Version 1 Items Consumables, Armors, Ammo Mods, and Accessories Many changes have been made to the items of NOTD 2 since the alpha. This thread is to catalog the changes made and to make note of changes to come. Visual Overhaul First up on the list of changes is that the various item crates will be getting a facelift: Left to right: Magazines, Ammo Boxes, Weapons, Armors, Ammo Mods, Accessories, Medkits, Mission Items Canceled Items As testing progressed and designs matured, it became evident that a large portion of the original item list was either superfluous or infringed on a class's given role. To that end, the following items are being removed: Bandages, Antivenom, and Mending Paste There's pretty much only one class in NOTD 2 who cures Ailments, and that's the Medic. A while ago, I redesigned Ailments to be less overwhelming so a Medic would not be required in every match. Unfortunately, it worked too well - the result was that Medics became occasionally useful at best and underwhelming at worst because some of their most important functions could be replicated by items. As such, the Ailment Management items are getting cut as an indirect buff to Medics and a nerf to players overall. Medkits will still be available, as they are just generic healing and therefore don't infringe on the Medic's role too badly. Flare Guns and Road Flares Ailment Management Items are to the Medic as Flare Items are to the Surveyor. Having an entire class dedicated to expanding the team's vision and revealing enemies is a lot less important and unique when you have items that can do the same job. MD-5 Mines, Chain Explosives, and Satchel Charges They're the Demolitions' abilities in boxes, and are a problem for the same reason the other two item categories are. Directory Consumables are detailed in Post #2. Armors are detailed in Post #3. Ammo Mods are detailed in Post #4. Accessories are detailed in Post #5.