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Full Infestation: Origins update
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What changed
- Gameplay
- Balance
- Maps
Infestation: Origins changes
Hi everyone,
We appreciate the feedback from our initial launch - we have taken your suggestions and criticisms and have applied them directly into a brand new major content update that is now live!
PATCH NOTES
WILLIE
Rage - Throughout the contract, Willie has a chance of entering an enraged state, making him impervious to all damage. Players must quickly find a place to hide during this to avoid their demise
Sneak - Willie has a newly added sneak capability, in which he will slowly attempt to creep up on players who aren't paying attention to their surroundings. This new behavior is intended to increase Willie's creepiness factor as his presence is less predictably noticeable
In general, there is an increased involvement of Willie throughout the contract and a higher resistance to damage, making him more persistent in his pursuit of players
PLAYER MECHANICS
Hiding - Throughout the Dry Dock Warehouse map, there are lockers than players can enter to become hidden, keeping you safe from AI. It's imperative to find a spot to hide during Willie's enraged state
Players can now pick up both a wheel valve & fuse at the same time
Players can now find a handheld map in the control room that can be brought with them and accessed throughout the contract
All players are now visible on the compass when both alive and knocked down
EPISODE ONE MAP REWORK
Each sector is now unique to help differentiate the different areas of the warehouse (cafeteria, offices, chemical storage, steamboat area, boat parts sector, etc.)
The total number of rooms, paths, and doors has been reduced for an optimal flow and to reduce tedium in walking across a large map
There is now one Keycard per sector which opens all respective utility rooms as well, further reducing tedium in finding keys
Each door is now labeled and has a new module showing whether it's locked or not
Fuses are now placed directly on their respective pipes to power them, avoiding the need to walk all the way back to the Control room just to place a fuse
Other Fixes / Updates
Once a sector is cleared of nests, rats will no longer relentlessly pursue players in that sector. (Note: Biohazard 4 introduces patrolling rats, in which case this would still be possible)
The "Press E to Use Medkit" message now shows up after a medkit is picked up as well while downed
Players can now revive their teammates more easily while a medkit is in their inventory
Made it easier to grab medkits from walls when downed
Added crosshair when downed
Increased bleedout time to 30 seconds for solo players to allow enough time to find a medkit
Episode Two's spotlights no longer need to be powered on via the admin cabin and will automatically power up once fueled, saving a lot of walking
Source
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