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West of DeadNewsWayfarin Update, Available Now!
Community

Wayfarin Update, Available Now!

West of Dead · published 5 Aug 2020, 08:02 UTC

All newsPlayers around this dateRead on Steam


Hey Outaws!

Here comes another big one, we've been listening, watching and counting (through the magic of analytics) as you've all played, and have made a patch that focuses on Balance, Tuning and a few 'High Demand' features.

v. 0.10.0 - Patch 3 - Wayfarin,

Balance Improvements
We've looked at the entire balance of West of Dead, from top to bottom, and have implemented a lot of changes to smooth out difficulty spikes and generally allow a more steady sense of progression.

Overall Balance:
• Enemy health scaling with level difficulty has been reduced, to make them feel less 'tanky' later on.
• "Hard-Path" Levels (The Bayou, Canyon, Graveyard, War) have their enemy difficulty slightly reduced, but still higher than the "Easy-Path"

Level Redesigns:
• New Level Layouts - Some more maze-like, others more uniform, from now on, players will (in some levels) be able to better find the exit, or choose to explore more.
• Levels now have extra loot, hidden behind unlockable obstacles.
• Rooms have more cover, and fewer columns generally. Making late-game gunfight more in your favour.

Enemy Balance:
We've looked into lots of specific enemy behaviour, and have tweaked and improved them so that enemies are dangerous as a team, not because of particularly obnoxious 'star players'.
• Endless Rifleman: Reduced their health and attack frequency. (Making these an introduction to the mechanics, not deadly assassins in level 1)
• Keelut (Dogs): Reduced health and damage, as well as fewer of them in the Farm. (We want these to feel like nuisance fodder enemies, not hounds bent on your destruction)
• Endless Shotgun: Movement speed increased, Damage vs cover increased, Range increased. (These were under-performing, so we gave them a slight edge)
• Camazotz (Flying Melee): Base health reduced, Correct balancing set (Were under-powered, so balanced their stats)
• Broken Shotgunner: Melee replaced with Point-Blank Shotgun (nasty), Rarer
• Broken Stalker: Rarer
• Broken Grenadier: Rarer
• Legion (Mines): Rarer
• Legion (Graveyard): Now attacks twice consecutively.
• Bloat (exploding enemy): More fragile, Rarer
• Dakwa (Cover-Smasher): Rarer
• Cultist (Flank and Teleport): Rarer
• Preacher Bosses (and Stand-Ins): Health increased, Immune to light, Drop more sin. (These boss encounters seemed to be breezed through, so we've toughened them up, but they also give more reward)
• Rune Bosses: Health increased (except for Wendigo)
• Outlaw: Immune to light
• Preacher-replacements - health/loadout now matches the Preacher's

Specific Level work:
• The War (DLC): Artillery Bombardment added

Targeting, Pass III:
We've done a couple of things to complete the Targeting re-design roll out:
• New Targeting applied to Abilities Abilities now target enemies in a way that is more consistent with firearms, whether you are throwing an axe, spear or teleporting, you should be able to choose your target with more confidence.
• Targeting Assist Settings. This was a hotly requested feature, and depending on whether you want to play as a twin-stick 'purist' or have the game do more of the aiming for you to let you concentrate on tactics, we have a setting for you, even 'off'.

Quality of Life:
• Remnants are dropped from specific enemies (previously they were random) - this will let you hunt down those missing, exciting weapons.
• Throwing axes hit more often (bigger hitbox)
• Level name is displayed in the map
• Objects appear in the map from further away
• Narrator only says the Barman has something to say when the Barman has something *important* to say
• Options menu slight redesign to prevent text overlap
• Fonts working with Polish

Bug Fixes:
• Level Generation has better joining corridors in levels that ascend or descend
• Mismatching Shaman ("Witch Woman") line is removed
• Animation fix from trapped into crouch
• Enemy traps animate again
• Hero no longer knocked back when trapped
• 'Swarm' enemy no longer causes stun damage

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