation now spreads bleed (Ignoring Armour) No longer spreads infection
    Zombie Master +1 Perk Level Passive Removed
    Maniac +50% Explosion Range x0.5 Perk Damage
    Smoke +1 Perk Level -25% Smoke Chance
    Stomp +50% Range No longer applies bleed damage
    Ignite x1.5 Duration of Fires -1 Perk Level
    Resurrect No Stat De-Buffs You will die after 6 seconds.
    Reflect Ignores Armour -1 Perk Level




    Fungrades 2024 - 2.2.0 - The Panic Pass Season 3!


    Mirror, mirror on the wall, it’s time for Season 3 to enthrall!



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    - Changes -


    Bleed & Armour

    Armour now fully protects against bleed. Previously, bleed reduced the chance of the attackers bleed by half.

    As building against bleed currently has very few options compared to infection, a simple solution to slow down the bleeding severity was required. And although curing bleed is currently easier due to the assistance of Med packs and Pills, maps without many health items was causing a little too much imbalance.

    Therefore, armour has been buffed to fully counter Bleed, which now opens up further options to counter bleed with armour based upgrades/perks/yin yang's ( if bleed had previously been a problem for you of course ).



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    Panic Pass - Season 3 has arrived !

    Season 3 has arrived with some brand new rewards along with a second unique VIP Carrier Skin!


    For those of you that have not yet reached level 100, or even 200, don't worry, your season will only start when you have completed the previous one.

    There is no rush to complete the first or second season as they must be completed before starting the following.

    If you are brand new, you will need to complete Season 1 or 2 before activating Season 3.


    If you are keen to start season 3 and currently mid way through season 2 ( or even 1! ), a Buy Season option is available which will allow you to buy any missing levels at 2 tokens per level. This feature will NOT include the VIP Skin. Therefore, if you are aiming for the skin and you still have Pass Days remaining, you will need to complete your Pass the normal way.


    For those that do not not want season 1 or 2 rewards ( or the remaining ones ) you can also skip season 1 & 2.

    ( WARNING : There will be no opportunity to undo this or claim season 1 & 2 rewards once activated and you will lose out on unique permanent rewards. )

    A confirmation feature has been added to prevent accidental clicks


    Once you are ready to start Season 3, you can type !pass > Season 3 > Start Season 3 This will start your Panic Pass Season 3


    Pass Plus will also be provided at a reduced rate for those who bought it for Season 2.


    --- Panic Pass - How it works from level 200 ---


    Once Activated ( !pass ), you will have the chance to complete 2 Pass Levels Per Day.


    Completing a challenge now rewards you with Pass Points, Each level has a Point Goal you must reach to level up.

    For every 10 levels obtained, you will also gain new Unique Permanent Rewards.

    As an additional Cosmetic Bonus, If you manage to reach level 300 within 50 days, you will also unlock the Panic Pass Skin ( VIP Only ).

    *Level 300 can be reached in any amount of Time / Days over 50, The 50 Day Limit is for the Skin Only.*


    All challenges can be completed at any time ( and repeated ), there are no longer any specific challenge requirements to complete a single pass level.

    Instead, each challenge will now award Panic Pass Points. Each level will have a point goal to reach in order to level up your pass.

    This means there will no longer be any annoyance to complete the 'undesirable' challenges, you can now decide which challenges you want to complete in order to level up your pass.

    Although this change will prevent some instant level-ups from a few of the simple challenges, overall, it will make levelling the pass far more 'stress-free' than before, and quicker compared to some of the time based challenges.

    Below is the list of each Challenge and the amount of Pass Points they will award.


    Roll The Dice - 3

    Mathematician - 2 ( Multiplied by Speed/Participants Left )

    Challenge Inception - 5

    Share Your Wealth - 2 ( For each 5000 Experience )

    !Boost - Double EXP - 10

    Experience Farmer - 1 ( For each 5000 Experience )

    On The Clock - 1 ( Per Minute )

    Brain Lover - 5

    Survivor - 10

    Painful - 5


    An additional menu has also been added to the Panic Pass menu explaining each reward and your current progress (Along with EXP Hud information)

    You will also find an addition menu on !pass that will allow you to toggle chat progress notifications for each challenge point awarded (Notifications are permanently disabled for On The Clock).



    For those of you who love to speed run challenges, the Pass Plus option has been re-added that will allow you to complete an additional pass level each day.

    *Anti-EA Games: All levels and unique rewards can be obtained without spending any previous in-game currency.

    As stated above, the pass plus option has been initially added for speed running purposes (with a small boost in rewards).


    NOTES:

    There are no costs to activate the Panic Pass.

    Once activated you will have 50 days to obtain the unique skin, all other rewards have no time limit.

    Once you reach level 10, the rewards will reset back to level 1 ( e.g. Level 11 = level 1 )


    *There are total of 11 Unique Permanent Rewards, Level 300 provides 2. Level 10 Rewards will be kept hidden until discovered in-game!


    Level 1Level 2Level 3Level 4Level 5
    Experience *Random ItemExperience *Tokens *Panic Pass Coins
    Level 6Level 7Level 8Level 9Level 10
    Premium Points *Experience *VIP DaysExperience *Unique Permanent Reward


    * The Pass Plus Option also provides 10% Additional Rewards to Experience, Tokens and Premium Points per level.

    Fungrades 2024 - 2.1.0


    A small additional balance patch following 2.0.5 changes, along with some various bug fixes and code improvements.

    Infection has now also been given a stat cap. While this won't impact high-infection builds too much, mainly those who don't upgrade Infection Protection at all, it will now introduce a slight chance to avoid instant infection from a single hit ( Mainly those builds with the close to 100% infection chance )



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    - Changes -


    Fire Pools & Server Crashes - Update!

    We have had 0 fire rated crashes since the custom fire was added, we even had a 5 day streak without any crashes last week!


    Infection Cap

    An additional cap has been added for infection.

    Max Infection - 60%

    *Remember, stat caps are applied after all player v player calculations which makes over-levelling still viable.



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    - Upgrades -


    Survivor


    Stamina

    Regen Per Level reduced by 20%


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    - Yin Yang's -


    Survivor


    Bullet

    Base Stamina Reduction 10% -> 0%



    Zombie


    Inferno

    Base Explosive Resistance 0% -> 10%



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    - Perks -


    Survivor


    Fortitude

    Melee Stacks Per Hit - 3 -> 4



    Zombie


    Ignite

    Chance Per Level 3% -> 4%


    Resurrect

    Base Chance 0% -> 5%


    Reflect

    Base Chance 4% -> 0%

    Per Level Chance 4% -> 6%


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    - Evolutions -


    Survivor


    Electric Cherry

    Stun Duration Reduction 50% -> 30%



    Fungrades 2024 - 2.0.5 - Small QOL Update


    This weeks 'Smaller' update includes a change to the Panic Pass levelling system, along with some and some minor Perk & YY changes.

    Anti-Infection is being slightly buffed through Medics, providing an additional 5% on the aura, with changes to the base regen and regen upgrade.


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    - Changes -


    Fire Pools & Server Crashes

    A custom made fire has now been designed top hopefully resolve and/or reduce the increased fire based server crashes we have had recently. There are currently two 'workarounds' in the event the first 'preferred' method continues to cause issues.

    *Blaze will also return to its original power while this is being tested.


    !settings / !hud

    An additional option has been added to enable or disable the 'Fire Damage' values being displayed on your Damage Hud.

    (This is the damage caused by both Fire Pools and Player Ignites)


    Panic Pass

    All challenges can now be completed at any time, there are no longer any specific challenge requirements to complete a single pass level.

    Instead, each challenge will now award Panic Pass Points. Each level will have a point goal to reach in order to level up your pass.

    This means there will no longer be any annoyance to complete the 'undesirable' challenges, you can now decide which challenges you want to complete in order to level up your pass.

    Although this change will prevent some instant level-ups from a few of the simple challenges, overall, it will make levelling the pass far more 'stress-free' than before, and quicker compared to some of the time based challenges.

    Below is the list of each Challenge and the amount of Pass Points they will award.


    Roll The Dice - 3

    Mathematician - 2 ( Multiplied by Speed/Participants Left )

    Challenge Inception - 5

    Share Your Wealth - 2 ( For each 5000 Experience )

    !Boost - Double EXP - 10

    Experience Farmer - 1 ( For each 5000 Experience )

    On The Clock - 1 ( Per Minute )

    Brain Lover - 5

    Survivor - 10

    Painful - 5


    An additional menu has also been added to the Panic Pass menu explaining each reward and your current progress (Along with EXP Hud information)

    You will also find an addition menu on !pass that will allow you to toggle chat progress notifications for each challenge point awarded (Notifications are permanently disabled for On The Clock).


    Medic

    Cure Charges - Base Charges 1 -> 2

    Heal Speed - 0.4s - 0.3s Per Level

    Infection Resistance Aura - 10% -> 15%

    Base Regen Time 120s -> 100s

    Per Level Regen Time 8s -> 6s


    Pre-sets

    Max Pre-sets per Team 7 -> 14



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    - Yin Yang's -


    Survivor


    Contagion

    Infection Protection Per Level 5% -> 7.5%. Bleed Chance Per Level -5% -> -7.5%


    Thor

    Per Level - Ranged Damage 7.5% -> 10.0% Melee Damage 7.5% -> 10.0%

    With the several additions of nerfs, counters, and other 'Anti-Melee' tools zombies now have, Thor can be reverted back to its original power due to the increased risk factor for playing a melee build.


    Guard

    Armour per Level 7 -> 10


    Fitness

    Base Stamina 10% -> 0% Per Level 10% -> 15%

    Base Speed 10% -> 0% Per Level 10% -> 15%


    Bludgeon

    Base Bleed Chance 0% -> 10%


    Spike

    Base Thorn Damage 0% -> 25%



    Zombie


    Charger

    Lunge Speed Per Level 1.5% -> 2%

    Lunge Regen Base 0% -> -10%


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    - Perks -


    Zombie


    Mutator

    Reduced Air Infection Radius by 25%



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    - Evolutions -


    Zombie


    Mutator

    Additional Infection Per Mutation 5% -> 2.5%.






    Fungrades 2024 - 2.0.0 - Evolutions


    This weeks update adds a fun new feature to the system named Evolutions ( !evo ).

    Evolutions, a result of when a Perk meets a Yin Yang, will allow you to alternate your perks into.. something else.

    Added as an additional prestige upgrade option for the amount you can use, you will now be able to modify your builds even further ( even increasing your perk to level 5 in some cases ). Evolutions have been designed to provide even more flexibility with builds, giving increased options to how you want to play, and further increasing the specific stat or synergies from all fungrade upgrades and features.




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    - Server Crashes -


    We've had a bunch of crashes recently for various reasons. One of the issues seems to now have been fixed, and even had a few days without any crashes at all ( eg Tuesday and Wednesday this week ). However, there are still a few more crash causes that we should be able to resolve or at least reduce.

    The most common cause is currently down to the use of fire, whether this is fire created from Fungrades, or the new interaction we have with fire affecting specific maps in general. Therefore, before we completely disable specific perks and features fully, we're going to reduce and simplify some of them first, starting with the Blaze Perk ( And Partially Ignite ).


    The first Temporary change is to revert blaze back to a single fire pool, Fire created from Blaze or Ignite will also no longer spawn an additional pool of fire in the radius of another.

    Although this is not the only cause for server crashes, some are, and will always be unresolvable due to engine related issues.

    Regardless, expect further changes over the next few days/weeks as perks may still need to be temporarily disabled until we can pin point the most common cause.


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    - Changes -


    Gas/Smoke/Cloud Colours

    As we now have several different 'gas clouds', here is a simple colour key list to quickly understand the differences between each one.

    This will also be updated and added to the Wiki.

    Blue Gas Cloud - Survivor Perk 'Engineer' - Reduces Zombies Movement

    Red Gas Clouds - Survivor Evo Perk 'Engineer' - Reduces Toughness on Zombies

    White/Grey Gas Cloud - Zombie Perk 'Smoke' - Reduces Survivor Stats

    Green Gas Clouds - Zombie Perk 'Plague' - Infects Survivors

    Purple Gas Clouds - Zombie Perk 'Plague' & 'Mutation' Combo - Infects Survivors with Mutation



    Survivor Inflicted Slow Cap

    Max Slow increased from 30% -> 40%


    RTD Tri-Force

    The Tri-Force now has 500 Health. Regenerates 2 health per second.

    Health is displayed on the EXP Hud when active.


    Presets

    Fixed a bug which repeatedly switched perks after each additional load of the same preset


    Medic

    Infection Protection now works in a large radius around the Medic. ( Previously this was +5% per active medic )

    Players near a medic will now receive a 10% Infection Protection Bonus, the effect does not stack from multiple Medics.


    Fire

    Burn/Ignite damage by default is not associated to a player/attacker, now If you ignite someone, you will also be the damage inflictor.

    This change will be relevant for the New Reflect & Ignite Evolution & current Pyro Perk. Blaze and Ignite Perks already send damage correctly from their pool of fires.


    Presets

    Will now load regardless of its saved level. Presets with a higher level will now no longer load upgrades.

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    - Prestige Upgrades -


    *NEW Evolutions

    Increases the amount of Evolutions you can use ( !evo )

    *Evolutions do not have their own 'currency' to use

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    - Perks -


    Survivors


    Fortitude

    Infection Protection Removed.


    Engineer

    Slow re-coded to be raw % values ( Matching Cripple & Endurance values )

    Per Level 10% -> 5%

    * Due to the code modification, this change is not in fact a nerf, and can almost be seen as a buff in some cases.

    (Zombies with little endurance to no endurance will now be affected slightly more from the slow)


    Pyro

    Fire Duration increased by 50%


    Zombies


    Enrage

    Per Level 20 -> 15


    _________________________



    - Evolutions -


    Survivors Evolution Change
    Revitaliser You can over-heal by 50% Max Health Bleed stacks are 50% stronger
    Vantage You now weigh 25% less from Weapons & Ammo -25% Perk Power
    Barbarian Also Provides 5% Bleed & 5% Infection Resistance -25% Perk Power
    Haemorrhage Double perk level damage -25% Total Bleed Chance
    Pyro Deal double perk level damage to targets on fire Fire spread range & duration reduced by 50%
    Technician Kills replenish 25% mag size from reserves -25% Perk Power
    Specialist Double Passive Strength -1 Perk Level
    Electric Cherry +50% Stun Range -50% Stun Duration
    Engineer Converted to Reduce Toughness No longer Slows
    Trapper +25% Damage -25% Barricade regen speed
    DrBoom +25% Damage -25% Explosion Range
    Exhaust Also reduces Damage -60% De-buff Duration
    Ammosmith Convert to Piercing Damage No longer deals Damage
    Penetrator Convert to Damage No longer deals Piercing Damage
    Lightning Fist +30% stun duration No longer deals damage on additional targets
    Fortitude Change to Infection Protection No longer provides Bleed Resistance
    Buck Double Stack Duration & Max Duration -25% Perk Damage
    Commando +1 Perk Level ( can exceed level 4 ) -10% Fire Rate
    Buster +1 Perk Level ( can exceed level 4 ) -10% Fire Rate
    Zombies Evolution Change
    Bloodthirster Also reduces targets max health by <perk level> per hit -50% Perk Life Steal
    Berserker Damage converts to Additional Bleed Chance 3rd hit no longer deals extra damage
    Gravedigger Changes to Temp Health -
    Bloodhound deal double 'additional' damage Halves your total Bleed Chance.
    Blaze +50% duration of fires -20% Blaze Chance
    Plague 30% Increased Size +30s Infection Turn Time
    Enrage You gain +10% Toughness when active -1 Perk Level
    Claw Converts to Non-Armoured Targets You no longer deal damage to armour.
    Saboteur You can now swipe melee weapons You cannot break ranged weapons
    Hive No longer passively loses health +50% Health Cost per Spawn
    Vampire Kills provide +10 max health -50% health gained
    Mutator +5% Infection for each mutated player +30s Infection Turn Time
    Zombie Master Double Passive Strength -1 Perk Level
    Maniac +50% Range & Damage -50% Perk Chance
    Smoke Also reduces fire rate ( Uses Damage Stat ) No longer slows
    Stomp Uses your bleed chance to inflict bleed stacks -30% Stomp Range
    Ignite Now Ignites the Survivor instead ( 2-5 seconds ). Fire pools disabled (Players & Props).
    Resurrect You will now spawn with 100% Health.. ..and Deal -50% Damage Instead
    Reflect Switches to fire ( 2-5 seconds ) No longer inflicts bleed




    Fungrades 2024 - 1.9.5 - World of Tanks

    This week's minor mid-version patch addresses the strength of the Tank Yin Yang.


    The Tank Yin Yang was designed to be a powerful single upgrade option that enabled lower ranked players to compete against higher-ranked players from as early as prestige level 1. However, its 'overpowering' strength at all ranks has made it a 'required' choice, regardless of the build you are aiming for.


    To correct this without changing the current 'meta' and balance of the mod 'too much', the health benefit is being fully removed from the Tank Yin Yang.

    Instead, the strength of the health stat is moving to a more global position, by buffing the Health Upgrade.

    Although this does not ultimately nerf and remove tank builds, it will require some additional upgrades & perks/yin yang's to re-establish a good tanky build. This change will also benefit all other builds by providing increased health from a single upgrade, specifically for those who previously did not utilize the Tank Yin Yang.




    _________________________



    - Changes -


    Stat Caps - Fungrades 2024 offers the ability to upgrade and increase many stats to levels that have neve been achievable in any previous mod, although the mod provides good options to counter specific builds, certain stats can be overwhelming for new players and those who currently lack options to counter them.

    For this reason, some necessary stat caps have been introduced.

    For Survivors, the max Slow applied to a zombie can no longer exceed 30%.

    For Zombies, max Toughness can no longer exceed 60%.

    *These limitations are currently set to high values and should not make much difference between high level players. The limits are also applied after all stat calculations have been made against the target player. This makes upgrading beyond the cap still worthwhile.


    Bots - The bots have once again... evolved..

    Bots will now be randomly assigned perks and yin yang's each time they join a round. Upgrade levels have also been randomised from their previous fixed level 20 values. They have also learned to 'dodge' a little better.. so beware..


    Medic - Medics will no longer heal themselves passively, instead, medics will now heal from the support they give to other survivors ( Curing & Bandaging ). This change should further enforce medics to actually play as a 'medic'

    This works the same way in which the Mender perk operates.


    RTD Tri-Force - Now provides an activation menu.


    _________________________



    - Upgrades -


    Zombies

    Speed

    No Longer Reduces Lunge Regen Per Level.

    *The loss of stamina for survivors was a greater impact than the zombies negative upgrade trait, for this reason, the negative upgrade 'passive' for zombies has now been moved to the health upgrade.


    Health

    Per Level changed to 3 -> 4.

    Now slightly reduces speed per level.

    *As the stamina loss is a big factor for speed on survivors, It's time Zombies had an equivalent mechanism that also balances their key stat survivability.



    _________________________



    - Yin Yang's -


    Survivors

    Bludgeon - Base Bleed 0% -> 5%



    Zombies

    Tank - Health Stat Removed.


    Hunter - Speed Base 1% -> 0%. Per Level 1.5% -> 2%


    Charger - Lunge Speed Per Level 1% -> 1.5%


    Shell - Back Toughness 6% -> 7.5%. Front Toughness -6% -> -5%

    *Shell is receiving an additional buff following the tank changes. It has also been given separate values for its positive and negative traits.



    _________________________



    - Perks -


    Survivors

    Trapper - Self Damage Range increased by 25%

    Revitaliser
    - Per Level Raw HP 5 -> 4. Per Level % HP 2.5% -> 3%


    Buster - Changed to Missing Health

    *Buster was designed to maintain balance across all weapons, however, high-damage weapons were taking advantage of the current damage interaction from their first hit, making them a better choice when compared to low-damage/automatic weapons (e.g. rifles / pistols).

    This adjustment, by switching to missing health, also addresses the unintentional concern of zombies becoming somewhat 'weaker' with each health upgrade/perk/yin yang they obtain.


    Specialist - Piercing Damage applied to starting weapons 5% -> 7.5% ( at all levels )



    Zombies

    Reflect - Base Chance 0% -> 4%. Per Level Chance 5% -> 4%


    Blaze & Ignite - Duration +20%. You will no longer take damage from your own fire.


    Fungrades 2024 - 1.9.0 - The Panic Pass Season 2!

    It is time for the Panic Pass Season 2! With some changes made to ammo regen and optional counters to tank zombie builds.

    Several Perks/Yin Yang's have also been modified to provide an equal amount of strength per level, whilst retaining their level 4 stats.


    Two new types of perks have been introduced that operate based on the percentage of damage you deal and/or receive, similar to how Bleed Chance works. This type of damage percentage interaction ensures that all guns/damage gain equal benefit from the perk.


    _________________________



    - Changes & Fixes -

    Prestige Skin - Prestige Rank 4 Skin - Will now correctly be shown on the prestige menu.


    Ammo Regen - Ammo Regen will now be adjusted based on map win rates. Historically, ammo regeneration has been influenced solely by Team Balance, with a reduction early in the game and a boost late in the game, varying between -25% and +25% for survivors. With the new update, Ammo Regen will now provide a small nerf, or boost, according to the current maps win rate.

    You can view the live ammo regen rate and your personal rate through the !stats command to see your current regen rate.

    The changes will generally only be noticeable on maps that have super high win rates ( 30% + ) or super low ( 5% - ).

    For the majority of maps that have good win rates, this change and modifier will not be enabled.


    Panic Pass - Season 1 Prestige Upgrade Reward was giving an incorrect amount from its intended value of 1. This has now been fixed, and also changed to provide 2 Points instead. ( Sorry preset users )


    Bleed - Has been given its own sound when inflicted upon a player.


    Infection - The Plague Cloud and Mutation will now correctly proc in all situations


    Resurrect - Additional re-spawn checks for world and props to prevent getting stuck in objects, vents and other map features.


    EXP Hud - Fixed some cases of the flashing EXP Hud when playing as a medic


    Fire Rate - Experimental changes to fire rate to work with pistols and shotguns more effectively.


    _________________________



    - Perks -


    Survivor

    *NEW Buster

    A % of the damage you deal is then used to inflict additional % damage based on the target's current health.

    *This perk has been designed to be more effective against higher health zombies whilst being less effective ( than other available perks ) against zombies with a lower/normal HP pool.

    5% / 7.5% / 10% / 12.5%


    Lightning Fist

    Stun Duration +20%


    Fortitude

    Base max stacks 0 -> 5


    Buck

    Damage per Stack 7.5% -> 10%. Max Stack Duration 25s -> 20s



    Zombie

    *NEW Reflect

    A % of melee damage you receive will provide a chance to inflict bleed back at your attacker

    5% / 10% / 15% / 20%


    Enrage

    Per Level Health 15 -> 20


    Vampire

    Base Max Health Restored 10% -> 0%. Per Level Max Health Restored 10% -> 15%


    Ignite

    Chance Per Level 2.5% -> 3%


    Mutator

    Mutation Stacks will now only increase from additional infection procs.

    Level 1 Mutation no longer instantly removes all stamina, instead, stamina regeneration will be reduced by 50%

    *Instantly losing up to 15% Speed for a level 1 perk has proved to be a little too strong.


    _________________________



    - Yin Yang's -


    Survivor

    Thor

    Base Melee Damage 10% -> 0%. Per Level Melee Damage 5% -> 7.5%.

    Base Ranged Damage 10% -> 0%. Per Level Ranged Damage 5% -> 7.5%

    *Thor has been reduced at the early levels to provide and equal amount of strength per level.


    Guard

    Regen Time Per Level 5s -> 7s


    Lacerate

    Base Bleed 5% -> 0% Per Level Bleed 5% -> 7.5%.

    Base Infection Reduction 5% -> 0%


    Spike

    Melee Damage Reduction 5% -> 4%


    Expert

    Max Single Upgrade 3 -> 4 Per Level



    Zombie

    Tank

    Base HP & Toughness 4% -> 0%. Per Level HP & Toughness 4% -> 5%.

    Base Speed Reduction 1% -> 0%. Per Level Speed Reduction 2% -> 2.5%

    *The strength of tank has been reduced at the early levels to provide an equal amount of positive and negative stats per level.


    Helm

    Base Headshot Toughness 5% -> 0%. Per Level Headshot Toughness 5% -> 7.5%


    Shell

    Back Toughness Per Level 5% -> 6%

    Front Toughness Per Level 5% -> 6%


    Expert

    Max Single Upgrade 3 -> 4 Per Level



    _________________
    ________



    Panic Pass - Season 2 has arrived !

    Season 2 has arrived with some brand new rewards along with a new unique VIP Carrier Skin!


    The Pass Days have now been increased to 50. This will allow you to reach 100 without spending Pass Coins to buy the additional days needed if you do not opt in for Pass Plus. This gives non plus players more freedom with their coins if they are aiming to unlock the VIP Skin.


    For those of you that have not yet reached level 100, don't worry, your season will only start when you have completed the first.

    There is no rush to complete the first season as this must be completed before starting the second.


    However, if you are keen to start season 2, a buy season option has been added which will allow you to buy any missing levels at 2 tokens per level. This feature will NOT include the VIP Skin. Therefore, if you are aiming for the skin and you still have Pass Days remaining, you will need to complete your Pass the normal way.


    For those that do not not want season 1 rewards ( or the remaining ones ) you can also skip season 1.

    ( WARNING : There will be no opportunity to undo this or claim season 1 rewards once activated and you will lose out on unique permanent rewards. )

    A confirmation feature has been added to prevent accidental clicks


    Once you are ready to start Season 2, you can type !pass > Season 2 > Start Season 2 This will start your Panic Pass Season 2 and provide you with your first challenge!


    Pass Plus will also be provided at a reduced rate for those who bought it for Season 1.


    --- Panic Pass - How it works from level 100 ---

    Once Activated ( !pass ), you will have the chance to complete 2 Challenges per day.

    Completing a challenge will reward you with a Level Based Reward ( See Table Below ).

    For every 10 levels obtained, you will also gain new Unique Permanent Rewards.

    As an additional Cosmetic Bonus, If you manage to reach level 200 within 50 days, you will also unlock the Panic Pass Skin ( VIP Only ).

    *Level 200 can be reached in any amount of Time / Days over 50, The 50 Day Limit is for the Skin Only.*

    Challenges are fully reset and randomized everyday automatically.

    There are a total of 10 different Challenges which will be randomly and automatically assigned on round start or on the completion of a previous challenge


    For those of you who love to speed run challenges, the Pass Plus option has been re-added that will allow you to complete an additional challenge each day.

    *Anti-EA Games: All levels and unique rewards can be obtained without spending any previous in-game currency.

    As stated above, the pass plus option has been initially added for speed running purposes (with a small boost in rewards).


    NOTES:

    There are no costs to activate the Panic Pass.

    Once activated you will have 50 days to obtain the unique skin, all other rewards have no time limit.

    Once you reach level 10, the rewards will reset back to level 1 ( e.g. Level 11 = level 1 )


    *There are total of 11 Unique Permanent Rewards, Level 200 provides 2. Level 10 Rewards will be kept hidden until discovered in-game!


    Level 1Level 2Level 3Level 4Level 5
    Experience *Random ItemExperience *Tokens *Panic Pass Coins
    Level 6Level 7Level 8Level 9Level 10
    Premium Points *Experience *VIP DaysExperience *Unique Permanent Reward


    * The Pass Plus Option also provides 10% Additional Rewards to Experience, Tokens and Premium Points per level.





    Fungrades 2024 - 1.8.0 - Major Balance Update #1

    As we head into our 6 month release milestone, this update aims to correct the current imbalance and issues caused by the unintentional strength of high player-level upgrade power possible at lower prestige ranks ( whilst also further reducing the negative impact of each new prestige ).


    Fungrades 2024 was heavily built around the prestige system to slow down and limit player strength in stages. However, the early drawbacks at higher prestige ranks have proven to be a little too limiting and punishing for the time spent to get to each new prestige rank. The negativity of each rank is further boosted when compared to the significant advantage you can obtain by levelling beyond 100 (especially at the lower prestige ranks).


    Therefore, upgrade power has been moderately changed by increasing the upgrade strength of lower levels and decreasing that of later levels.

    This shift of power will also help reduce the gap between new and high-level players, ultimately increasing player skill over upgrade power.


    _________________________


    - Prestige & Upgrade Balance Changes -


    Starting Upgrade Points - 10 -> 20

    A change to further assist new players, as well as a boost to each new prestige obtained for all players.


    Upgrade Points - The focus of Fungrades 2024 was build around Prestige Perk and Yin Yang Power

    Currently, the dominance and disparity in upgrades alone is far greater than initially intended.

    For this reason, you will now only gain 1 Upgrade Point for every 2 levels obtained after 100.

    This is increased by an additional level for every additional 100 levels ( 200 = 1 upgrade point every 3 levels ).


    Prestige Rewards - You will now receive 3 Additional Upgrade Points for each new prestige.

    *Higher Prestige Levels can and will feel punishing when its easier to keep strong by continuing to level and max out upgrades.

    in 1.7.0, additional max levels were added for each prestige, this additional 'buff' will further reward each prestige rank you reach.


    Prestige Experience 'Cashback' - Alongside the additional upgrade points, a 'cashback' system has been added for all players.

    Any wasted/additional experience gained beyond level 100 will now be added to a prestige experience 'cashback' balance.

    How it Works

    When earning experience below level 100, you will gain an additional 10% at the end of each round (as EXP Rate).

    The experience earned at the end of each round will then be deducted from your cashback balance. Once your cashback balance reaches zero, the additional experience bonus will be disabled.

    Don't worry if you have recently ranked up your prestige level, the system will calculate any previous experience wasted and will be added to your balance the next time you access the !p or !prestige menu.


    _________________________


    - Changes -


    Fire - Damage to barricades lowered from 20 -> 15


    Hud QOL - Bleed and Perk Buffs will now be displayed separately ( Timed Changes )


    Zombie Lives - Slightly Increased on non-objective maps based on player base.

    *Improvements to this new system will be added over time for current player strength and balance to attempt to further balance all maps ( similar to our Zombie Selection System ).


    Experience Gain - Kills/Deaths in Deathruns/Fun Maps now provide up to 50% more experience globally.


    Prestige Upgrades - Will now correctly show your Upgrade Points and Max Upgrade Level for the respective upgrades.


    Pass Challenges - (bug fix) Will correctly reset dailies if your days have reached 0.


    Boost - You can now buy Zombie Priority. Zombie Win Streak restrictions will remain in place to keep balance fair for all players.

    *Tokens will only be deducted from your balance after you have been successfully selected as a starter zombie.


    Hardcore Maps - Additional balancing has been added to the Zombie Selection system specifically for hardcore maps.


    _________________________


    - Prestige Upgrades -


    Survivor & Zombie

    Max Upgrade Level - 2 -> 1.

    *With the changes and additions to Yin Yang's. This has been further reduced to establish max level upgrade builds as their own


    _________________________


    - Upgrades -


    Survivor

    Cripple/Pushback - Reduced current strength by 25% per level. This now matches endurance strength 1:1 for Movement Resistance.


    _________________________



    - Perks -


    Survivor

    Trapper - Reduced self damage range by 20%


    *NEW Commando - Kills with rifles instantly restores a percentage of your max clip ammo (25% chance on hardcore maps)

    5% / 10% / 15% / 20%


    Zombie

    Enrage - Base Health 0 -> 15


    Stomp - No longer affects/deals damage to doors.


    Blaze & Ignite - Reduced lifetime by 20%. Reduced damage by 20%.

    *Due to the increase in size and huge buff to counter barricades, the duration & player damage has been slightly reduced.



    *NEW Resurrect - Provides a chance to revive at your corpse with 50% reduced health. Chance accumulates until a resurrection occurs.

    +5% / +10% / +15% / +20%


    _________________________


    - Yin Yang's -


    Survivor & Zombie

    Overclock - Upgrade Points Per Level 8 -> 6

    *With the changes made to Upgrade Points, this has been buffed for those who choose not to prestige and those doing upgrade-focused builds.


    *NEW Expert - Allows a single upgrade to exceed Max Level at the expense of Overall Max Level.

    +3 / +6 / +9 / +12 & -1 / -2 / -3 / -4

    *Added as an alternative or combination with Overclock to specialise in a specific upgrade and/or upgrade focused builds.


    _________________________

    Fungrades 2024 - 1.7.0

    Balance changes to Toughness & Explosive Damage, Additional counters to the Trapper perk, along with a 'New Player' Boost.



    - Changes -

    Toughness - Now protects against Fire and Explosive Damage dealt by survivors.

    Fire - Fire now deals 20 damage ( from 1 ) to boards. This is a global change to all fire created from Blaze and all other sources.

    Damage Hud - The damage Hud numbers will now be more accurate ( especially for shotguns! ). Stacked/Accumulated damage will now work between different targets.

    Pass Challenges - Challenge Inception will now always provide daily challenges.

    Curses - Whilst a curse is active, you will now gain 50% of the reward from skill-based experience rewards. On completion, the additional 50% will be given (ultimately now giving more total experience).

    New Player Boost - New players will now receive an experience boost pre level 100 ( Prestige 0 )
    Medic Perks - New Medic Perk 'Biotic' - Provides a 50% chance to also remove any bleeding effects when curing a survivor.
    Cade Ghosting - A continued 'experimental' feature that will allow survivors to pass barricades for the first 45 seconds. Boards will glow Yellow and Red once they reach 10 and 5 seconds left on their individual timer respectively.
    RTD Ray Gun - Now scales with Damage Upgrade.
    FAQ Update - FAQ has been updated with some Triggers & Damage Output information. Example: If a perk has a Damage output of Ranged. This will trigger any other Prestige Upgrades or Perks that has a Trigger of All or Ranged.

    - Upgrades -

    Survivor

    Speed - Stamina reduction increased.


    Zombie

    Endurance - Strength increased by 50% per level



    - Prestige Upgrades -

    Survivor

    Piercing Damage - Now applies to explosive damage dealt.


    Zombie

    Toughness - Now protects against Fire and Explosive Damage dealt by survivors.

    *Historically toughness has only affected ranged & melee damage keeping explosive damage a separate trait. With this change ( as stated above ), the survivor Prestige Upgrade Piercing Damage now also applies to explosive damage.



    - Yin Yang's -

    Survivor


    Zombie

    Inferno - Explosive Resistance Base 10% -> 0%. Per Level Resistance 15% -> 10%. Damage Reduction Base 10% -> 5%.

    Reckless - Base Endurance 10% -> 5%. Per Level Endurance 5% -> 10%.



    - Perks -

    Survivor

    Vantage - Base Strength -2.5% -> 2.5%. Per Level Strength 7.5% -> 2.5%.

    Thorns - Return damage changed to Explosive Damage.

    *Thorns will no longer proc damage based perks. Kill based perks will continue to trigger.

    Trapper - Base Damage 0 -> 20. Self damage slightly increased. Trapper will no longer trigger if the board owner has died and become a zombie.

    Dr Boom - Per Level Damage 20 -> 25.

    *NEW Buck - Shotgun kills increase further shotgun damage for 5 seconds, with a stackable duration of up to 25 Seconds.

    7.5% / 15% / 22.5% / 30%


    Zombie

    Zombie Master - Now provides passive Berserk Regen, increased per Perk Upgrade Level.

    Blaze - Fire Height increased by 100%

    Mutation - Added further visual and chat notifications for mutation procs.

    *NEW Ignite - Dealing damage to players and props has the chance to create a pool of fire ( Blaze ).

    2.5% / 5% / 7.5% / 10%

    Fungrades 2024 - 1.6.0 - Prestige Buff & Rewards, Perks n Yin Yang's!

    A update focused on Prestige Power & Rewards, along with some fun new Perks and Yin Yang's following the mid 1.5.5 patch.



    - Changes -

    QOL Reset & Prestige Upgrades - You can now specifically reset Prestige Upgrades.

    Joining the round with 'Invalid Stats' will randomly downgrade you.

    Example: If you previously had 2 Perks active, you must either upgrade Max Perks to 2 again, or, Downgrade/Reset your perks before playing.

    Example 2: If you previously had 3 Perks active, but have only re-upgraded Max Perks to 2, 1 Random Perk will be removed when you join the round.

    Joining a round with incorrect prestige upgrades will randomly downgrade/reset that specific Upgrade/Perk/Yin Yang.

    This is and 'Advanced' option for those who want to slightly change their Prestige Upgrades setup, without the need to fully Re-Upgrade, Re-Perk and Re-Yin Yang all of your stats.


    Prestige Rewards - Each Prestige now also awards +1 Max Level

    To compensate the change to the Prestige Upgrade 'Max Level', a small portion of Max Level Power has been shifted into each additional Prestige.

    Although this will not change too much for the majority of players ( specifically those between prestige levels 2-5), this will now open the door for stronger perk builds outside of the need to upgrade Max Level with prestige points.


    Panic Pass - Fixed players below prestige level 2 not being able to use curses.

    Pass no longer provides a new challenge if your daily limit has been reached.


    Minor Melee Damage Fixes - Some upgrades were not fully applying correct values from Perks & Yin Yang's


    Boost - As boost has the potential to break the current balance of the mod with multiple boosts bought within a single round, the cooldown has now been changed to 120 Seconds ( from 30/60s ).

    Having the ability to use boost 20 times in the space of a 10 minute round can be slightly problematic..


    Math - Time to Answer 20s -> 25s


    Bleed - Each bleed stack now reduces life steal effectiveness by 25% per stack ( 100% reduction at max stacks ).

    *Unchanged - Medics will still be unable heal any Survivor with at least 1 stack of bleed until they have been bandaged.



    - Upgrades -

    (Both Teams)

    Speed - Per Level reduced by 15%~

    *This has been reverted back to Fungrades 2022 Speed Values.

    Along with the new changes & other speed perks/yin yang's, this is (once again) causing some slight hitbox issues.

    This is a minor reduction to both teams, and ultimately only reduces total speed by 1-3% depending on your combined upgrades and yin yang's.

    *Zombies still have 20% increased speed per upgrade level over the Survivor upgrade.



    - Prestige Upgrades -

    (Both Teams)

    Max Upgrade Level - Per Level changed from 3 -> 2

    *For those of you doing Upgrade-focused Builds, this has been lowered to make room for the new Prestige Rewards & Overclock Yin Yang.


    Survivor

    Thorns - Per Level 20% -> 25%.



    - Perks -

    Survivor

    *NEW Fortitude - Dealing Damage provides a single stack of resistance ( 1 Stack Ranged - 3 Stacks Melee ).

    Each stack increases your resistance against Bleed, Infection and Damage by 1%.

    Being hit removes a single stack & kills reduce your current stacks by half.

    Per Level increase Max Stacks by 10 / 20 / 30 / 40


    Revitaliser - Raw Heal Changed to 5 -> 5 Per Level. % Heal Changed 5% Per Level -> 2.5% Per Level.

    *This is a buff to weaker melee weapons, making melee builds more viable than just using two handed weapons only ( e.g. Sledgehammer ).


    Pyro - You will now deal ( Perk Level ) damage to targets on fire from any source.


    Zombie

    *NEW Stomp - Berzerking also creates a ground stomp, Inflicting damage to nearby props and instantly triggering any bleeding effects on nearby players.

    Level Upgrades increase Range and Stun Power. +50% / +100% / +150% / +200%

    *When this ability is used, bleed stacks inflicted by other zombies will be temporarily triggered as your own.



    - Yin Yang's -

    Survivor

    *NEW Spike - Increases Thorn damage at the expense of Melee Damage


    *NEW Overclock - Increases Max Level by 2 at the expense of 8 Upgrade Points


    Scout - Base Speed 2% -> 1%. Base Damage Reduction 5% -> 2.5%


    Bulwark - Base Speed De-Buff -2% -> -1%.


    Zombie

    *NEW Helm - Increases Headshot Toughness at the expense of Overall Toughness


    *NEW Overclock - Increases Max Level by 2 at the expense of 8 Upgrade Points


    Inferno - Base Explosive Resistance Changed to 0% -> 10%. Fixed: Now correctly deducts explosive damage.


    Hunter - Base Speed 0% -> 1%. Per Level Speed 2% -> 1.5%


    Wound - Base Chance De-Buff -0% -> -2.5%. Per Level Chance De-Buff -5% -> -2.5%

    Fungrades 2024 - 1.5.5 - Minor Post 1.5 Release Changes

    *The Majority of these changes have already been added this week.


    - Changes -

    Bleed - Bleed now deals 4 base damage for both teams.

    Each stack provides 4 additional damage. 1 Stack = 8 Damage, 2 Stacks = 12 Damage.

    Upgrades affect stack damage only. ( The 4 Base damage cannot be increased )

    Survivor Bleed 'Tick' Time changed to 10 -> 12 Seconds.
    Zombie Bleed 'Tick' Time changed to 2 -> 3 Seconds.


    Bots ! - Bots have finally learned how to use rpg ! Bots now have Level 20 Bleed & Toughness and Level 10 Infection.


    Math - Math questions have been changed to Hud Text. They will still appear in chat for those with the Pass Challenge (and will appear much sooner).

    Dependant on the player base, multiple people can now answer the math questions, runners up will gain half the previous experience reward.

    For token rewards, all players will receive a token.

    You will also no longer be randomly slayed if you were second to answer ( this was a bug ).


    Panic Pass - You will no longer need to spend any tokens on any challenges. ( Keeping in line with the Anti-EA statement ).
    The Curse Challenge has been made free whilst active, Double EXP Challenge can now be re-rolled for free in the Coin Shop ( !pass )

    Although you would gain enough tokens to complete them at later levels, the early levels proved difficult to complete if you started with very little tokens.



    - Fixes -
    Technician
    -
    Now provides the correct amount of ammo for low clip guns ( e.g Winchester )



    - Prestige Upgrades -

    Bleed Damage - Changed to 25% per level ( in simple terms, +1 damage per stack )



    - Perks -

    Survivor

    Thor - Base Damage 0% -> 10%. Per Level 10% -> 5%

    Lightning Fist - Base Change 0% -> 10%. Per Level 10% -> 5%. Stun Duration 1s -> 0.5s.


    Fungrades 2024 - 1.5.0 - The Panic Pass


    - Changes -

    Presets - Preset swapping has been reduced to 2 mins from 3.

    Achievements - New achievements have been added.

    Prestige - You no longer lose current Experience after a prestige.

    Math Questions - Math questions will be seen more frequently.

    Players on the new Math Pass Challenge will see questions 1 second sooner.

    Jouxbox - !pass has been changed to !skip.


    - Fixes -
    Technician
    -
    Level 4 ammo consumption.

    Lobby players sometimes spawning in as a survivor/zombie.

    Re-joining abuse

    !preset - Will now load on first command use.



    - Perks -

    Survivor

    Haemorrhage - Base Damage 0% -> 5%. (e.g. 1 Stack = 2.5% -> 7.5% / 2 Stacks = 5% -> 10%)

    Pyro - Minimum Burn Time 1s -> 2s. Pyro now spreads to nearby zombies in a small range around your target.

    Trapper - Trapper no longer provides additional barricade ammo regen.

    Dr Boom - Range increased by 20%

    Electric Cherry - Range increased by 20%

    *NEW Lightning Fist - Fists have the chance of electrifying your target and nearby zombies.

    Stunning and dealing additional Ranged Damage ( Activating any other ranged perks )

    Damage = Double Upgrade Level

    Example: Level 20 damage will deal 40 raw additional damage to your target and nearby zombies.


    Zombie

    Bloodhound - Base Damage 0% -> 5%. (e.g. 1 Stack = 2.5% -> 7.5% / 2 Stacks = 5% -> 10%)

    Enrage - Enrage now activates when taking damage. Whitey can still activate this manually when Roaring.

    Blaze - Increased damage by 25%

    Vampire - Base life restoration increased to 0% -> 10%

    *NEW Smoke - Creates a smoke bomb on death reducing vision, Damage and Movement Speed.



    - Yin Yang's -

    Survivor

    *NEW Bludgeon - Increases Melee Bleed Chance and the expense of Ranged Bleed Chance


    Zombie

    *NEW Shell - Increases Toughness when taking damage from Behind at the expense of reducing Toughness from the Front.



    The Soldiers of Demise Panic Pass - Season 1 has arrived!

    Much like a classic battle pass, completing pass challenges will provide brand new and unique in-game rewards.


    How it works

    Once Activated ( !pass ), you will have the chance to complete 2 Challenges per day.

    Completing a challenge will reward you with a Level Based Reward ( See Table Below ).

    For every 10 levels obtained, you will also gain new Unique Permanent Rewards.

    As an additional Cosmetic Bonus, If you manage to reach level 100 within 45 days, you will also unlock the Panic Pass Skin ( VIP Only ).

    *Level 100 can be reached in any amount of Time / Days over 45, The 45 Day Limit is for the Skin Only.*

    If you did not complete a challenge on the previous day, they are reset and randomized everyday automatically.

    There are a total of 10 different Challenges which will be randomly assigned each time you complete one.


    For those of you who love to speed run challenges, a Pass Plus option has been added that will allow you to complete an additional challenge each day.

    *Anti-EA Games: All levels and unique rewards can be obtained without spending any previous in-game currency. As stated above, the pass plus option has been initially added for speed running purposes.


    NOTES:

    There are no costs to activate the Panic Pass.

    Once activated you will have 45 days to obtain the unique skin, all other rewards have no time limit.

    Once you reach level 10, the rewards will reset back to level 1 ( e.g. Level 11 = level 1 )

    *There are total of 11 Unique Permanent Rewards, Level 100 provides 2. Level 10 Rewards will be kept hidden until discovered in-game!


    Level 1 Level 2 Level 3 Level 4 Level 5
    Experience * Random Item Experience * Tokens * Panic Pass Coins
    Level 6 Level 7 Level 8 Level 9 Level 10
    Premium Points * Experience * VIP Days Experience * Unique Permanent Reward


    * The Pass Plus Option also provides 10% Additional Rewards to Experience, Tokens and Premium Points per level.


    Medic 4.0 & Fungrades 2024 - 1.3.5

    This week Medic has received a QOL Update with new selective medic traits/perks, along with medic statistics ( fresh, starting from today ).

    Fungrades will also be releasing with a mid version update patch.


    Medic 4.0

    As a medic, you will now have the upgrade option to choose the medic perk you wish to use, there are currently 5 perks available.

    Shaman - Your passive healing also provides a 5% chance to Cure & Bandage survivors.

    Mender - Curing and Bandaging other survivors provides you both with additional health.

    Doctor - You will no longer lose a charge when you fail to cure a survivor.

    Priest - Cures & Bandages provide 50 healing charge.

    Warlock - When out of charges, you can sacrifice 33% of your maximum health to cure or bandage other survivors.


    Base Charges changed to 1.

    Increased base recharge rate from 100 -> 120 seconds. Increased per level from 7 -> 8 Seconds.

    Experience rates have slightly been increased & Medic Statistics have arrived! !medic <name>


    Fungrades 2024 - 1.3.5

    - Changes -

    Zombie Selector / Late Joiners / Zombie Spammers - Additional changes to prevent the abuse of team selection has been added.

    The Point Reduction is now more forgiving to those who do not abuse the selection system and now scales fairly for those abusing the system to those who are not.

    Presets can now be swapped ( once ) mid round as a zombie. They can also be preselected as a survivor for the next round.

    Any benefits the previous preset provided will be lost ( eg Gravedigger ).

    Team Win Bonuses & Curses - You will now gain experience rate bonuses depending on the current win rate of the map.

    Example: Low Survivor Win Rate = More Experience for Survivor wins.

    Achievements - 8 new achievements have been added ( Curses ).


    - Improvements -
    Crash/Restore system
    - Will now return any starting player bonuses and attempt to respawn you on the correct team.


    - Perks -

    Survivor

    Engineer - Base slow ( 20% ) now increased by Pushback/Cripple Strength.

    Dr Boom - Dr Boom Damage now increased by Upgraded Damage % ( Ranged ).

    Trapper - Base damage 50 -> 0. Trapper Damage now increased by Upgraded Damage % ( Ranged ).


    - Yin Yangs -

    Survivor

    *NEW Fitness - Increases Stamina Regen and the expense of Speed.


    Zombie

    *NEW Inferno - Increases Explosive Damage & Resistance at the expense of Damage.

    Fungrades 2024 - 1.3.0 - Minor stat changes, Engineer & Specialist Buff. New Perks & Yin Yangs. New Feature - Curses!

    - Notes -

    This patch brings some minor changes and fun buffs to several yin yang's & perks.

    Some changes/fixes listed below have already been added since 1.2.0

    A new feature has been also added: Curses


    - Changes -

    Raygun FOV

    HUD Size for both Fungrades & Medic

    Bleed - Bleed Damage has been slightly buffed for both teams and normalized with their upgrades via Prestige Upgrades, Yin Yang's & Perks.

    RTD Cooldown Changes

    Zombie Abuse - You will now gain up to 50% less points. The code on how this system works will be kept private.


    - Fixes -

    Bleed proc point gain

    Trapper Cades now output the correct damage and will explode when stood on

    Starting weapons fix

    Max Player integrations

    Killing spree's ( suicide )



    - Improvements -

    Zombie Selection System - new linked commands !skill & !wr/!winrate will provide a simple rating for your zombie performance & current winrate for the current map.


    - Player Upgrades -

    Survivor

    Cripple/Pushback - Increased per level by 25%. *As endurance is now a hard counter, this upgrade required a small buff per level.


    - Yin Yangs -

    Survivor

    Loris - Base 5% -> 0%

    *NEW Zeus - Ranged Damage at the expense of Ammo Regen. ( 5% / 5% )

    Zombie

    Blight - Time per level 10s -> 15s

    *NEW Charger - Lunge Speed at the expense of Lunge Regen


    - Perks -

    Survivor

    Engineer - Slow 15% -> 20%. Time Changed from 15 -> 10-25 Seconds.

    Specialist - Starting weapon now also provides 5% Damage Piercing.

    *NEW Penetrator - Toughness Penetration. 15% (Pistol, Shotgun, Rifle, Revolver)

    - Zombie -

    Blaze - Changed. Blaze chance is now 50% for all levels. Each level now provides an extra blaze near the first, up to 4 Blazes.

    Plague - Changed. Has been made 40% bigger. the centre of he cloud now provides up to 2x infection chance rate, down to 0.5x on the outer edge.

    *NEW Maniac - Chance to trigger explosives held by survivors, damage is dealt around the target ( Chance 5 10 15 20 ) Deals 100 Damage.



    - Curses -

    From Prestige level 2 and above, curses have been introduced to provide alternative difficulty levels to the game.

    Curses provide additional Experience Rates at the expense of some nasty player Curses! Once a curse has been inflicted upon yourself, you will be given a random Curse and its Passive.

    Curses are only available for Starting Survivors & Zombies, they can be bought within the first 10 seconds of a round.

    As a survivor, curses are lost on upon Death. For Zombies, curses will last the entire round.

    If the curses become too strong, you can always !decurse yourself at any point of the game.

    New Commands: !curse /curse !decurse /decurse

    Fungrades 2024 - 1.2.0 - Zombie Balance, Infection Changes, Stat strength moved into Yin Yang's from Upgrades.

    - Notes -

    This update is focused on moving the power of infection and its relevant builds ( On-Hit Power, Mutation, Plague ) into Yin Yang's .

    Along with this change, the strength of both Damage & Health from upgrades have also been moved into Yin Yang's ( Keeping Damage & Health Builds viable )


    Zombies currently have an insanely high win rate across 90% of the maps played, ( even with the new zombie selection feature which will select based on skill ) zombies are still having a little bit of an easy time. Due to this, higher skilled players are also having little chance of becoming a zombie on the majority of maps ( along with the fact everyone pressing F2 ).


    As Yin Yang's feel slightly underwhelming at the moment, several Yin Yang's have had their overall power has now been made far more stronger than previous. They have also been given scaling de-buffs making them viable at all levels.


    Although the Zombie infection upgrade is receiving a nerf from upgrades, survivor armour no longer completely prevents infection. Having armour now increases your infection protection chance by 2x. Ultimately, if survivors still decide against upgrading infection protection, zombie infection builds will now be far more deadly.


    Similar to infection, armour now reduces the attackers bleed chance by 50%


    ** FYI: Changes below that include 'Base' refers to the additional ( or negative ) stat provided at level 1 included for both Yin Yang's & Perks.



    - Changes -

    Infection now provides additional experience when a survivor turns from your infection.

    Paralyze Yin Yang removed and replaced with the new Reckless Yin Yang.

    4 New Prestige Specific Upgrade Yin Yang's have been added

    Zombie Cripple Upgrade Removed, Replaced with Endurance ( Anti-Cripple/Slow )

    For simplicity and easy understanding for all. Infection and Infection Protection now works with Armour(2x Infection Protection) for all interactions. Plague chance re-buffed to 100% from upgrades ( from 50% ).

    Bleed stacks now reduce Life steal effectiveness ( Revitaliser, Bloodthirster, Vampire )

    Yin Yang de-buffs now scale with each level, making them worthwhile at all levels.

    Medics now receive a default 10% infection protection.


    - Fixes -

    Mutation Air Proc Rate

    Map Starting weapons fixed ( Multiple Melee Weapons ).

    Vampire Perk now works correctly ( was providing 0 health in specific conditions )

    Pre-set ID Numbers & Loading


    - Improvements -

    Math Questions - Additional questions have been added.

    Medic - Medics will now show an alternative icon for mutated players and will provide additional experience when cured. Airborne Mutation will now also be visible to all players.

    Challenges - Completing challenges will now provide more experience in chained succession.

    Zombie Selection System


    - Player Upgrades -

    Survivor

    Health 4 -> 3

    Armour - No longer provides 100% anti-infection. Armour now provides 2x Infection Protection Rate & also reduces the attackers bleed chance by half.

    Cripple - Slow duration slightly increased.


    Zombie

    Damage 2% -> 1%

    Health 4 -> 3

    Infection 1.5% -> 1%

    Cripple Upgrade Removed & Replaced with Endurance to counter speed reductions ( Cripple & Engineer Grenades )



    - Yin Yang's -

    Survivor

    Loris - Base Damage increased by 5%

    Bulwark - Base Health & Armour Increased by 5%

    Contagion - Base Infection increased by 5%

    Lacerate - Base Bleed increased by 5%

    Bullet - Negative changed to Stamina Regen ( From Damage Reduction )

    Thor - Changed to 5% -> 10% per Level - Base Damage Removed ( 5% ).

    NEW* Trueshot - Increased Headshot Damage at the expense of Damage

    NEW* Guard - Increased Armour per tick from Armour Regen at the expense of Maximum Armour.


    Zombie

    Brute - Base Damage reduced to 5%. Per Level Damage increased to 5% -> 10%. * This Yin Yang counters the damage nerf, keeping the damage builds intact .

    Hunter - Speed Base Removed, Per level 1% -> 2%

    Tank - HP & Armour reverted to 4% -> 5% per level.

    Slash - Base (2.5%) Removed. 2.5% -> 3% Per Level. Negative changed to Toughness ( From Damage Reduction )

    REMOVED* Paralyze

    NEW* Reckless - Endurance 10% Base + 5% Per Level. Attack Speed Reduction.

    NEW* Wound - Increases Bleed Damage per tick at the expense of Bleed Chance.

    NEW* Blight - Reduces the time in which your infection turns a survivor at the expense of infection chance.



    - Perks -

    Survivor

    Exhaust - Base Strength 0% -> 10%

    (Patch 1.2.3) Engineer - Max Slow 60% -> 15% ( At All Levels ). Each level now increases its strength against Endurance. Duration Reduced by 10 seconds.

    This change keeps engineer new player friendly whilst also remaining strong against higher ranked players at its higher upgraded level.



    Zombie

    Bloodthirster - 10% -> 15% Per Level.

    Vampire - 15% -> 10% of Max Health Per Level.

    Claw - Base Armour Damage Removed ( 5 ).

    Enrage - Base health removed ( 10 ) Per Level 10 -> 15

    Mutation - Now applies 1 stack of mutation at all levels ( out of the 4 ) on hit, further damage from ANY Player or Bleed ticks will increase the mutation level by 1 ( up to the upgraded mutation level ) they were hit with. *New - If another player with a higher mutation level attacks a mutated target, their Maximum mutation level will also be raised.

    Fungrades 2024 - 1.1.0 - Post Release update notes and changes.

    This update lists many changes already active within the mod, along with some new QOL Changes, small nerfs and some bigger buffs to several upgrades, yin yang's & perks.


    - Fixes since release -

    Text - Many chat text fixes and colour corrections

    Tri Force - Fixes to the health not applying in a live round.

    Objective Items - Not working on some maps

    Wisp Menu - Menu disappearing.

    RTD - Corrected experience to all reward.

    Ammo - Spawn ammo for your starting weapon.

    Presets - Corrected zombie presets giving you incorrect stats.

    Snorlax - Double Points fix ( was not resetting between rounds ) + Achievements Reward

    Events - Snailmode now sets speed correctly for all players.

    Challenges - Target/Protect corrections that was also causing some players to not received round end rewards/experience.


    - Improvements -

    Zombie Selector - The zombie selection has been given a big upgrade to team balance. Players are now chosen on their hidden skill level, it no longer selects players on their upgrade level/rank.The Amount of zombies chosen is now also dependent on the current win/loss ratio of each map/round. It will now also prevent the top 3 players choosing zombie and becoming zombie at the same time.

    Crash Recovery - Will now attempt to spawn you back to the survivor team if you crashed as a survivor.

    AFK System - Will now correctly disable on deathrun maps.

    !stats - Added whitey/carrier chance.

    HUD System - Map HUD Text should now work along side the fungrade system to prevent flashing and missing information provided by maps ( objective text / timers )

    Hitbox/Speed - Additional code to prevent speed levels exceeding your upgraded speed level when moving/jumping has been added.

    Raygun - Damage increased by 10-15%. Now provides revolver ammo when given.

    Electric Cherry - Added Zap Sound

    Gamble - !gamble loan can now be used to join any gamble of any amount. Your current Experience will be used at the end of each round to pay off your loan untill fully paid.

    Presets - Each team can now have up to 7 presets.


    - Player Upgrades -

    Survivor

    Speed now affects your stamina regeneration rate.

    Zombie

    Speed now affects your lunge regeneration rate.

    Health Regen will now remove bleeding effects. % Chance = Level.



    - Prestige Upgrades -

    Survivor

    Piercing Bullets - 4% -> 5%

    Armour Regen Initial Cooldown - 65s -> 60s

    Bleed Damage - 10% -> 15%

    Thorns - 10% -> 20%

    Zombie

    Prop Damage - 15% -> 25%

    Bleed Damage - 10% -> 15%


    - Yin Yangs -

    Zombie

    Hunter - Damage Debuff 15% -> 20%

    Tank - HP & Toughness Per Level 5% -> 4%



    - Perks -

    Survivor

    Engineer - Per level slow 15% -> 20%. Now Starts with a frag grenade.

    Trapper - Base Damage 25 -> 50

    Dr Boom - Base Damage Removed, Per Level 15 -> 20

    Exhaust - Changed to 10% flat per level.

    Zombie

    Plague - As Plague(using infection upgrade) bypasses Armour, the infection chance has now been halved. Plague will now be consumed on the first infection. The Tick/Proc rate has been buffed by 20%!

    Blaze - Slightly increased duration, range and damage by 20%~

    Saboteur - Removed Base chance ( 10% -> 20% -> 30% )

    Fungrades 2022 (v8.0.0) - Challenges. Bleed Upgrade. Yin Yang Team Split & Buff.


    *** New ***

    > Challenges! Dailies have been upgraded and replaced with Challenges. Challenges will now be given at the start of rounds automatically ( To Starting Survivors and Zombies )

    Players will be randomly selected at the start of each round, which will provide up to two challenges ( Zombies have a higher chance of obtaining Challenges ).

    Completing challenges will increase the difficulty and provide larger rewards on completion. Challenges do not have a limit and can be completed continuously throughout the day.

    Challenges also come with daily goals, the more you complete, the greater the rewards!


    > New Upgrade - Bleed - Upgrade % Chance to apply bleed from damage dealt. Stops health regen (Survivor Medic / Zombie Health Regen Upgrade). Players with bleed take +5% increased damage ( Additional Haemorrhage stacks also increase damage by 5% per stack ).


    > Gamble

    > "!gamble auto|off" has been added to automatically join gamble events. You gamble addicts will never miss a gamble again!

    > !gamblestats will now also provide a menu to show leaderboards for the most profitable player, most played, biggest winners and biggest losers.


    *** Changes ***

    > Upgrade Costs - With the addition of bleed, prestige upgrade costs per level have been reduced entirely ( Starting at -20% ). Upgrades will gradually cost more per level ( at higher levels ).

    > Zombie Health Regen Rework - Health Regen is now always active, upgrading now increases regen speed. Out of combat is now 3x effective.

    > Yin Yang Team Split - Survivor & Zombies can now choose a yin yang for each team. e.g Survivor Fleetfoot, Zombie Thor.


    > Medic

    > The Green Inoculator now also removes Mutation when curing infection.

    > Bandage Upgrade - The Red Inoculator no longer uses health charge. Instead, it makes use of its own charges to cure bleeding effects and provide a small heal. Each inoculator has their own individual cooldown ( based on the inoculator regen upgrade )

    > The boost has been merged into a single purchase which provides health charge & inoc charges.


    *** Yin Yang Changes & Additions ***

    > Tank - No Changes

    > Brute - Zombie Damage Taken 10% -> 5%

    > Hunter - Speed 4% -> 5% / Damage -10% -> -15%

    > Vampire - Total Health Reduced by 25% from 50%

    > Berserker - Moved to P2. Increased charge rate for both teams. Speed -7.5% -> -5%.

    > Fleetfoot - Survivor Speed Upgrade Halved -> Stamina Upgrade Disabled.

    > Barbarian - Survivor +20% Damage Taken -> Armour Upgrade Halved. +20% Damage Taken -> Toughness Upgrade Halved.

    > Haemorrhage - 15/40% Chance Removed -> Evolves bleed upgrade. Bleed procs now stack increasing the damage received each tick. / -15% Damage -> Infection Disabled.

    > NEW* Blaze - Survivor - Incendiary Grenades + Shotguns / -25% Non Shotgun Damage. Zombie - Blaze Martyr / Damage Upgrade Converted to Blaze Damage. Aura - +3 Cripple.

    > Loris - Zombie Damage 15% -> 25%

    > Thor - Moved to Level 4. Survivor Melee & Gun Buff/Debuffs Reverted 35% -> 40% . Zombie 50% Range Removed. -> Every 3rd hit deals Double Damage. -15% Damage -> -15% Attack Speed.

    > Technician - Moved to Level 5. Survivor ROF -20% -> Cripple Disabled. Zombie - Multiple Jams will now break the weapon. Zombie Attack Speed -20% -> Cripple Disabled.

    > Plague - Survivor 15% -> 25% Anti-Infection. Now also immune to Zombie Infection Martyr. Zombie - Plague cloud area increased, slightly reduced max rng duration.

    > Assault - Survivor Ammo Regen Rate Reduced by 50% -> 25%. Zombie Attack Speed 10% -> 12.5%. Aura AttackSpeed/FireRate 3% -> 2.5%.

    > Specialist - Survivor Starting Guns now gain 20% Damage. Zombies Deal 30% More Damage to Infected/Mutated Targets

    > Ballistic - Survivor Magazine Ammo Consumption 30% -> 20%


    *** Fixes ***

    > Round Based Achievements will now correctly work as intended.

    > Prestige Yin Yang menu/change corrections.


    *** QOL/Other Changes***

    > Changed hive spawn logic which removes the teleport on spawn.

    > Hive spawn and de-spawn animation is smoother.

    > Bots no longer spawn as carriers.

    > Due to the change to dailies, math questions will now be seen by everyone at all times.

    > Improved zombie selection/spawn code. ( + Fixes to the double spawning )