Hey there, I apologize for this late update. I ran into so many hangups working this weekend , so let me just say thanks for being and patient and bearing with me. It's really late and I'm pretty tired, so I'm just gonna bullet point and post some images of the changes made with this update, I'll do my best explain things when necessary.
I'm starting a Weapon guide series on Youtube! Check out #1 and tell me what you think!
https://www.youtube.com/watch?v=FLkjbjrbqJM&feature=youtu.be
The true Survive times are here!
The games entire action and pacing has been SIGNIFICANTLY adjusted to my original plans, these new times are not any harder than the previous, in fact they are probably slightly easier than the old 9 Min mode.
Things have been changed to incorporate the correct amount of zombies, and que the Cultists at reasonable times ensuring ( on most occasions at least ) the character isn't buttraped unfairly. You have the opportunity if you'd like to take on 18 minute mode and earn more tokens if you win, or do a quickie in 10, and upgrade some stats. Don't trust these new longer time sets? Give it a test run, I don't think you'll be disappointed. And if you are, let me know why, I will be keeping an eye out for things, and do have some small changes still planned myself.
Wrapping up the Priest
- Voice Effects added
- Plays the correct animation when stealing Ambers weapons off the ground.
- "Counter Attacked" potion now hurts zombies much more when dropped accidentally at his feet. As for the Cultists in general
- Planted bomb now has an extended fuse timer, so Amber has more time to kick it back at enemies.
- Can be wounded with the shotguns "Bleed" effect
- Have their own unique Health pools, The Red guy being the strongest, the Deerman second, and the Priest being the weakest in the HP department.
- Killing a cultist will cause the game to send some additional zombies if the combat gets too slow in parts.
- The Twig Traps Cultists plant on the ground can no longer be hidden into the shovel area where the player cannot see. And additionally the Twig Traps contrast and colors have been boosted up so the player can identify the trap more quickly.
Step partially into the trap while unarmed and press the Attack key to burn them. ( it's been this way for a while .)
Changes with Amber and the Player
- Door lock Icon colors have been changed. ( this was a long time coming) Hopefully this will help oldies and newbies understand at glance which is which with ease.
- Contrast Boosted on the Special Clip item. Since folks seem to miss it a lot.
- Shovel durability raised to 30 This just makes more sense, since you can't spend points in the thing, but having the shovel itself potentially last longer helps balance gameplay without overpowering anybody.
- Ambers Stamina pool has been raised Now it takes the gauge longer to run out. And when you tap Sprint after falling your Stamina fills back much faster. I'm just trying to get this thing balanced, it seems to work fine like this.
- Tripping into doors now causes them to crash down if you have enough momentum. I have been toying with this idea for a while, I used it to help fix the bug where Amber trips, and clips through locked doors. This will also come in handy if you're locked outside and are without a weapon. The player could potentially trip-crash their way back into the building
- More Tokens are earned in general from playing 18 minute mode, and later on special unique rewards will become earn-able only in that mode.
Ok! There's tons more stuff in the works, but I think that's all the news I have in me right now, I hope you guys are down with the latest changes and like the new video. I'm gonna be adding some fun stuff next week, so be ready for a Work week layout on Monday.
Good night guys,
-Pyro