v2.4.0
Release Date
- 2026-11-08
- This update adds Tidegate, a new standalone raid map: a seaside town that floods and drains with the tide. It comes with a raft route from the bunker sewers, a new NPC, Old Zha, a short story about recovering his Tide Watch, a new boss, Leadline, and six new items. See the
Tidegatewiki page for the full guide.
Added
Tidegate: the tide is different every raid. Ebb uncovers the flats, the wreck and the drainage outlet; flood covers them again. The top-right card shows the tide phase, your next objective and your swimming load, and an alarm sounds before each flood. Each of the four exits depends on the tide: the road checkpoint is always open, the jetty ferry docks at high tide (or catch its line on the turn), the drainage outlet appears only at ebb, and a boat reaches the lighthouse 45 seconds after you light it.- Getting there: while you are at base, Awen delivers Old Zha's Letter to your storage. Reading it opens the raft route in the bunker sewers; choose "Go to Tidegate" at the raft.
- Swimming: you can swim in Tidegate while your total load is 14 kg or less. Enemies spot you at half the usual distance while you swim, but you cannot roll in the water.
- Three valves and the sunken vault: open the valves at the Waterworks No. 3 pump house, the town pump station and the tide gauge station (the tide gauge station's handwheel is in the dredger's locker). The gate lifts, the lagoon drains and the bank vault surfaces; the manager's safe holds a Tide Pocket Watch.
- Deadly machinery: the open sluice intake and the dock crane can both kill. Each gives you one harmless rehearsal on your first approach, so you can read the current and the yellow ground box first.
- Enemies: crews hold the streets, the harbour, the reeds, the waterworks, the lighthouse cape and the dredger, across 11 named posts (Assault Captain, Dock Prowler, Waterworks Marksman, Dredge Grenadier and more), each with its own helmet, armour and feathers. Scavengers fight the guards and the sand gang. The sand gang follows the tide onto the flats and back to the dredger, and anyone left in deep water too long is swept away. Up to 30 regular enemies per raid, with no respawns.
- Leadline, the Dredge Boss: the dredger's boss, with 1500 health. At ebb he sweeps a hook around himself on the flats; at flood he drops a winch weight on a fixed mark from the deck. Both are marked on the ground before they land. Defeat him for the Dredger's Sounding Lead.
- Loot: the clinic, hardware store, fish baskets, tool cabinets and medicine cabinets each have their own kind of goods. A shift key from the hardware store opens the foreman's locker at the docks. Ordinary crates may hold a shipping manifest: whichever sealed consignment you open first is the one that stays. In about eight raids out of ten, one underwater container hides a quality 5–6 jackpot.
- Old Zha: he waits by the sewer raft. Chat and give gifts as with the other residents; at affinity 3, 5, 8 and 10 he tells stories from the old waterworks. He sells the Dry Bag from affinity 1 and Duck Flippers from affinity 4, and gives you a Dry Bag for returning his Tide Pocket Watch.
- Gatekeeper's Log: four log pages are hidden in cabinets around town. With the letter and the ending, that makes six cel-shaded illustrations, all viewable again in the notes codex.
- New items: Valve Handwheel (500111), Tide Pocket Watch (500112), Dry Bag (500113), Duck Flippers (500114), Old Zha's Letter (500115) and Dredger's Sounding Lead (500116). None of the six enter random loot pools.
Balance
- Tougher Tidegate enemies: regular enemies have about 1.5× health, waterworks and lighthouse guards and the Assault Captain about 1.8×, and all deal about 1.25× damage, react faster and shoot straighter. The Waterworks Marksman only gets the extra health; his firing rhythm is unchanged. The grenadier's grenade damage cap rises from 25 to 32. Leadline deals 1.25× damage and fires sooner, and his two tide attacks rise from 38 / 46 to 44 / 52 damage; the warning time before they land is unchanged. Enemy numbers, weapons and loot are unchanged.
Fixed
- Kill events: when another mod throws an error as an enemy dies, this mod's kill tracking, drops and boss-wave progress are no longer cut off with it. Fixed a Zombie Mode boss wave getting stuck when the boss disappeared.
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