News on the Online Mutliplayer Mode + Update 0.9.7.7.9
We've been busy testing out and rebalancing the Horde Defense mode in our developer version. This mode will have online multiplayer enabled, for at least 2 players (currently working with 4), as you work together to build up and defend a base from hordes of enemies.
Here's a short video that I took with a friend. Cause of death: he ran out of shotgun shells.
[previewyoutube]Horde Defense First Look[/previewyoutube]
I'm excited to get this out to everyone. Currently I'm doing a lot of tweaks to the design and internal testing until the balance is right. When it looks to be in a good shape, we will get it on the testing branch, though it will most likely have to stay on the testing branch for awhile before we can get it on the main branch.
I have also just launched a small update for Cannibal Crossing that's been on the testing branch for awhile. The next update we're working on should also be mostly small feedback and request responses, and I expect it to arrive next week. After we do a bit more work on the online mode, I would like to get back to focusing on the open-world/singleplayer content for awhile, but it's hard to know what the right balance should be.
Should we work more on the Horde Defense online mode, or the main open-world modes for now? Let me know what you think on this.
- Made artificial lights much more bright at nite
- Medkits now take 2 bandages to make instead of 1
- Medkit healing amount changes from 60 -> 70
- IV Bag healing 80 -> 90
- Syringe healing 40 -> 50
- Syringes now also give 15 seconds of +20% runspeed
- Pharmacy, Hospital, and Clinical Center now are full of healing loot
- Testing: Changed how long it takes a splitter to summon enemies. From 4 seconds -> 7 ... maybe too long now
- Testing: More food in grocery stores .. too much?
[h2]Under the Hood[/h2]
- Online mode is stable in our developer version, and the bugs are disappearing as we get closer to putting this on the testing branch
Here's a short video that I took with a friend. Cause of death: he ran out of shotgun shells.
[previewyoutube]Horde Defense First Look[/previewyoutube]
I'm excited to get this out to everyone. Currently I'm doing a lot of tweaks to the design and internal testing until the balance is right. When it looks to be in a good shape, we will get it on the testing branch, though it will most likely have to stay on the testing branch for awhile before we can get it on the main branch.
I have also just launched a small update for Cannibal Crossing that's been on the testing branch for awhile. The next update we're working on should also be mostly small feedback and request responses, and I expect it to arrive next week. After we do a bit more work on the online mode, I would like to get back to focusing on the open-world/singleplayer content for awhile, but it's hard to know what the right balance should be.
Should we work more on the Horde Defense online mode, or the main open-world modes for now? Let me know what you think on this.
Update Changes
- Made artificial lights much more bright at nite
- Medkits now take 2 bandages to make instead of 1
- Medkit healing amount changes from 60 -> 70
- IV Bag healing 80 -> 90
- Syringe healing 40 -> 50
- Syringes now also give 15 seconds of +20% runspeed
- Pharmacy, Hospital, and Clinical Center now are full of healing loot
- Testing: Changed how long it takes a splitter to summon enemies. From 4 seconds -> 7 ... maybe too long now
- Testing: More food in grocery stores .. too much?
[h2]Under the Hood[/h2]
- Online mode is stable in our developer version, and the bugs are disappearing as we get closer to putting this on the testing branch