Full notes
Full InfestStation update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
- Maps
- Performance
Update 8
Sep 11, 2024
This update brings a mix of gameplay, quality of life, and art improvements. The most noticeable change is that there is now a "Mission Results" screen that is displayed after exiting a mission and before returning to the Lobby. This is an early step toward a more robust post-game for players, displaying which players lived or died, how much data was collected, and whether or not they completed the primary objective of getting the Crimson Core to the POD.
NERVe - the visual representation of player health (and eventually a more complex representation of player stress/sanity) was also improved to more clearly and actively reflect how close a player is to death.
Check the notes below for all the changes and improvements!
Gameplay
Health value now correctly controls amplitude of NERVe meter readout and generally improved the readability of the player’s health value on the NERVe display
Added an experimental variation on the first mission that introduces two new threat variants
Made it more clear when players have completed a mission in the mission status HUD element
Added a carryable version of the explosive cryo crate that can be moved around like the explosive barrel
Reduced the blast radius and damage amount for cryo crate hazards
Added a bit of camera shake when players take damage
An “end of mission summary” screen is now in! The first step toward a proper currency / XP loop
Art
Added blood spray VFX when players take damage from threats
Added a blood splatter decal that is left behind when players die
Adjustments and fixes to multiple doorways and door alignments
Added destroyed versions for each malfunctioning screen hazard, so they now leave behind a broken version of the screens after exploding
Fixed the explosion scorch decals from exploding screens that were sometimes spawning at an incorrect angle
Increased explosive barrel’s explosion vfx size to better match the damage radius for explosive barrels
Added more debris to exploding wall screen explosions to look better now that they leave a broken version left behind after exploding
Added a new helmet interior mesh
Stability & General Bugs
You can now read the map that another player is holding – fixed 3rd person tool orientation so they are held properly from the 3rd person view
Lowered volume and pitch a bit on player ‘pain’ sound fx
Lowered volume and repetition speed of sprinting ‘tired breathing’ sound fx
Fixed inaccurate mission complete text for crimson core mission
Added an intro video (skippable with any key press) that loads at game launch with a narrated version of the Crimson Event backstory that is also readable from the Field Guide (still having some v-sync style issues with the video playback though, so you may experience some scrolling black bars or flickering during the video)
Increased friction on thrown glow sticks so they don’t side as far along the ground
Source
Changelog.gg summarizes and formats this update. How we read updates.
