Major Balance Overhaul, Version 0.9.9.9.4
Thanks to all the feedback we've been getting, we were able to do a big difficulty redesign for Normal and Hard modes. Read below for all the details on this, but in summary, Normal is quite easier now, and Hard is slightly harder than the old Normal. To adjust for this, we've also launched our Nightmare difficulty, for players that want to get obliterated. These are all major changes, so let me know what you think.
We've also been working on many other feedback requests and bug reports as we get closer to 1.0. Keep sending us feedback by Steam, Twitter, and the official Discord! It's really helping us out a lot.
Another big change in this update: You can now construct an Altar in your base that will let you resurrect yourself automatically, if you keep giving it sacrifices and meat and leather. This cost increases each time you die. We finally put this in due to request, but it won't be buildable in the new Nightmare difficulty.
We're keeping an eye out for any bugs that this new self-resurrect feature causes, especially in regards to breaking quests. Let us know if you run into any of these!
This was a fast but big update. We will likely due a hotfix or two for any issues, and then get to work on the next one as we work towards the end of Early Access.
[h2]Difficulty Tweaks[/h2]
- You can now build an Altar for 5 metal and 5 scrap. If you sacrifice 1 meat and 1 leather at the Altar, the next time you die, you will automatically resurrect at the Altar. You can then sacrifice more meat and leather at the altar for another extra life, but the cost increases every time
- New Normal Difficulty, values generally 75% of previous for enemy amount and so on
- Previous Normal Difficulty values moved to Hard Mode, with some slight tweaks upwards
- Previous Hard Difficulty values moved to Nightmare Mode, with some major tweaks upward
- Enemies no longer get more max health in Hard Mode, though they still do in Nightmare, and Bosses still get more health as before
- Buildings have enemies in them more often in Hard Mode (20% of the time, up from 15%) and Nightmare (25%)
- Nightmare Difficulty is now available! For people that want to die horribly. Enemy amounts scale up very fast in this mode, enemies get a bit more health, bosses get significantly more health, and bosses get tweaks to their attack patterns
- Companions now last for half the day, both for when you first meet them and when you summon one with a Walkie Talkie. This is a very big increase in duration
- Kracklin boss tentacles should now give you more of a warning before appearing, with a smaller warning on higher difficulties
[h2]Other Tweaks[/h2]
- Big buffs to how much the buildable tents heal you, especially the upgraded version
- Red and Gold stashes will now give about double the scrap they used to. Red Stash: From 5-7, changed to 8-12. Gold Stash: From 9-11, to 18-22
- Further adjustments to Enemy Infighting, including enemies now having a chance to come to the aid of their faction members if they see their allies attacked by another enemy faction. This can cause chain reactions sometimes, but hopefully enemies will still usually end up hating the player the most
- The Automatic Hunter will now provide both Raw Meat and Leather
- Missions involving enemy waves now display a circle on the floor, and the waves will only spawn if you're near that position. This was necessary so that Altar self-resurrection wouldn't screw up game progress, now they should restart if you retreat or die and come back
- Further performance tweaks, let us know if you keep getting slowdowns and when this happens
- Further updates to enemy AI
- Performance update for constructed buildings getting laggy
- Some text changes for the Bulldozer and Gate events
[h2]Bug Fixes[/h2]
- Fix for Groupeeze self damage
- "Other" mission check with text updates
- Increase frequency of when "closest interactive item" is updated
- Fix for gamepad's "take all"
- More controller fixes
- Disable gamepad close button have second after you close any panel or inventory, to help with accidentally using items
- Double check for AI wall collisions
- Fix for campfire life recovery
- Inventory Swap Weapons Fix (the lockpick bug)
- Fix for wonky intro scene for Quill, where the cannibals could get stuck
- Controller fix for closing containers
- A fix for the lab or cave locations not getting generated if you had a lot of base buildings
- Chopped head scale fix
- Fix for title screen
- Grammar Fix for daily building health regen
- Testing a fix for an invincibility bug
- Fix for the Luck Shrine eating resources when full
- Fix for special moves activation in Horde Mode
- Fix for Horde Mode materials glitching
- Fix for an exploit for getting a ton of resources from constructed walls
- Fix attempt for missing characters
- Fix attempt for getting a big character on the main screen
- Possible fix for locked bookshelves
- Possible fix for a close inventory bug
- Fixes for the wave missions before opening a location or getting the chopper
We've also been working on many other feedback requests and bug reports as we get closer to 1.0. Keep sending us feedback by Steam, Twitter, and the official Discord! It's really helping us out a lot.
Another big change in this update: You can now construct an Altar in your base that will let you resurrect yourself automatically, if you keep giving it sacrifices and meat and leather. This cost increases each time you die. We finally put this in due to request, but it won't be buildable in the new Nightmare difficulty.
We're keeping an eye out for any bugs that this new self-resurrect feature causes, especially in regards to breaking quests. Let us know if you run into any of these!
This was a fast but big update. We will likely due a hotfix or two for any issues, and then get to work on the next one as we work towards the end of Early Access.
List of Changes, Version 0.9.9.9.4
[h2]Difficulty Tweaks[/h2]
- You can now build an Altar for 5 metal and 5 scrap. If you sacrifice 1 meat and 1 leather at the Altar, the next time you die, you will automatically resurrect at the Altar. You can then sacrifice more meat and leather at the altar for another extra life, but the cost increases every time
- New Normal Difficulty, values generally 75% of previous for enemy amount and so on
- Previous Normal Difficulty values moved to Hard Mode, with some slight tweaks upwards
- Previous Hard Difficulty values moved to Nightmare Mode, with some major tweaks upward
- Enemies no longer get more max health in Hard Mode, though they still do in Nightmare, and Bosses still get more health as before
- Buildings have enemies in them more often in Hard Mode (20% of the time, up from 15%) and Nightmare (25%)
- Nightmare Difficulty is now available! For people that want to die horribly. Enemy amounts scale up very fast in this mode, enemies get a bit more health, bosses get significantly more health, and bosses get tweaks to their attack patterns
- Companions now last for half the day, both for when you first meet them and when you summon one with a Walkie Talkie. This is a very big increase in duration
- Kracklin boss tentacles should now give you more of a warning before appearing, with a smaller warning on higher difficulties
[h2]Other Tweaks[/h2]
- Big buffs to how much the buildable tents heal you, especially the upgraded version
- Red and Gold stashes will now give about double the scrap they used to. Red Stash: From 5-7, changed to 8-12. Gold Stash: From 9-11, to 18-22
- Further adjustments to Enemy Infighting, including enemies now having a chance to come to the aid of their faction members if they see their allies attacked by another enemy faction. This can cause chain reactions sometimes, but hopefully enemies will still usually end up hating the player the most
- The Automatic Hunter will now provide both Raw Meat and Leather
- Missions involving enemy waves now display a circle on the floor, and the waves will only spawn if you're near that position. This was necessary so that Altar self-resurrection wouldn't screw up game progress, now they should restart if you retreat or die and come back
- Further performance tweaks, let us know if you keep getting slowdowns and when this happens
- Further updates to enemy AI
- Performance update for constructed buildings getting laggy
- Some text changes for the Bulldozer and Gate events
[h2]Bug Fixes[/h2]
- Fix for Groupeeze self damage
- "Other" mission check with text updates
- Increase frequency of when "closest interactive item" is updated
- Fix for gamepad's "take all"
- More controller fixes
- Disable gamepad close button have second after you close any panel or inventory, to help with accidentally using items
- Double check for AI wall collisions
- Fix for campfire life recovery
- Inventory Swap Weapons Fix (the lockpick bug)
- Fix for wonky intro scene for Quill, where the cannibals could get stuck
- Controller fix for closing containers
- A fix for the lab or cave locations not getting generated if you had a lot of base buildings
- Chopped head scale fix
- Fix for title screen
- Grammar Fix for daily building health regen
- Testing a fix for an invincibility bug
- Fix for the Luck Shrine eating resources when full
- Fix for special moves activation in Horde Mode
- Fix for Horde Mode materials glitching
- Fix for an exploit for getting a ton of resources from constructed walls
- Fix attempt for missing characters
- Fix attempt for getting a big character on the main screen
- Possible fix for locked bookshelves
- Possible fix for a close inventory bug
- Fixes for the wave missions before opening a location or getting the chopper