Full notes
Full Critter Crossfire update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
Steam NextFest
For the next week, Critter Crossfire will be participating in NextFest! Thank you for checking out the game and i hope you enjoy them demo. Make sure to leave a review on the demo and let me know if you have any feedback.
I made a new build of the game to celebrate, so here are some of the changes that went into it.
New Features
Shields now have health and can shatter. The shielded enemies were consistently the hardest to deal with, especially for the less-accurate weapons in the game. I decided to give shields health so you can brute-force your way through, but accurate aim will still be rewarded by letting you take out the enemies faster.
Single-use items now return after each match. Items like the Helmet, Armor and One Up used to be consumed during a match, which made them harder to build around. Now that they return, you can make a more consistent Death-Revive build or Tank build. As a result, their costs in the shop have also been increased to match their new value.
Offscreen Enemy Indicators have been added to the UI. It should be easier to find where enemies are offscreen.
Enemies will shoot more often, but their hit chance remains unchanged.
There's a new Abandon Run button if things are just not going your way.
Balance Changes
Sniper enemies can now get body shots on lower difficulties.
Sucker Punch ammo now deals +3 damage instead of +1. The new text reads "Damage an ally to deal +3 damage on your next shot."
Decreased the amount of gold earned in the first match. It was too easy to buy every item in the shop.
Increased the minimum enemy spawn distance from the player so they won't spawn surrounding your units.
Source
Changelog.gg summarizes and formats this update. How we read updates.
