Hello everyone! Me and Mute would like to try something new for the next release, and that is building it together with the community. For all these years that PR has been running we have always kept the next releases and features as a secret to surprise you all with cool changes. This has proven to be very thrilling to all of you, but also has lead to some sort of disconnection between players and us. So this time, we want to hear you opinion out on the changes we have planned before we even start to work on them, and allow you to contribute with any ideas or technical changes you think could be useful to improve the whole experience. I'll now detail the core changes we have in mind and a deep explanation of how we want to approach each. We won't be revealing the details of some of the ideas to keep it as a surprise. Level Cap A new level cap, which will unlock additional upgrade and skill levels, as well as rewarding special high level buffs. We want the experience of reaching this new level cap to be very difficult to reach alone. We want to take this update as an opportunity to enhance the connection among all our players by making clans something beyond just the benefits you can get from being in one. In this update we want to introduce clan exclusive scenarios and quests that will reward everyone in the clan a huge boost on experience if they manage to complete them. We want these to be both challenging and fun and we will work hard to bring a really nice experience that rewards cooperation and teamwork. New clan systems In order to achieve this, we will introduce a clan inventory and clan craft system that will allow players that are members of a clan to collect items together and to enjoy buff-slot-less benefits that will increase their chance of survival. Difficulty We want to also revamp difficulty, in which all regular infected (commons, witches, and special infected) will give more experience based on their level, but also increase their stats gradually based on their level. The amount of SI will vary only on the amount of players, and the difficulty will pose a limit on infected level. Getting a little bit more technical, we have this in mind: The base stats and rewards of regular infected (witches, commons, SI) will depend on their level. The level of the infected will be calculated as ∓ the average level of the survivors. For example, if the average level is 200, the infected can get levels between 195 and 205. The amount special infected roaming around the map will depend on the number of survivors that is playing Difficulties will not control the amount of infected roaming and will instead enforce maximum limits on infected levels. This means that the lower the difficulty, the less damage and experience that the infected will give. Changes on some damage situations We will modify some damage sources to act as true damage, including spit and bleeding effects (that are currently being reduced by defenses) New buff slot Due to the high amount of buffs available, we find it necessary to allow players to unlock an additional buff slot to fill their lists. New buffs We will add new buffs for low, mid and high levels for people to enjoy New tanks We have to implement some tank types for some of the new clan scenarios, but we will also take the liberty to implement 2 tanks suggested by the community as we feel we have been ignoring these ideas for far too long. This is all we have in mind at the moment and we really want to make things right this time. If you would like to contribute to points reloaded as a coder (and you have knowledge in programming) let us know to see if we can make room for you somehow. If you can contribute in any other way (with ideas, stories, feedback, everything is useful) please join the conversation in this thread. You can also join the discussion in the discord channel #pr-discussion if you don't want to use the forums. (Link to discord: https://discord.gg/n97ZSX7) Thank you and I hope the community can build a really good new version for all of us to enjoy.