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Beef Cat Ultra News

v1.0.5

This is a partner patch to earlier. Focused on more visualization mostly. All in all, nearly 30 tweaks today focused on making things look/read/and feel better.

v1.0.5
  • Countdown added to stage start to communicate control lockout
  • Boss Healthbars centered better
  • Volleyball UI centered better
  • Bad Cat is locked out at start of Volleyball and Deathmatch to ensure fair play
  • Endless stage difficulty curve made slightly more difficult
  • Poison no longer drains health while paused
  • Added Chests and Mushrooms to Stinky Endless
  • Performance Improvements when handling 250+ coins idling in the environment
  • Relocated a problematic Mushroom in Gauntlet Legacy

v1.0.4

The focus of this patch was Readability, which took several contexts. Whether it was making notifications easier to read, making power-ups easier to discern, or processing load reduction for when the game has 1000s of objects on screen at once. It's a good patch.

v1.0.4
  • Froggie's level up options display in the correct order: Weapon - Survival - Bonus
  • Enemies pop like fireworks after stage completion
  • Horde Kill Count no longer continues to count after stage completion
  • Pickup Notification font change
  • Pickup Notifications stay on screen 1sec longer
  • Pickup Notification window takes up less space on screen
  • Pickup Notification end animation
  • World Names stay on screen 0.5sec longer
  • Stronger visualization for Eggs hatching
  • Lowered base volume for Player Hit SFX (affectionately called "the quack")
  • Lowered default starting volume to 60% for new players on initial boot-up
  • Pickup Notifications no longer draw when a menu is opened
  • Pickup Notifications no longer draw when quitting a stage while one is active
  • Cherries coin-pull effect has a new visualization
  • Improved enemy processing which should reduce load on game engine in late Endless stages
  • Control/Menu lockout on the World Map extended to match fade of World Name pop up
  • Control/Menu lockout on stages extended to match fade of stage objective
  • Corpse Bomb visualization update
  • New Corpse Bomb SFX to set it apart from other explosions

v1.0.3

A small collection of tweaks and fixes~

v1.0.3
  • Players continue to earn level ups beyond minute 20 in Endless Stages
  • Pressing the Right Face Button in the encyclopedia will now also close it when playing with controllers
  • Changed how Toolsheds process to avoid potential issues in heavier load stages
  • Increased amount of enemies in Beeflandia Endless during minutes 30 and beyond

v1.0.2

Feedback on level 2 has been consistent that it's a bit too hard for newcomers, mostly do to the fact that the knowledge of the item loot pool and core strategies haven't been figured out. This makes sense. Adjustments were made to the stage to accommodate mistakes without changing the core difficulty of the stage. This includes: changing the locations of a few spawners to reduce initial push, additional mushroom pickups throughout the stage to help heal in tight areas, and more jars at the start of the stage to further guarantee a couple early level ups. Essentially, this will make the start of the stage let the player breathe a bit more without meaningfully changing how the rest of the stage feels.

v.1.0.2
  • Several tweaks to World 1 Stage 2 "Gauntlet Legacy"

v1.0.1

Just a little polish and balance - nothing crazy. Thanks everyone for supporting us during our launch week! Let us know what you think, drop a review on the store or a comment! We are excited to grow Beeflandia!

v1.0.1
  • Exploding enemies at stage clear no longer build Ultra gauge
  • Adjusted positions of some Pow Coins in Jazzy Endless
  • Encyclopedia edit on Dave's page to fix a typo
  • Dave's hardware hit 1 more enemy by default before breaking
  • Dave's Ultra lasts for 1.5sec longer
  • Tweezer's Ultra lasts for 1.5 sec longer