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CULTIC: Chapter Two - Hotfix v2.0g Out On Beta Branch

[p]Hello all![/p][p][/p][p]Got another hotfix out on the beta branch! I wanted to squeeze these fixes in before I dove into the Automap fully, since I won't be able to as easily push stable builds out with the in-progress Automap and incomplete code and such. There are a few bits of code pertaining to the AutoMap in this hotfix already but they shouldn't cause any problems... hopefully.[/p][p] This hotfix is mostly bugfixes and a small adjustment to everyone's favorite officer of the law![/p][p][/p][h3]Changes[/h3]
  • [p]The Peacekeeper's "stun threshold" has been lowered from 80 to 45 (For reference, a tackle without a shield deals 15 "force" damage) With this change, it's much easier to stun the Peacekeeper, making aggressive playstyles more viable with him, as it's more feasible to stun him out of attacking, especially if using shotguns or other high-force weapons.[/p]
  • [p]The Peacekeeper's delay between aiming and firing during his stationary shotgun attack has been slightly increased on all difficulties[/p]
  • [p]The Peacekeeper's walking shotgun attack has had the total shots reduced from 6 to 4[/p]
  • [p]The "Double Tap Dodge" option now has an accompanying slider for the window in which the double-tap is considered valid, so players can adjust this to where they don't accidentally trigger it as often.[/p]
  • [p]Tower Shields should now be able to block all melee attacks[/p]
  • [p]Tower Shields should now be able to block and cancel a Harvester's chainsaw attack, but it will instantly destroy the shield.[/p]
  • [p]"Prop Sniping" Achievement now applies to all thrown objects, not just the wooden chair.[/p]
[h3]Fixes[/h3]
  • [p]Framerate Limit and Ladder Direction preferences should now properly save and load, not needing to be reset each time the game is loaded. (Edit: Tested the Framerate Limit after the patch went live and it's still not applying properly on game load - will have to revisit this one)[/p]
  • [p]Certain enemies that were supposed to be able to barrel through closed doors were not always doing so, which should now be fixed[/p]
  • [p]A collider issue was fixed that prevented a secret from being accessed in E1M5[/p]
  • [p]The buffed pickup values for shotgun/magnum ammo should now display correctly when picked up[/p]
  • [p]Dropped unlit TNT/molotovs should no longer be able to be picked up if you are at capacity on them, and should properly refresh your HUD values[/p]
  • [p]"The Gungineer" achievement was not firing properly before but should now. However, it will require another weapon to be fully upgraded before the game will try to unlock it again.[/p]
  • [p]The total enemy count for Interlude should now be correct - the old 2D boss enemy was still counting towards the kill count despite being removed.[/p]
  • [p]"Prop Sniping" achievement should now fire properly, and now includes all physics props, not just the wooden chair.[/p]
  • [p]Fixed an off-hand edge case where you could reload one-handed weapons on a ladder if you had a shield equipped, which could lead to a softlock in certain situations.[/p]
  • [p]"Heh heh heh ... Thank You" achievement should now unlock properly[/p]

CULTIC: Chapter Two - Post-Launch Dev Update

[p]Hello everyone![/p][p][/p][p]First of all, I just want to give a massive THANK YOU to everyone who has checked out Chapter Two! The launch went (mostly) awesome, and it's been so cool watching everyone discover and react to all of the spooky segments, story surprises, boss encounters, and more![/p][p]If you enjoyed Chapter Two, please consider leaving a review for the DLC itself! I know most folks playing Chapter Two are CULTIC fans who probably left their initial review on Chapter One, but reviews on both are a big help, and I would greatly appreciate your time and help with this![/p][p]Unfortunately my first week post-launch has been incredibly busy with life stuff, so I've only had time so far to squeeze in a few hotfixes for the most critical issues and balancing tweaks. With those out of the way, I'm gonna be taking today and tomorrow off to ... sleep haha. I've been working 12-14+ hour days pretty much every single day, weekends included, since May trying to get Ch.2 wrapped up, and I am absolutely cratered out. HOWEVER - Nick and I will continue to monitor the Steam boards and catalog feedback/bug reports as they come in, so I can hit the ground running when I get back to it on Thursday.[/p][p][/p][h3]Where's the Ammo?[/h3][p][/p][p]This was by far the largest complaint/issue that players have been reporting since launch - folks finding their pockets and magazines empty when there are still breathing cultists to deal with. CULTIC has always had a focus on ammo economy and a toolset of ways to conserve ammo and deal with lower-level threats, but since Chapter One was pretty generous with ammo, I didn't realize how many players had never really engaged with those mechanics![/p][p]I have read every thread and post about it, and I hear you - a couple of the hotfixes provided a small blanket increase to shotgun/magnum ammo pickups and increased the resources available in boss fights to prevent those from being such drains on your resources - but I do want to ask players to meet me halfway on this one![/p][p]For every player struggling with the ammo supply, there are several players that are swimming in ammo by utilizing CULTIC's toolset to conserve stronger ammo types. I don't want to trivialize the game for players that are playing the game more "optimally", but I don't want to leave the players who want more of an action approach out in the cold either. One of CULTIC's playtesters put together a REALLY in-depth guide on Ammo Management, digging into a lot of details, tips, and tricks on ammo economy. I'd strongly recommend giving this a look and seeing if there are even one or two tips you can incorporate into your playstyle to help you out. It's far from necessary to hatchet every single trash enemy, but even small ammo savings here and there add up when there's a Peacekeeper who is just asking for a full revolver cylinder to the face![/p][p]This is not to say that there will be no more ammo adjustments, I'm still weighing options - but I promise everyone that there is more than enough ammo laying around to turn the entire cult into applesauce - Chapter Two is just asking for a little bit more resourcefulness[/p][p][dynamiclink][/dynamiclink][/p][h3]I Have No Idea Where I Am[/h3][p][/p][p]The second most common complaint is players getting lost in the Chapter Two maps. Nick and I were worried this would be the case, given their sheer size, and while some players are having no trouble navigating, and others may get a bit lost but enjoy the exploration, the last thing I want is for players to feel frustrated and give up on the game because of it.[/p][p]There are definitely areas for improvement with signposting... but even with some improvements, the level of signposting it would take to guarantee no one gets lost in maps this big would border on obnoxious and hamper the game's atmosphere... so instead, I'm working on something a bit more ambitious:[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]I've never done an "Automap" like this before but I found a way to basically dump my navmesh out to a 3D model, which basically eliminates the MASSIVELY time-consuming step of having to hand-build a map mesh for each level, making this kind of task far more realistic for me. Honestly this has been super fun to experiment with, and I think it'll definitely be doable. There's room for flexibility with a map like this, and it'd be pretty easy to get "objective markers" for stuff like finding the Demolition Charges in The Swamp. Finding those key items isn't meant to be the challenge, they're just there to give the player an impetus to explore the full map, so I think it'd be a big help to just have that stuff on the map. [/p][p]The video above is how far I was able to get with the automap system from scratch in one afternoon, so I'm pretty confident I can have the whole thing done pretty quickly, maybe have it ready for beta branch in a week or two. I'll keep you folks posted![/p][p]For those that aren't having issues exploring or don't want a map, I get you - but there are a fairly significant number of players that aren't able to enjoy the game at all due to this, and I don't want to gatekeep the experience based on something that's not really supposed to be part of the difficulty. The map won't be required, and I can probably even include an option in Gameplay for what level of detail the map gives you - does it show objectives, etc.[/p][p][/p][p]That about does it for this Dev Update! Please continue submitting your Bug Reports and Feedback/Suggestions to the related sub-forums, it's a huge help having them there and not getting buried in General Discussions! Thanks again everyone for being part of the Chapter Two journey.[/p][p]I'm gonna go rest now[/p][p][/p]

CULTIC: Chapter Two Hotfix v2.0f / Ammo Adjustments

[p]Hello all![/p][p][/p][p]Another quick hotfix has landed on the beta branch! My busy weekend is nearly over and I'll hopefully be able to throw more time at trying to replicate this weird invulnerable enemies bug and look over some of the signposting/navigation issues.[/p][p][/p][p]For now though, the first small ammo adjustments are in this patch, as well as some more boss adjustments![/p][p][/p][h3]Ammo Changes[/h3][p]Note: It seems I forgot to update the actual pickup message, which still shows the old values, but it should be actually giving you the correct ammo. Ill fix this in the next patch [/p]
  • [p]Shotgun Shell Boxes now give 14 shells, up from 12[/p]
  • [p]Shotguns and SASGs now give 6 shells, up from 4[/p]
  • [p]Magnum Round Boxes now give 10 rounds, up from 8[/p]
  • [p]All boss arenas (except for the final boss) have had additional resources added, including an additional mounted machinegun in E2M8 and E2M11 to help pad the ammo expenditure.[/p]
[p]This is just a small set of adjustments to start addressing concerns about ammo, that should help overall levels of powerful ammo and help to prevent players from completely draining their resources on boss encounters. There's still more analysis I want to do, primarily on how often/well players are able to restock after large encounters, that I'd like to dig into before doing any large adjustments to placements or drop rates. Based on the feedback I've read, it seems like some of the larger fights are taking a serious toll on player's ammo reserves, and the restocks afterwards maybe aren't as generous as they need to be (vs. boss fight restocks) but I'm not for sure on that yet. [/p][p][/p][h3]Other Changes[/h3]
  • [p]E2M8's boss has had their spinning attack adjusted, increasing the windup time, nerfing the tracking, and lowering it's range.[/p]
  • [p]E2M8's boss has had the hit radius of the spinning attack greatly reduced, as it was far too big and causing hits that should not have been counted[/p]
  • [p]The bazooka now deals 400 damage, up from 150. Make sure you're nowhere near that explosion! (worth noting that some enemies/bosses have resistance to explosions so the bazooka may not reflect full damage if you're monitoring Damage Numbers)[/p]
  • [p]A vent in E2M11 that was difficult to climb into if you weren't running has been slightly adjusted[/p]

Sublime, old-school boomer shooter Cultic doubles in size with Chapter Two DLC

If you love the slick, high-speed stylings of '90s blast-em-ups like Quake and Doom, you're extremely well served by modern offerings. Ultrakill, Dusk, Turbo Overkill, Mullet Madjack, Chop Goblins, Prodeus, even the likes of Warhammer 40k Boltgun - Steam is absolutely stacked with brilliant boomer shooters, and we're spoiled for choice. But among it all, Cultic stands as one of the finest newcomers around, and it just got a whole lot bigger. With even bigger maps than its first act, an expanded arsenal, and honed mechanics courtesy of a 2.0 update, Cultic Chapter Two is the ideal excuse to give it a go.


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Supernatural boomer shooter Cultic shows the improvements of the upcoming DLC

One of my favorite shooters of the 2020s⁠—a sleeper 'Overwhelmingly Positive' on Steam⁠—just got a second episode that more than doubles its length for $10




fter a three-year wait, the phenomenal FPS Cultic is finally done, with creator Jasozz Games and publisher 3D Realms releasing its second episode on Steam for $10⁠—the same price as Episode One...
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