A roulette table in the bar: bet with found loot, put an item in a cell
If nobody in the crew has a light and there is none in the truck, spare flashlights now lie inside the dungeon right by the doors, one per player, alternating between the main entrance and the emergency exit
A first-day arrow now shows the way underground: it leads to whichever way in is nearest right now, follows you as you walk, turns into a waiting ring on the door when you get close, and goes out for each player personally once they have gone down
Aiming no longer needs a button: a firearm is raised whenever it is in your hands and the barrel follows the mouse, Shift lowers it and gives you back full running speed
The right mouse button now scans for loot, the map moved from V to Tab and voice chat from T to V
Batteries last longer: the regular flashlight 4 minutes instead of 3, the powerful one 8 instead of 6 and the PDA screen 4 instead of 3
The day is half again as long: 8:00 to midnight now takes 22.5 real minutes instead of 15, so a game hour runs 84 seconds
Two runs between quota hand-ins instead of three, so the quota splits over two days and you need 100, 150, 203, 266 or 344 a run: the same real time to earn it, but every single run weighs more
Loot is worth about a third more, roughly 15% more items and 13% higher prices, so a full clear pays around 220, 355, 550, 890 and 1370 by danger level
The Military Outpost is now a free course, and the Impulse plant costs 400 instead of 800
Bought goods and the starting gear on the truck rack are no longer worthless: the bar takes a purchase back for half its shop price and the starting flashlights and vodka for 5 each, but it will not swallow a purchase nobody has collected yet, that one rides in and out on the tray until someone picks it up
Dungeons have more ways around: two to six loops instead of one to three, short detours of three or four rooms count too, crossroads and T-junctions turn up twice as often and wide four metre corridors twice as often as narrow ones, so a creature standing in a corridor can be walked around
An emergency exit is now placed as far from the main entrance as the ground allows, instead of just deeper along the corridors
Only one Likho at a time, one on the surface and one underground whatever the danger level, and its bite does 45 damage instead of 60
The interaction cone for opening, taking and pressing is widened from 90 to 100 degrees
Walking backwards is nearly full speed now and the leg rhythm comes from the clips themselves so the feet no longer slip, and you only turn your back when your direction really is opposite to your view, so a twitch of the mouse no longer flips you around
The pelvis no longer snaps when you switch between strafing left and right, it turns smoothly
Picking up an item while your hand is already full no longer switches slots: you keep working with what you were holding, and only a two-handed item takes over
A teammate's flashlight and PDA charge reset when travelling between scenes. Charging in the lobby never made it into what the host carried over, so you arrived with the charge you had before it
The most valuable pile of loot sat right behind a dungeon's emergency exit, because depth was counted from the main entrance only
The bottom of a multi-level shaft never held loot. Everything down there was rubble, barrels and pipes, and none of that counted as a spot for items, so the climb down was pointless
Monsters climbed into the truck on their own. An evening walk over to guard the truck sent them up the ramp and inside, where a Likho would just stand, and with the door shut it could not even get back out