In this update3
Full notes
Full Bane Murrain update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
- Store
- Fixes
- Maps
Bane Murrain changes
BANE MURRAIN EPISODE TWO IS FINALLY HERE!!
It's been a long time in the works, but it's finally finished and ready for you all to play for free! This update adds 4 new acts to the game, doubling the size of the campaign from Episode One!
Prepare to fight an entirely new faction of enemies as the KREV situation unfolds further and Dayne reaches a sleeker, more advanced area of the ship! You'll also find new weapons, secrets and plot discoveries. Some levels even feature animated cutscenes this time around too!
To celebrate, starting at 6PM (GMT), the game will be at 20% for a week! Please keep in mind though, the base price will be rising afterwards to account for the new content, so if you're thinking of buying now's the best time!
v3.0 Full Changelog: "EPISODE TWO"
GAMEPLAY CHANGES - You can now HOLD the jump button to bunny-hop - Bumped Dayne's base move-speed but increased air-drag values - NPC allies have a green ring around them now - Jeff Cole stands still for less and follows you more - Added item markers above all available item pickups - If route is headed down a dark path, levels will have randomly missing lights - Added Assault & Plasma ammo crates to randomised crate drops - Dayne now has an unlockable Dash (Currently only in Colosseum) - Dayne has an unlockable "Life-Steal" that heals you for killing (Currently only in Colosseum) - Introduced Fervour Crystals pickup, for gaining more Fervour - Nerfed frozen enemies explosion - Breaking frozen enemies now drops Fervour Crystals - All Melee attacks can now be parried with a punch
OPTIMISATION - Halved the texture size of all enemies and weapon sprites - Halved the texture size of various menu assets - Added a loading screen when booting the game to pre-load various materials - Draugr has been trimmed down by 6 Objects - Rabid Draugr has been trimmed down by 1 Object - Hanahakill has been trimmed down by 1 Object - Thornvore has been trimmed down by 2 Objects - WereDraugr has been trimmed down by 1 Object - Panopticorpse has been trimmed down to by 1 Object - Rodent has had 16 unused objects removed from Prefab - Cut all weapon pickups down to a singular object rather than 3/4
WEAPON CHANGES - Picking up weapons for the first time now also maxes out that ammo type - Damage player takes from Explosions has been reduced - Lowered SMG firing audio - Un-upgraded SMGs are slightly faster now - Changed fire rate of some guns to real-time as opposed to game-time - Reworked enemy tracking and lifespan of PULSTN bullets - Decreased charge time of max-upgrade PK-B0W to a third of original speed - Removed unreleased / unused weapons from HUD popup - Massively buffed PK-B0W's upgraded charge-shot - Assault Ammo starting maximum has been buffed from 200 to 300 - Shotgun Ammo starting maximum has been buffed from 50 to 150
ENEMY CHANGES - Nerfed Herold's health drastically - Multiple enemies have had an audio boost - Boosted HRL3 Pistol damage against the Hanahakill - Tweaked the timing and speeds of the Rodent's movement pattern - Stopped MotherBloat enemy moving and making noise before spawning - Calviscera has a new damage alt when hit with a heavy weapon shot - Petal Saw projectiles are now effected by gravity, acting like firebolts - Tweaked Hanahakill gibbing so legs bounce around more - Trimmed 1 extra gameobject off the Hanahakill enemy - Blood Wisps can now be punched while they're attacking into other enemies - Bastards can now be killed with one punch once their wings are removed - Weredraugrs now have an additional damage state when shot with a shotgun - Weredraugr arms have been added when gibbing them
TWEAKS AND FIXES - Fixed Invert Y - Halved the chance value that Dayne makes quipps in combat - Fixed a bug where Dayne sometimes couldn't jump unless moving - Fixed texture tweaking on bottom of Cafeteria chairs - Changed a few menus sounds - Fixed Act Select setting Act One as Locked if all other acts in episode weren't complete yet - Changed difficulty select descriptions to better reflect each option - Player death now bounces upward slightly to try preventing floor-clipping - Player now gibs/bleeds out when they die - Glass material texture has been rescaled to be more obvious/noticeable - Bloodmass, Stitched-Skin, Machinery1 & Machinery2 textures have been rescaled - Long Sofa-benches can now be jumped off of properly - Changed various aspects of explosion particle effects - Altered the Gib particles with larger, bouncing trail gibs - Applied a slight glow to giblet textures - Added Intestines gibbing variants (from Incarnage) - Added further pitch shuffling to Gibbing sounds - Fixed item pickups from having white outlines and appearing behind quads - Increased Explosion shockwave size and Explosion sprite decal duration - Spinning Fans now make saw-noises when chopping people up - Prevented pausing when entering loading screen to prevent infinite load glitch - Changed scaling method of HUD elements in Player Prefab - Move Subtitle object elements to a separate canvas obj from the overall HUD - Fixed various transparency texturing issues with frozen enemy sprites - Moved 'Extra Life' notifications out the way of the Subtitles - Tweaked the timing and scale of enemy melee attacks and their damage hitboxes - The Wardrobe & character skins has been removed from the game due to workload constraints - Fixed [p6] levels secrets / kills not counting towards total level completion values
ACHIEVEMENT CHANGES - Fixed achievement for beating the Mad Dummy - Removed 'Silencer' Achievement - Removed achievement for dying in the tutorial - Removed achievement for playing dungeon mode (removed game mode) - Added various completion achievements for Episode Two
CAMPAIGN CHANGES
misc - All levels with an exit location now have clear EXIT signs - Increased speed of episode ending text crawls - You can now skip ending text crawls by pressing the pause button
tutorial - Tweaked the lighting a bit - Changed the skybox
the saferoom - Ceiling fan no longer fucking kills you - Fixed relationship meter depletion when calling the opposing character - Saferoom music has been lowered so you can hear dialogue better
episode1 act1 - Added COOL CINEMATIC BARS to the intro cutscene [p1] - Fixed cafeteria secret collider clipping through laundromat wall [p1] - Added a cutscene to show when level exit is open [p3]
episode1 act2 - Added a new short level sequence to the act [p5] - Removed both secrets due to issues with secret-tracking methods [p1] - Redesigned & reworked the Power-Core Door segment [p1] - GENEROUSLY added an Extra Life pickup before the branching levels [p1] - Fixed Interaction with closed door [p1] - Removed Tyrone chase sequence [p1] - Added sound effects and screen-flash for picking up each power-core [p2 + p3] - Stopped that one brick wall from rapidly killing you when standing next to it [p2] - Yellow Keycard in Herold's room now makes Keycard pickup effects [p2] - Fixed incorrect max secrets total [p3] - Corrected a subtitle name error when picking up the level's Powercore [p3] - Fixed multiple clipping secret colliders at spawn corner [p3] - Increased scale of secret collider for Health pickup secret [p3] - Fixed achievement for beating the Mad Dummy [p3]
episode1 act3 - Changed the blood to black-sand during the teeth-men hallucination [p2] - Fixed that one switch from being un-jumpable [p2] - Fixed the steel bars by the red keycard being unjumpable [p2] - Added check for enemies out of bounds to prevent softlocking [p3]
episode1 act4 - Properly separate nametag for 'Machine' dialogue [p1] - Moved DMG Colliders for crushers further back in case they don't deactivate [p1] - Fucked around with the yellow keycard room lighting to try and fix em [p1] - Lowered light brightness [p2]
episode 2 act 1 - Added 5 new parts to the campaign
episode 2 act 2 - Added 6 new parts to the campaign
episode 2 act 3 - Added 5 new parts to the campaign
episode 2 act 4 - Added 3 new parts to the campaign
HORDE MODE - All previous Horde maps have been removed and replaced with 'The Colosseum'
COSMETICS - Crates now turn into pumpkins during October - Outfit cosmetics have been removed to prioritise the game's completion
WHAT NEXT?
Episode Three is underway already and is being actively animated!
I don't intend to wait for Episode Three to update the game again though. I'd like to try updating the game whenever there's been enough changes to impact the rest of the game, even without the new episode. No promises though, because I tend to be quite secretive with my projects!
I'm considering a few weapon reworks and tweaks to their upgrades, specifically the SQRG9 SMGs, plus I have a few settings to add and improvements to make to everything, like better customisation of the gameplay itself and some quality of life features.
I've got a couple of other things up my sleeve of course, but that's for another time.
Have fun with Episode Two y'all!
Elias
Source
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