Full notes
Full KILLER INN update
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What changed
- Balance
- Gameplay
- Store
Characters
We wanted to make a widespread adjustment to lower move speed bonuses on characters whose passives grant them extra move speed. The addition of the cat charm allowed characters to move exceptionally fast, which disproportionately improved the effectiveness of melee and other grapple based attacks.
Furthermore, we wanted to reduce the strength of some of the top performing characters (Pirate, Sniper, Serial Killer, Surgeon, Hunter) whose win rates were regularly in the top 5.
Astronomer
One with the Stars move speed bonus reduced from 25% -> 15%
CEO
Hoarder max health bonus changed from 5% (max 25%) -> flat +25 (max +125)
Hoarder damage bonus reduced from 5% (max 25%) -> 4% (max 20%)
Gamer
Gamer Rage damage bonus reduced from 25% -> 20%
Gamer Rage move speed bonus reduced from 25% -> 15%
Gamer Rage is no longer triggered by damage over time effects
Hunter
Trapper trap damage bonus reduced from 50% -> 25%
Martial Artist
Hand to Hand Expert damage bonus reduced from 25% -> 20%
Otaku
Collector max health increased from 150 -> 225
It seemed unusual that being fully geared up with 9 permanent items did not contribute further to Otaku’s health pool, thus we increased the cap.
Pirate
Ghostly Power damage bonus reduced from 25% -> 20%
Sea Legs damage bonus reduced from 50% -> 20%
Sea Legs damage reduction bonus reduced from 25% -> 20%
Serial Killer
Killing Spree damage bonus per wolf killed reduced from 20% -> 15%
Killing Spree max damage reduced from 40% -> 30%
Sniper
Snap Reload reload speed bonus has been reduced from 50% -> 33%
Surgeon
(revised) Level 4 Passive - Sadist
BEFORE: Gain +25% damage and +25% move speed when covered in blood
AFTER: On dealing damage and gain +20% damage for 15s
Note: This bonus only triggers on direct damage, not damage over time or delayed kills such as poison
Since it is so easy to become bloodied, even defensively, Sadist ended up being active permanently which reduced the uniqueness of this ability. It also allowed Surgeon to complete quests quickly, giving him an economy boost in addition to combat benefits. Thus we have modified it to be triggered on offense, and given it a time limit. This should allow Surgeons to keep chasing people they have attacked provided they keep striking them, but avoid a large single target damage on a first hit, and limit charging at people full speed before having even dealt damage. It will also significantly reduce the economy benefits of this passive.
Guns
SMG Blinding Shot max blind reduced from 100% -> 80%
Full, permanent Blind could sometimes be overwhelming, so we have reduced the intensity of this effect to the point where you can now see, but it’s still distracting.
Melee
Melee upgrade tier 1 cost increased from 50 -> 75 gold
Melee upgrade tier 2 cost increased from 125 -> 150 gold
Melee upgrade tier 3 cost increased from 200 -> 225 gold
Melee sprint swing attacks now recover move speed more slowly after the swing
Melee sprint swing lunge distance bonus reduced from 20% -> 15%
Club Disorient screen effect has been reduced in intensity
Club Disorient screen effect duration reduced from 4s -> 2.5s
With the most recent patch, melee saw a surge in popularity and for the first time exceeded gun usage. While sprint swings have allowed melee to be used more easily, and we lowered damage as a result, there is a distinct cost advantage that allowed melee to come online too early by comparison. Melee can still be acquired faster than guns but the equal upgrade costs have reduced this discrepancy.
Consumables
Strength Pill melee damage bonus reduced from 25% -> 20%
Stamina Pill maximum stamina and regeneration bonuses reduced from 100% -> 75%
Speed Potion move speed bonus reduced from 25% -> 15%
Grenades
Stun grenade duration decreased from 3s -> 2s
Staff Interactions
Bartender staff discount on consumables has been reduced from 25 -> 15 gold
Consumables now cost 35g to purchase from the Bartender as a result
Doctor staff heal ability cost increased from 50 -> 75 gold
Melee is most effective when running at full speed with high stamina, thus the powerful consumables were leveraged regularly by melee users. This caused non-melee users to need to buy the same consumables and drink them constantly to be able to compete. This created an extra drain on gun users who already have the burden of a more expensive gear setup.
Thus we wanted to reduce the reliance on these consumables and increase their resource cost, so those who do not buy them are less disadvantaged.
Miscellaneous
Damage bonuses are now split into two pools: Upgrades and Other
Upgrades include all weapon upgrades added at the workbench
Other includes all other sources, such as character passives, consumables, or the revealed-wolf bonus
All sources of damage bonuses now stack additively within their damage pool
For example, let's say you had a T2 Smashing Club, a Strength Pill, and have Surgeon's sadist passive active: Club = 100 base damage T2 Upgrade Tier = +20% damage Smashing Upgrade = +35% damage Strength Pill = +20% damage Sadist = +20% damage
BEFORE: The upgrades would add together, and then everything would be multiplied together. Upgrade Damage = 20% + 35% = 55% Total Damage = 100 * 1.55 * 1.2 * 1.2 = 223 damage
AFTER: The upgrades add together, and then everything else adds together, and the two pools multiply together. Upgrade Damage = 20% + 35% = 55% Other Damage = 20% + 20% = 40% Total Damage = 100 * 1.55 * 1.4 = 217 damage
As a result, in all cases, maximum possible damage has been reduced, especially when many damage multipliers were used at once
Damage reduction bonuses now always stack multiplicatively
For example, let's say you had a Resistance Potion and Boxer's tough as nails passive and were being attacked for 100 damage: Incoming Damage = 100 damage Resistance Potion = 15% damage reduction Tough as Nails = 20% damage reduction
BEFORE: The reduction would add together, and then apply to the final damage. Damage Reduction = 15% + 20% = 35% Total Damage = 100 * (1 - 0.35) = 65 damage
AFTER: The reductions each apply separately to the final damage: Total Damage = 100 * (1 - 0.15) * (1 - 0.2) = 68 damage
As a result, in all cases, maximum possible damage reduction has been reduced, especially when many sources were used at once
With the number different damage bonuses and reductions in play, stacking them multiplicatively could cause very high reduction or damage increase at the extremes. By reforming the way these modifiers are calculated, it keeps most damage and reduction values consistent but tamps down extreme cases.
Gameplay
Fixed poison applying invisibly when progressing while standing inside of a safe zone
Fixed stun, stagger and slow resistance incorrectly making the poison sequence appear delayed, causing sudden death
Fixed the Resistance Potion incorrectly stating it gives 33% resistance (it now reads 50% as intended)
Fixed the Neck Guard not applying towards Otaku's collector passive
Fixed the Stunner incorrectly applying towards Otaku's collector passive
Source
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