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WoodpunkNews[UPDATE 1.03] Now with Ingame progression!
Game update

[UPDATE 1.03] Now with Ingame progression!

Woodpunk · published 30 May 2019, 15:47 UTC

All newsPlayers around this dateRead on Steam

NEW STUFF

  • Woodpunk now has Character Perks, which expand the in-game progression system! Grab a perk or a high power weapon at the end of each level to improve your odds at victory for that run!
  • Introducing +1 weapons, rare drops which have greater durability and slightly higher damage!
  • Did a heavy optimization round. Reduced loading times significantly, as well as overall performance on slower systems.
  • Slight improvements to interface: You can now quit the game completely from anywhere in the game.

BALANCE

Okay, we did it. The game's a little less hard now. You folks happy?

  • Nerfed the Il Doge and War Machine fights a bit - Now they spawn less enemies beside them.
  • Reduce base skeleton health by 30%. They're much easier to kill now, but just as lethal!
  • Lower level chainblades now have more ammo before they have to be reloaded. Level 3 chainblade stays the same.
  • Very slightly increased health pack drop frequency.
  • Slightly increased the range of the Woodplank™.
  • Buffed air regeneration on the SpinnerPunk suit.
  • Made the weapon fabrication cooldown for Theo a little more lenient in Survival mode (much needed!).
  • Nerfed speed on FastPunk a tiny weenie bit.
  • Higher level scrap guns now deal a little less damage. Level 1 scrap guns stay the same.
  • Important rebalance to the artifact stages. They don't get much harder overall, but there will be less time to breathe: Enemies now spawn more frequently, but in smaller numbers.

BUGS

  • Fixed a bug where players would occasionally get stuck to the "Protect mode" machine, when using the fireball attack from the new FlamePunk suit.
  • Fixed a rare bug where sometimes Theo would get stuck when trying to transform into a wall.
  • Fixed an issue with Il Doge killing you at the same time as he dies.
  • Theo's electric blast attack now goes through the Shieldbearer's shield, as it should. It's not like shields are Faraday cages.
  • Fixed a couple animation issues with the Il Doge boss. They were introduced during a recent optimization round.
  • Fixed an issue with MilitiaPunk seldom retaining his no-bullet spending skill until the end of the level.
  • Fixed a small bug in breaking weapons which could cause minor lags in gameplay every now and then.
  • Fixed a number of issues with the handling of the FlamePunk suit's fireball mechanic
  • And many more!

Comments

We’ll keep it short this time guys, even though this is probably the biggest update so far. This time we’ve changed your biggest complaints with WOODPUNK; the game’s difficulty and the in game progression.
Finally we’ve added ingame progression , something we had planned early in development. This adds a lot of content to the game, some of it exclusive to each world map. Before you enter the pod to travel to the next stage, it will craft 3 perks but may only choose one of them. These may include; bettering your weapons, increasing your health, dealing more damage, increasing the durability of your weapon…
About WOODPUNK’s difficulty, okay…yeah…maybe the game was too hard, or we were just over estimating your skill (probably the latter).
There, here you go, the game’s easier, congrats.

As always guys, tell us what you think, and thanks to all of you who helped us with the Beta version!

By the way, this new perk system hasn't been translated to other languages (just Spanish and English) but it will be soon!

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