Patch 5.3.1

> Patch 5.3.1 - January 6th 2023
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### Patch 5.3.1a

* The game now uses a fixed randomization seed based upon your lobbies player and time to the nearest hour. So remaking within the hour for optimal rng is no longer relevant, however playing challenge runs. ie outlaw will yield the same rng theortically if remaking within the same time frame. This should be working please report to me if it is not working. (I spent many man hours to make the game easier for Vanguard. - Rege)

###### Lunar Support Specialist:

Satellite Uplink:

* Reduced Energy cost by 5 for base ability.
	+ Removed 'Range' buff uplink inplace for aimbot [due to trolling]
	+ Added a new buff uplink - Aimbot
	+ Aimbot:
		- Increases critical chance by 15% per level
		- Costs 20 energy per level

> Please note due to this change for LSS providing critical chance, all zombies now have an innate ability to do critical damage w/ value of 10x at a 25% chance base rate (modifiable, but capped at 99% w/ LSS buffs)
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* Added a new chat command for LSS that corresponds to Uplink:
	+ -o <n1><n2><n3><n4><n5><n6><n7><n8><n9><n10><n11><n12><n13>
	+ -o QWERTYASDFZXC
		- Where n1/q corresponds to that slot's level you which to allocate
			* Example: -o 3000000000000
			* This would set the Q slot uplink bufff to level 3

###### Marksmanship (For Most MOS):

* Damage scale remains the same 2.5x/5x/7.5x/10x damage, respectively per level
* Critical chance reduced to 0.25% chance for all MOS's (Including those w/o Markmanship)
* Critical chance increases by 0.25% chance per level of marksmanship
* Critical chance is now 100% upon landing a headshot on a zombie.
	+ Please note not all zombies have a head.
	+ Please note the only MOS currently that can target aim is Specter, and he cannot do critical hits.

> Developer Thoughts - In response to controversial changes regarding high crit rate low crit damage and high crit damage low crit rate. We decided to do the best of my world(edit). which is no crit rate and high crit damage.
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###### Ghost:

* Fixed ghost special round effects not showing for other players

###### Cyborg:

* Reload/Unjam bonuses are now additive
* Stonewall Module energy cost adjusted from 5/7.5/10/15 -> 5/7.5/10/20
* Meltdown now destroys items
* Fix incend rounds not tinting target

###### Combat Engineer:

* AA sentry auto-attack range increased to match weapon range
* AA sentry energy use per attack decreased 0.8->0.5
* Flamethrower sentry range increased 8->8.5, health increased by 200
* Fix IS bot granting vision to PMC when attacking

###### Platoon Leader:

* Fixed an issue where hold fire was not present on LN command cards (youre welcome edin - Rege)

### Patch 5.3.1b (Hotfix)

* LSS uplink now applies to PMC
* PMC also has base crit rate similar to MOSs

### Patch 5.3.1c

* Increased random seed interval to 3 hours (ask Skylance)
* Reverted crit change from last patch as we could not figure out how to implement headshots
* Added new mixed colors for ghost rounds when multiple rounds are equipped
* Meltdown now destroys trees
* Flamethrower Turrets VFX adjusted to match new range and health
* Updated QT SI tooltip to match last patch (thanks sky)
* PMC no longer require vision to crit