Forsaken Frontiers · public · first seen
Based on player feedback, I've made several adjustments to STARLESS, including changes to modifier progression, door locking, and enemy behavior to reduce the mode's overall difficulty.
Cycle
Modifiers
Cycle 1
BLACKOUT
Cycle 2
WHITEOUT
Cycle 3
EMP, MINEFIELD
Cycle 4
FOG
Cycle 5
SPORES
Cycle 6+
PARANOIA
All doors are now unlocked during Cycle 1, with normal door locking restored from Cycle 2 onward
Improved enemy roaming behavior in STARLESS to prevent excessive clustering around players
After giving up their search, entities now deliberately move away from where they last saw or heard you, giving you more breathing room to leave hiding and move on. New sights and sounds can still draw their attention
Fixed an issue where the Butcher would carry players indefinitely on maps without hooks. He will now leave downed players alone when no hooks are available
Fixed elevator rooms spawning directly next to each other, ensuring more consistent spacing throughout the map
Fixed the DISPLACED modifier not affecting the passage of time
Fixed Lanterns disappearing when left inside the Refuel Machine during departure
Small Scrap deposits now grant fractional EXP, fixing rounding issues that could delay leveling up
Landmines now display "Need Boltcutters" when looking at them without Boltcutters equipped
The UNLOCKED modifier can no longer occur on The Outer Shore
Fixed an issue where a failed progression save could prevent your displayed rank from updating after leveling up
| Depot | New manifest | Previous manifest |
|---|---|---|
| 2810781 | 3719619651832401893 | 7873962398789243483 |