Patch 5.0

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>  Patch 5.0 - November 21st 2022
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* Plasma grenade damage scaling increased from 300/550/800/1100 to 500/700/900/1100
* Plasma grenade ground DoT duration reduced from 8s to 4s, damage remains the same
* Plasma grenades have 25s increased charge cooldown, and 5s increased cast cooldown (30/25/20/15 to 55/50/45/40, 5 to 10)

#### Medic

* Sitrep can now be autocast
* Frag Grenade energy cost reduced from 70 to 60

#### Automatic Rifleman

* Fixed Belt Linking 3 not increasing burst count

#### Enforcer

* Kit update for enforcer released
* Riot Control SI available for unlock by completing Solo T2 PMC Survival as Enforcer

#### Calvary Scout

* Item Sensor is no longer a toggle, it is now an instant ability with a cooldown
* Item Sensor's pings are now colored based on the item's class; mission items are not pinged
* Stealth Armor now works with any source of cloaking
* Steel Saber reduces armor penalty by 0.5

#### Squad Designated Marksman

* Weak Point Targeting no longer gives +2 weapon range
* Lowered Weak Point Targeting's armor penalty reduction from -2 to -1
* Pin Point Rapid Fire now properly reduces Rapid Fire's range penalty by 4, rather than setting it to 4

#### Javelin Gunner

* HE Rocket damage no longer has a penalty vs armored or mechanical units, penalty vs massive remains at 25%
* Fixed Guided Missile's explosion on laser designated targets

#### Platoon Leader

* Swamp Slow and Fractured Leg now properly disables mini/ln jump
* Weak Point Targeting no longer gives LNs +2 range
* Lowered LN SDM's Weak Point Targeting armor penalty reduction from -2 to -1

#### Combat Engineer

* Increased 50 Cal energy while attacking from 0.8 to 1
* Sentry Guns are no longer visible when attacking
* Sentry Guns no longer have a drop pod animation
* Clarified requirement tooltips for Engineering Skills abilities
* Kestrel damage increased from 35-39 to 45-50 and deal full damage in a radius of 0.6 (from 70%)
* Kestrel no longer has a penalty vs shields and cannot splash friendly targets
* Kestrel attack speed reduced from 0.45 to 0.3
* Satchel damage is based on the CE's stats, rather than the stats of the disarming unit

#### Cyborg

* Can no longer carry rifles in their inventory
* Lowered Weapons Assimilation 2's Weak Point Targeting armor penalty reduction from -2 to -1
* Added a cooldown to toggling Stealth Module

#### Ghost

* Disruptor Rounds now deal area damage (same as default plasma)
* Incendiary Rounds max stack count decreased from 2 to 1, dps increased from 150 to 240
* Plasma Grenades will now only inherit the type of rounds you have active when it lands, instead of updating in real time
* Plasma Grenades will only apply the round it inherited while the round is active on your hero
* Plasma Grenades have 25s increased charge cooldown, and 5s increased cast cooldown (30/25/20/15 -> 55/50/45/40, 5 -> 10)
* Tweaked rounds visuals and sounds

#### Fire Support Specialist

* In Survival modes, receive 10 extra shells every 10 minutes
* IDF is now a 5 level skill tree; the old IDF skills have been readded to this tree with some adjustments
* Orbital Strikes has been replaced by Suppression Barrage
* Call For Fire damage now scales across all 4 levels, final damage remains unchanged
* New CFF command -c, allows setting of all CFF variable in one line
* Minimum CFF radius reduced to 1, max increased to 10
* Increased max shells per CFF from 5 to 10
* Directional shells will have a fixed random radius of 1
* Nuclear Strike is no longer available at level 4 CFF and has been moved to the IDF tree
* Decreased Nuclear Strike shell cost from 10 to 8

#### Commando

* Frag Grenade and Improved Frag Grenade damage has been increased from 400 to 650
* Decreased Frag Grenade energy cost from 70 to 60
* Decreased Improved Frag Grenade energy cost from 40 to 35

#### Energy Weapons Specialist

* Laser Prism energy drain changed from discreet modifications to a degeneration
* Laser Prism penalty vs mechanical and massive targets reduced from 100% to 50%

#### Specter

* Increased WE's base radar range from 20 to 30

#### Joint Terminal Attack Controller

* Strafe base damage -50 (100 -> 50), damage per level +10 (20 -> 30)
* Rocket Run base damage -100 (200 -> 100), damage per level +20 (40 -> 60)
* Rocket Run energy cost -15 (80 -> 65)
* Rocket Run cd +15s (30 -> 45)
* Arma Bomb count increased by 1 (2 -> 3)
* Arma Bomb energy cost +10 (90 -> 100)
* Arma Bomb base damage -1250 (5000 -> 3750), damage per level +250 (750 -> 1000)
* Recon Plane energy cost -50 (50 -> 0)
* Recon Plane cd +45s (45s -> 90s)
* Recon Plane reveal radius increased from 3 to 4
* Strafe abilities will continue to recharge their cooldowns while disabled
* Anti Armor Helicopter's weapon will prioritize massive targets after any threats
* CA's strafe gun no longer splashes ground units around its target
* CA no longer reduces strafe cooldowns

#### Heavy Gunner

* Fixed Belt Linking level 4 not adding heat capacity
* FMJ AoE reduced from 60%/2 and 30%/4 to 50%/1 and 25%/3
* Removed an extraneous AoE arc from FMJ
* HVAP base attack speed decreased from 0.25 to 0.2
* Spittin' Lead's per stack bonuses; attack speed decreased from 20% to 10%, movement speed penalty decreased from 2.5% to 1%
* Burnin' Up's movement speed multiplier reduced from 17.5% to 10%, energy drain increased from 3.5 to 4

#### Mercenary

* Merc Skill's ranged damage bonus increased from 6% to 8% per level
* QT now improves Railgun and Grenade Launcher reload speed
* Standardized railgun and python damage points to 0.05
* Increased python outer falloff damage
* Adjusted python level 2 buffs
* Python hits air - last patch, unlisted
* Railgun base damage increased from 300-450 to 750-1000, multiplier vs massive and mechanical targets decreased from 7 to 2.8

#### Mech Operator

* Readded Sprint to the hero unit's submenu
* Updated siege walker Tactical Strike assets
* Suit Recharge has 50% reduced efficiency to biological targets, and now has a visual effect
* Changed MOS designation to 19M from 94AWS

#### Lunar Support Specialist

* Provisionally available for unlock with:
	+ Monsoon Achievement *(Beat Boss Mode with Intense Weather and Ammo Shortage)*
	+ Thunderstorm Achievement *(Beat Hard Campaign with Intense Thunderstorm)*
	+ Frostbite Achievement *(Beat Hard Campaign with Intense Blizzard)*
	+ Fogged out Achievement *(Beat Insane Campaign with Intense Fog)*
	+ Climate Change Achievement *(Beat Thunderstorm, Frostbite and Fogged Out)*
	+ Lightning Camo *(Beat Thunderstorm, Frostbite and Fogged Out)*
	+ Dare to Win decal *(Beat Hard Campaign with T3 and All Random)*

### Skill Identifiers:

TA no longer has an innate movement speed penalty

Added GN SI: gives +2 all stats RD, GN, and SY now are unlocked by default - RD remains unavailable in CO

SY no longer scales based on rank, gives flat 0.45 life regen, 0.3 energy regen, 10 shields, and 0.5 shield regen

BG bonus reduced from 35% to 30%

FA's Trauma Kit is now invulnerable

SH no longer grants fitness

### Zombies:

Fixed Mortarion/Morbus/Carrier/Horror/Swarmer attack visuals

Morbus weapon should now display its cooldown

Mortarions now have a minimum range of 9

Morbuses now have a minimum range of 6

Sasquatch should only have 1 energy bar now

Added a visual effect for Charon's Reactive Plating

Charon's Reactive Plating no longer grants her stacking damage resistance when she is hit, instead she will launch biles at the attacker (with a very short cooldown)

Charon's Blazing Rain (biles) now fires 2 more projectiles, but the projectiles will land randomly around her target (including on her target)

Charon Blighted Cloud's radius increased from 2 to 3.5

Charon's burrowed form has a minimum movement speed of 4.5

Charon has Reactive Plating while burrowed

Charon's level up bonuses increased

Charon's Parasitic Invasion will last for a standard duration before hatching, rather than 15s

Thanatos will now only pull visible units

Zombies should no longer destroy items with melee attacks

Artillery zombies can now deal splash damage to items

Horror height increased to 7 from 3.75

Horrors are now slightly pink hued

Electric Maws' electic shock and Charon's unburrow shockwave should no longer damage items

Added a grace period for mutations - default of 110s, each difficutly level reduces this by 10s

Mutation max stack count reverted from 3 to 2

Dilophosaur damage reduced from 30-40 to 26-33

Dilophosaur ground acid damage per tick reduced from 5 to 4, but damage vs mechanical increased from +2 to x2

Acid Vore's Acid Melt chance increased from 10% to 25%

Generally retouched armor values across many zombies

Fixed eel bite sound being global

### PMC:

Smithy's ballistic plating now reduces all ranged damage

### Items:

Lowered magazine pity loops from 3 to 2

Magazine pity loops are now disabled in tier 4 and up difficulties

Ammo Cases can now drop in ammo shortage games, but spawn chance reduced from 1/4 to 1/6

Explosive Charges now list their random damage

Added item duping fix - items cannot be quick stacked into containers from the ground anymore

USMCR and SOFAR have lost their reload speed bonuses

SOFAR no longer has its crit chance bonus

USMCR now has a 5 damage penalty

Minigun now prevents jams

Decreased Minigun movement speed penalty

Readded M92 Torrent's Rapid Fire penalty

Tweaked AA, KI, and Styner BR3 sounds

Frag Grenades now deal 650 damage

MGLs and M5MAR grenades now deal 800 damage

### General:

Added ability charge cooldown indicators

Ping tags can now be placed on hostile units (mainly for default pings)

Ping tags are now placed at the position of the ping and do not follow the ping target (not Fireteam pings)

Remove duplicated text on coop pings

Floating damage text now properly includes lethal damage, and now display over damaging unit instead of defaulting to the player MOS when appropriate

Allowed more sources to produce floating damage text

Laser Designator range increased from 19 to 30

Claymores should no longer hit hidden units (such as infantry inside bunkers)

Added range indicator to Epilogue satchels

Adjusted certain LZs to be slightly larger

Critical hits from Marksmanship have been reverted to the old system with a crit chance of 12.5% and a scaling crit multiplier of 2.5/5/7.5/10

Critical hits will now factor armor before multiplying the damage, but are only half affected by armor

Suit Malfunction continues to tick down when it is disabled

Various spelling, grammar, and tooltip fixes

Removed Recruit buff and its stat bonuses

Fixed infantry AR crit multiplier increase from Suppressive Fire not being applied

Increased Ailment application health threshold from 90%/65%/35% to 95%/75%/55%

Player hit tracker no longer cares about shields and no longer excludes damage values below 10 *(Makes Veteran SI practically impossible to obtain)*

Critical hit text popups are now globably visible and last longer

Fixed average exp calcuations midgame not limiting individual player contributions at 500k

Increased plasma grenade burn visual to better match its area

Solider Skills' reload bonus is now additive instead of multiplicative with itself

Fixed some items not being ground units

Frag Grenades and MGLs should now hit cliff walkers again

Changed Frag Grenade and MGL damage attribute bonuses to -25% vs massive and mechanical targets

Updated the sprint tracker bar to display current speed bonus on mouseover

Cleaned up MOS selection requirement tooltips

### Game Modes:

Koland's invasion stuff:

* Add muscle relaxant to shop
* New T1 for extra spice
* Genesis tweaks
* Spawn loop tweaks
* Fix xr900 not spawning in

Campaign missions and items no longer cause screenshake, Seismic Resonators have reduced volume on their ear ringing sound

Infernus now immediately spawns during satchels in NM

Added tracker to show cause of death for some mission NPCs

Fixed engineer pings not being cleared on death

Added failsafe to hyperpmc for late hero selections not recieving items

Disabled exp-dependant spawns in Survival if there is only 1 player and the T1 mod is activated

Added one set of ecells to the 40m cache in Survival

Activated the Survival hell spawn loop after cacu spawns at 42m rather than at 45m

Replaced T1 spawns in the Survival hell spawn loop

### Cosmetic Unlocks:

Eternal Night achievement and Sparkle camo are now available by completing NM with Rifle and Barebones modifier

Flat Earthist acievement and Earth decal are now available by completing PMC Surv T2 with no ISR towers activated