2 Weeks Till Launch + Patch Notes
[p]Fellow Hunters![/p][p][/p][p]Only 2 weeks are left till launch day and today I'd like to talk about some changes in the demo / launch version and upcoming changes.[/p][p][/p][h2]Launch Changes[/h2][p][/p][p]Currently in the demo whenever you join an empty server mid-round you'd have to deploy as a zombie and then instantly the round ends (due to no hunters being alive). A bit confusing so currently in the launch version, the server will reset the map whenever one joins an empty server during mid-round. This is a temporary placeholder as the actual fix is coming shortly post launch. (see Upcoming Changes)[/p][p][/p][p]Also in the demo, there's a bullet spread formula that is also in effect when aiming down the sights. So when aiming down the sights at a zombie far away, the bullet could still miss. This is something that didn't felt right as when aiming you are "shown" where the bullet is supposed to go. Currently in the launch version when aiming down the sights there's no spread. It feels snappier and great![/p][p][/p][p]Zombies currently spawn based on if they're far away from all the hunters, but what isn't considered in the demo version is that some spawns are really far away. So the zombies have to run a whole lot to get to you. In the launch version, there's a maximum range added, so they'll spawn close, but not too close.[/p][p](If no good spawn based on minimum/maximum range is found, a random one will be chosen)[/p][p][/p][p]As some players mentioned, the hunter flash light feels weak and doesn't brighten the area in front of you well enough. In the live version, the range and intensity has been increased so you can see further ahead.[/p][p][/p][p]The last thing I'd like to mention (these are just some of the changes, but are the most impactful) is that player controlled zombies now have glowing eyes. These eyes are a noticeable indicator for hunters to see which zombies are the most dangerous, and can be picked out more easily in a crowd.[/p][p]
[/p][p][/p][h2]Upcoming Changes[/h2][p][/p][p]Alright so a lot of people are wondering if there will be enough players to ensure the 64-player experience, and whilst I don't have the answer I can make it happen regardless of being dependant on others. (I can only guess based on wishlists, and there are quite a lot of those!)[/p][p]So I'm currently at work on AI/NPC controlled hunters. They'll be on the leaderboard, and they'll have tactics of their own, this will also fix the issue of joining an empty server mid-round as there will be hunters to populate it. Some hunters will run around, some will follow others (even you!) and some might just camp a bit.[/p][p]And whilst working on this I have greatly optimised the lag that was caused by 50+ hunters and 50+ zombies. There's some more work left on that but it's pretty good for now. This optimisation is already present in the current launch version.[/p][p][/p][p]Another topic is in-game progression. Whilst there are often things to do in a map such as turning on power, gambling in the casino or upgrading your weapon, there is something more missing. So in the same first post-launch patch you'll be able to spend your points on some new perks that you cannot get in your load-out.[/p][p][/p][p]And I'll throw in a new map too.[/p][p] [/p][h2]Roadmap[/h2][p][/p][p]So for the first post launch patch (1.1.0):[/p]
- [p]AI/NPC controlled hunters to maximize chaos[/p]
- [p]In-round perks to gain[/p]
- [p]A new map[/p]
- [p]Some other changes/additions most likely such as balancing and inverted Y axis option[/p]
- [p]New weapons[/p]
- [p]New special equipment, like a bazooka and perks for it[/p]
- [p]Special grenades, such as smoke grenades[/p]
- [p]Molotov grenades and sticky grenades[/p]
- [p]More maps[/p]
- [p]Being able to heal other hunters (when you are a hunter) with your syringes[/p]