Full notes
Full Bane Murrain update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Store
- Gameplay
- Performance
- UI and audio
- Fixes
Bane Murrain changes
ITS FINALLY TIME FOR ANOTHER BANE MURRAIN UPDATE! This is a big one too. Although the levels remain mostly as they were (aside from a completely rebuilt first level + tutorial) the entire rest of the game has had a drastic overhaul, reworking and rebuilding half the game from the ground up for a more professional and smoother-to-run experience!
NEW GRAPHICS - The game has been moved from Unity's HDRP to URP and every texture has been rebalanced to account for this. The game's alot brighter and cartoonish now, which suits the style far more than the fancy shading and should have the game running smoother for alot of people!
The dialogue sections in the saferoom have also been completely redrawn and reanimated to have more lively expressions. They move! They talk! Wowie! (Cosmetics have been temporarily disabled but will be re-added later. Animation takes a long time!) Steam post image
NEW PLAYER, NEW MOVEMENT - Dayne has been rebuilt from the ground up for more momentum and speed-building movement like bunny hopping and rocket jumping, providing some ridiculously quick movement methods for speedrunners while making things smoother for the slow players too!
The previous movement system used a botched, modified version of Unity's standard FPS asset. With this reworked movement system I can actively tweak Dayne's movement over updates and make better alterations / bug fixes in a simpler fashion.
OVERDRIVE PUNCH - The Fervour punch is now far more worth the risk, where gibbing punches cause catastrophic explosions that damage enemies in an entire area. Alongside this, weak points for punching enemies now have clear markers for hitting, which is all explained in detail within the game's new tutorial level! I wanted to put as much effort as I can into making the game clear and understandable for all audiences, which I'll try to uphold with the later game aspects as best I can. Steam post image There's a whole bunch of tweaks, changes and expansions to the menu screens, weapons, how the enemies work and a lot more. You'll just have to play the game to find out! Or read about them in the changelog below I guess.
v2.0 Changelog:"The Rework Update"
MAJOR GAMEPLAY CHANGES
fancy bits:
The game has been switched from Unity's HDRP to URP Rendering
Rebuilt the entire Main Menu
Also rebuilt the entire Extras menu
All loading screens have been updated with hints and level previews
The HUD layout has been completely altered and redrawn
Hand-drawn font in menus have been swapped for something more clean
The End of Act screen has been completely reworked with individual stats per part
Episode Acts now have ranking scores to achieve
The pause screen has been completely rebuilt, and can be used to access settings now
player rework:
Player movement and physics has been completely rebuilt
The Mouse Wheel can now be used to switch weapons
The game is now playable with a Controller (ish)
Timed bunny hops build player velocity until they stop moving
The camera now shakes in response to weapon fire
Weapons now have a maximum ammo count / limit
Gibbing enemies with a fervour punch creates a fervour explosion
Player now starts levels at a minimum of 50 health
Dayne has been made gayer
MINOR GAMEPLAY CHANGES
item pickups:
Picking up an Overcharge at over 200 health no longer resets health back to 200, and counts as a standard
Picking up weapons you already have plays weapon pickup sound instead of ammo pickup
Weapon pickup sounds are now all randomly pitch shifted
The PULSTN now gives plasma ammo for picking up again rather than lite ammo
You can pick up a chainsaw even if you already have one now
The Lite Ammo Magazine, Plasma Cartridge & Missile pickups are twice as large now
Plasma Cartridges no longer have a spotlight around them
Keycards are larger now and glow vibrantly
Ammount of ammo per pickup has been increased
Essence Orbs are larger
health pickup:
Health pickups now flash with a glowing yellow outline
Large Health pickups now drop can-tab particles
Unique audio added for Large Health pickups + pitch shifting for all
Health vending machines now spawn Health Packs instead of singular cans
Singular Cans now grant +2 Health instead of +1
effects:
New tentacles!! Wow!! So smooth!!
Large Gibs are chunkier now and bouncier
Leaves now move like leaves kinda
Petal Saws make sound and create petal explosions when they hit objects
Dayne's face in the HUD wiggles his eyebrows faster
Small chance Gibs will splatter on the screen when close to large gib bursts
Multiple unused Dayne quipps have been re-added and the quipp randomizer has been rebalanced
WEAPON CHANGES
The TRCHR37 Pump-Action Shotgun has been redesigned
Added visual changes to all upgraded weapons in workbench
The HRL3 has been rescaled to account for other gun sizes in comparison
New fire sound for Double Barrel TRCHR37
Frostbyte Chainsaw is now visually unique
The DNK50's rocket fire sound is slightly thumpier
ENEMY CHANGES
Enemies gain a punch icon when a fervourless punch is available
Destroying frozen enemies now causes small fervour explosions
All enemy projectiles have been slowed for better dodging
All enemy sprites glow slightly for better contrast
First frame of enemy death animations have a randomly shuffled length for variance
Rabid Draugr health has been greatly nerfed
New Death variation for Rabid Draugr when killed with a shotgun
Rabid Draugr have damaged textures for half health
Calviscera can now be stunned with bullets
Calviscera move faster / slower depending on difficulty now (similarly to Draugr)
Claviscera now turns into a melee enemy when both arms are lost
Rodent Mechs now shoot randomly angled projectiles
Rodent Mechs now visually change slightly to show damage progress
Panopticorpse attack sounds are now pitch shifted randomly
BloodWillows drop their horns when they die
Flying Bastards have been reworked with new movement & different bullets
Acid floors now deal reduced damage
OPTIMISATION
Enemy corpses have been slimmed down to one object instead of four each
Triggered weak point colliders now destroy themselves after use
Health pickups have been reduced from 3 objects per prefab to 1
Ammo pickups have been reduced from 3 objects per prefab to 1
Keycards have been reduced from 3 objects per prefab to 1
Changed various enemy bullets to use object pooling
Removed volume / post-processing frame upon muzzle flash
NEW OPTIONS & MODIFIERS
Dynamic FOV: Player FOV now slightly changes depending on movespeed
Controller Sensitivity for connected gamepads
Game Speed can be changed for slower or faster gameplay
CAMPAIGN CHANGES
misc
End of Act screen now uses Space to continue instead of Enter
Start of Act title cards can now be skipped
Data LOGS reset on a Full Campaign Reset now
Jeff Cole now teleports to the player if he's too far away
tutorial
Rebuilt the entire tutorial again again
the saferoom
Reworked saferoom workbench visuals to use physical space
Workbench HUD uses new font and has buttons for mouse input
Added each weapon's equip sounds to the workbench menu
Added a workbench essence bar/meter to show weapon upgrade progress
Fixed some Dialtone segment spelling mistakes
Completely reworked Dialtone terminal talks to look more like a Visual Novel
Added more button input options for continuing/skipping visual novel segments
Visual Novel dialogue is now stereo'd around the camera depending where the characters stand
Visual Novel segment text is typed out in an animation now
Dialtone Monitor fade transitions back to gameplay when finished with
Added THE RIZZ'O'METER to the Saferoom
Fixed Zeph's Dialtone progression, which has been broken the whole time apparently
episode1 act1
Loading Act One from the menu now boots straight to [P1] instead of the Title Card
Rebuilt the entire level from the ground up lmfao [p1]
Minor décor placement changes [p2]
episode1 act2
Changed collision mesh for Herold's office table [p2]
Fixed one-off draugr from breaking SMG pooling [p2]
Fans on the ceiling no longer damage entities [p2]
Added extra railings with electricity warning signs [p3]
Increased collider to trigger Dayne lines when moving downstairs [p3]
Endless ammo spawners have been placed in the Evil Dummy room [p3]
The Evil Dummy's health has been halved [p3]
Tweaked and changed various enemy placements throughout the level [p3]
Added FX to Christine's radio com lines [p3]
episode1 act3
Filled the area with tons of ammo [p1]
Added a higher border around the elevator to prevent flying outwards [p3]
Added FX to Christine's radio com lines [p2]
episode1 act4
Stopped the crushing blockades still damaging player once fully closed [p1]
Christine's balcony has been blocked off from the player's reach [p2]
HORDE MODE
Original tester room horde map has been removed
Dungeon Mode has been removed
COSMETICS
All Outfits have been put under maintenance
HUD Cosmetics are in the process of being reworked / redesigned
I hope y'all have fun with this update! I'm gonna crack down on making the next few episodes now, I just needed to get everything polished up beforehand so it wasn't this huge, impossible reworking task later on down the line. This took way longer than expected, but that seems to be a pattern so far lmao.
Until next time! -Elias
Source
Changelog.gg summarizes and formats this update. How we read updates.
