Il vient tout juste d'être déployé sur les serveurs. Voici son contenu :
Bug fixes
Scrake and Fleshpounds bodies no longer deal damage if they die while raging in VS mode.
Player inputs are no longer cleared during wave start, should resolve issues with stopping player movement at the beginning of a wave
Fixed grammar errors in difficulty descriptions
Fixed numerous bugs with the end of game scoring in VS mode
Fixed some end of game awards not being granted in the after action report
Fixed AI pathing issues and map bugs on Hostile Grounds and Containment Station maps
Fixed cases where the Patriarch would not play his healing animation, leading to strange behavior
Fixed the server browser filter for "ANY" game type
Fixed game servers with custom game settings not showing up in the server browser
Fixed an issue causing demolitions projectiles to not detonate when client and server get out of sync (this should improve and possibly fix demo "dud" rounds when playing online)
Fixed interaction messages for door welding appearing for ZED players in VS mode
Improved surround audio for first person weapon handling
Fixed Medic's Enforcer skill not giving correct maximum ammo
Fixed an issue where Sharpshooter recoil reduction was not working correctly
Fixed broken glass materials on some objects not displaying correctly
Balance changes
Resistance refinement and ZED balance changes
We've received your feedback on resistances and saw that most people like the idea and concept for this system but didn't like having low level zeds being harder to kill for some perks when you hit your target, so we've reverted most things back to the original before the Bullseye update and massively reduced others. We've also reduced ZED vulnerabilities to some types of damage, as these vulnerabilities were meant to be paired with ZED resistances.
Alpha clot
Slashing Damage vulnerability increased to 0.85 (was 0.75)
Bludgeon Damage vulnerability increased to 0.9 (was 0.75)
Backup Knife resistance reverted to original 1.0 (was 0.95)
Toxic damage resistance reverted to original 1.0 (was 0.88)
SMG Damage vulnerability reduced to 1.5 (was 3.0)
Cyst
Explosive resistance reverted to original 1.0 (was 0.88)
Toxic damage resistance reverted to original 1.0 (was 0.9)
Fire damage resistance reverted to original 1.0 (was 0.8
Slashing Damage vulnerability increased to 0.85 (was 0.5)
Bludgeon Damage vulnerability increased to 0.9 (was 0.5)
Backup Knife resistance reverted to original 1.0 (was 0.95)
Shotgun Damage resistance reverted to original 1.0 (was 0.9)
SMG Damage vulnerability reduced to 1.5 (was 3.0)
Assault Rifle Damage vulnerability reduced to 1.5 (was 2.25)
Slasher
Slashing Damage vulnerability increased to 0.85 (was 0.5)
Bludgeon Damage vulnerability increased to 0.9 (was 0.5)
Backup Knife Damage resistance reverted to original 1.0 (was 0.95)
Shotgun Damage resistance reverted to original 1.0 (was 0.9)
SMG Damage vulnerability reduced to 1.5 (was 3.0)
Crawler
Fire damage vulnerability increased to 0.9 (was 0.6)
Shotgun Damage vulnerability increased to 0.9 (was 0.8)
SMG Damage vulnerability reduced to 1.5 (was 2.25)
Stalker
Shotgun Damage resistance reverted to original 1.0 (was 0.7)
Rifle Damage vulnerability increased to 0.85 (was 0.6)
Fire Damage vulnerability increased to 0.85 (was 0.6)
Explosive Damage vulnerability increased to 0.75 (was 0.6)
Assault Rifle Damage vulnerability reduced to 1.5 (was 2.25)
Gorefast
Fire Damage vulnerability increased to 0.85 (was 0.75)
Assault Rifle Damage vulnerability increased to 1.2 (was 1.0)
SMG Damage resistance has been reverted to original 1.0 (was 0.85)
Siren
Increased cool down on siren scream to 6 seconds (was 5)
Slashing Damage vulnerability increased to 0.75 (was 0.45)
Bludgeon Damage vulnerability increased to 0.85 (was 0.5)
SMG Damage vulnerability increased to 0.75 (was 0.6)
Rifle Damage vulnerability increased to 0.75 (was 0.45)
Fire Damage vulnerability increased to 0.5 (was 0.3)
Husk
Slashing Damage vulnerability increased to 0.75 (was 0.45)
Bludgeon Damage vulnerability increased to 0.85 (was 0.45)
Fire Damage vulnerability increased to 0.5 (was 0.0)
SMG Damage vulnerability increased to 0.75 (was 0.5)
Assault Rifle Damage vulnerability increased to 0.65 (was 0.5)
Fleshpound
Slashing Damage vulnerability increased to 0.5 (was 0.3)
Bludgeon Damage vulnerability increased to 0.6 (was 0.4)
Knockdown incap on legs increased 0.5 (was 0.25)
Scrake
Knockdown incap on legs increased 0.5 (was 0.25)
Bosses
After re-designing the Hans boss battle we saw that groups were having a much harder time with certain bosses on different difficulties. We've made adjustments to improve the balance between the two bosses so that one boss is not much harder than another.
Hans
Normal difficulty
Increased Damage mod up 25% 0.55 (was 0.44)
Increased health mod up 15% 0.8 (was 0.7)
Hard difficulty
Increased damage mod up 15% 0.75 (was 0.65)
Increased health mod up 10% 1.1 (was 1.0)
Suicidal difficulty
Increased damage mod up 25% 1 (was 0.8)
Increased health mod up 20% 1.62 (was 1.35)
Hell on Earth
Increased damage mod up 10% 1.1 (was 1)
Increased health mod up 10% 1.7 (was 1.55)
Patriarch
Hard Difficulty
Increased health mod 25% 1.25 (was 1)
Suicidal Difficulty
Decreased damage mod 20% 1.0 (was 1.3)
Hell on Earth
Decreased damage mod 15% 1.23 (was 1.45)
Perks
Gunslinger Perk
Leg shot skill
Increased the power multiplier so that you can knock down a scrake more easily with this skill selected
Demolition Perk
Destroyers of Worlds
Increased Nuke damage modifier to 1.5 (was 1.25)
Increased the toxic damage after the explosion, it will kill now 
Difficulty
After releasing the Bullseye update player win rates on Hard multiplayer are much lower than before. To increase this we're reverting ZED behaviors to what they were prior to the update. This means ZEDs will no longer have a chance to do more advanced attacks on Hard difficulty. This does not change ZED behavior on other difficulties
Hard global difficulty
Medium attack chance set to 0 (was 0.5)
Hard attack chance set to 0 (was 0.1)
Bash Attacks
The resistance system was fighting with bash attacks with guns making them feel weak. Even though trash zeds have very little resistance now the damage increase was needed to make them feel more powerful and smash those clot heads.
Rifle type damage increased to 25 (was 15)
Pistol type damage increased to 20 (was 10)