Difficulty Balancing Update, Version 0.9.9.7.8
A new update to bring things current with all the changes we've been doing on the testing branch. Thanks for the continuing feedback! We've hit our goals for the game for Early Access launch, now it's just a matter of when exactly to wrap things up.
The biggest changes in this update is that the enemies in Normal Mode should be less constant. What was happening was that they were constantly streaming in due to player sounds, even things like footsteps. I've reduced this by half, and the fighting now seems less constant. Let me know what you think of this change. Hard Mode will increase this back up to what it used to be.
Also, all your production buildings in your base should now make things much, much faster. This incldues things like ammo presses, bandage-o-matics, smelters, and more. Really everything with the exception of the Heavy (Explosive) ammo press are now 5 times faster in converting resources for basic buildings, and 10 times faster for advanced buildings. This is a significant change, which should reduce a lot of downtime.
I had initially resisted this because I wanted the system to involve queuing up orders and then coming back to the base to get your stuff after accomplishing another goal. However, no one actually did it this way, not even me in the end. Also, you still get a bit of the "come back to a pile of loot" aspect from the advanced buildings due to them slowly generating free resources, which hasn't sped up or changed at all.
Next up: A Major Update to wrap up remaining issues and feedback requests. I'll be looking at the Discord and Steam forums for any suggestions. This may be the last one before 1.0 launch!
With the exception of the Explosive Ammo Press, all base production buildings are much faster than before! Automatic generation times from advanced factories are unchanged.
- Basic Factories about 5 times faster than they used to be
- Advanced Factories about 10 times faster than before
- Advanced version of the Explosive Ammo Press is about twice as fast as it used to be (from 40 seconds down to 20 seconds, with the basic explosive ammo press remaining at 60 seconds)
- You can now recover full materials from making base buildings if you delete it before closing the base building menu
- In Normal Mode, enemies spawning from the noises the players make were cut in half. This should mean less enemy spawns in areas you've already uncovered. Let me know how this feels, or if you can even tell the difference!
- Hard Mode increases this back up to previous values
- Nightmare Mode, if we add it, will triple this to about +50% of what it used to be
- Possibly fix for Quill becoming invulnerable when sleeping
- Fix for Quill's Super making him invulnerable
- Clinical Center loot reduced
- Test update for the controls input manager
- Fix for weapon hands placement
- Enemies that get stunned should now have their attack timers set to 0
- Fix for descriptions being too long for the windows
- Fixed a container issue
- Doors being destroyed should now properly rebuild enemy pathing
- Clamped max amount of dogs/bears created by Slim Pickens
- Cooking panel in online mode now closes on 0 uses left, and double checks for blank items
- Fix for a chopper bug if you saved the game during flight
- Fixed a bug on game loading
- Some online mode fixes
- Code cleaning with some removed assets
The biggest changes in this update is that the enemies in Normal Mode should be less constant. What was happening was that they were constantly streaming in due to player sounds, even things like footsteps. I've reduced this by half, and the fighting now seems less constant. Let me know what you think of this change. Hard Mode will increase this back up to what it used to be.
Also, all your production buildings in your base should now make things much, much faster. This incldues things like ammo presses, bandage-o-matics, smelters, and more. Really everything with the exception of the Heavy (Explosive) ammo press are now 5 times faster in converting resources for basic buildings, and 10 times faster for advanced buildings. This is a significant change, which should reduce a lot of downtime.
I had initially resisted this because I wanted the system to involve queuing up orders and then coming back to the base to get your stuff after accomplishing another goal. However, no one actually did it this way, not even me in the end. Also, you still get a bit of the "come back to a pile of loot" aspect from the advanced buildings due to them slowly generating free resources, which hasn't sped up or changed at all.
Next up: A Major Update to wrap up remaining issues and feedback requests. I'll be looking at the Discord and Steam forums for any suggestions. This may be the last one before 1.0 launch!
Full List of Changes
With the exception of the Explosive Ammo Press, all base production buildings are much faster than before! Automatic generation times from advanced factories are unchanged.
- Basic Factories about 5 times faster than they used to be
- Advanced Factories about 10 times faster than before
- Advanced version of the Explosive Ammo Press is about twice as fast as it used to be (from 40 seconds down to 20 seconds, with the basic explosive ammo press remaining at 60 seconds)
- You can now recover full materials from making base buildings if you delete it before closing the base building menu
- In Normal Mode, enemies spawning from the noises the players make were cut in half. This should mean less enemy spawns in areas you've already uncovered. Let me know how this feels, or if you can even tell the difference!
- Hard Mode increases this back up to previous values
- Nightmare Mode, if we add it, will triple this to about +50% of what it used to be
- Possibly fix for Quill becoming invulnerable when sleeping
- Fix for Quill's Super making him invulnerable
- Clinical Center loot reduced
- Test update for the controls input manager
- Fix for weapon hands placement
- Enemies that get stunned should now have their attack timers set to 0
- Fix for descriptions being too long for the windows
- Fixed a container issue
- Doors being destroyed should now properly rebuild enemy pathing
- Clamped max amount of dogs/bears created by Slim Pickens
- Cooking panel in online mode now closes on 0 uses left, and double checks for blank items
- Fix for a chopper bug if you saved the game during flight
- Fixed a bug on game loading
- Some online mode fixes
- Code cleaning with some removed assets