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Cannibal Crossing News

Quick Update 0.9.31

Doing another fast update or two before 1.0 on Thursday!

Build 0.9.31 Changes


- All controllers should now work for rebinding again

- The Mortar should no longer damage the player
- Fix for the Quantum Mailbox
- Fix for Lola's bar getting enabled before prologue is finished
- Checks for higher difficulties getting unlocked properly
- Some wave mission spawn position updates

- Preventing some sliding along walls and doors
- Updated follower AI
- Fixed a bug for different ammo types being used than expected

- Changed Electronics Station description from "scrap" to "metal" for battery making
- Spanish update for some changed text

0.9.30 Update and 1.0 Launch this month!

We've been working a lot on testing branch since the last major update, and checking for any last balance requests. Now's a really good time to get more feedback in, as we're going to do the 1.0 Launch on May 26!

Any remaining requests for gamepad controller changes are valuable, along with tweaks to game balance, would be especially valuable for us to hear. We have drastically reduced corruption over time, and slightly decreased enemy appearances in cleared areas. We can do further tweaks before 1.0, there's still time!

Update 0.9.30 Full List of Changes


[h3]Balance Changes[/h3]

- Trees now give 2 to 6 wood when felled, up from 1 to 4

- Enemies now reappear in even lower rates in already cleared areas, currently about 33%/25%/20% less depending on difficulty. We can adjust this to be even lower, on request

- Corruption shows up at 25% of the speed it used to in Normal Mode. In Hard Mode, it shows up at 50% of the speed it used to. We can adjust this even further down, on request

- Firefighter lighter drop is now restricted to one per game
- Bulldozer and Chopper areas now properly block nearby player constructions

[h3]Online Multiplayer Horde Mode changes[/h3]

- Various fixes for Four Player Online Multiplayer
- Fix for an online multiplayer issue that prevented people from joining if multiple people tried to join at nearly the same time
- Fix for icon spawning when new players spawn
- Fix for ending titles

[h3]General Tweaks and Fixes[/h3]

- Fix for a reload issue
- Preventing player inventory from being opened during a roll or slide
- A lot of tweaks for Steam Deck compatibility, including screen size and UI tweaks
- Tutorial tweaks
- Tutorial/early tooltip lines now display the button icons as text, for more reliability with Steam Deck and other controllers
- Fix for being able to roll through the fallen debris in the tutorial

- Sound fixes for the autogun and uzi
- Adding buttons check for roll actions
- Fix for Firefighter evolved hands color
- Building menu now displays materials needed correctly
- Bulldozer and Chopper areas now properly block nearby player constructions

- AZERTY fix for changing the quick weapon change rebinds
- Game will no longer default to a gamepad with it plugged in, you have to turn it on. Keyboard will be the default controller, if it's available
- More controller fixes
- Many other minor tweaks and fixes in the singleplayer modes

Nearly 1.0 Update! - Version 0.9.22

We've been hunting bugs and responding to feedback, and launching testing branches for quite awhile now as we worked towards version 1.0. As I want a little more time to make sure we get everything covered, we're releasing all these changes now, instead of delaying getting them to you any further.

1.0 Launch should be right around the corner, so get in any last feedback you have for that as soon as you can! I'll be doing a big sweep for any things we missed for 1.0 soon, so let us know. You can also join our Official Discord to see changes coming up on our testing branches, before the main updates launch.

If the 1.0 launch is successful, we will also be looking into our plans further content updates. We have also gotten a surprising amount of requests to port Cannibal Crossing to other platforms, which we can also think about more if the launch goes well.

As always, thanks for the feedback! It's really helped the game a ton throughout all of the Early Access period.


List of Changes, Version 0.9.22


[h2]Weapon Balance[/h2]

- Burst weapons, such as the Tactical Rifle and Autogun, now keep firing their bursts if you hold the fire button down. Before, you had to keep tapping the shoot button
- Recipe update: Cattleprods now take 1 premium part to make, instead of 3 scrap, to stop easy farming of premium parts
- Small tweaks to the stun system


[h2]Various Tweaks[/h2]

- Indicator when continuing games for how many players there were in the save
- You can now rebind the "next mission" button to something else (By default it's SHIFT+Q)
- Liam enemy wave size adjust for his final Prologue mission
- You can no longer put throwable lights really close to each other

- Enemy AI updates
- Better pathing around buildings for enemies

- Special misison weapons are now removed when missions are finished or interrupted, mostly to prevent the player getting stuck with a bad weapon on death and resurrect

- Some behind the scenes Inventory Manager tweaks


[h2]Bugfixes[/2]

- Fix for a respawn issue in local co-op games, especially for Sandbox Mode
- Fix for an animation error for single vs double handed weapons
- Fix for controller toggling getting messed up in the pause screen
- Fix for continuing a game in local co-op when you have less players than you had when you saved
- Fix for inventories getting messed up when continuing local multiplayer games

- Other fixes for continuing a game that has additional characters, with no data
- Fix for a respawn issue in co-op involving the Home Beacon
- Some interaction HUD fixes for co-op
- Fix for an issue involving campfire burning and respawns

- Possible fix for a missions issue
- More checks for "None" items, so they can be removed
- Possible Quill mission fix
- Companions active time will be saved and restored on save game load

- Fix for gamepads messing up in multiplayer
- Fix for a container issue with gamepads
- Fix for an issue involving the first tutorial door
- Custom keyboard sprites fix

- Fix for a materials bug in Horde Mode
- Fixes for issues with the Ash Prologue
- Materials interaction fix on base building containers when using the gamepad or arrows
- Additional fixes for gamepad issues, mostly involving base buildings

- Mall Z level fixes
- Fix for weapons not updating their durability properly in online mode. This was causing melee weapons to do almost no damage
- Fix for Online Mode coin exchange
- Fix for a Pet Vet building collider issue

More Loot, More Buffs - Version 0.9.11

The focus of this update, besides bugfixes and responding to feedback, was buffing some things that I or players thought were under-performing. A big one was that I thought there weren't nearly as many chances to get Tier 2 and 3 weapons as I thought there should be, so I increased the chances of weapons in stashes, the chance of getting higher tier weapons, AND the chance of getting Gold Stashes which guarantee you get Tier 2 weapons, minimum.

There are many small tweaks and changes, that should add up. Also keep an eye out for the changes to base buildings, especially how you can make batteries with metal instead of scrap now. This makes converting resources more streamlined, and scrap should be less all-important, but still needed for making base buildings, turrets, or a lot of metal fast.

We are very close to 1.0 launch. If you have any lingering problems or suggestions, now is a really good time to let us know! We scan the Steam discussions for comments, and we particularly pay attention to any discussion on the official Discord. There's a link to this in-game.

Next up, I'm looking into some more tweaks to weapon balance, and keeping an eye out for fixes. I think Tier 2 weapons are kind of underperforming versus Tier 1, still. You may see some slight nerfs to some Tier 1 weapons and slight buffs for Tier 2, to make the gap between them a bit further apart. I also really doubt Tier 3 weapons are worth the cost right now, so it's likely that many will get some more major buffs. The reason why they were so similar all this time was that Premium Parts used to not exist, so there wasn't a reason to keep Tier 1 weapons if you got an early Tier 2.


List of Changes, Version 0.9.11


[h2]Loot Buffs[/h2]

- Doubled the Gold Stash Rate for Bosses and Midbosses
- Gold Stashes will now award 10-14 premium parts in their last slot, instead of rewarding scrap like Red Stashes do
- All bosses after the 6th boss kill will now give Gold Stashes, guaranteed, instead of Red

- Stashes no longer drop throwing weapons
- Red Stashes no longer drop Ammo, leaving room for more weapons and materials
- Cut the chance of Gold Stashes dropping materials to half previous, 10 -> 5
- Buffed Tier 3 loot chances from Day 12 onward, they're 50% more likely from previous numbers!

- Increased Red Stash Rate for Waves, 20 -> 50
- Increased Gold Stash Rate for Waves, 1 -> 5
- Lowered None Rate for Waves, 200 -> 50
- Lowered Loot Note Red Stash rate, 100 -> 80
- Increased Loot Note Gold Stash rate, 3 -> 20

- Bulldozer stash now gives 1 gold stash and 2 red stashes, instead of just red stashes
- Secret base stash now gives 2 gold stashes and 1 red stash, instead of just one gold stash

- Deconstructing ice gun will now give premium parts

[h2]Weapon Balance[/h2]

- Ballistic Bow damage nearly doubled, 30 -> 50 damage, bringing it to be close to the same damage as the crossbow if you fully charge the shot
- Fix for chainsaw durability. Chainsaws no longer have durability, and will now do a lot more damage than previously
- The initial damage of a molotov now applies over a small AOE, instead of single target
- Autogun and Tactical Rifle now continuously fire (in bursts) if the shoot button is held down, no more having to rapidly press it

[h2]Difficulty and Other Major Tweaks[/h2]

- Base buildings that produce light will now remove black mucus from the nearby landscape, keeping it out of your base

- The Chopper now lets you fast travel when flying! This takes no gas
- When starting up the helicopter, secret base door, or bulldozer, you no longer have to put in their items one at a time. This step was removed entirely

- Bulldozer stash waves enemy amount reduced
- Bulldozer stash now comes before Secret Base requirements
- For the Bulldozer and Gate Stash events, there will be 3 enemy waves on Normal difficulty, 8 on Hard, 12 on Nightmare

- Followers have a longer cooldown between shooting, to approximate reloading
- Followers now are invulnerable for a couple seconds after taking damage, so their timer shouldn't drain nearly as fast if they're focus fired. They should at least last 40 seconds now, even if they're being completely wailed on
- Followers will have more distance before leashing

- Doubled door health
- Increased Metal Door health by about 33%
- Doubled Fortified Door health

- Bosses can no longer get stunned under 5% total life
- Enemies from missions with spawn waves will spawn enemies closer to the player position, and they won't lose their target if they don't see you for a bit
- Most enemies will no longer attack midbosses
- Reduction of enemy number/power in Prologue missions, capped at day 3
- Wave enemies will teleport near player better if they get too far away

- Less Menace quests in the radio quest list
- Cleanup (Pest Control) missions update: You will get one of these missions for every even survivor mission you get (2nd, 4th, 6th, 8th) as long as you cleared the previous cleanup mission
- Cleanup missions no longer need to be cleared to get the next mission in a radio list, you get a new mission right away when you get one

- Nightmare mode is now unlocked after winning Hard mode, not at the same time as unlocking Hard mode
- Clearer achievement-style display notice for unlocking Hard mode and Nightmare mode
- Difficulty Selection display should always be seen on character select screen, as long as you've unlocked Hard mode for the first time
- Difficulty is now also displayed on the pause screen

- Quantum Mailbox outside the Post Office is now indestructible
- Radio Silence now uses a different ending
- Baby Boomer boss arena size increased

[h2]Base Building Changes[/h2]

- The Electronics Station will now take 1 metal to make 1 battery, instead of 1 scrap to make 3 batteries. This is to make metal the main resource now, with scrap being there for base building and to use in the smelter to make more metal quickly. This makes it much easier to convert any resource into something else (except to scrap), while also making scrap less all-important

- Increased storage limits for base buildings that produce items/resources, such as the ammo press

[h3]Luck Shrine buff and revamp[/h3]

- Luck Shrine loot chances updated
- Basic Luck Shrine: 25% chance of ammo, 20% chance of food, 10% chance of cooked meal, 10% chance of healing item, 30% chance of resources, 4% chance of weapon, 1% Rare chance
- Upgraded Luck Shrine: 10% chance of Premium Part, 25% chance of Meal, 25% chance of healing item, 25% chance of resources, 8% chance of weapon, 7% Rare chance
- As above, upgraded shrines will no longer drop ammo, they will drop a single premium part instead
- For the healing item, basic shrines will now always drop a medkit instead of bandages. Upgraded shrines will have a 50% chance of medkit, then equal chance of IV bag or bandage (next update this will be a syringe instead)
- During the rare chance, if you get the Whiskey reward instead of a laser weapon, it will give 10 whiskeys instead of the former 5
- Both basic and upgraded shrines will only drop Tier 2 weapons or higher, if you get that chance for a weapon

- Luck Shrine should now properly award Whiskey
- Advanced Luck Shrine healing rewards now include syringes, replacing bandages
- Removed the chance of getting Scrap as a resource, from both luck shrines

[h2]Bugfixes and Misc Changes[/h2]

- Big bug fix related to the Ronin invulnerability item
- Further checks in end waves, if a missing monster never spawns, it will now spawn an extra enemy until this is corrected
- Removed a way to start the helicopter repair mission without the objects required to start up the helicopter. This would get you stuck on that mission
- Fixed a major, though rare, bug that would prevent a save loading due to the map breaking from an improperly sized building
- Further checks for making sure things are placed underwater
- Reset for instances where the helicopter mission started too early
- Fixed Cannonballer midboss, he was really flailing around
- Fix for a repeated boss bug
- Follower AI should attack nearby enemies better
- Removed throwing weapons also having you fire a bow at the same time
- Fixed Preacher Man midboss
- Fix for menu inventory tip panel size for dropping items
- Fix for picking up a material stack over 10 units, before some loot would often be lost doing this

- Fix for missions getting repeated sometimes
- Fix for Tesla Tower attacking enemies while paused
- Good ending now for simply saving 6 followers
- Tweaks to general AI
- Tweaks for broken doors
- Tweaks for AI versus doors
- Update to black mucus, with removal distance updated
- Perk fix for corruption immunity, where it should now correctly visually show your life at full vs corruption
- Removed busy message for radio
- Check for removing a bug where a weapons flash sprite would be stuck on enemy weapons, mostly rifles
- Properly remove cars that stop functioning as containers/fast travel

- Fix for the 144fps option resetting when you left the game
- Premium Parts limit fix in containers
- Ending achievements fix

- Full Clear numbers added to victory count numbers
- Text changes related to Walkie Talkies/Shadow Rituals
- Tweaks for Hard Mode and Nightmare Mode starting text
- Description for base lanterns and floodlights to say that they keep corruption away

- Performance improvements, especially for base lights and turrets
- Optimizations and general code cleaning

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.

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