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Cannibal Crossing News

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

Big Beta Testing Branch Update (0.9.8.4.1)

Lots of changes to test out. Once we get feedback on this and do further fixing, we're going to launch this as a big update. This update will also make the online Horde Defense mode available to everyone, so I particularly want to test that out more.

Help us test things out! You can post any feedback here, or use the in-game links to post to our Twitter or Discord. Also make any other suggestions you'd like about anything, including general balance or requests for new additions!

[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 0.9.8.4.1)


[h2]Major Changes[/h2]

- 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

- No Quarter Mode is now available! See if you can survive without a base, but get some extra advantages in exchange for this penalty

- 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

- Further performance updates, let me know if you have any slowdowns at all, at this point!

- 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 3 companions at a time for 60 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.

- Bonus Waves can now appear in Horde Mode, where you temporarily get a powerful weapon and infinite reloads with that weapon

- 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

- Occult Library is back, and redesigned. Now it lets you make powerful magical items, using a new resource that is rarely dropped by Negatives

- Joining through Steam SHOULD now work in Horde Mode (invites through Steam Friends list and such)
- Tier indicator added to the weapon description windows
- Laser Charger removed for now, rest in PIECES

[h2]General Balance[/h2]

- 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. We may put this back in, but 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, hopefully 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!

- 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 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

[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)

[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

[h3]Horde Mode Changes[/h3]

- 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

- 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
- 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
- Green Grocer is now stocked with food again
- Many various tweaks, fixes, and text changes

Testing Branch Hotfix (Version 0.9.8.1)

I accidentally forgot to turn off some developer settings for the testing branch yesterday, so it caused some unnecessary slowdowns. This should fix that.

Changes for Update 0.9.8.1 (Testing Branch)


- Fixed an error that was causing unnecessary slowdowns
- Experimenting with a Custom Character maker for Horde Defense mode!

Update 0.9.8, Online Co-Op up on Testing Branch, and February Plans

Summary, Online Co-Op, and Feedback Requests


Giant new update! This adds 3 new characters to the game, with their own traits, stories, and bosses. The performance of the game should now also be drastically improved, even in very large fights. We also redesigned both the Notes system, and how Survivor Followers work. A new weapon has been added, some automatic firing weapons have been buffed, and loot numbers have been tweaked including giving Gold Stashes a guarantee that they will have Tier 2 weapons (like the Sniper Rifle, Beretta, Battle Axe, Sword, etc) or better!

Read the full post for a full list of changes since the last main branch update!

Also, we have put up a Testing Branch now that has the Online Co-op mode. This features an all new gameplay mode, Horde Defense, where you rapidly get cash and materials to upgrade yourself and a base you have to defend from large waves of enemies. Let us know what you think! The expected level of bugginess right now is "it should be playable, but maybe pretty janky sometimes".

[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]Feedback We Are Looking For[/h2]
  1. Any more requests for tweaks to control customization and gamepad tweaks. We are especially eager to sort out any gamepad controller issues, but we haven't seen any lately.
  2. Your general opinion and stories on the new online mode, including any bug reports or feature requests.
  3. Thoughts on the Open World/Story game modes at this point, especially Escape from Earlsboro. That is getting pretty close to being complete, we need a lot more testing on this from the player base.
  4. Any other observations or requests! We're still actively putting in new features that fans ask for, including some elaborate ones like how we're currently working on character customization for online play!

Post your feedback here, on the Discord, or on our Twitter, all of which have links to them from the game's main menu!

February Plans


If things go well, we may be nearly done with the Early Access period after February is over. Here are our goals coming up, though they can change if we run into difficulties or shuffle things around with other goals:

  1. Post a guide for the Twitch Integration/Round Robin option for online play after making further tweaks to this. This will let viewers line up to join an online game in progress, with the next people in line taking their place if they die. This way, you can have an enormous amount of players in one online game, and still keep the player limit to 4 at a time! We want to flesh this out to also do things like let old players leave their corpse on the map, so you can really see the devastation
  2. Final polishing up and testing of the Open World modes. I would also like to start testing the No Quarter mode before February is over
  3. Adding Custom Characters for the Horde Defense mode. You'd design your own character for online play, including their appearance and a couple of starting traits/perks! The story characters (Liam, Shots etc) would then no longer be an option for the Horde Defense modes
  4. Fixes, responding to feedback, putting in fan requests, tweaks, polish


List of Changes (Update 0.9.8)


[h2]Major Changes[/h2]

- Warden, Sin, and Rosie added to the game. You can unlock them as playable characters by completing their respective quest lines
- New Bosses for the above characters
- Sin's old SUPER replaced with an all new one: Feeding Frenzy. This boosts her running speed by 20%, while also giving enemies a 10% chance to drop food ingredients when they die for 15 seconds
- AI and attack pattern updates for the new bosses

- Removed lighting effects for enemies, enemy projectiles, and both player and enemy bullets that aren't fire-based. This should make the game run much faster, especially with a lot of enemies onscreen
- Tweaks on explosion particles for performance

- Greatly sped up the production times of various Base Buildings
- Smelter gets the biggest buff to build times, and now converts scrap to metal 4x the speed it used to for both versions
- Bandage O Matic is now 90 seconds for basic, 60 seconds for advanced
- All other buildings that make things take 60 seconds for basic version, 40 seconds for advanced (does not include Laser Charger)

- New system for dropped Notes: Instead of leading to survivor quests like Radio missions do, they will now lead to loot stashes. These loot stashes are planned to often have large groups of enemies guarding them, and will be a renewable source of loot and scrap
- Loot notes will give you a quest pointing out the location of a Loot Stash. These are usually Red, but you can also get Gold ones
- When a midboss gets killed, their location can now be used for other quests

- Follower revamp, they will now stay in the base until a boss fight or they are summoned
- Walkie Talkie for summoning followers, lasts 30 seconds currently
- Special animation for Walkie Talkie use

- New Tier 3 pistol can now be found: The "Rich Gun". This is a powerful gold plated pistol, with a big clip, but no other special properties

- Pausing will now let you look up info on your current character's SUPER and Traits

- Restoring saving your horde/hunting party/etc timers when interrupting them with a save and quit or a boss battle. The timers will restart after the battle or on loading the game

[h2]Balancing[/h2]

- Midbosses have about double the health they used to
- Increased some other boss values

- Lots of tweaks to loot tier drop chances as the days pass. Tier 3 will be a lot more rare in general, Tier 2 will initially be more rare, but eventually become more common that Tier 1 as the days go by. Loot Stashes will give the best opportunity to get an early high tier weapon
- Tier 2 and 3 weapons are more rare in normal containers (non-Stash containers)
- Stashes (Red and Gold) have less melee weapons than before
- Safes, lockers, and big metal lockers have their melee weapon drop chance reduced to half
- Gold Stashes are now much more rare
- Gold Stashes now GUARANTEE that if it contains a weapon, that weapon will be Tier 2 minimum!

- Upped Nail Gun damage by 30%
- Upped Uzi and Auto Pistol damage

- Player stats normalized between characters. Other than some slight changes in Stamina for different characters, this mostly means Sin isn't lightning fast anymore when sprinting

- Increase to Conveyer Belt pushing power
- Reduced amount of power of Laser Wall

[h2]Tweaks and Fixes[/h2]

- Weapons on floor will display their upgrade level instead of loot tier

- Reduced the amount of screen shake in general
- AI update to eliminate some errors that were introduced
- Disabling unused lighting and HUD elements
- Fix for a sound issue
- Repair values should now display correctly
- Fixed timer for lockpicking timeout
- Fix for Citizens talking on repeat
- Possible fix for ghost-walking through the front of the Pizza Shop
- Some fixes for enemy camps

- Potential fix for multiple Midbosses spawning
- Tweaks to Clinical Center container amount
- Scumm Factory gates now drop less materials
- Fix for accessing locked characters/classes early
- Fix for Quantum Mail and Storage dropping stored items
- Preventing sidequest characters from spawning when you're completely full on missions
- No more removing ammo from laser weapons when added to inventory

- Fix for an infinite waves bug
- Possible fix for immortal negatives, please report this if you see it

- Cars should take up less buildable space when currently nonexistant
- Fix for Negatives sometimes placing bear traps
- Fix for sometimes shooting behind you
- Protection for automatically unlocking a perk you didn't want to unlock

- Various other fixes

[h2]Under the Hood/Future[/h2]

- Working on Custom Characters for Horde Mode. When we implement this, you will not be able to play as the Open World/Story characters in Horde Mode
- Twitch Integration work for a gameplay mode based around larger groups of players
- More Online Tweaks for balance and bugfixing
- Lots of tweaks and fixes and fleshing out of the Horde Defense online mode

Testing Branch 0.9.7.9.5 and Development News

We recently put up Testing Branch 0.9.7.9.5. We could use more testers giving feedback, especially on our Discord, as that allows for really fast response to feedback. Join it here: Rocketcat Games Official Discord

[h2]How to Play Testing Branch[/h2]

To access Testbranch, right click on Cannibal Crossing in Steam Library, and go to Properties. Select the BETAS tab. Change the beta opt-in from NONE to testbranch, and it will download the testing branch.

Update Summary


We're running a little behind on our goals for January, partially due to a lot of time going into the Online Mode, and partially due to us decided to do two extra things early. One of these is that we're adding Rosie, Warden, and Sin to the game. They're now available on the Testing Branch, along with their bosses. The other big thing is that we're working on updating how survivor followers work.

Your survivor buddies no longer follow you at all times. A survivor will show up during their boss fight to help you out. Also, you will get ways to temporarily summon a larger group of your survivor buddies to help you fight. Right now, we're adding a Walkie Talkie to the game that lets you summon 2 survivors at once to fight with you. You will be able to use this twice in a row, if you want to summon 4 people total.

We also redesigned how dropped notes work. Before, they'd give you the same pool of missions that the Radio did. I thought this was redundant and a bit confusing. Now they'll point out the locations of loot stashes, and you have a chance of even getting Golden Stashes from this. Currently the loot locations tend to be out of the way. Later on, I'd like to revamp this so that the loot locations are also heavily guarded by enemies.

More details on what we added at the end of this post!

End of January Plans


We're focusing again on optimization, while continuing to do work on the Online Mode. The game is running well for many now, but I still see reports of lag during gunfights. We could use more feedback on this as the builds roll out.

Online Mode is working with multiple people now for full games, but we're still hammering out bugs with the Discord testers. The plan is now to get this on the Testing Branch before January is over. At that point there will still be issues, but I want the largest amount of people to find the online playable and enjoyable when it is made widely available.

Testing Branch Changes (0.9.7.9.5)


- Warden, Sin, and Rosie added to the game. You can unlock them as playable characters by completing their respective quest lines
- Bosses for above characters added, currently still being tweaked
- Sin's old SUPER replaced with an all new one: Feeding Frenzy. This boosts her running speed by 20%, while also giving enemies a 10% chance to drop food ingredients when they die for 15 seconds
- Lots of tweaks to the bosses for the above characters, to bring them more in line with the tweaks done for the rest of the cast

- Greatly sped up the build times of various Base Buildings
- Smelter gets the biggest buff to build times, and now converts scrap to metal 4x the speed it used to for both versions
- Bandage O Matic is now 90 seconds for basic, 60 seconds for advanced
- All other buildings that make things take 60 seconds for basic version, 40 seconds for advanced (does not include Laser Charger)

- Follower revamp, they will now stay in the base until a boss fight or they are summoned
- Walkie Talkie for summoning followers, lasts 30 seconds currently
- Special animation for Walkie Talkie use

- Loot notes will give you a quest pointing out the location of a Loot Stash. These are usually Red, but you can also get Gold ones
- When a midboss gets killed, their location can now be used for other quests

- Increase to Conveyer Belt pushing power
- Reduced amount of power of Laser Wall

- Restoring saving your horde/hunting party/etc timers when interrupting them with a save and quit or a boss battle. The timers will restart after the battle or on loading the game

- Potential fix for multiple Midbosses spawning
- Tweaks to Clinical Center container amount
- Scumm Factory gates now drop less materials
- Fix for accessing locked characters/classes early
- Fix for Quantum Mail and Storage dropping stored items
- Preventing sidequest characters from spawning when you're completely full on missions
- No more removing ammo from laser weapons when added to inventory
- Lots of other small fixes

- Lots of tweaks and fixes and fleshing out of the Horde Defense online mode
- Twitch Integration work for a gameplay mode based around larger groups of players