Full notes
Full Fracture Point update
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What changed
- Gameplay
- Store
- Balance
- UI and audio
- Performance
- Events
Fracture Point changes
Next Fest is coming up this week, and for any new players checking out Fracture Point for the first time, here's something very important to know.
The current demo is based on a build from December 6th, so it's already 7 months old and doesn't reflect where the game actually stands now. I know this might be frustrating for some of you, but given the sheer amount of changes and new conent the full game has gone through, updating the demo just isn't something I'm able to do at this point. There's a ton of changes, new features, and bugfixes that aren't in this demo but will be in the full release. Please keep that in mind, and if there's anything you'd like to see in the full game, drop me a note in the Discussions or in-game feedback. I read all of it.
Here's a quick rundown of the main changes coming in the full version:
Progression overhaul
Completing certain quests raises your reputation level, which affects the gear tier that traders sell.
You now have your own apartment, where you can buy furniture and artifacts that affect gameplay, things like a bag that lets you keep gear between runs, artifacts that give time slowdown, brief invulnerability, a random item at the start of each run, and more.
The cost of upgrades scales up with each purchase.
Locations are now tied to loot tiers, so higher floors have much better loot, but also a much higher risk of dying.
Pricing for all loot and gear has been rebalanced for better progression overall.
Tower Floors Overhaul
Enemies no longer spawn all at once across the whole level. Instead they arrive gradually in growing waves, so you can't just camp on a floor forever. The old whole run timer is now replaced with a per-floor timer.
Each floor now offers three cards with random buffs or bonuses of varying rarity.
Weapon Overhaul
Recoil on every weapon has been reworked so each one actually feels distinct and matches its stats.
Most gunfire sounds have been replaced and improved.
New reload sounds have been added.
Weapons are now much more clearly split by rarity, with higher rarities giving a noticeably bigger edge.
Enemy Overhaul
Enemies on the early floors stay dumb and weak (honestly, I think that's funny and intentional). In exchange, special forces operatives now show up on higher floors. They react faster, take cover more often, won't blow themselves up with grenades, and are generally more aggressive and hit much harder.
Enemies no longer snipe you from absurdly long ranges where they're almost impossible to see and kill.
New enemy types added (FPV drones, special forces operatives) along with new voice lines.
Enemies now hear player fire much better and won't ignore you in obvious situations anymore.
There's also a bunch of smaller tweaks and dozens of bugfixes, including:
Lots of performance improvements
Brand new quests with better rewards
Armor no longer gets unequipped when you drop other armor
Concussion effects from grenades and rockets
Quest items can no longer be dropped and picked back up to cheese quest completion
Quick heal now picks the item that best matches your missing HP
Camera no longer shifts sideways when searching loot, which used to mess with animations
Dozens and dozens more bug fixes
And there's plenty more coming in the full release this July. Hope you enjoy it! ːwinter2019happybulbː
Source
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