Post news Report RSS All Changes

This is a list of all changes, compared to vanilla.

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All changes (compared to vanilla, not previous versions), no info about something means it's the same as in vanilla

ACC - accuracy
AP - armor piercing
DMG - damage
DPS - damage per second
FR - fire rate
MP - Multiplayer
RNG - weapon range
SP - Single Player
SPD - projectile speed
"+" - value increased e.g. +ACC means better accuracy, DMG +25% means damage increased by 25%
"-" - value decreased

<<< Multiple Species >>>

• DMG to hands and feet -25% (from -50%)
• Modified idle animations
• Better durability of corpses (for Alien regeneration)
• Camera adjustments
• Moving around in crouch no longer protects the head from damage

<<< Aliens >>>

• Claws and tails of standard Aliens - +ACC, -DMG also -RNG for Predalien and Praetorian Claws (same range as Drone and Runner because of +ACC)
• Tails of standard Aliens - +ACC, -DMG at full charge, attack animation changed, the attack has always been instant, but the animation made it look like there is a delay
• Pounce - attack with claws or tail is possible a little sooner after the pounce animation is over
• Queen claws - +ACC, DMG -25%
• Headbite - removed to allow quick, reliable claw attacks to the head without the slow headbite animation interrupting them
• Quicker health regeneration by clawing corpses
• Workaround for aliens waving their tails while standing and crouching in ambush with the tail charge

<<< Humans >>>

• Knife - +ACC, DMG +80%, two slashes to cut the net
• Pistol Rounds - ammo: spawn - 36, max - 60, ACC = Pulse Rifle
• Pistol Alt Rounds - ammo: pickups - 12, max - 36, no AP
• Shotgun Shells - ammo: spawn - 30, pickups - 6, max - 42, ACC +10%
• Shotgun Slugs - ammo: max - 30, DMG 180>150, 100% ACC
• Pulse Rifle - no stagger in SP and MP
• Pulse Rifle Grenades - ammo: box - 2, dropped Rifles - 1, max - 2, a little more direct damage so that 100/200 humans always die on direct hits to the legs, 100% ACC
• Timed Grenades - ammo: spawn - 0, max - 6
• Proximity Grenades - ammo: max - 6
• EMP Grenades - ammo: spawn - 6, max - 6, decloak and energy drain for Preds, only Queen gets stunned, for 1.5 seconds, available on spawn instead of Timed Grenades
• Prox. EMP Grenades - ammo: max - 6, they replace Spider Grenades, a combination of Proximity Grenades and EMP Grenades
• Flamethrower - ammo: spawn - 150, pickups - 50, max - 200, +FR, DMG +160%, you can set yourself on fire, no delay
• Smartgun - ammo: spawn - 100, pickups - 50, max - 150
• Rockets - ammo: spawn - 3, pickups - 1, max - 5, reload after each shot, direct shot one hits Praetorians, 100% ACC
• Tracking Rockets - disabled
• Minigun - ammo: spawn - 200, pickups - 100, max - 300, DMG 50>25, +RNG
• Sniper Rifle - ammo: spawn - 4, pickups - 3, max - 6, scope is more transparent
• Exosuit - Laser: 100% ACC, no delay, Minigun - no delay
• Loadout changes: both teams - Assault(1234), Grenadier(12356), Sniper(120), Support(129)
• Removed Motion Trackers
• 5 Flares can now be picked up from green ammo boxes, limit: 10
• New skins for most humans, N/A in MP to keep the vanilla character visibility (Friendly Fire On + Name Tags Off on VRM servers)

Smartgun and Minigun have the same amount of ammo as in Vanilla, the change is only visual for the ammo counter

<<< Predators >>>

• Wristblades -
[Primary Attack]: always double swipe animation, +ACC, no attack delay
[Alternative Attack]: completely charged attack reliably kills anything up to a fully armored human or a Predalien
• Combistick -
[Primary Attack]: always double swipe animation, DMG -17%, +ACC [Alternative Attack]: happens when the spear head meets the crosshair (not when the swipe is over - vanilla), +ACC
• Predator Pistol -
[Primary Attack]: DMG -40% (only effective on direct hits), SPD +181%, no decloak
[Alternative Attack]: disabled
• Speargun - ammo: spawn - 9, pickups - 9, max - 9, DMG 100>250, slower fire rate 0.5s>1.5s, no alt fire
• Shoulder Cannon - DMG +194% (only effective on direct hits), FR -221%, SPD +275%, no alt fire, no auto targeting, no decloak
• Disc - faster throw, no auto targeting, no decloak, less visible trail
• Netgun - ammo: spawn - 2, pickups - 1, max - 3, nets are no longer launched at an angle
• Remote Bombs - ammo: spawn - 2, pickups - 1, max - 3, added trails, they are no longer launched at an angle
• Movement speed - Light Predator - vanilla speed, Predator = LP, Assault & Heavy - faster than humans but slower than LP

<<< Single Player >>>

• AI tweaked, more aggressive and challenging, tested only on Hard mode, so I suggest playing on Hard mode with saves by default and on Hardcore (which is now Hard mode without saves) for more of a challenge, you can still play on Normal or Easy difficulty if you wish
• Flamethrower doesn't set AI on fire, because AI died as soon as it caught fire, higher direct damage
• Some adjustments to stop/minimize the Marine player from clipping slightly through the walls, especially sloping ones, which sometimes caused the AI to freeze in place, including the Queen
• Added Ayleia's fix for single player crash (with her permission), there is no need to add AVP2SPFIX.rez to command line if your campaign used to crash in previous VRM versions

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