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Viscerafest 1.1 - The Big Nerf

Ahoi folks! We hope this finds you well and that you have been enjoying Viscerafest!
We're now coming at you with our very first post-launch patch, and it is kind of a big one!
So, for starters, let's talk about the big change!

Two days prior to launch, I was doing a playtest on the game's Extreme Difficulty, this being
the difficulty below Nightmare. I've been doing most of my testing on Nightmare, and a lot of our
in-house testers played the game on Narcolepsy mode up through to Brutal, so Extreme difficulty
hadn't really gotten much love on the testing front. In the midst of playtesting extreme, I was kind of struck by just how similar it felt to Nightmare... to the extent that most of the differences, though in theory were substantial, in practice did not feel so.

Because of this, and because Viscerafest sort of holds something of a meme status regarding its overall difficulty, I have decided to systematically nerf every difficulty below Nightmare. This being done to give the jump between Extreme and Nightmare some meaningful breathing room. I figured this would be a change few would object to, as those who enjoy the game's uh... "Cruelty" (or at least that's how folks describe it to me) will still have that, and the people who don't, well... they should be afforded a bit more headroom now.

In addition to the above, this update should address most of the major bugs experienced by our players so far with the full-release version. We'll be continuing full steam ahead, making further tweaks and improvements to the overall experience and aiming to address any reported issues. A big thank you to everyone who has taken the time necessary to report and work through some of the issues with us! It means the most! And here are your patch notes!!!


Tweaks:


  • Enemy Damage Values have been nerfed on all difficulties below Nightmare.
  • Enemy Projectile Speeds have been nerfed on all difficulties below Nightmare.
  • The Hellbirds health pool has been nerfed from 450 to 300.
  • Added a guiding light to "Prelude - Intruder Inbound."
  • Changed the Elder Banshee introduction and how the autosave works, making it much easier to get back into the fight than before.
  • Tweaked the timing and speeds of the shifting pillars in "C2L4 - Ethereal Egress" during the boss fight.
  • Shortened the Melee Uppercuts Windup from 0.8 seconds to 0.48 seconds.
  • UI navigation with a keyboard now respects the spacebar as a confirm key and not just "enter."
  • Controller aim assist no longer adjusts your pitch when you're close to an enemy.
  • Controller aim assist is disabled on the Carcosa's Wrath and Pung Cannon due to these weapons usually wanting to be shot off-center of an enemy. (Further weapon-specific tweaks to aim assist may be made in the future)
  • Pressing the pause button in the pause menu no longer quits straight to the game, and instead returns you to the previous menu.
  • When the bunnyhop option is set to toggle, the input buffer is no longer used since it's redundant in this mode, and makes toggling the jump off feel not as responsive.



Fixes:


  • Fixed bad collision on door in C2L7 allowing you to exit the map.
  • Fixed oneliners not playing correctly.
  • Fixed idle singing not playing at all.
  • Fixed "I need a key" lines playing over the top of other Caroline VO.
  • Fixed hub tutorial not going away after the intro intermission.
  • Fixed the back button in the help screen soft-locking the game.
  • Fixed explosive damage against the player being inconsistent.
  • Fixed names of certain keybinds being inconsistent depending on the state of the game.
  • Fixed shop for non-16:9 resolutions.
  • Fixed back button sounds not playing when on controller.
  • Fixed a keyboard UI navigation bug caused by a movement key being bound to the mouse.
  • Enemy Projectile graphic scaling across all difficulties have been fixed.
  • Fixed bathroom shower doors clipping into the floor above in C1L5.
  • Fixed a broken enemy spawn in "C1L2 - Stifled Storage" on Brutal Difficulty
  • Fixed a broken secret line of dialogue in C1L4


Known Issues:


  • Some menus in 'ultrawide' aspect ratios are cut off/ugly. With the changes to how backing out of the pause menu works, these shouldn't lock you into a menu anymore, but better-looking menus will be coming in a later patch.
  • Enemies can still jitter on rough geometry, and their walking animations will still occasionally play the first frame at random. A fix for this just needs to be tested a little more before making it live.
  • There's a bug that occasionally causes Ambient Audio/Music to be inaudible.


As one final note, another thing some folks have asked of us is to make the prior Early Access build available to play again, and this was something we were already planning to do! So with that, you should now be able to go into the game's Steam properties, select betas, and nab the old Early Access version!

Regardless, thank you everyone for your feedback and support! It means the world that you would spend time playing our game, and we hope you have a wonderful day!