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We also reduced a bit how many Upgrade Packs spawn deployed, the idea is to help introduce people to the use for Explosive Ammo and also because Upgrades are oftenly ignored.
More Pipes in the Tunnel of Love is meant to help you progress through it, there are tons of spawns all across the level in many different places ao you need to explore a bit still, we plan to remove the slower spawns in this map that is present in the current version.
-Tank amount is still capped to 8, infinite Tanks is a option that you can enable in the script or set it to a specific map with mapscripts. Entirely optional for those that might like a extra challenge.
-We didn't replace all Pills with Adrenaline... In Passing 2 and Parish 3 we increased how many Adrenalines you can find in those maps and decreased the amount of Pills by the same amount to compensate for that. It's meant to make it more consistent to find Adrenalines in those maps since they're so important in them. The increase wasn't big either it was from 1 to ~2.
-Replacing pils spawns with adre (why makes things even more easier)
-More tanks spawn on Carnival Chap 3 is good but why would we need x4 more pipe bombs ???
-Unlimited Tanks spawn (some hard custom campaigns requires using tricks to complete them and stacking tanks is one of the main reason that allow us to complete them or at least spawns all tanks behind you to be able to continue the chapter.)
-Tanks slower in water makes it so we don't have to play strategically anymore to pass levels with water.
-Incapped survivor dying faster... not useful cuz we can just kick
-Upgrade packs spawning deployed (Honestly I don't dislike this one that much)
-No longer needs to wait for incapped survs to die to use ceda truck event for example (Going back to 2019 Tank run strategy in which people where just rushing without helping each other)
-Tanks takes longer to punch again after a punch(Learning how to melee tanks is important and this new timing between punch is horrible)
-Church Guy becoming a Tank
-Tanks spawn in Finale areas
-Time discount per tank kill
-Increased M60 damage (it would makes this weapon more viable so I really like it)
-Double Tanks spawning more often in Finales to make better usage of the large areas is good
-Train Car Tank in the Sacrifice has more hp and unique model
-Explosives ammo slow down tanks
Also tweaking some aspects/events that feel really tedious and easy to become a more interesting and somewhat more difficult. Stay tunned, this is not the final version and feedback is appreciated