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=Resources=
 * Modifiers
 * Mechanics

=Week 47=
 * Cannoneer Defense changed to weapons have 0 weight
 * Cannoneer Flexible changed to Speedloader instantly reloads all weapons instead of only current held
 * Cavalry Offense changed to tamed monsters gain your weapons' status effects
 * Cavalry Defense changed to gaining armor gives tamed monsters bonus max armor
 * Cavalry monster taming hopefully works as non-hosts again, still needs testing
 * Incendiary Defense water shield loses less charge per hit, now protects allies from fire and outside barrier damage
 * Sprint bonus speed raised from +60% to +75%
 * Vengeance modifier works again

=Anniversary Update!=

Just over a year ago, the first line of code for In The Lurch was written. Here's some of what I got done in between school semesters to celebrate.

Classes

 * Added the Cavalry. His utility is a Lariat, allowing the player to mount up and rope in new allies where you may least expect to find them. Current info (all still subject to change):
 * Color: Turquoise
 * Starting gun: Revolver
 * Utility: 3x Lariat. Lariats are thrown projectiles that lock monsters in place. If the player has sufficient strength, lassoed monsters are pulled inward and can be ridden by the player if they spend an additional Lariat to tie it. Riding larger monsters provides more strength to pull and tame even larger monsters. Once dismounted, tamed monsters continue to fight alongside players for the rest of the wave. While the Lariat has a monster tied up or the player is riding a monster, only a lone one-handed gun may be used.
 * Perk options:
 * Offense: Allied monsters gain +40 damage
 * Defense: Allied monsters gain +50 max armor
 * Flexible: +5 Lariat charges
 * Bombardier Offense changed to +10% damage and power per each collateral hit in an attack. While most effective with splash damage, where it also gains additional blast radius for each monster in the blast, it works on hitscan penetration shots, as well.
 * Bombardier Defense changed to a flat -10 damage taken from explosives. This makes them very strong versus explosive modifiers and self-damage, but a bit less strong versus Giants. Rather than only completely negating Dynamite damage, player-player explosive damage can be completely mitigated to 0 damage.
 * Cannoneer Speedloaders now cost 75 Energy instead of 100
 * Frontiersman Offense changed to +50% headshot damage.
 * Frontiersman Flexible's perk now works properly with the Discharger and Revolving Shotgun's upgrade.
 * Guerrilla cloaks now also speed up reload time

Weapons

 * Added the Bolt Action. This is a new sniper rifle rivaling the Elephant Gun with a slow firing speed but 5 fairly quick to reload shots. Its upgrade gives it bonus damage versus enemies revealed, which is either done by the Flare Gun, negative Ambush, or a player pinging them.
 * Added the Coach Gun. This is a two-handed version of the current Scattergun that is slightly more powerful and accurate, but also slower and heavier. Its upgrade saws it off to a Scattergun (now named the Sawed-Off) and gives the user +20 Armor. The old Scattergun is no longer in the weapon drop pool.
 * Added the Fife. This is another instrument weapon, its primary fire provides a healing aura while its upgrade allows you to target and tame monsters. It is an energy weapon drop and, similar to the Bugle and Drum, provide bonus damage to the Harmonica Rifle.
 * Added the Scalder. This is a new beam weapon that uses both Energy and Canteen charge, but similar to the upgraded Blowtorch, it has a large radius and heavy pushback on the user. Its upgraded alternate fire pumps Canteen charge into Energy on command.
 * All Energy weapons can now be used as long as Energy is above 0, no matter the cost.
 * All Energy weapons now take 1 second instead of 0.5 seconds to begin recharging after firing.
 * All upgradeable weapons can now be upgraded multiple times. Successive upgrades increase the strength of the initial upgrade's function.
 * Blunderbuss: class-dependent upgrades updated:
 * Electrocutor's explosions are now shocks with damage split between each target hit similar to Shock Grenades
 * Guerrilla's now removes its explosive properties and forces things hit into Ambush (if its a monster) or cloaked (if its an ally)
 * Incendiary's now creates a field of fire on its explosion, similar to their Firebombs
 * Carbine: damage 90 -> 120, refire time 0.3 sec -> 0.4 sec, upgrade changed to scope with further upgrades adding additional damage but minus fire speed
 * Compound: healing reduction while bleeding reduced from -100% to -90%
 * Discharger: max damage lowered from 650 to 400, but direct hit's shock is now an additional 400 shock damage, causing a direct impact to do 800 damage before blast-type and shock-type damage adjustments.
 * Drum: upgrade aura is now bonus reload speed instead of healing
 * Elephant Gun: damage 550 -> 600, upgrade changed to deal bonus damage to berserk monsters equal to 25% of their max health instead of a flat 50% increase
 * Flintlock: damage 150 -> 200, refire time 0.5 sec -> 0.2 sec, among other minor buffs. Barrage damage now stacks once more, although it is a flat +50% damage per hit instead. Also note that the Musket no longer applies Barrage, but it is marked a 'Legacy Combo' weapon instead, being able to benefit from Barrage damage but not apply it.
 * Harmonica Rifle: damage 140 -> 125, upgrade is now an instrument aura that provides +20% damage resistance and counts as an extra instrument for damage bonus
 * Musket: reload time 1.9 sec -> 7 sec, now gains +10% reload rate for the rest of the wave per kill (including from the Bayonet). No longer applies Barrage damage, but is marked 'Legacy Combo', being able to deal bonus damage from Flintlock's Barrage stacks.
 * Pneumatic: refire time 0.3 sec -> 0.25 sec, alt fire refire rate penalty 20% -> 50%
 * Repeater Shotgun: now a two-handed weapon, slightly stronger but slower. Upgrade saws it to its previous one-handed iteration (which is now called the Arnie) and gives the user +20 Armor.
 * Sabre: swing speed now scales with attack speed bonuses
 * Service Rifle: now has an upgrade function based on the player's class
 * Bombardier: rifle grenade (same as current)
 * Cannoneer: attaches a device that causes the weapon to rapidly fire its entire clip, subsequent upgrades raise the gun's clip size
 * Default: automatically converts into a one-handed version with reduced clip size but greater speed, immediately gives +20 Armor per upgrade stack
 * Incendiary: rifle grenade, but it launches a Dragon's Breath instead of a grenade
 * Electrocutor: rifle grenade but explodes as shock that splits evenly between all things hit, causes weapon to count as an electric weapon for Frontiersman Flexible
 * Frontiersman: attaches a scope and improves accuracy, subsequent upgrades raise the gun's damage
 * Guerrilla: alternate fire toggles a silencer that halves damage but provides the Derringer's backstab bonus
 * Sporting Rifle: damage 100 -> 40, now gains +7% damage for the rest of the wave per kill
 * Tranquilizer Gun: reworked; now permanently applies sleep but costs Max Energy for the rest of the wave, upgrades increase the number of hits a monster can take before waking up

Modifiers

 * Added Muscle. Flat -X damage reduction per hit on non-armored health.
 * Bombard and Draw! modifiers now have their effect applied to monsters for X seconds at the start of the round instead of first (X/10) attacks.
 * Blink now always warps hit monsters to the halfway point between the monster and their target.
 * Blocking has been changed to a flat -X damage reduction per hit on armor.
 * Stampede has been changed to double move speed for X seconds (previously was 5x speed for X/10 seconds).
 * Every single modifier can now roll as negative. This includes:
 * Adrenaline
 * Aftershock
 * Ambush
 * Backup
 * Bombard
 * Callus
 * Cannibalism
 * Counter
 * Disarm
 * Drainage
 * Draw!
 * Explosive
 * Fire Affinity
 * Gunfighter
 * Haunt
 * Hopping
 * Ice Affinity
 * Mount
 * Out With A Bang
 * Parasite
 * Persistence
 * Radiance
 * Regeneration
 * Scarcity
 * Scattered
 * Shelled
 * Shock Affinity
 * Stampede
 * Static Charged
 * Territorial
 * Vampiric
 * Vengeance
 * Venom Affinity

Special Waves

 * New type 'Ice Flood': barrier is in flood mode and raises 50% faster; barrier inflicts ice debuff. While active, cold colors are visually intensified identically to the existing all-Ice Affinity waves.
 * New type 'Rush': Every monster randomly chosen will instead be one type. If not a type of boss, horde strength is raised by 50%. While active, a red atmospheric effect identical to the current all-Berserk is used.
 * New type 'Storm': barrier shrinks 50% faster; barrier inflicts shock debuff. While active, purple is visually intensified identically to the existing all-Shock Affinity waves.
 * New type 'Venom Flood': barrier is in flood mode and raises 50% faster; barrier inflicts venom debuff. While active, green is visually intensified identically to the existing all-Venom Affinity waves.

Monsters

 * Almost all monsters now have slower base move speed, making them a little easier to kite.
 * Berserk monsters once again have an outline around them instead of a pointer arrow. Compared to when this was last attempted, the outline is much more distinctive of the monsters' sprite.
 * Monsters' reaggro cooldown shrinks from 5 seconds down to as low as 1 second based on their percentage health remaining, causing low health enemies to be more self-defensive
 * New monster added. It has a chance to replace a Tallboy.
 * Pinging enemies, or launching a flare near them, now temporarily reveals an orange silhouette of them instead of a pointer.
 * Predictive aim with monsters has been rewritten and should be a little more accurate. You have been warned.

Mechanics

 * All hitscan weapons are now capable of headshotting for double damage.
 * All weapons now only have 10% of their pre-patch spread when firing sparingly, but ramps up to 150% when continuously firing. Some automatics that feel overly hindered by this change have been adjusted accordingly. Shotguns have had their base spread multiplied by 10 as well to offset this change, but gain dramatically less spread for continuously firing to keep them largely feeling the same.
 * Fire on monsters now stacks. Fire also no longer disables armor damage block, but fire damage still continues to ignore it and does full damage regardless of it.
 * Flood runs and monster type rushes are no longer possible per wave, instead being a Special Wave type. Doppelganger, Healer, Parasite, and mono boss type rushes are now possible during this wave. When it is not a type of boss, the wave gains bonus horde strength.
 * Grounded movement for players has been rewritten. Move speed adjustments such as the Drum or perks should be far more obvious. Airborne movement and bunnyhopping should feel the same it did prior.
 * Lowest max health from penalty has been adjusted from 40 to 20.
 * Machines now have a pointer arrow and text label on them between waves if they are within the current boundaries, making it significantly easier to evaluate and locate what machines are currently available.
 * Melee kills now shave 2 seconds off of all of your weapons' reload times and cause Energy to instantly begin recharging.
 * Players can now sprint when on the ground and running straight forward, a nice movement option when you don't have time to set up a bunnyhop.
 * Player-player damage (including to self) reworked. Incoming damage is decreased by 95% (97.5% if explosive) and cannot exceed 20 damage.
 * Shock damage now ignores armor damage block.
 * Wave 1 now begins with two positive and two negative modifiers rolled, rather than just one of each.
 * Wave spawning rewritten to clean up bugs. As a result of the procedure being changed, waves now have more variance in saturation of specials and bosses.

=Week 36= Barrier shrinking speed adjusted again. Bear with me if it I still don't get it right.

Classes

 * Cannoneer Offense fire rate benefit upped from +20% to +40%.
 * Electrocutor Offense can now see a trim around enemy healthbars that shows exactly what health threshold their instant kill will take place.
 * Frontiersman Flexible now converts all projectiles into hitscans. Beams are still given triple range. Still deciding how to handle Dragon's Breath. The Discharger currently does not create explosions with this perk.
 * Guerrilla getting a bit of a rework. Since Guerrilla Offense has far and away been both the most enjoyed and most powerful Guerrilla perk, I am making burst fire a core component of Cloak regardless of perk (albeit, changed so it fires all of its shots in a more satisfying three-shot salvo that takes place across about a third of a second instead of one instantaneous blast). Guerrilla's new perks will be:
 * Offense: Deal up to +40% damage to monsters from behind. It does more based on "how behind" you are from the enemy, in intervals which you can tell by the directional sprite of the monster in question. Directly behind will be +40%, diagonally behind will be +30%, from the side will be +20%, and diagonal from the front will be +10%.
 * Defense: +100% Cloak duration. A more safe and consistent playstyle that isn't punished for inefficiency as much as the others and can position more optimally, but perhaps lacks the potency. Old Defense was considered potentially strong but uninteractive.
 * Flexible: Still bonus move speed as it is now, but will no longer have bonus Cloak charges due to gaining Cloak burst fires.
 * Incendiary Offense now does +25 per hit on burning monsters instead of +20. Monsters with Fire Affinity or Radiance are now also counted as on fire for this perk.
 * Whenever a class deals bonus damage related to their perk, a special hit noise plays

Machines

 * Armor Anvils and Gunsmiths now need 75 Energy instead of 50.
 * Goliath's Challenge altar added. Exactly 1 is guaranteed to spawn per map. Use to cause additional bosses to spawn next wave, but the loot afterwards will be upgraded. It can be reused, but the number of bosses it spawns increases each time.
 * Grindstone added. Use to trade 75 Energy for 150 Sabre damage.

Monsters

 * Dinos now have 55 total health instead of 45.
 * Less additional enemies spawn on Wave 15 and the Big One attacks a bit less often to make it less overwhelming.
 * Lizards can now have Explosive and Gunfighter.
 * Worms and Parasites have some new behavior. Since they are blind little shits, they "see" players only if they aren't airborne, including cloaked Guerrillas.

Weaponry

 * All guns now have some pushback force when you are airborne for extra movement shenanigans.
 * Derringer: damage 125 -> 60, clip size 2 -> 3, fire rate 0.2 -> 0.15, exempt from bonus fire rate when dual wielded similar to Revolvers
 * One-handed ammo guns now scrap for 20 armor each, and upgraded two-handed ammo guns scrap for 40 armor each. Energy weapons are unaffected and still always +50 Max Energy each or +100 upgraded.
 * Revolver: damage 46 -> 50
 * Shock Grenade: damage 12 -> 20

=Week 35=

Classes

 * Electrocutor Defense's perk has been changed to gain a jolt of speed and shock nearby enemies when hit.
 * Default now begins with +50 Max Energy as well, some extra resource to stand out from Bombardier
 * Guerrilla no longer fully breaks his cloak when firing a weapon, instead only becoming temporarily visible. As a counterweight to this change, he is temporarily visible longer when hit during cloak.
 * Incendiary Offense's perk has been changed to deal a flat +20 damage per hit on burning monsters. Highly recommend trying the Blowtorch or shotguns with this. Note that the benefit is no longer shared to other players.

Monsters

 * Elemental Affinity modifiers reworked somewhat to serve a more general utility than amplifying bosses. They are now assigned to enemies using +X wave cost instead of a flat +(X/10) monsters. Under this system, for instance, 25 fire Dinos will equal 1 fire boss. Elemental specials will only appear at +20% or higher, and fire bosses will require +30% of an element before occurring. As such, elemental bosses are rarer. To raise their impact on player choices, elemental monsters now take -80% damage from their respective element in addition to still being immune to the debuffs.
 * Lizard charge does less damage, but they now launch a spray of flames instead of bite when up close. To compensate for the time spent stopping to fire, they also also run a little faster, but charge impact does less damage.
 * The must be facing players to fire change led to some bizarre behavior and has been removed. To lower 180 degree target switching, monsters instead have a half second delay before they can attack when they change targets causing them to naturally start rotating towards their target.

Weaponry

 * Blowtorch: weight 13 -> 10, now has a small AOE at the end of its beam, upgrade changed to make AOE at beam's end larger
 * Bugle: max energy penalty 200 -> 175, more leniency due to energy being burned by shock damage
 * Cryoablator: weight 14 -> 11, now has a small AOE at the end of its beam
 * Drum: max energy penalty 200 -> 175, more leniency due to energy being burned by shock damage
 * Firebombs: attacks half as frequently but has its damage doubled to compensate
 * Locomotive: damage 50 -> 65
 * Musket: upgraded weight 10 -> 2

Mechanics

 * Boundary visual updated quite a bit. Most notably you can see all of it when you're outside it now, should make it more obvious how deep you are in it.
 * If you fall out of the map, you now warp back to spawn instead of dying instantly. Shoutouts to TFP
 * Maps are larger on later waves and are a little less desolate.
 * Map generation is more in-depth and attempts to keep components from spawning too close to each other
 * Shock damage from enemies now applies 20% of its damage to max energy.
 * Taking damage from yourself or other players no longer penalizes max health or energy.
 * Testing a new boundary change. The boundary no longer resets its shrinkage between waves, instead just expanding a flat amount. However, the boundary now shrinks at a slower, fixed rate. The intention behind this change is to encourage players to act quickly and also enable strategy around "banking" their space, playing aggressive to gain additional room to work with or playing passively on rounds they feel they endangered in. Past Wave 15, the boundary will always expand to the max after the wave.
 * The campfire now provides health regen if you have not recently been hit and are in within range of it. Do note that this health regen is the same as the Drum upgrade's and does not stack.
 * Try to investigate the fort ruins. You may find some machines with some use.