Hey everyone! I’m back from vacation with a small patch I worked on during that time. It includes some balance changes to entity spawn rates, along with a few minor bug fixes and code refactors. Hopefully nothing broke. if you spot any new issues, please let me know.
I’ve adjusted the respawn rates for all entities. Skinstealers in particular have been increased significantly, and the base respawn time for all entities is now higher overall. At the same time, the per-player time reduction has been increased, meaning entities will spawn faster when more players are present in multiplayer.
Just so you know what the values mean, respawn time is calculated as:
respawnTime = baseValue − (decrementValue × playerCount)
Full patch notes:
Changed Entities respawn times:
Bacteria Spawn Time:
Base 40 -> 60, Decrement per Player: 3 -> 5
Needlelimbs Spawn Time:
Base 40 -> 60, Decrement per Player: 3 -> 4
Skinstealer (main) Spawn Time:
Base 70 -> 110 , Decrement per Player: 3 -> 5
Skinstealer (second) Spawn Time:
Base 110 -> 200 , Decrement per Player: 3 -> 6
Skinstealer (rare) Spawn Time:
Base 90 -> 200 , Decrement per Player: 3 -> 8
Lowered Peripherals journal unlock time 8 -> 6
Increased Level 1 Generator Shutdown event time spacing
Tiny bug fixes and improvements regarding exit lobbies network handling (if you find any bug, let me know!)
A lot of other tiny bug fixes and improvements
