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Beta Testing Branch Update (0.9.8.4.4)

Unlockable secondary classes for each character are now in testing! Further optimizations, new mission display, lots of balance tweaks, and much more!

Help us test this out and post feedback below, and we can probably polish things up and release a new major update this week. The next major update will also make the online multiplayer available for everyone, not just those opting in for the testing branch!

As always, post feedback here, on our Twitter account, in the Steam Discussions, or on the official Discord. The last one is the fastest way for us to respond, but all are really helpful for us.

[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 (Testing Branch 0.9.8.4.4)


[h2]Major Changes[/h2]

- Slight redesign for the character select screen. Work in progress right now on testing branch, may be a little janky

- 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

- Working on a new Mission Display. Hit Shift+Q on Keyboard currently to switch active misisons

- Lots of rebalancing to make the harder enemies show up as the game progresses, read end of General Balance section for details

- 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 no longer eat something while opening a container using E, but you can still do this from your inventory

- When reloading ammo, ammo is subtracted from your inventory ammo first now, before your ammo storage supplies

- Lots of rebalancing to explosive and throwing weapons, see General Balance section

- Turrets now no longer have lighting effects on their bullets, which should vastly increase performance if you have a lot of turrets in your base

- Critical hits now do +50% damage instead of double, and the Critical Thinker final perk does double damage instead of triple

- New Radio Messages depending on what quest it's going to assign next

[h2]General Balance[/h2]

- Cheesecake now also gives +20% firearms damage, along with the 2x focus bonus
- 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

- 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

- Companion summon time reduced to 45 seconds
- When crafting a Walkie Talkie, you now get 2 charges of it instead of 1
- Walkie Talkies only summon one companion at a time
- Walkie Talkies now take a Premium Part to craft instead of metal
- 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

- Dark Sludge is now 4x more common, though still pretty rare
- Containers now properly stack 20 items for food ingredients

- Throwable Weapons no longer give Premium Parts when salvaged
- 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
- 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

- 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%

- 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

- Grocery store type buildings now give a bit less food

- 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

[h2]Fixes and Minor Tweaks[/h2]

- Prevented Radio Missions from giving you a quest to save your currently played Survivor
- 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
- Premium Parts now properly drop on the floor if inventory is full
- 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 where Premium Parts and Dark Sludge would disappear when crafting or otherwise reorganizing your items
- Fixed a bug with base factory buildings
- More enemies from quests are properly moarked on the map as objectives if they're needed to be killed to complete the quest
- Various small fixes for enemy AI
- Various fixes on fast travel UI panel

- Lots of text changes
- Fixed an issue with Scrapyard Cleanup Missions
- Fix for Occult Library properly showing upgrade costs
- Bosses now recover from Stun properly
- Various other fixes and tweaks