Full notes
Full Brutal Fate update
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What changed
- Balance
- Gameplay
- UI and audio
Brutal Fate changes
After a long time without news, the game is back in development.
I have uploaded a video showing the current state of all weapons currently in the game. These cover about most of the weapons that you will be able to use on Episode 1. More exotic gun designs will show up later, over 30 weapons are planned for the final game. Stuff like tripwire claymores and remote-detonated explosives are also planned to show on Episode 1, and even give the player ability to use hand grenades and undetonated warheads and level props to make improvised explosive devices. -
This is how the gameplay balance is being made:
- Enemies will have a morale system. Each type of monster/mercenary has a morale counter that changes depending on their type and what is accompanying them. They will react to things such as being accompanied by large groups of friendlies, or watching their group being killed. Robots, cyborgs, constructs, and unintelligent creatures such as zombies have no morale system and will attack and pursue the player no matter what. When they get demoralized, they will retreat from combat, try to hide, and ambush the player.
- Weapons will have a great influence on this, torching them with flamethrowers and incendiary rockets, vaporizing them with plasma, or blowing them up with explosives will cause a much greater morale damage to the survivors than killing them with small arms.
- Non-linear levels will also feature a meta-AI system which slowly repopulates the levels with new monsters based on what you are doing. Using loud weapons such as explosives or the microgun will attract more enemies.
- The player will be able to carry an unlimited amount of conventional weapons (pistols, rifles, shotguns, and small explosive weapons like the grenade launcher and the anti-materiel rifle).
- Heavy Weapons such as Flamethrower and Microgun takes the slot 6, and you are only allowed to carry one of them at each time. This is done for several balance purposes, because I don't want to nerf these guns and also to prevent the player from having a large arsenal of weapons they don't use.
- Heavy Weapons needs to be used until you either run out of ammo, or press the button to drop them and pick up another one.
- Sometimes in the campaign you will be presented with two types of heavy weapons at the same place and you will have to choose one, or if you are playing with co-op, decide with your friend who takes each gun.
- A disposable single-shot light rocket launcher that can be carried on Slot 5 is also planned.
Source
Changelog.gg summarizes and formats this update. How we read updates.
