The wait is over. Time to bust down the doors of a new corporation, agents!
In this major update you'll be able to start raiding Interport, a global e-commerce giant. Read on to find out more about Interport and the enemies that it's going to throw at you, as well as implant leveling, implant rarity, challenge rooms, balance adjustments, changes, and more!
What’s new?
"📢" marks the changes suggested by the Deadlink community
Pay a visit to Interport
[tr]
[th]Name[/th]
[th]Category[/th]
[th]ID[/th]
[/tr]
[tr]
[td]INTERPORT[/td]
[td]ONLINE RETAILER[/td]
[td]INN0231351067[/td]
[/tr]
[/table]
![](https://clan.cloudflare.steamstatic.com/images//41652932/0eb31ce886979168d7e08fd0224894f653074aee.png)
Interport (short for **Internet-Eksport**, Rus. интернет-экспорт) traces its origins back to late-stage USSR, starting as a **humble co-operative store in Moscow**. While the original perestroikan law was written to allow worker-owned businesses, Interport was started by a crafty politburo member who wanted a financial life raft for the fall of the USSR.
With the initial injection of future **oligarch money**, Interport quickly privatized factories and dominated the market with cheap goods the impoverished populace could afford. The company concentrated on **cutting costs**, repurposing steelworks as warehouses, and relocating food production to nickel refineries, worker and consumer **safety be damned**. While the company established multiple supermarkets in the United States, it was their novel **online business** that gained them a foothold and catapulted Interport on the trajectory that it is on to this day.
Over the years, Interport became the **world's go-to place for online purchases**. Their operations on US soil became **huge warehouses**, cheaply and shoddily built to resemble the brutalist soviet factories as part of its pedigree, but with no intention of lasting longer than a few years. With such cost-reducing measures, the company has been **increasing its income** exponentially.
In recent years, the focus on productivity led to Interport **appointing an AI as its CEO** – a world first. Capable of making strategic decisions within nanoseconds, the incomprehensibly vast computer mind has introduced a requirement for all its administrative employees to **upload their consciousness** into its decentralized network, effectively uplifting them to a **posthuman** state of **maximum productivity**. Just like subdermal chips and mandatory thought interceptor implants before, this was met with great enthusiasm by shareholders, as **workers ceded their bodies to the company**. These mindless husks, augmented with industry-grade cybernetic enhancements to become **“biorobots”**, were sent to the factories and warehouses to **replace the baseline human and robot workforce**, effectively cutting costs of factory operations by 5.7%, leaving many economies in shambles.
New Corporation To Raid
Experience the perilous consequences of unchecked corporate power as you battle against Interport's ruthless biorobot workforce in these dangerous arenas. Can you survive the ultimate showdown against the world's most powerful online retailer?
Be ready to face tough challenges as you fight against the dangerous forces of the Interport Corporation on their own treacherous turf. The gameplay will test your skills and strategy like never before, but the rewards for victory are worth the risk.
New Enemy Types
Termitoid
With lightning-fast reflexes and a trusty wrench as their weapon of choice, Termitoid is a formidable opponent that will keep you on your toes.
Alatoid
With a powerful jetpack that allows for unparalleled mobility, Alatoid rains down electric bolts on unsuspecting agents from above.
Pincer
This cunning enemy is able to steal C-Balls scattered throughout the map, granting them special abilities that make them an unstoppable force.
Find new dangerous foes to conquer in the Interport area, with an exciting range of new enemies now available in the game.
New Boss Encounter
"You are not…
… FREE …
… from entropy."
Implants Leveling
Now rather than select a new implant each time, you’ll also get the option of leveling up any implant with an active effect. Each implant can be improved up to three times, and while the levels of your implants won’t carry over between runs, this new option will no doubt improve how much you get to customize your build. No more ending up with a pile of unused mods in your backpack!
Implants Rarity
Now that Deadlink has more implants than before, we'll be splitting them by rarity into three types. Implants will now come in Common, Rare, or Legendary rarity. It will affect the rate at which they show up on your reward screen:
- 🟩 70% for Common
- 🟦 25% for Rare
- 🟨 5% for Legendary
Don’t like the colors in the UI? Think an implant’s not good enough for Legendary? Let us know, and let’s define the rarity system together.
Challenge Rooms
Yes, we know they are all challenging, but let’s talk specifically about challenge rooms. Until now, there was only one type of challenge encountered per biome. But with this update, four more unique encounters have been added – two for each of the corporations you know and bust. Challenge rooms will also contain new Elite enemies – stronger versions of loyal corporate servants you’ve encountered. They come with unique looks and a more lethal skillset to set them apart from their peers.
Be sure to report the results and impressions from your encounters!
Base Stat Changes For Combat Shells
To further emphasize the uniqueness of each class and make them even more distinct, we have changed some of the base stats for each available class.
Soldier
- HP: 50 ➡️ 40
- Shield: 50 ➡️ 60
- Melee damage: 30 ➡️ 40
Hunter
- Movement speed: 700 ➡️ 770
- Ledge grab speed: 550 ➡️ 850
Engineer
- HP: 50 ➡️ 70
- Shield: 50 ➡️ 40
- Dash cooldown: 1.55s ➡️ 1.15s
- Pickup radius: 600 ➡️ 800
- Grenade damage: 50 ➡️ 65
📢 Elemental Damage Modifiers v1.5
Thanks to changes to the Elemental Damage Modifiers, they should now feel more distinct from each other (and match the in-game descriptions 🙂).
🔥 Fire Damage
- Deals extra damage to enemy HP
- Slightly boosts damage to enemy Armor
- Slightly boosts damage to Robotic enemies
☢️ Corrosive Damage
- Deals extra damage to enemy Armor
- Slightly boosts damage to enemy HP
- Slightly boosts damage to Robotic enemies
⚡Electric Damage
- Deals extra damage to Robotic enemies
- Slightly boosts damage to enemy HP
- Slightly boosts damage to enemy Armor
Elemental Damage has been adjusted so that you can still “brute force” your way through by stacking just one element.
With these changes, it is slightly less optimal to shove all Elemental Mods into your Primary Weapon than before. So choose wisely, and adapt to your surroundings!
Other Changes
- Changed the number of combat arenas per biome for the target run-time consistency
- 📢 The Translocator, Rappel, and ledge grab will now be considered an in-air movement
- Removed horizontal recoil from Gauss Rifle
- More reliable controller and Steam Deck support
- 📢 Improved visibility of enemies’ weak spots
- 📢 Added more customizable video settings
- 📢 Bosses no longer see Hunter during his invisibility
- Fixed rockets stuck in the air during the Torantula battle
- Using Wormlink on a C-Ball will refill all ammo and grant infinite ammo for a duration
- Added new Engineer Shell Upgrade - Surge Emitter
- Multiple bug fixes and stability improvements
Dev Note
📢 Heavy Weapons
“man heavy weapon door needs to go”
-- Deadlink’s Discord Wisdom
We heard you, agents! The Heavy Weapon doors may expand variety, but you’ve been beating runs more effectively by never changing your secondary weapon. This leads to you avoiding the Heavy Weapon doors at all.
We have an idea on how to tackle this issue and will provide a solution soon.
Share your thoughts on our official Discord Server and social media. We’re keeping our eyes open and combing through your feedback! 👀
Changed files in this update