This week's Friday Build brings another big change to one of the aspects of Survivor City. In previous versions, there were 4 unique variations of each weapon based on the 4 quality levels: Bad, Normal, Rare and Superb. I wanted to increase the variety of weapons even within the same type to add more depth to the weapon system.
The 4 quality levels are still there, but now each weapon will have a modifier attached to it. There are 10 different versions of Bad weapons, 11 of Normal, 10 of Rare and 4 Superb. They still follow the efficiency rules based around Normal weapons being considered baseline (or 100%), but their stats are changed based on their specific modifier.
For example, a weapon that is "Damaged" will now have its' maximum damage decreased, as well as it's max durability. A weapon that is "Heavy" will have reduced accuracy and increased weight. Each modifier will affect a different pair of stats that will make them 50% as effective as Normal weapons.
Weapons of Normal quality will have one stat increased and one decreased. An example would be "Untouched" weapons which will have increased durability, but decreased accuracy. Rare weapons will have 2 stats increased from baseline (or 1 greatly increased). Superb weapons are uniquely named and can have up to three stats increased. In addition to these changes, the background color of items have also been updated to reflect their quality.
It will be interesting to see how these changes affect balance, but I'm excited to see how such variation affects replayability!
There were also some other minor changes such as the reduction in Flashlight weight (from 1.0 to 0.5). Infection status effect has also been altered to allow survivors to search while sick. Be wary though of leaving a sick survivor with 1 Health after searching! Check out the new updates and tell us what you think!