The Culling Wiki
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This page shows all patch notes for every patch released for The Culling. The Culling originally launched in 2016 but got a rollback to the "Day 1"-Version with the [[The Culling: Origins Update|Origins Update]] in 2018 again, making all patches happened before this rollback obsolete.
= Changelog =
 
'''Patch 92358 (10-April-2016):'''
 
   
  +
== Changelogs ==
Balance and Gameplay
 
   
  +
Patch 1 - 21. September 2018 - 83.8 MB:
Lightning Rounds are being retired temporarily
 
  +
* Melee Combat
  +
** Melee attack animation playback speed is no longer affected by weapon speed (to match Day 1 combat timings)
  +
** Fix for hit reactions when Shoved not looking correct from some directions
  +
** Fix for melee input queuing bug resulting in the ability to charge attacks while shoving
  +
** Reduced melee input queuing window to reduce unwanted queued actions
  +
** Shove animation duration now 0.8s to match Day 1
  +
** Shove range reduced from 2.0m to 1.75m to match attack range
  +
** Striking a Shoving player now consistently applies a Stagger (this required special timing in Day 1)
  +
** ''Dev comments: Please see our recent dev diaries, which explain these items in detail. All of these changes are intended to either get combat closer to Day 1 or address inconsistencies from Day 1 that muddied the experience. We will continue to follow community feedback regarding the melee combat systems.''
  +
* Reduced spawn rate of firearms in Blue Crates and Red Crates
  +
** ''Dev comments: We like seeing guns turn up in crates occasionally, but the drop rate was high enough that you usually saw several guns in many matches. The drop rate has been reduced by roughly two thirds.''
  +
* Removed Dynamite, Impact Grenades from Green Crates
  +
** ''Dev comments: You can still get explosive mines and remote explosives from green crates. This was something we talked about in a previous dev diary but didn’t implement.''
  +
* Fix for aiming down the sights with a ranged weapon not providing an accuracy bonus
  +
** ''Dev comments: This bug was introduced when we made some bow accuracy changes for Origins. We’ll be keeping an eye out for Bow accuracy feedback now that this issue is resolved.''
  +
* We now hide crosshairs when aiming down the sights with ranged weapons
  +
** ''Dev comments: This is not intended to affect ranged weapon balance, we felt that the crosshairs were a distraction when aiming down the sights.''
  +
* Voice communication now uses push-to-talk (mapped to Left Alt by default)
  +
* Fixed several keyboard keys that could not be mapped
  +
* Added menu option to invert mouse Y axis
 
* Fixed bug that allowed players to apply a second satchel to unlock 5th inventory slot
  +
* Fix for exploit based on recycling the Detonator for a Remote Explosive
  +
* No longer shows player count on main menu (the count was not accurate and didn’t account for players who were in matches)
  +
* Fix for bug where Sabre applied cripple wound even when Disabler perk was not equipped
  +
* Fix for US West not being selected as an automatic region
  +
* Golden Arm perk description now accurately reflects that Golden Arm’s bonus damage scales based on distance from target (reaches 100% bonus damage at 20 meters)
  +
* Trapper now provides a single set of Steel Caltrops
  +
* Fix for bug with Explosive Runs description that stated the stim grants 25% boost for 30 seconds (it provides 15% boost for 2 minutes)
  +
* Fixed UI typo for Headphones
   
  +
[[Category:The Culling]]
Dev comments: Lightning Rounds proved to be immensely popular. We’re taking them offline for maintenance, but we expect they will be back eventually with some new twists.
 
 
Longshot Perk now grants bonus damage to targets beyond 35 meters (previously set to 30 meters, despite UI text stating 40 meters)
 
 
Dev comments: Longshot has been set to 30 meters since prior to Early Access launch, but we failed to realize that until it was pointed out by the community after the last patch. This would ordinarily call for a simple fix to the text, but Longshot has gained enough popularity since the last patch that we chose to extend its range to 35 meters (and update the text to reflect that).
 
 
Mangler and Submission reduced to 80% bonus Stamina damage (from 100%)
 
 
Dev comments: Mangler and Submission skyrocketed in popularity after the last update, so a small adjustment is in order.
 
 
Crafted Hatchet Expose and Crafted Cudgel Cripple wound intensity reduced by one
 
 
Dev comments: A previous effort to improve the popularity of Axes and Bludgeons included a step up to tier 2 wound intensity for the crafted versions. Cripple and Expose are now powerful enough that the base level wounds are appropriate for the crafted weapons.
 
 
Regenerator Perk increased to 1 hit point per 4 seconds (from 1 per 5 seconds)
 
 
Dev comments: Regenerator is one of our least-utilized Perks. We are hesitant to give it a major boost, but we hope a moderate buff will make it appealing, at least to certain play styles.
 
 
Bow ammo capacity is now 18 arrows (from 24 arrows)
 
 
Dev comments: We’ve heard several calls from the community that arrows are in too much supply, especially at the end of matches, so we’ve reduced max ammo that can be carried - which should allow for more wrinkles in ranged play.
 
 
Dig Deep now restores 20 health when taking fatal damage (from 25)
 
 
Dev comments: The buff Dig Deep received with the last patch skyrocketed it in popularity to the top of the Perk list, so we’re bringing it down...a notch.
 
 
Mantracker can be used while moving without requiring the Mantracker Perk
 
 
Dev comments: Feedback from users is that the Mantracker is unintuitive to use when it requires the user to be stationary, so we’ve removed that requirement.
 
 
Weapon Damage Rebalance Pass
 
 
Dev comments: We have long wrestled with the challenge of how to provide significant variety across melee weapon types (and individual weapons) and still achieve a state of overall balance. What we’ve learned through multiple iterations and experiments is that pure DPS is king when it comes to players’ weapon choice. Even the mighty cripple wound on a Bludgeon cannot compete with the raw damage dealt by its Axe counterpart. As such, we’ve adjusted damage and wound intensity for a large number of melee weapons in order to achieve nearly equal DPS (our calculations take bonus damage from bleed and expose into account) output. We believe that this will free players to choose the weapon they feel offers the best synergy between play style, Perks, and Airdrop, or go for a generalist build that allows them to play effectively with whatever they happen to come across in a match. The list below includes all the parameters that were changed. You may notice that in order to achieve the desired balance, we’ve broken the long-standing rule that fully charged attacks deal exactly 3X jab damage. We don’t expect this pass to be the final word in balance, but we do hope that it will provide a solid baseline that we can use to make smaller corrective changes and quickly arrive in a happy place. Changes (only values that have changed are represented here):
 
 
Crafted Hatchet: 6-16 Damage, Expose Tier 1
 
 
Crafted Cudgel: Cripple Tier 1
 
 
Crafted Knife: 6-17 Damage
 
 
Crafted Spear: 6-18 Damage
 
 
Ice Axe: 7-20 Damage, Expose Tier 1
 
 
Cleaver: 7-19 Damage, Expose Tier 2
 
 
Machete: 7-22 Damage, Bleed Tier 2
 
 
Tanto Knife: 6-19 Damage, Bleed Tier 2
 
 
Javelin: 7-22 Damage
 
 
Tomahawk: 7-21 Damage, Expose Tier 2
 
 
Bowie Knife: 7-23 Damage
 
 
Kukri: 8-24 Damage
 
 
Sabre: 7-23 Damage
 
 
Tactical Machete: 8-24 Damage
 
 
Survival Spear: 9-27 Damage
 
 
Fireman’s Axe: 9-25 Damage
 
 
Katana: 9-26 Damage
 
 
Trident: 10-30 Damage
 
 
Bug Fixes
 
 
Fixed a bug where .357 Magnum and SMG would play their SFX/VFX twice with each shot
 
 
Fixed a text bug where Basher Perk erroneously stated it reduced melee charge time by -20% (actual reduction is -30%)
 
 
Fixed a text bug where Disability insurance said it applies to Gas Grenades (it doesn’t apply to Gas Grenades)
 
 
Fixed a bug where Trapper Perk wasn’t properly reducing trap placement times
 
 
Removed Golden Crowbar from the map (this was an unintentional preview of a prototype match event)
 
 
Removed Taunt prototype (whoops, you weren’t supposed to see that yet!)
 
 
 
 
 
'''Patch 92358 (27-June-2016):'''
 
 
Hotfix Changes
 
* Rebalanced spears to have lower base damage, axes to have higher base damage
 
* Fix for issue where shove/block would behave unreliably under certain circumstances
 
* Fix for issue where mouse would lose focus, forcing user to exit application
 
* Provide error message when unable to connect Steam during game startup
 
* Fix for issue where Stun Gun sometimes spent both charges at once
 
* Fix for inaccurate bow bleed wound intensity HUD tooltip text
 
* Fix for Stun gun interaction with Woundless perk
 
* Fix for some cases where Stamina would fail to regenerate
 
* Fix for undroppable disposables (Snares, Stun Gun)
 
* Fix for collision issue in center arenas
 
 
 
'''Patch 92253:'''
 
 
New Features
 
* Significantly optimized netcode
 
 
* Improved framerate performance for many users
 
 
* Matchmaking system that pits players of similar skill level against one another
 
 
* New Auto Bow weapon. Quickly fire a magazine of three bolts before a lengthy reload. Bolts deal less damage than arrows
 
 
* New craftable Gas Grenade weapon. On impact creates a large cloud of poisonous gas. Crafted using a Smoke Bomb + Poison Gas Vent
 
 
* 2 new layouts added to the Culmination. A layout is chosen randomly by the server at match start to add variety to the central arena
 
 
* New Airdrop: Demon Hunter: Auto Bow, Smoke Bomb, Crafted Caltrops, Crafted Caltrops Cost: 175 FUNC
 
 
* New Airdrop: The Imp: Auto Bow, Crafted Armor, Tomahawk Cost: 225 FUNC
 
 
* New Airdrop: Viking: Tomahawk, Crafted Armor, Muscle Man Milk Cost: 125 FUNC
 
 
* New FUNC Survival Bonus. The player is now awarded 25 FUNC after 3 minutes alive, 25 FUNC after seven minutes alive, and 50 FUNC after eleven minutes alive. The current Airdrop economy is doing its intended job of relegating high-tier weapons to the later stages of the match, but many players find the costs to be intimidating. This change will put high-value Airdrops within reach, but prevent them from appearing too early
 
 
* Blue Crates have been retired and replaced with Holo Spawners. Holo Spawners contain the same loot list as the Blue Crates (Tier 3 Melee Weapons, Orange Juice,Dynamite, Impact Grenade, Compound Bow, Auto Bow), but provide a preview of the item you will receive
 
 
* Suiciding into the poison gas will now award the kill credit and FUNC to the person that most recently dealt damage to you in the vicinity of your death, with some restrictions
 
 
* Added limited-time 4th of July (American Independence Day) hats! These are available to all players for a limited time
 
 
Balance Changes
 
* Increased FUNC cost for Carjacker, Guerilla, Pothead, and Trapper airdrops
 
 
* Reduced Bleed wound applied by Bows (including the new Auto Bow) to Tier 1 (6 damage over 10 seconds)
 
 
* Reduced crafting time of Hatchet, Spear, and Cudgel
 
 
* Showdown behavior modified to account for end-of-match scenarios
 
 
* Rebalanced roughly half of the melee weapons to more accurately account for tier, speed, and wound. Weapons should now match well against their tier-mates and we should no longer see weapons from a lower tier that are effectively stronger than those in a tier above. This was generally accomplished through bumping the base damage values up or down by a single point
 
 
* Backstab damage has been reduced to 50% for all weapons. Sneaky Poker and Brutus have been increased to 50%. A backstab will still set the tone for a fight, but will no longer be as lethal, especially with lower-tier weapons
 
 
* Throw Damage values have been adjusted slightly. Throw damage was reaching above where we intended, even without Golden Arm
 
 
* Golden Arm changed to +25% velocity, +100% damage for thrown weapons (+50% for crafted). Golden Arm will still be a valid build, but you will no longer be able to deal devastating damage with crafted weapons
 
 
* Jab-Back (the phenomenon where after staggering and attacking your opponent, they were consistently able to land an invisible jab against you as they exited the stagger state) has been mitigated through a few changes. We fixed the bug that would prevent you from seeing a jab-back attack animation under some conditions. We have reduced the charge time required for a charged attack and increased the duration of the stagger. This gives ample time to land an attack against a staggered opponent and subsequently defend yourself. If your timing is too slow, you may still experience a retaliatory attack, which is by design
 
 
 
Bug Fixes
 
* Fix for bug where Shove would sometimes fail from certain angles
 
 
* Fix for right click interrupting Stun Gun / Pepper Spray attack
 
 
* Fix for bug that allowed players to break out of stuns
 
 
* Fix for bug where stamina would fail to regenerate if a player dropped a weapon while blocking
 
 
* Fix for bug where some items’ physics behaved badly when dropped
 
 
* Fix for late item spawn bug (related to netcode optimization)
 
 
* Fix for bug that allowed faster reloads when switching weapons
 
 
* Fix for picking up materials instead of crafting with a resource that was just spawned and while equipping a weapon
 
 
* Aiming sensitivity with ranged weapons is now adjusted properly when zooming
 
 
 
Other Changes
 
* Users selecting North America West as their preferred server region are being redirected to the North America East servers for the time being to improve queue times
 
 
* Weather and Observation building has had a full art pass
 
 
* Improved start of match spawn box behavior
 
 
* Tutorial polish pass
 
 
 
'''Patch 91794:'''
 
 
 
Hotfix Changes
 
* Trapper perk now applies Expose wound only to Crafted Snares and Steel Snares, not Caltrops or Punji Sticks
 
 
* Fixed a bug that allowed players to equip legacy perks and use them in online matches
 
 
* Trapper preset now includes Brutus instead of Faster Trapper
 
 
* Fixed a server crash bug
 
 
* Fixed several (but not all) game text issues with perk and weapon descriptions not matching functionality
 
 
* Fixed a bug where players could get stuck in a blocking animation
 
 
* Fixed a bug where charging a bow shot would affect mouse sensitivity
 
 
* Fixed a bug where users in North America could not connect to the server if their region was set to auto detect
 
 
* Fixed an exploit that allowed players to stack multiple Punji Sticks on top of one another
 

Latest revision as of 10:09, 20 February 2019

This page shows all patch notes for every patch released for The Culling. The Culling originally launched in 2016 but got a rollback to the "Day 1"-Version with the Origins Update in 2018 again, making all patches happened before this rollback obsolete.

Changelogs[ | ]

Patch 1 - 21. September 2018 - 83.8 MB:

  • Melee Combat
    • Melee attack animation playback speed is no longer affected by weapon speed (to match Day 1 combat timings)
    • Fix for hit reactions when Shoved not looking correct from some directions
    • Fix for melee input queuing bug resulting in the ability to charge attacks while shoving
    • Reduced melee input queuing window to reduce unwanted queued actions
    • Shove animation duration now 0.8s to match Day 1
    • Shove range reduced from 2.0m to 1.75m to match attack range
    • Striking a Shoving player now consistently applies a Stagger (this required special timing in Day 1)
    • Dev comments: Please see our recent dev diaries, which explain these items in detail. All of these changes are intended to either get combat closer to Day 1 or address inconsistencies from Day 1 that muddied the experience. We will continue to follow community feedback regarding the melee combat systems.
  • Reduced spawn rate of firearms in Blue Crates and Red Crates
    • Dev comments: We like seeing guns turn up in crates occasionally, but the drop rate was high enough that you usually saw several guns in many matches. The drop rate has been reduced by roughly two thirds.
  • Removed Dynamite, Impact Grenades from Green Crates
    • Dev comments: You can still get explosive mines and remote explosives from green crates. This was something we talked about in a previous dev diary but didn’t implement.
  • Fix for aiming down the sights with a ranged weapon not providing an accuracy bonus
    • Dev comments: This bug was introduced when we made some bow accuracy changes for Origins. We’ll be keeping an eye out for Bow accuracy feedback now that this issue is resolved.
  • We now hide crosshairs when aiming down the sights with ranged weapons
    • Dev comments: This is not intended to affect ranged weapon balance, we felt that the crosshairs were a distraction when aiming down the sights.
  • Voice communication now uses push-to-talk (mapped to Left Alt by default)
  • Fixed several keyboard keys that could not be mapped
  • Added menu option to invert mouse Y axis
  • Fixed bug that allowed players to apply a second satchel to unlock 5th inventory slot
  • Fix for exploit based on recycling the Detonator for a Remote Explosive
  • No longer shows player count on main menu (the count was not accurate and didn’t account for players who were in matches)
  • Fix for bug where Sabre applied cripple wound even when Disabler perk was not equipped
  • Fix for US West not being selected as an automatic region
  • Golden Arm perk description now accurately reflects that Golden Arm’s bonus damage scales based on distance from target (reaches 100% bonus damage at 20 meters)
  • Trapper now provides a single set of Steel Caltrops
  • Fix for bug with Explosive Runs description that stated the stim grants 25% boost for 30 seconds (it provides 15% boost for 2 minutes)
  • Fixed UI typo for Headphones