Hey Everyone, I've been busy working on some of the core mechanics and fixes for Sheep for the Stars ahead of Steam Next Fest, and have been accumulating some changes and updates to Cubed and Dangerous that just went li
Full notes
Full Cubed and Dangerous update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey Everyone,
What changed
2 fixes1 addition3 changes0 removals
Balance
Events
Compatibility
Gameplay
fixedGeneral Balance Updates - Reduce spike damage from Living Bomb enemies by 10% in lower difficulty levels - Fixed an issue with level generation that could result in extended mission playtimes (bug fix impacts balance)
changedWeapon Balance Updates Based on feedback from players along with some distributed playtesting and modeling, some of your favorite weapons were found to be a bit under the general expected effectiveness bar for weapons in the game. While it's certainly expected that not all weapons will be direct 1 to 1 comparable in terms of damage output, some were falling a bit too far behind.
changedFlamethrower / Plasmathrower: Damage increased by 10% - Spiral Laser / Honed Laser: Damage increased by 15%, ammo slightly reduced (only has an effect on large ammunition perk builds, about 3% overall) - Chaingun: Damage increased 15% - Magnum: Damage increased 5%
changedI'll keep an eye on how this impacts progression throughout the game, but preliminary testing has made these weapons feel a bit more effective across challenge levels.
fixedBug Fixes - Fixed an issue with controller support that wasn't handling analogue trigger dead zones, should improve UI interactions for gamepad players - Fix an issue with main menu graphics overlaying during gameplay when spamming buttons at the main menu
addedUpcoming Updates In the next month or so, I'll be looking at the friendly town encounters and looking for some ways to help improve them in the flow of gameplay. Currently considering: - Reducing the number of vendors in towns / smoothing over the variance in the number of vendors - Increasing the quality of items found within vendors - Potentially adding a new type of vendor
Cubed and Dangerous changes
fixedGeneral Balance Updates - Reduce spike damage from Living Bomb enemies by 10% in lower difficulty levels - Fixed an issue with level generation that could result in extended mission playtimes (bug fix impacts balance)
changedWeapon Balance Updates Based on feedback from players along with some distributed playtesting and modeling, some of your favorite weapons were found to be a bit under the general expected effectiveness bar for weapons in the game. While it's certainly expected that not all weapons will be direct 1 to 1 comparable in terms of damage output, some were falling a bit too far behind.
changedFlamethrower / Plasmathrower: Damage increased by 10% - Spiral Laser / Honed Laser: Damage increased by 15%, ammo slightly reduced (only has an effect on large ammunition perk builds, about 3% overall) - Chaingun: Damage increased 15% - Magnum: Damage increased 5%
changedI'll keep an eye on how this impacts progression throughout the game, but preliminary testing has made these weapons feel a bit more effective across challenge levels.
fixedBug Fixes - Fixed an issue with controller support that wasn't handling analogue trigger dead zones, should improve UI interactions for gamepad players - Fix an issue with main menu graphics overlaying during gameplay when spamming buttons at the main menu
I've been busy working on some of the core mechanics and fixes for Sheep for the Stars ahead of Steam Next Fest, and have been accumulating some changes and updates to Cubed and Dangerous that just went live.
Thank you all for your continued support and feedback on the games. This support and feedback is instrumental in ensuring this game can reach towards it's utmost potential. I really sincerely appreciate all of it, keep it coming!
General Balance Updates - Reduce spike damage from Living Bomb enemies by 10% in lower difficulty levels - Fixed an issue with level generation that could result in extended mission playtimes (bug fix impacts balance)
Weapon Balance Updates Based on feedback from players along with some distributed playtesting and modeling, some of your favorite weapons were found to be a bit under the general expected effectiveness bar for weapons in the game. While it's certainly expected that not all weapons will be direct 1 to 1 comparable in terms of damage output, some were falling a bit too far behind.
AdjustedFlamethrower / PlasmathrowerDamage increased by 10% - Spiral Laser / Honed Laser: Damage increased by 15%, ammo slightly reduced (only has an effect on large ammunition perk builds, about 3% overall) - Chaingun: Damage increased 15% - Magnum: Damage increased 5%
I'll keep an eye on how this impacts progression throughout the game, but preliminary testing has made these weapons feel a bit more effective across challenge levels.
Bug Fixes - Fixed an issue with controller support that wasn't handling analogue trigger dead zones, should improve UI interactions for gamepad players - Fix an issue with main menu graphics overlaying during gameplay when spamming buttons at the main menu
Upcoming Updates In the next month or so, I'll be looking at the friendly town encounters and looking for some ways to help improve them in the flow of gameplay. Currently considering: - Reducing the number of vendors in towns / smoothing over the variance in the number of vendors - Increasing the quality of items found within vendors - Potentially adding a new type of vendor
Thanks again everyone for your feedback on the game so far, it's been a blast working alongside a supportive community!