After much time and work, 1.8 has finally been released! The majority of the changes can be found in our changelog, available here, on in game with the !changelog command. This post will be used to cover some of the newer features in greater depth, but first of all, a small explanation. The patch was due to arrive in early March, however as HC became busy with real life commitments, I had to effectively solo the work for this patch. Due to this, some things aren't making it in this patch. The Clan Fortress idea won't be available in 1.8. It will probably be added in a future update down the line. The simple reason for not releasing it is as it'd end up delaying 1.8 even longer. Since it's so long overdue I decided to put it on hold for the time being. Additionally, some things that may have been accepted community ideas may not have made it either due to time constraints, or a second look at the ideas shown it not to work or just didn't fit in. That aside, here are some of the major changes: Level Cap The level cap has been increased to 250. With it comes a few new upgrade ranks for existing upgrades, as well as some new upgrades and skills. The Negotiator passive that was available to all survivors has been replaced by the Haggler Upgrade, found in the Others upgrade section. The main reason for this is to make the bounty cost reduction less arbitrary, and something to work towards instead of available immediately. The new level cap also comes with new Buff Slots available, at Level 235 and Level 245. Scenarios If you are completely new to the concept of scenarios, you can check the 1.7 thread here which covers them in greater detail. In 1.8, there will be several new scenarios for you to enjoy, some repeatable and some one-offs. Chances are, you will probably end up failing them a few times to start with, but don't lose hope. Think of other tactics or buff setups and keep trying. We now have an internal logging system for scenario attempts which we can use to monitor how easy or hard a given scenario is. If after enough attempts we notice no progress is being made, we may then adjust the scenario to be easier, but don't give up so quickly! On the flip side, if a scenario is seen to be too easy, we will increase it's difficulty. We don't want a 0% success rate, but we also don't want an easy 100%. Crafting/Buff Enhancements Crafting has seen a major improvement, with many more crafting items spawning in the world for you to hunt down. With these, you will be able to craft new buffs, and an entirely new feature to buffs, buff enhancements. Buff enhancements are items that, when used, will permanently improve some characteristic of the buff, or grant a new ability when the buff is equipped. Do note that only 1 enhancement per buff can be equipped, so if a buff has 2 choices for enhancements, you will have to pick one. Buff enhancements are obtainable through the crafting interface, requiring crafting materials, money and FR-Pills. Crafting items can now also be bought in the FR-Pills market, but they are very expensive, costing 10,000 FR-Pills per piece. The high price is intentional, the market does not serve as the primary source for obtaining the materials and instead is a way to get that last piece you needed if you don't want to have to scavenge for it. Clans Clans now can have up to 35 clan members, up from the previous 30. Additionally, Clans gain access to the Clan Crafting and the Clan Inventory. Clan Crafting Extending the crafting feature is Clan Crafting. Clan crafting is similar to regular crafting but instead uses the clan's own inventory instead of a player's own. Clan inventories by default are empty and won't gain anything on their own. Clan members must send items they own into the clan inventory such that the items can be used for crafting. Do note that crafting materials being sent are one way. Once they are in the clan inventory, there is no way to get them back, so be careful you don't send too much that you have none for yourself. Any member can send items to their clan inventory, but only clan co-leaders or leaders can use them for crafting. New clan benefits, a few buff enhancements and new items, including the Binder, can be obtained from Clan Crafting. A Buff Enhancement Remover can also be crafted from Clan Crafting but it is an expensive craft, and should be avoided for the sake of your clan! The Binder craft also comes with a drawback, inflicting fear against your clan. Your fear level must be 0 to craft the Binder and upon craft it becomes 100. The only way to reduce fear is by completing scenarios. Each scenario clear reduces fear for the clan by 1 point per clan member, up to 4 points per clan per scenario. Buffs A myriad of new buffs have been added for survivors to buy at various levels, and in a few cases, to craft. A lot of the older buffs have seen changes too, some underused buffs have been improved, or changed outright to try to give them some purpose. On the flip side, some more overpowered or overused buffs have been nerfed. Whilst no-one likes buff nerfs, not even me, they have to be done to maintain balance. Not doing so would make the game very easy and people would lose interest a lot faster in the game, as everything becomes a cake walk. You can say 'increase health/damage' as a way to avoid nerfs, but all that does is make it tougher for the people without the buff, especially new players. One thing to note is that we will never nerf a buff into uselessness. If after a nerf it ends up being underused, it may come back with an improvement down the line. Tank Changes Whilst no new Tanks have been added to the general spawning pool, just about every Tier 2 and Tier 3 tank has seen some improvement to make them a more formidable force. Be on the lookout for new abilities! Infected Changes The infected themselves have also seen some changes. Instead of just picking all skills and buffs available based on level, Special infected now use difficulty profiles that are hand picked to make them more balanced in early levels, and more challenging in the later levels. This has also allowed us to tailor experience given, which in general has lead to more experience being rewarded in the higher levels. Versus Changes All players, regardless of their level, now have access to every single Upgrade and Skills for both Survivors and Infected. Some are available at lower ranks to maintain balance. This is done such that new players won't be intimidated by the idea of joining a server at Level 1 and getting instantly killed by stronger, higher level infected. Buffs however, have been left as is, as in VS they are seen as more of a bonus than a necessity, and gives players the choice to decide how they want to play with certain buffs. As this is a global change it may be possible that certain aspects may be too weak or too strong, do let us know and report back with any feedback. Additionally, all valid players (joined from the start and didn't change team) will now earn 1 Honor Point regardless if they lost or drew the game. Bounty Bounty has been made harder to obtain, with many sources giving less bounty, or less frequently. Make your purchases count! Reputation Reputation now affects EXP earning, having a low reputation will drastically reduce the amount of EXP you will earn, whereas having a positive rep will gain bonus EXP. That about covers the major changes, the rest can be found in the changelog above. If any bugs are found, please do submit them here with reproducible steps so we can work on fixing them as soon as possible. Hope you enjoy the work put into this update!