In this update4
Full notes
Full MURDEER update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Store
- Balance
- UI and audio
- Performance
MURDEER changes
Hello Murdeerers!
Thank you all for waiting patiently while we've been getting ready for the next series of patches. There's lots to go over, and we're excited for you all to try it! This is the first of 3 relatively major patches we'll be doing over the next month or so, to finalize the demo experience of MURDEER. Here's what you can expect from them:
buffs and nerfs for the player, enemy, and gun attachments
the start of the shop overhaul
the miniboss!
Overall, we want to give players a taste of all the systems we have planned for the full release of MURDEER. However, due to the limited scope of this demo, some of these features may not feel complete. Fear not, as there will be plenty more content upon release. We hope you enjoy all our hard work!
With that said, on to this patch...
We've been watching. We've been watching SciCorp, we've been watching the rat, and most importantly, we've been watching you all, playing as the Murdeer. And, uh, it turns out that SciCorp's paying their staff entirely too much money... at this rate, the staff (notably the scientists) may never let the murdeer escape. Having said that, we've decided to cut corprate funding by 60%, and we've also reduced scheduled company mealtime to 1 (times per week).
We hope that these changes will help improve good times and help innocent deer escape!
On a more serious note, here are the highlights for this patch:
Version 0.4.6 - Changelog:
Rebalancing
Reduced the amount of enemies in containment. Deers, rejoice!
Increased the multiplier on headshots. This should mean that the majority of headshots will be 1 shots.
Increased red barrel explosion damage.
Quality of Life
Updated the "retry" button to put the player straight back into the action.
Updated the elevator shop microwave and pedestal placement.
Optimization and Bugfixes
Optimized camera draw distance. This should yield slightly better performance overall.
Fixed a bug where some active items would be missing a mesh when thrown.
Fixed a bug where the player would restart with the powergun.
Fixed a bug where certain light fixtures would turn invisible. Haunting.
That's all we have for today. Good buck, have fawn, and please feel free to post in the community or engage with us devs otherwise! We love hearing from you all, your experiences with the game, and getting to share in your excitement!
Source
Changelog.gg summarizes and formats this update. How we read updates.
