Cannibal Crossing Hotfixes from 10/24 to 10/26
These were also all posted to the Rocketcat Discord in #cannibal-updates. For now, I'm going to be posting the changelogs for tiny updates there, and doing summary posts every so often on Steam Events. When things slow down a little from launch, I'll start posting every update here.
Lots more updates coming! Current plan is posting small updates as we continue work on a larger update.
- FIX: Door locks can no longer be broken against further lockpick attempts (including the Bank Vault)
- Fix for a freezing error
- More error checks when reloading your weapon, in order to catch a possible error
- FIX: You can now exit the game using a controller, instead of getting the cheevos screen
- Fix for a bug where map icons could fall out of your minimap/compass
- Fixes for being able to hit "Use Item" while in other panels and menus
- General performance and stability tweaks
[h2]Fixes and Tweaks[/h2]
- Possible fix for your characters running for the hills at start of Serpent Boss
- Performance improvements related to lighting/explosions/fire
- Fix for the end missions
- Fix for turrets correctly being removed if they're destroyed
- The game should properly remember your hunger levels on saving/loading
[h2]Game Balance[/h2]
- More humans during day, less during night at maximum
- More gradual ramp up of cannibal amount
- Smaller cannibal groups at night
- Hounds become increasingly more rare as time goes on, rather than more common
- Mercenaries become more rare as time goes on
- Commandos become more common, but don't show up until day 4, where they're much less common
- Soldiers don't show up until day 8, where they're now still very rare.
- Soldiers become the predominant human on day 10
- Scientists (Hazmat Suit guys) can't show up until day 4, otherwise unchanged
- Humans slightly more rare early game, more common late game
- Cannibal (the basic, fodder melee one) spawn weights more consistent for math purposes, but not much changes
- Negatives during the day constrained to being half as common as they were
Lots more updates coming! Current plan is posting small updates as we continue work on a larger update.
10/24 Hotfix
- FIX: Door locks can no longer be broken against further lockpick attempts (including the Bank Vault)
- Fix for a freezing error
- More error checks when reloading your weapon, in order to catch a possible error
- FIX: You can now exit the game using a controller, instead of getting the cheevos screen
10/24 Hotfix Part 2: Return of the Fix
- Fix for a bug where map icons could fall out of your minimap/compass
- Fixes for being able to hit "Use Item" while in other panels and menus
- General performance and stability tweaks
10/26 Small Update
[h2]Fixes and Tweaks[/h2]
- Possible fix for your characters running for the hills at start of Serpent Boss
- Performance improvements related to lighting/explosions/fire
- Fix for the end missions
- Fix for turrets correctly being removed if they're destroyed
- The game should properly remember your hunger levels on saving/loading
[h2]Game Balance[/h2]
- More humans during day, less during night at maximum
- More gradual ramp up of cannibal amount
- Smaller cannibal groups at night
- Hounds become increasingly more rare as time goes on, rather than more common
- Mercenaries become more rare as time goes on
- Commandos become more common, but don't show up until day 4, where they're much less common
- Soldiers don't show up until day 8, where they're now still very rare.
- Soldiers become the predominant human on day 10
- Scientists (Hazmat Suit guys) can't show up until day 4, otherwise unchanged
- Humans slightly more rare early game, more common late game
- Cannibal (the basic, fodder melee one) spawn weights more consistent for math purposes, but not much changes
- Negatives during the day constrained to being half as common as they were