Update 0.9.7.7.6 - Big Player Requests Update
This is a really big update we've been working on. Read below for a list of all the changes. There's a lot, with the most important ones in the top Major Changes section.
Thanks to all the people that have been providing a lot of feedback, especially those that have been helping testing out testbranch! Fan feedback in general has already been helping the game out immensely!
We're going to shift focus for a week to working more on the online mode, so expect smaller updates for that period. After that, we'll hopefully be able to show some of our online co-op work in video form! Once we get at least a small preview of that done, we're also going to start focusing more on adding more things to the Escape from Earlsboro game mode. That mode will be getting its own special things, and will eventually become the main game mode rather than Radio Silence.
As always, let us know what you think! Discord's probably the best way, followed by Twitter. I check the Steam Discussions every so often, but not as much as the other two.
[h2]Major Changes[/h2]
- Breaking or smelting a weapon will now automatically take its ammo
- Melt/Break button now moved to Reload instead of Use Item
- Lots of difficulty tweaks
- Shotgun buff! Shotgun, Boomstick, SPAS, Sawedoff, and Quad Barrel shotguns now do 10% more damage. Street sweeper damage nerfed about 10%
- Pistol rework. Flipped it so pistols reload faster than revolver-type guns now. This means the revolver types get about 40-50% better damage efficiency per bullet, but pistols get about double the damage inflicted per reload time
- Fix for throwing weapons, they should stack properly now when you pick up new throwing weapons
- Major changes to the Kraklin's battle area and attacks
- Horde and Cannibal Waves can now support more enemy types
- You will no longer change inventory or building menu tabs just on mouseover
- Radio Silence mode difficulty now increases 1.5x faster than other modes
- Fast Travel panel update, home beacon available, and you have to hit the menu interaction button to use it
- Cannibal Splitters should now properly have an 12 minute "no more Splitter spawn" period if you kill one, 20 minutes of "no more Splitters" if they summon a horde wave
- Enemies should no longer spawn in buildings if that building is near your turrets
- Revamp to TV's, Arcades, Cars, Cash Registers, and Washing Machines to have more guaranteed loot generation of resources
- Day length changed from 15 minutes to 12 minutes, with further adjustments to the different day/dusk/night/morning lengths
- Bosses should no longer drop duplicate escape parts, instead they'll drop an extra weapon after trying to drop a part you haven't seen yet
- Slot changes to the base buildings that generate resources
- New Keyboard keys rebinding menu
- Gamepads now rebindable, with PS4 button support
- You will no longer lose the extended tutorial missions if you die before completing them
- Adjustments on when you get the different extended tutorial missions so that you get them earlier, before the Prologue ends
- Shadow added to mission text for now to make it a bit more readable
- Bed corpses should now be lootable
- On gamepad, SUPER changed to USE/PICKUP + RELOAD
- For hard lockpicking such as opening safes, you will now get an extra second of time
- When hit, the player now gets 0.2 seconds of invulnerability (no longer needing the perk to get any invuln time at all)
- You can now change the UI scale for menus such as the inventory, to make them bigger
- Fast Travel using cars should now work properly. There was a weird bug involving localization that was preventing this before
- Materials panel now included for the Improve and Repair workshop menus
- Radio Silence should no longer affect chance for Negative Waves per night, only the amount of enemies
[h2]Difficulty Adjustments[/h2]
- Reduced minimum and maximum enemies for Negative Waves to 66% ( Divided previous values by 1.5 ). Later on when we add hard mode, I will restore something close to the previous values
- Cannibal Wave enemy amounts busted down to 66% of previous, matching the Negative Waves nerf
- More gradual increase of minimum and maximum enemies for Negative Waves in days 1 through 5
- Adjusted Negative Wave enemies so one new one is introduced per day, in general
- Added Negative Heavy Shooter to Negative Waves
- Some early adjustments for non-wave Negatives so that new types are introduced more gradually
- Cannibal spawning changes to shuffle the days around for different enemies, so generally one new enemy gets introduced per day
- Cannibal Hunting Parties can now include special cannibals beyond the basic wizards and biters. They're roughly 10% chance compared to the two basic types, though this fluctuates depending on the day
- Scientists remain pretty rare until day 15, though start becoming slightly less rare on day 8
- Commandos can appear day 6 at earliest
- Soldiers can appear day 12 at earliest
- Weapon table changes for commandos and soldiers. Commandos have a 25-45% chance depending on day for tier 2 weapons. Soldiers have a 45/45 chance for tier 1 vs tier 2 weapons, and a 10% chance for a selection of tier 3 weapons or explosives.
- Weapon table changes for scientists to make them scientific
- Negative Waves now always happen on day 2, and then every 3 days after (5, 8, 11, etc) until it becomes 100% on day 20 and beyond
- Between the guaranteed days, there's a chance for negative wave that increases over time. Examples: Day 1 is a 45% chance, day 3 and 4 are 50% chances, day 18 and 19 are 75% cahnces...
- Slight nerf to the Waves endgame. Day 20 is now a little less numerous than the previous day 19
- The more rare cannibal enemies are now less rare as the days go on compared to before, with the stock melee cannibals becoming less frequent
- Difficulty now goes up much slower over time. Day 18 or so is like the previous day 10, with increases to then being a lot more gradual.
- Final days difficulty increased slightly past the previous maximum
- Much tighter variance in Cannibal Waves for enemy amounts per wave, from 0.5 to 0.84 or so
- Time between both cannibal waves and negative waves are longer than they were before
- Your character now starves faster
[h2]Tweaks and Fixes[/h2]
- Fix for eye enemies being able to move during pausing such as the inventory screen
- "How to sneak" blue tip will now appear during the blocking mission, instead of after the first enemy killed
- Autohealing no longer works when paused
- Adjusted some items so they no longer fly through walls
- Automatically obtain escape parts if you walk too far away from one after a boss kill
- Tweaks to the Kraklin, for minion spawning and attack warning duration/position
- Better checks for not dropping duplicate end game drops
- More informative description for garbage disposal
- Change for HOME SWEET HOME quest text now that the build menu is no longer hold + release
- Fix for teleporter not displaying properly on craft screen
- Fix for cars not marking construction areas as occupied
- Small Generator's interaction button changed to E
- When invulnerable, you will now flash white
- Splitter red area should now get removed correctly
- Missing materials in building mode will now display with red text
- Fix for the Clinical Center walls
- Fast Travel panel now has an out of gas visual indicator
- Fix for energy requirements for certain traps
- Player can no longer change weapons while reloading
- Fix for food bonus timers no longer incrementing when paused
- Cannibal Spider should no longer stun you while you're rolling
- Breaking wooden objects no longer requires a Smelter
- Can now rebind the gamepad right stick
- Hitbox for the buildable tent is increased
- Cursor check on title screen, so it hopefully doesn't disappear
- UI should now change when changing gamepad bindings
- Obstacle sign removed from Pharmacy
- Bow is now considered a junk tier 0 weapon, and ballistic bow and crossbow are now considered tier 1 weapons. Harpoon Gun is now considered tier 2. This means ballistic bows, crossbows, and harpoon guns will be more common, and that we'll probably add new tier 3 arrow using weapons at some point.
- Grasper no longer can hurt you by running into you when it's faded
- Hardware store has more weapon types, but they're less common compared to its metal pipes, clubs, and sticks
- Adjustment of boss bullet layer position Z order
- Fix for the power station energy container
- Nerf to Tactical Rifle firing rate so it's between Assault Rifle and SWATTER
- Made Minishark more common, Minigun very rare
- Auto Gun now reloads faster
- Slower nail gun reload time, faster Uzi reload time
- Updated list of items that can be melted/broken
- Bow, crossbow, ballistic bow drop rates increased slightly
- Increased area around base where cars will not spawn
- Ball Launcher, Shotgun Turret, and Auto Crossbow Turrets are all faster
- Garbage Disposer now costs 1 metal and 1 scrap
- HOME SWEET HOME quest text change
- Changes to keybinding text to rename "Menu Action A" and "Menu Action B"
- Drops updated for Pear and Plug N Play stores, reduced amount of scrap considerably but also added chance for metal and batteries
- Fix for floating eyes being able to move while you were in the inventory menu
- Helicopter can no longer land in the water
- Preventions for crossing walls by using special attacks
- Your base buildings should now stop making things when paused
[h2]Under the Hood Changes[/h2]
- Some further work on the Base Defense Mode
There's maybe some changes I missed, as this is a compilation of all the testing branch update notes from the Discord #cannibal-updates channel. Let me know if I missed a major change, or just how you generally feel about the game now!
Thanks to all the people that have been providing a lot of feedback, especially those that have been helping testing out testbranch! Fan feedback in general has already been helping the game out immensely!
We're going to shift focus for a week to working more on the online mode, so expect smaller updates for that period. After that, we'll hopefully be able to show some of our online co-op work in video form! Once we get at least a small preview of that done, we're also going to start focusing more on adding more things to the Escape from Earlsboro game mode. That mode will be getting its own special things, and will eventually become the main game mode rather than Radio Silence.
As always, let us know what you think! Discord's probably the best way, followed by Twitter. I check the Steam Discussions every so often, but not as much as the other two.
[h2]Major Changes[/h2]
- Breaking or smelting a weapon will now automatically take its ammo
- Melt/Break button now moved to Reload instead of Use Item
- Lots of difficulty tweaks
- Shotgun buff! Shotgun, Boomstick, SPAS, Sawedoff, and Quad Barrel shotguns now do 10% more damage. Street sweeper damage nerfed about 10%
- Pistol rework. Flipped it so pistols reload faster than revolver-type guns now. This means the revolver types get about 40-50% better damage efficiency per bullet, but pistols get about double the damage inflicted per reload time
- Fix for throwing weapons, they should stack properly now when you pick up new throwing weapons
- Major changes to the Kraklin's battle area and attacks
- Horde and Cannibal Waves can now support more enemy types
- You will no longer change inventory or building menu tabs just on mouseover
- Radio Silence mode difficulty now increases 1.5x faster than other modes
- Fast Travel panel update, home beacon available, and you have to hit the menu interaction button to use it
- Cannibal Splitters should now properly have an 12 minute "no more Splitter spawn" period if you kill one, 20 minutes of "no more Splitters" if they summon a horde wave
- Enemies should no longer spawn in buildings if that building is near your turrets
- Revamp to TV's, Arcades, Cars, Cash Registers, and Washing Machines to have more guaranteed loot generation of resources
- Day length changed from 15 minutes to 12 minutes, with further adjustments to the different day/dusk/night/morning lengths
- Bosses should no longer drop duplicate escape parts, instead they'll drop an extra weapon after trying to drop a part you haven't seen yet
- Slot changes to the base buildings that generate resources
- New Keyboard keys rebinding menu
- Gamepads now rebindable, with PS4 button support
- You will no longer lose the extended tutorial missions if you die before completing them
- Adjustments on when you get the different extended tutorial missions so that you get them earlier, before the Prologue ends
- Shadow added to mission text for now to make it a bit more readable
- Bed corpses should now be lootable
- On gamepad, SUPER changed to USE/PICKUP + RELOAD
- For hard lockpicking such as opening safes, you will now get an extra second of time
- When hit, the player now gets 0.2 seconds of invulnerability (no longer needing the perk to get any invuln time at all)
- You can now change the UI scale for menus such as the inventory, to make them bigger
- Fast Travel using cars should now work properly. There was a weird bug involving localization that was preventing this before
- Materials panel now included for the Improve and Repair workshop menus
- Radio Silence should no longer affect chance for Negative Waves per night, only the amount of enemies
[h2]Difficulty Adjustments[/h2]
- Reduced minimum and maximum enemies for Negative Waves to 66% ( Divided previous values by 1.5 ). Later on when we add hard mode, I will restore something close to the previous values
- Cannibal Wave enemy amounts busted down to 66% of previous, matching the Negative Waves nerf
- More gradual increase of minimum and maximum enemies for Negative Waves in days 1 through 5
- Adjusted Negative Wave enemies so one new one is introduced per day, in general
- Added Negative Heavy Shooter to Negative Waves
- Some early adjustments for non-wave Negatives so that new types are introduced more gradually
- Cannibal spawning changes to shuffle the days around for different enemies, so generally one new enemy gets introduced per day
- Cannibal Hunting Parties can now include special cannibals beyond the basic wizards and biters. They're roughly 10% chance compared to the two basic types, though this fluctuates depending on the day
- Scientists remain pretty rare until day 15, though start becoming slightly less rare on day 8
- Commandos can appear day 6 at earliest
- Soldiers can appear day 12 at earliest
- Weapon table changes for commandos and soldiers. Commandos have a 25-45% chance depending on day for tier 2 weapons. Soldiers have a 45/45 chance for tier 1 vs tier 2 weapons, and a 10% chance for a selection of tier 3 weapons or explosives.
- Weapon table changes for scientists to make them scientific
- Negative Waves now always happen on day 2, and then every 3 days after (5, 8, 11, etc) until it becomes 100% on day 20 and beyond
- Between the guaranteed days, there's a chance for negative wave that increases over time. Examples: Day 1 is a 45% chance, day 3 and 4 are 50% chances, day 18 and 19 are 75% cahnces...
- Slight nerf to the Waves endgame. Day 20 is now a little less numerous than the previous day 19
- The more rare cannibal enemies are now less rare as the days go on compared to before, with the stock melee cannibals becoming less frequent
- Difficulty now goes up much slower over time. Day 18 or so is like the previous day 10, with increases to then being a lot more gradual.
- Final days difficulty increased slightly past the previous maximum
- Much tighter variance in Cannibal Waves for enemy amounts per wave, from 0.5 to 0.84 or so
- Time between both cannibal waves and negative waves are longer than they were before
- Your character now starves faster
[h2]Tweaks and Fixes[/h2]
- Fix for eye enemies being able to move during pausing such as the inventory screen
- "How to sneak" blue tip will now appear during the blocking mission, instead of after the first enemy killed
- Autohealing no longer works when paused
- Adjusted some items so they no longer fly through walls
- Automatically obtain escape parts if you walk too far away from one after a boss kill
- Tweaks to the Kraklin, for minion spawning and attack warning duration/position
- Better checks for not dropping duplicate end game drops
- More informative description for garbage disposal
- Change for HOME SWEET HOME quest text now that the build menu is no longer hold + release
- Fix for teleporter not displaying properly on craft screen
- Fix for cars not marking construction areas as occupied
- Small Generator's interaction button changed to E
- When invulnerable, you will now flash white
- Splitter red area should now get removed correctly
- Missing materials in building mode will now display with red text
- Fix for the Clinical Center walls
- Fast Travel panel now has an out of gas visual indicator
- Fix for energy requirements for certain traps
- Player can no longer change weapons while reloading
- Fix for food bonus timers no longer incrementing when paused
- Cannibal Spider should no longer stun you while you're rolling
- Breaking wooden objects no longer requires a Smelter
- Can now rebind the gamepad right stick
- Hitbox for the buildable tent is increased
- Cursor check on title screen, so it hopefully doesn't disappear
- UI should now change when changing gamepad bindings
- Obstacle sign removed from Pharmacy
- Bow is now considered a junk tier 0 weapon, and ballistic bow and crossbow are now considered tier 1 weapons. Harpoon Gun is now considered tier 2. This means ballistic bows, crossbows, and harpoon guns will be more common, and that we'll probably add new tier 3 arrow using weapons at some point.
- Grasper no longer can hurt you by running into you when it's faded
- Hardware store has more weapon types, but they're less common compared to its metal pipes, clubs, and sticks
- Adjustment of boss bullet layer position Z order
- Fix for the power station energy container
- Nerf to Tactical Rifle firing rate so it's between Assault Rifle and SWATTER
- Made Minishark more common, Minigun very rare
- Auto Gun now reloads faster
- Slower nail gun reload time, faster Uzi reload time
- Updated list of items that can be melted/broken
- Bow, crossbow, ballistic bow drop rates increased slightly
- Increased area around base where cars will not spawn
- Ball Launcher, Shotgun Turret, and Auto Crossbow Turrets are all faster
- Garbage Disposer now costs 1 metal and 1 scrap
- HOME SWEET HOME quest text change
- Changes to keybinding text to rename "Menu Action A" and "Menu Action B"
- Drops updated for Pear and Plug N Play stores, reduced amount of scrap considerably but also added chance for metal and batteries
- Fix for floating eyes being able to move while you were in the inventory menu
- Helicopter can no longer land in the water
- Preventions for crossing walls by using special attacks
- Your base buildings should now stop making things when paused
[h2]Under the Hood Changes[/h2]
- Some further work on the Base Defense Mode
There's maybe some changes I missed, as this is a compilation of all the testing branch update notes from the Discord #cannibal-updates channel. Let me know if I missed a major change, or just how you generally feel about the game now!