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Update 0.12 - Staggering Blows

[h2]Patch notes[/h2]

[h3]Combat improvements[/h3]

- added some of the new melee weapons (see last update) to game locations
- updated handling of player hitting enemy with melee: will always lead to mini hit stun and interruption now (formerly first hit lead to hit stun, but then NPC resisted further stuns for some duration)
- decreased hit stun duration for NPCs
- some NPCs might try to circle back a bit after a stun (to evade stun lock)
- boosted damage for all melee weapons
- updated range on some weapons
- added eventual weak and tired melee attack when consecutively melee attacking (depending on weapon)
- introduced different melee attack speeds for different humanoid and mutant tiers
- humanoid ranged enemies don't shoot 100% accurately anymore
- adjusted humanoid enemy stats, mainly boosting health for higher tiers
- replaced a few later mutant enemies with stronger variants
- slight decrease of player health
- changed rocket launcher and similar weapons to high tech skill (and therefore excluding from some weapon modifications)
- fixed multi-bullet guns benefiting disproportionately from damage modifications

[h3]Other gameplay improvements[/h3]

- stealth skill influences energy consumption while moving
- allow Flashbang grenade usage during pacifist challenge runs
- added more info to weapon tooltips about damage improvements via modifications and skills
- added more info to skill tooltips
- minor content fixes

[h3]Bug fixes[/h3]

- fixed dialogue text being affected by fullscreen FX
- fixed one issue where weapon from dying enemy would get thrown behind collider
- fixed one constellation where item would get duplicated on looting
- fixed items not getting visibly removed on corpses when looting them (regression)
- improved popup handling regarding unintended input, e.g. via double clicking item in inventory
- fixed some issues with ranged weapon missing warning while having block ability equipped
- fixed issue with random range varation for weapons
- fixed some pathfinding issues
- additional bug fixes and improvements

[h3]Technical changes and improvements[/h3]

- improved performance on world map
- minor global performance improvements
- framework: replaced all dialogue variables with new system (hopefully not breaking anything)
- lots of improvements to the underlying framework and tools

[h3]Hotfix 0.12.1[/h3]
- co-op: fixed a crash on the world map (introduced in last update)
- fixed issue with converting dialogue states from older savegames

[h2]Current state of things[/h2]

[h3]1. Combat feedback[/h3]

The changes listed above hopefully make the combat more fun to play and more consistent. They do also influence the balancing of the combat and might, in some cases, remove some of the challenge. For these cases I would really appreciate some feedback, via F1 in-game or a Steam forum topic for example, so that we can look at the individual situations in more detail and continue improving the combat experience for everyone.

[h3]2. Beta branch[/h3]

We have a beta branch where we update the game more frequently.

You'll find more info about the beta branch and about testing in general over here:
https://steamcommunity.com/app/941460/discussions/0/3427823001996731965/


[h3]3. Sale[/h3]

Death Trash will be part of the Steam Winter Sale from December 21st to January 4th with a 20% discount.

[h3]4. Next Update and beyond[/h3]

The next update (0.13) should be ready in January. (Edit: Update will take longer.)
We are currently working on new content (continuing the main story through the city) as well as adding more depth (narrative and gameplay) to the existing game.
We are also taking a look at a few of the remaining design issues, for example the item economy.

I am aware that the progress we make isn't always very tangible, but I can also see all the improvements we have made so far and the foundation we are building, and now, having more and more time to focus on the content and gameplay, I am looking forward to see Death Trash grow and prosper.

[h2]Conclusion[/h2]

Thank you for your continued support. I appreciate your interest in Death Trash as well as your patience.

- Stephan