Update Candidate Testing Branch (Version 0.9.9)
This update has been a long time coming, and will be a very large series of changes since our last main update. We're wrapping this up, and I would love to post it this week. The more feedback we get, the more smooth the launch of this will be, so send any you have as a reply to this post or to the Discord (link in-game).
Below is instructions on how to help test, and a full list of changes since the last main update!
[h2]How to Access Testing Branch[/h2]
- Right click on Cannibal Crossing in your Steam Library
- Select "Properties"
- Go to the "Betas" Tab
- Select "testbranch" from the "beta you would like to opt into:" menu
[h2]Major Changes (Lots of them)[/h2]
- Hard Mode is now in the game. Enemies have 15% more health, bosses have 30% more health, more enemies show up sooner, and harder enemy types show up 5 days sooner in general spawns and 4 days sooner in waves. Bosses also get new attack patterns. HAVE FUN!
- New difficulty selector on character screen
- Good endings for saving at least 6 survivors (4 in Radio Silence), Bad endings if you don't
- Custom Characters are now available for Horde Defense mode! Besides customizing your appearance, you get to pick from 3 different custom traits, then a starting weapon loadout, then a SUPER
- Y'all Mart added as a Horde Mode level! It's a large indoor map based on the Death Road to Canada location, with chokepoints and shopping carts
- Tons of other changes to the Online Co-Op Horde Defense mode, read below for more details
- The secondary classes for each character are now available! They tend to be stronger in direct fighting than the first classes, but they lose their quality of life bonuses that the initial classes tend to get
- A secondary class can be unlocked by beating the game in any mode with that character, even if it's the bad ending or Survivor Sandbox
- Secondary Classes all have all new SUPER abilities, different from the starter classes for each character!
- No Quarter Mode is now available! See if you can survive without a base, but get some extra advantages in exchange for this penalty
- Further performance updates, let me know if you have any slowdowns at all, at this point!
- New Mission Display. Hit Shift+Q on Keyboard to switch active missions
- You can now store much more quests than before
- New system for Ammo and Materials!
- Materials now go into a storage box like ammo does, to a certain extent. By default, wood, scrap, metal, and bandages go in here and stack to 20 each
- You can now go over the previous ammo box limits, with the ammo then appearing in your inventory in smaller stacks. This also applies to the new Materials box
- Companions are temporary summons now, instead of one following you around constantly. In exchange, they are now much, much more aggressive and hopefully intelligent
- Summon a companion for 45 seconds using the new Walkie Talkies. You can craft or very rarely find them. Use multiple summons to get up to 9 people following you around, blasting everything.
- Redesign of how Weapon Upgrades work for Tier 2 and 3 weapons. They no longer require a copy of themselves, of the same rank, to upgrade. The system has been replaced with needing "Premium Parts" to upgrade them
- Premium Parts are found by breaking, smelting, or otherwise dismantling Tier 2 and 3 weapons
- Black mucus on the ground now corrupts you, limiting your max health up to 50%. This can be healed with alcohol, high quality medical items, or with Dark Tonic
- Pause menu now has a button for quickly changing your controller type, such as between keyboard and gamepad
- More actions are now rebindable, even ones that shared a single button before
- Shields are now in the game again! They will deflect bullet weapons, even if you're not holding down block
- Occult Library is back, and redesigned. Now it lets you make powerful magical items, using a new resource that is rarely dropped by Negatives
- You can now use numbers 5-9 to quickly select your throwing item and quick items
- You can now rebind Z and CAPS LOCK
- 144 FPS option
- Tier indicator added to the weapon description windows
- Laser Charger removed for now, rest in PIECES
- When a container is open, clicking on a stack will now take the entire stack, and hitting E will take one item from the stack instead
- You can now use items directly from inventory or containers by hitting F
- Smelt/break input change to holding F for a second if in inventory, also works in containers now
- New Radio Messages depending on what quest it's going to assign next
[h2]General Balance[/h2]
- Lots of rebalancing to make the harder enemies show up as the game progresses
- Critical hits now do +50% damage instead of double, and the Critical Thinker final perk does double damage instead of triple
- Rosie now has a new 3rd trait that makes her find bonus scrap and metal, whenever she'd find those materials in containers
- Various Rosie fixes, including her SUPER turrets working properly
- SIN SUPER food drop rate buffed to 15%
- WARDEN super now roots onscreen enemies for 10 seconds while applying a 40% damage increase to them until they die
- Lola's SUPER increased from 8 -> 12 seconds duration
- No more free buddy backup during bosses. They're so strong/aggressive now that we would also have to increase boss health to compensate
- More tweaks to tier 2 and 3 weapons, making them more rare outside of Stashes
- Gold Stashes should now properly drop Tier 2 weapons at minimum! This also gives Gold Stashes a much higher chance to drop Tier 3 loot!
- If you're playing Lola, you and other players can no longer get the negative effects from being drunk
- Ash's secondary class now starts with a fire axe instead of battle axe, mostly due to the Flamethrower buffs
- Enemies burn longer, and once again take ticks of damage while doing so
- Some more AI revamps for enemies, they should attack doors easier now
- The lightning negative eyes (Negative Insights) will now target your turrets
- A few hours now pass with deaths in Sandbox mode, with a message saying so
- Loot Note enemies will teleport closer to the player and retarget the player if they get too far away
- Fixes for Tier 1 versus Tier 2 weapons in containers not matching their intended values. This will make Tier 2 weapons more rare overall
- Cannibal Splitter AI tweaks
- Cannibal Splitter heads should start jumping around while calling for a wave
- Cheesecake now also gives +20% firearms damage, along with the 2x focus bonus
- Containers now properly stack 20 items for food ingredients
- Grocery store type buildings now give a bit less food
- Trap Researcher no longer gives you a discount on materials, in either Open World or Horde modes
- Character selection text on local multiplayer now displays what player is picking their character
- Shop Text for ammo should now better reflect how much ammo you're actually buying
- Lots of tweaks and rebalancing to turret values, generally buffs
- Changed Bandage-O-Matic name to Cloth-O-Matic outside of Horde Mode
- Negative Turret now available if you have Tier 3 turrets unlocked
- Loot Note missions now spawn a wave of enemies to kill before the Stash spawns
- Lots of updates to follower and enemy AI
- Various small tweaks to the newer bosses
- You can now build the upgraded base buildings that require a specific character as soon as you first accept their quest. Before this update, you had to kill their associated boss
- The subclass unlock costs doubled for their traits
- New Electronics Station items! Two of which are Ronin-only
- Companions now have a lower sight radius, and their aggro resets if they teleport back to you
- Fences should no longer damage companions
- Companions at the homing beacon are now more mellow
- When a companion is hit, they now lose summoning time remaining instead of HP
- Reduced laser rifle durability to 25% of what it was
- Slightly buffed The Silencer pistol damage
- Nerfs to explosion size of explosive weapons, except for Dragon which got a slight buff
- The Dragon firing speed is now 3x faster
- Dragon pain stun 10 -> 100
- Door mines do 200 damage instead of 300 now, but have a bigger explosion radius, 60 -> 100
- Door Mines actually need to be on a door to explode now
- Water balloons are more rare, and do 50 -> 100 pain stun
- Nail Grenades do 25 -> 50 pain stun
- Fire Grenades do 70 -> 90 damage, 5 -> 100 pain, 60 -> 100 explosion radius, are more rare, and cost 400 -> 500 in Horde Mode
- Silver Shooter should now work as a normal gun, instead of having a weird roulette gimmick
- Explosion damage to the player is now reduced to 15%, instead of being capped at 10
- Molotovs now cause impact damage and stun damage, in addition to the fire
- Fire Grenades now properly set a bunch of crap on fire
- Flamethrower, lighter, and chainsaw reload 1 second faster now
- Lighter is now a tier 2 weapon
- Flamethrower shots last/travel twice as long as before
- Tesla Tower nerfed from 1.5 second firing time to 2 seconds
- Red Stash rate for Waves cut in half, to 20% chance from 40%
- When you hit level 15, your SUPER meter will be filled completely and ready to go
- Base amount of XP needed to get a SUPER is now 300, up from 200
- XP needed to fill SUPER meter requirement now goes up 50 each player level, instead of 20
- The damage vulnerability component of Warden's SUPER is now also time limited to 10 seconds, like the root
- Rosie's SUPER turret summoning time increased to 40 seconds
- Warden's Bear Traps are now more expensive
- The Trap Station recipes are now more expensive
- Quill now starts with a bunch of Occult Library items, including the advanced ones
- Adjustments to cost of crafting Throwing Axes, Door Mines, Nail Grenades
- All throwing weapons, including grenades, now stack to 10
- Removed level display on throwable items
- Groupeez health increased significantly, and the smallest form now shoots 75% of the time, up from 25%
- Increased max boss damage to 50, and boss HP max goes to triple eventually now instead of double
- Miniboss max damage now goes up over time
- Human Soldiers are more rare, even in the late game
- Slightly reduced amount of Cleanup missions in Radio Missions
- No Quarter Mode now lets you build Quantum Storage and Homing Beacons
- Updated how respawns work in Sandbox if you have no Homing Beacon
- Loot Notes are a bit more rare
- Lots of tweaks to general spawn values and wave spawn values for Cannibals and Negatives. In summary, the weaker enemies become more rare over time to make room for stronger enemies replacing them
- Cannibal Sniper bullets are much faster now, and they phase through walls/obstacles
- Cannibal Ricochet bullets are much faster and in greater quantities
- Heavy Shooter bullets are faster now, and last longer
- Certain Negative and Cannibal enemy types now try to target your turrets first: Cannibal Snipers, Cannibal Ricochets, Cannibal Heavy Shooters, Negative Heavy Shooters, Negative Tanks, Negative Exploders
- Negative Shooters can now spawn in Negative Waves
- Cannibal Tanks, Splitters, and Heavy Shooters now gain health as the days pass
- Ranged damage Cannibal damage is buffed slightly
- Various Negative damage and life tweaks
- More gradual Tier 3 loot increases, with a higher maximum chance after day 18
- Tier 1 loot gets more rare after day 14
[h3]Perk Changes[/h3]
- Some perks can now be replaced by others in Horde Mode, as shown below with (HORDE ONLY)
- Strength Perk 1.2 - +100% Melee Weapon Durability (up from 50%). 1.3 - "Melee Attacks get +15% Critical Chance"
- Strength Perk 3.3: Changed so that the side arrows are 50% weaker (so the perk is worth double damage if all arrows hit, not triple)
- (HORDE ONLY) Toughness 1.3: You get +50% extra healing from items, double healing from the Autohunter
- (HORDE ONLY) Endurance 2: Vending machine items and food is 5/10/20% cheaper!
- Endurance 4: 1. Ammo Storage Increased +50% 2. Material Storage Increased +50%, (HORDE ONLY) Replaced with 10% cash discount 3. Ammo Storage Increased +150% (So 500 bullets, etc)
- First Endurance trait line changed from +20 and +40 health to +30 and +60 health
- Rationing Final Trait now increases the duration of food buffs by 33%
- Rationing Final Trait now increases food hunger restore values by 50% instead of 100%
- Ninja Assassin final perk changed, now you always have a 30% chance to recover a throwing blade, even ones that hit a target
- Ninja Assassin final perk changed to being able to stack throwing blades (knives, axes, shurikens) to 20
[h3]Occult Library Items[/h3]
- Dark Tonic added, the only source of instant healing in the game
- Orb of Protection added, which provides magical projectile immunity for 7 seconds
- Teleport Scroll added, a somewhat expensive get out of jail free card
- Dark Summon lets you summon a copy of yourself, using your equipped weapon at the time at its current level. This is intentionally severely exploitable
[h2]Online Co-Op Horde Defense[/h2]
- Lots of tweaks to enemy spawn values, weapon costs, and more
- The final wave now has doubled enemy amount, and the penultimate wave has about 40% more than it used to
- Bonus Waves can now appear in Horde Mode, where you temporarily get a powerful weapon and infinite reloads with that weapon
- Joining games through steam invites should now work
- Horde Mode now supports 4 players again
- Round Robin works again, with 3 new twitch commands to help test it
- UI/Menu changes for Online Mode, to be less confusing
- Life bars for buildings in Horde Mode
- Some tweaks for some Horde Mode buildings
- Tier 1 melee should disappear faster in Horde
- Horde Weapons Vendor should have more items in general in the earlier waves
- Starting gold doubled for all scenarios, with slightly increased starting materials
- Horde loadout that had a battle axe now has a Butcher Knife/Meat Cleaver
- Cheesecake price higher in Horde
- Some other Horde food price tweaks
- Occult Library now cheaper in Horde
- Tier 2 and 3 weapons improve faster in the Workbench in Horde Mode
- Enemies in Horde Mode now give you more XP in the earlier waves, diminishing as you go further
- Various adjustments to how much the factory buildings give per wave
- Luck Shrine should no longer give COOKED MEAT, it's only supposed to give buff-providing meals
- Kitchen will now properly only cook 2 meals if basic, 3 if advances
- Smelter will now give a random ammo drop when used, in addition to repairing your structures faster per wave
- Electronics Station updated to drop the newer items, including Walkie Talkies. No longer drops land mines
- Luck Shrine updated to drop items from following list: Random weapons, meals, fancy healing supplies
- Occult Library Added! Drops from a rotating list of the new Sludge items, though Dark Tonic and Shadow Rituals are twice as rare
- Cannibal Swappers will no longer spawn during Frenzy Rounds
[h2]Fixes and Minor Tweaks[/h2]
- Tutorial tip added for the first time you recruit a survivor, explaining that their timers are limited
- Reordering of the game mode select
- Properly disabling Adventure/Open World Mode skills in Horde Mode
- Boars will no longer stun you when they charge into other enemies (!)
- You can now unselect the trait text in pause screen to see your SUPER description again
- Added missing food buff descriptions for Sin Special and Alcohol
- Midbosses are now marked on map, and getting one will give a quest for it
- Getting too far away from a midboss may now temporarily despawn it
- Radios now properly work in Sandbox and No Quarter modes
- Automatic Hunter fixes and visual FX on use
- No more sliding in Horde Mode, only rolling when jumping a fence
- Added discounts to kitchen items in Horde Mode
- Rosie's less resources trait now shouldn't reduce costs to 0
- Player built radios should now work past day 7
- Fixes for materials stack quantities in containers
- Fixed a softlock when doing Quill's mission
- Fixed a bug where skills wouldn't initialize properly on loading
- Base factory buildings should now properly take materials from your material box
- Fixed a bug with base factory buildings
- More enemies from quests are properly marked on the map as objectives if they're needed to be killed to complete the quest
- Bosses now recover from Stun properly
- Various small fixes for enemy AI
- Various fixes on fast travel UI panel
- A* update for enemy AI
- Fix for a bug that prevented equipping your previous weapon when quick-meleeing
- Sandbox Mode should now properly let you respawn at the Home Beacon
- Fix for restarting in Horde Mode removing your inventory and battery level
- Tweaks for how speed bonuses interact to avoid glitchy Sonic the Hedgehog crap
- Horde Mode Kitchen should properly display + and ++ for the higher quality foods
- Fix for Rosie prologue mission
- Fix for follower AI when special enemies die
- Fix for pause screen text not removing properly sometimes
- Horde Mode should now properly display Steam User Image
- Piggy Banker midbosses can't shoot each other now
- Weapons placed in the quick throw slot (Ronin, Black Jack, and Lola secondary classes) will now work properly for swapping in/out of them and them using ammo
- Midbosses spawn explosion area smaller, and they shouldn't easily break structures for running into them within the first 10 seconds of spawning
- Better stun logic for Bosses
- Stan's Shop: Skill point buys are now twice more expensive
- Halved amount of Purple Crystals you get for map exploration, items crafted, and fortifications
- Doubled amount of Purple Crystals for mission completion
- Excess quantities of things added to your inventory are now deleted from the source container, then dropped to the floor
- Taco and Flack Jack bonuses should now work on Boss enemy summons
- Boom Box will now explode by contact/proximity
- Green Grocer is now stocked with food again
- Saving/loading should now properly track your HP and SUPER meter
- Memory leak fix for Horde Mode that was causing some problems
- Some fixes for putting weird stuff in the base factory buildings
- Further loot tweaks
- Door Mines are more rare, but the damage is increased by 50%
- Turret bullets should no longer collide with other turrets or the player
- Laser Rifle should now work properly in Ronin's Mech quick slot
- Removed compass points for a weird stash case
- Life, food max levels, and corruption levels should now load properly on a continued game
- More locked items should now have a proper UNLOCK prompt
- Fix for end scene not counting many enemies
- Gas should now be consumed on car travel
- Winning/losing a game as second character classes will now properly remove the save
- Fetchquest mission correctly removed from inventory on completion, so no more free mission completes
- Removed a broken sprite from Cannibal melee enemies
- Silver Shooter ammo should now display properly
- Fix for saving/quitting during Ronin's mission
- No more Lola missions in the void
- Radio should spam you less with messages
- Some Stan's Store fixes
- Some fixes for the escape icons sometimes being wrong on the map
- Ronin's boss can now laser attack in any direction
- Some local multiplayer fixes
- Spanish translation update
- Updates to pause screen logic
- Close combat weapons now display % durability on start screen
- Swapped some sprites for the skills icons
- Fixes for Open World mode wave spawns
- Small pause between enemy generation in waves
- Fixed a bad reposition on wave end
- Fix for weapon cloning
- Fixed a max food issue
- Fix for a midboss exploit
- Local multiplayer tweaks/fixes, and you can remove missing players
- Fix for Splitter boss jumps
- Many various tweaks, fixes, and text changes
Below is instructions on how to help test, and a full list of changes since the last main update!
[h2]How to Access Testing Branch[/h2]
- Right click on Cannibal Crossing in your Steam Library
- Select "Properties"
- Go to the "Betas" Tab
- Select "testbranch" from the "beta you would like to opt into:" menu
List of Changes (Since Major Update 0.9.8)
[h2]Major Changes (Lots of them)[/h2]
- Hard Mode is now in the game. Enemies have 15% more health, bosses have 30% more health, more enemies show up sooner, and harder enemy types show up 5 days sooner in general spawns and 4 days sooner in waves. Bosses also get new attack patterns. HAVE FUN!
- New difficulty selector on character screen
- Good endings for saving at least 6 survivors (4 in Radio Silence), Bad endings if you don't
- Custom Characters are now available for Horde Defense mode! Besides customizing your appearance, you get to pick from 3 different custom traits, then a starting weapon loadout, then a SUPER
- Y'all Mart added as a Horde Mode level! It's a large indoor map based on the Death Road to Canada location, with chokepoints and shopping carts
- Tons of other changes to the Online Co-Op Horde Defense mode, read below for more details
- The secondary classes for each character are now available! They tend to be stronger in direct fighting than the first classes, but they lose their quality of life bonuses that the initial classes tend to get
- A secondary class can be unlocked by beating the game in any mode with that character, even if it's the bad ending or Survivor Sandbox
- Secondary Classes all have all new SUPER abilities, different from the starter classes for each character!
- No Quarter Mode is now available! See if you can survive without a base, but get some extra advantages in exchange for this penalty
- Further performance updates, let me know if you have any slowdowns at all, at this point!
- New Mission Display. Hit Shift+Q on Keyboard to switch active missions
- You can now store much more quests than before
- New system for Ammo and Materials!
- Materials now go into a storage box like ammo does, to a certain extent. By default, wood, scrap, metal, and bandages go in here and stack to 20 each
- You can now go over the previous ammo box limits, with the ammo then appearing in your inventory in smaller stacks. This also applies to the new Materials box
- Companions are temporary summons now, instead of one following you around constantly. In exchange, they are now much, much more aggressive and hopefully intelligent
- Summon a companion for 45 seconds using the new Walkie Talkies. You can craft or very rarely find them. Use multiple summons to get up to 9 people following you around, blasting everything.
- Redesign of how Weapon Upgrades work for Tier 2 and 3 weapons. They no longer require a copy of themselves, of the same rank, to upgrade. The system has been replaced with needing "Premium Parts" to upgrade them
- Premium Parts are found by breaking, smelting, or otherwise dismantling Tier 2 and 3 weapons
- Black mucus on the ground now corrupts you, limiting your max health up to 50%. This can be healed with alcohol, high quality medical items, or with Dark Tonic
- Pause menu now has a button for quickly changing your controller type, such as between keyboard and gamepad
- More actions are now rebindable, even ones that shared a single button before
- Shields are now in the game again! They will deflect bullet weapons, even if you're not holding down block
- Occult Library is back, and redesigned. Now it lets you make powerful magical items, using a new resource that is rarely dropped by Negatives
- You can now use numbers 5-9 to quickly select your throwing item and quick items
- You can now rebind Z and CAPS LOCK
- 144 FPS option
- Tier indicator added to the weapon description windows
- Laser Charger removed for now, rest in PIECES
- When a container is open, clicking on a stack will now take the entire stack, and hitting E will take one item from the stack instead
- You can now use items directly from inventory or containers by hitting F
- Smelt/break input change to holding F for a second if in inventory, also works in containers now
- New Radio Messages depending on what quest it's going to assign next
[h2]General Balance[/h2]
- Lots of rebalancing to make the harder enemies show up as the game progresses
- Critical hits now do +50% damage instead of double, and the Critical Thinker final perk does double damage instead of triple
- Rosie now has a new 3rd trait that makes her find bonus scrap and metal, whenever she'd find those materials in containers
- Various Rosie fixes, including her SUPER turrets working properly
- SIN SUPER food drop rate buffed to 15%
- WARDEN super now roots onscreen enemies for 10 seconds while applying a 40% damage increase to them until they die
- Lola's SUPER increased from 8 -> 12 seconds duration
- No more free buddy backup during bosses. They're so strong/aggressive now that we would also have to increase boss health to compensate
- More tweaks to tier 2 and 3 weapons, making them more rare outside of Stashes
- Gold Stashes should now properly drop Tier 2 weapons at minimum! This also gives Gold Stashes a much higher chance to drop Tier 3 loot!
- If you're playing Lola, you and other players can no longer get the negative effects from being drunk
- Ash's secondary class now starts with a fire axe instead of battle axe, mostly due to the Flamethrower buffs
- Enemies burn longer, and once again take ticks of damage while doing so
- Some more AI revamps for enemies, they should attack doors easier now
- The lightning negative eyes (Negative Insights) will now target your turrets
- A few hours now pass with deaths in Sandbox mode, with a message saying so
- Loot Note enemies will teleport closer to the player and retarget the player if they get too far away
- Fixes for Tier 1 versus Tier 2 weapons in containers not matching their intended values. This will make Tier 2 weapons more rare overall
- Cannibal Splitter AI tweaks
- Cannibal Splitter heads should start jumping around while calling for a wave
- Cheesecake now also gives +20% firearms damage, along with the 2x focus bonus
- Containers now properly stack 20 items for food ingredients
- Grocery store type buildings now give a bit less food
- Trap Researcher no longer gives you a discount on materials, in either Open World or Horde modes
- Character selection text on local multiplayer now displays what player is picking their character
- Shop Text for ammo should now better reflect how much ammo you're actually buying
- Lots of tweaks and rebalancing to turret values, generally buffs
- Changed Bandage-O-Matic name to Cloth-O-Matic outside of Horde Mode
- Negative Turret now available if you have Tier 3 turrets unlocked
- Loot Note missions now spawn a wave of enemies to kill before the Stash spawns
- Lots of updates to follower and enemy AI
- Various small tweaks to the newer bosses
- You can now build the upgraded base buildings that require a specific character as soon as you first accept their quest. Before this update, you had to kill their associated boss
- The subclass unlock costs doubled for their traits
- New Electronics Station items! Two of which are Ronin-only
- Companions now have a lower sight radius, and their aggro resets if they teleport back to you
- Fences should no longer damage companions
- Companions at the homing beacon are now more mellow
- When a companion is hit, they now lose summoning time remaining instead of HP
- Reduced laser rifle durability to 25% of what it was
- Slightly buffed The Silencer pistol damage
- Nerfs to explosion size of explosive weapons, except for Dragon which got a slight buff
- The Dragon firing speed is now 3x faster
- Dragon pain stun 10 -> 100
- Door mines do 200 damage instead of 300 now, but have a bigger explosion radius, 60 -> 100
- Door Mines actually need to be on a door to explode now
- Water balloons are more rare, and do 50 -> 100 pain stun
- Nail Grenades do 25 -> 50 pain stun
- Fire Grenades do 70 -> 90 damage, 5 -> 100 pain, 60 -> 100 explosion radius, are more rare, and cost 400 -> 500 in Horde Mode
- Silver Shooter should now work as a normal gun, instead of having a weird roulette gimmick
- Explosion damage to the player is now reduced to 15%, instead of being capped at 10
- Molotovs now cause impact damage and stun damage, in addition to the fire
- Fire Grenades now properly set a bunch of crap on fire
- Flamethrower, lighter, and chainsaw reload 1 second faster now
- Lighter is now a tier 2 weapon
- Flamethrower shots last/travel twice as long as before
- Tesla Tower nerfed from 1.5 second firing time to 2 seconds
- Red Stash rate for Waves cut in half, to 20% chance from 40%
- When you hit level 15, your SUPER meter will be filled completely and ready to go
- Base amount of XP needed to get a SUPER is now 300, up from 200
- XP needed to fill SUPER meter requirement now goes up 50 each player level, instead of 20
- The damage vulnerability component of Warden's SUPER is now also time limited to 10 seconds, like the root
- Rosie's SUPER turret summoning time increased to 40 seconds
- Warden's Bear Traps are now more expensive
- The Trap Station recipes are now more expensive
- Quill now starts with a bunch of Occult Library items, including the advanced ones
- Adjustments to cost of crafting Throwing Axes, Door Mines, Nail Grenades
- All throwing weapons, including grenades, now stack to 10
- Removed level display on throwable items
- Groupeez health increased significantly, and the smallest form now shoots 75% of the time, up from 25%
- Increased max boss damage to 50, and boss HP max goes to triple eventually now instead of double
- Miniboss max damage now goes up over time
- Human Soldiers are more rare, even in the late game
- Slightly reduced amount of Cleanup missions in Radio Missions
- No Quarter Mode now lets you build Quantum Storage and Homing Beacons
- Updated how respawns work in Sandbox if you have no Homing Beacon
- Loot Notes are a bit more rare
- Lots of tweaks to general spawn values and wave spawn values for Cannibals and Negatives. In summary, the weaker enemies become more rare over time to make room for stronger enemies replacing them
- Cannibal Sniper bullets are much faster now, and they phase through walls/obstacles
- Cannibal Ricochet bullets are much faster and in greater quantities
- Heavy Shooter bullets are faster now, and last longer
- Certain Negative and Cannibal enemy types now try to target your turrets first: Cannibal Snipers, Cannibal Ricochets, Cannibal Heavy Shooters, Negative Heavy Shooters, Negative Tanks, Negative Exploders
- Negative Shooters can now spawn in Negative Waves
- Cannibal Tanks, Splitters, and Heavy Shooters now gain health as the days pass
- Ranged damage Cannibal damage is buffed slightly
- Various Negative damage and life tweaks
- More gradual Tier 3 loot increases, with a higher maximum chance after day 18
- Tier 1 loot gets more rare after day 14
[h3]Perk Changes[/h3]
- Some perks can now be replaced by others in Horde Mode, as shown below with (HORDE ONLY)
- Strength Perk 1.2 - +100% Melee Weapon Durability (up from 50%). 1.3 - "Melee Attacks get +15% Critical Chance"
- Strength Perk 3.3: Changed so that the side arrows are 50% weaker (so the perk is worth double damage if all arrows hit, not triple)
- (HORDE ONLY) Toughness 1.3: You get +50% extra healing from items, double healing from the Autohunter
- (HORDE ONLY) Endurance 2: Vending machine items and food is 5/10/20% cheaper!
- Endurance 4: 1. Ammo Storage Increased +50% 2. Material Storage Increased +50%, (HORDE ONLY) Replaced with 10% cash discount 3. Ammo Storage Increased +150% (So 500 bullets, etc)
- First Endurance trait line changed from +20 and +40 health to +30 and +60 health
- Rationing Final Trait now increases the duration of food buffs by 33%
- Rationing Final Trait now increases food hunger restore values by 50% instead of 100%
- Ninja Assassin final perk changed, now you always have a 30% chance to recover a throwing blade, even ones that hit a target
- Ninja Assassin final perk changed to being able to stack throwing blades (knives, axes, shurikens) to 20
[h3]Occult Library Items[/h3]
- Dark Tonic added, the only source of instant healing in the game
- Orb of Protection added, which provides magical projectile immunity for 7 seconds
- Teleport Scroll added, a somewhat expensive get out of jail free card
- Dark Summon lets you summon a copy of yourself, using your equipped weapon at the time at its current level. This is intentionally severely exploitable
[h2]Online Co-Op Horde Defense[/h2]
- Lots of tweaks to enemy spawn values, weapon costs, and more
- The final wave now has doubled enemy amount, and the penultimate wave has about 40% more than it used to
- Bonus Waves can now appear in Horde Mode, where you temporarily get a powerful weapon and infinite reloads with that weapon
- Joining games through steam invites should now work
- Horde Mode now supports 4 players again
- Round Robin works again, with 3 new twitch commands to help test it
- UI/Menu changes for Online Mode, to be less confusing
- Life bars for buildings in Horde Mode
- Some tweaks for some Horde Mode buildings
- Tier 1 melee should disappear faster in Horde
- Horde Weapons Vendor should have more items in general in the earlier waves
- Starting gold doubled for all scenarios, with slightly increased starting materials
- Horde loadout that had a battle axe now has a Butcher Knife/Meat Cleaver
- Cheesecake price higher in Horde
- Some other Horde food price tweaks
- Occult Library now cheaper in Horde
- Tier 2 and 3 weapons improve faster in the Workbench in Horde Mode
- Enemies in Horde Mode now give you more XP in the earlier waves, diminishing as you go further
- Various adjustments to how much the factory buildings give per wave
- Luck Shrine should no longer give COOKED MEAT, it's only supposed to give buff-providing meals
- Kitchen will now properly only cook 2 meals if basic, 3 if advances
- Smelter will now give a random ammo drop when used, in addition to repairing your structures faster per wave
- Electronics Station updated to drop the newer items, including Walkie Talkies. No longer drops land mines
- Luck Shrine updated to drop items from following list: Random weapons, meals, fancy healing supplies
- Occult Library Added! Drops from a rotating list of the new Sludge items, though Dark Tonic and Shadow Rituals are twice as rare
- Cannibal Swappers will no longer spawn during Frenzy Rounds
[h2]Fixes and Minor Tweaks[/h2]
- Tutorial tip added for the first time you recruit a survivor, explaining that their timers are limited
- Reordering of the game mode select
- Properly disabling Adventure/Open World Mode skills in Horde Mode
- Boars will no longer stun you when they charge into other enemies (!)
- You can now unselect the trait text in pause screen to see your SUPER description again
- Added missing food buff descriptions for Sin Special and Alcohol
- Midbosses are now marked on map, and getting one will give a quest for it
- Getting too far away from a midboss may now temporarily despawn it
- Radios now properly work in Sandbox and No Quarter modes
- Automatic Hunter fixes and visual FX on use
- No more sliding in Horde Mode, only rolling when jumping a fence
- Added discounts to kitchen items in Horde Mode
- Rosie's less resources trait now shouldn't reduce costs to 0
- Player built radios should now work past day 7
- Fixes for materials stack quantities in containers
- Fixed a softlock when doing Quill's mission
- Fixed a bug where skills wouldn't initialize properly on loading
- Base factory buildings should now properly take materials from your material box
- Fixed a bug with base factory buildings
- More enemies from quests are properly marked on the map as objectives if they're needed to be killed to complete the quest
- Bosses now recover from Stun properly
- Various small fixes for enemy AI
- Various fixes on fast travel UI panel
- A* update for enemy AI
- Fix for a bug that prevented equipping your previous weapon when quick-meleeing
- Sandbox Mode should now properly let you respawn at the Home Beacon
- Fix for restarting in Horde Mode removing your inventory and battery level
- Tweaks for how speed bonuses interact to avoid glitchy Sonic the Hedgehog crap
- Horde Mode Kitchen should properly display + and ++ for the higher quality foods
- Fix for Rosie prologue mission
- Fix for follower AI when special enemies die
- Fix for pause screen text not removing properly sometimes
- Horde Mode should now properly display Steam User Image
- Piggy Banker midbosses can't shoot each other now
- Weapons placed in the quick throw slot (Ronin, Black Jack, and Lola secondary classes) will now work properly for swapping in/out of them and them using ammo
- Midbosses spawn explosion area smaller, and they shouldn't easily break structures for running into them within the first 10 seconds of spawning
- Better stun logic for Bosses
- Stan's Shop: Skill point buys are now twice more expensive
- Halved amount of Purple Crystals you get for map exploration, items crafted, and fortifications
- Doubled amount of Purple Crystals for mission completion
- Excess quantities of things added to your inventory are now deleted from the source container, then dropped to the floor
- Taco and Flack Jack bonuses should now work on Boss enemy summons
- Boom Box will now explode by contact/proximity
- Green Grocer is now stocked with food again
- Saving/loading should now properly track your HP and SUPER meter
- Memory leak fix for Horde Mode that was causing some problems
- Some fixes for putting weird stuff in the base factory buildings
- Further loot tweaks
- Door Mines are more rare, but the damage is increased by 50%
- Turret bullets should no longer collide with other turrets or the player
- Laser Rifle should now work properly in Ronin's Mech quick slot
- Removed compass points for a weird stash case
- Life, food max levels, and corruption levels should now load properly on a continued game
- More locked items should now have a proper UNLOCK prompt
- Fix for end scene not counting many enemies
- Gas should now be consumed on car travel
- Winning/losing a game as second character classes will now properly remove the save
- Fetchquest mission correctly removed from inventory on completion, so no more free mission completes
- Removed a broken sprite from Cannibal melee enemies
- Silver Shooter ammo should now display properly
- Fix for saving/quitting during Ronin's mission
- No more Lola missions in the void
- Radio should spam you less with messages
- Some Stan's Store fixes
- Some fixes for the escape icons sometimes being wrong on the map
- Ronin's boss can now laser attack in any direction
- Some local multiplayer fixes
- Spanish translation update
- Updates to pause screen logic
- Close combat weapons now display % durability on start screen
- Swapped some sprites for the skills icons
- Fixes for Open World mode wave spawns
- Small pause between enemy generation in waves
- Fixed a bad reposition on wave end
- Fix for weapon cloning
- Fixed a max food issue
- Fix for a midboss exploit
- Local multiplayer tweaks/fixes, and you can remove missing players
- Fix for Splitter boss jumps
- Many various tweaks, fixes, and text changes