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CULTIC›Events›CULTIC: Chapter Two Hotfix v2.0f / Ammo Adjustments
Game update

CULTIC: Chapter Two Hotfix v2.0f / Ammo Adjustments

CULTIC · published 12 months ago

All eventsPlayers around this dateRead on Steam

Hello all!

Another quick hotfix has landed on the beta branch! My busy weekend is nearly over and I'll hopefully be able to throw more time at trying to replicate this weird invulnerable enemies bug and look over some of the signposting/navigation issues.

For now though, the first small ammo adjustments are in this patch, as well as some more boss adjustments!

Ammo Changes

Note: It seems I forgot to update the actual pickup message, which still shows the old values, but it should be actually giving you the correct ammo. Ill fix this in the next patch

  • Shotgun Shell Boxes now give 14 shells, up from 12

  • Shotguns and SASGs now give 6 shells, up from 4

  • Magnum Round Boxes now give 10 rounds, up from 8

  • All boss arenas (except for the final boss) have had additional resources added, including an additional mounted machinegun in E2M8 and E2M11 to help pad the ammo expenditure.

This is just a small set of adjustments to start addressing concerns about ammo, that should help overall levels of powerful ammo and help to prevent players from completely draining their resources on boss encounters. There's still more analysis I want to do, primarily on how often/well players are able to restock after large encounters, that I'd like to dig into before doing any large adjustments to placements or drop rates. Based on the feedback I've read, it seems like some of the larger fights are taking a serious toll on player's ammo reserves, and the restocks afterwards maybe aren't as generous as they need to be (vs. boss fight restocks) but I'm not for sure on that yet.

Other Changes

  • E2M8's boss has had their spinning attack adjusted, increasing the windup time, nerfing the tracking, and lowering it's range.

  • E2M8's boss has had the hit radius of the spinning attack greatly reduced, as it was far too big and causing hits that should not have been counted

  • The bazooka now deals 400 damage, up from 150. Make sure you're nowhere near that explosion! (worth noting that some enemies/bosses have resistance to explosions so the bazooka may not reflect full damage if you're monitoring Damage Numbers)

  • A vent in E2M11 that was difficult to climb into if you weren't running has been slightly adjusted

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