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Full notes
Full SunderBound update
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What changed
- Performance
- Gameplay
- Balance
- UI and audio
SunderBound changes
Attention, citizens of Haven.
We hope you've been enjoying SunderBound's demo so far! The first three weeks have been great (with a few rough edges), and we've been hard at work logging in your feedback and improving the game based on that. With today's patch, we're adding various gameplay improvements, some quality of life additions to the tutorial and other areas of the game, along with a wave of fixes and optimizations that should make your gameplay experience much smoother. Some of the most frequent pieces of feedback we received was connected to the way guns feel, so we made some changes there as well. Here's the full list:
Bugfixes & Gameplay Changes
Expanded the physical space of the tutorial rooms and revised the instructions for better clarity, based on your feedback. We also added directional decals to the floors/walls to help guide new players.
Removed the mechanic that caused the second player character to be teleported to the first one if he strayed too far (in Online Co-op).
Spider Mech boss fight is harder now, with additional enemies being spawned and better boss behavior overall.
Refined the spawning positions across multiple levels to prevent abrupt spawning of enemies close to the player.
Improved Vuk and Nu’s abilities - now they apply visual effects when they debuff the enemies, and they are a bit more powerful.
Optimized post-processing and lighting configurations across various levels. This results in higher-fidelity shadows, clearer ambient lighting in interior rooms, and a noticeable gain in overall game performance.
Fixed level unloading, which sometimes caused performance issues on larger missions.
Fixed Wretch Ranged interrupt, which caused them to reload every second burst shot.
Fixed bridge collisions on Mission 2, which caused dead player characters to fall through it.
Fixed occasional crashes in online multiplayer when the client (player 2) exited the first mission.
Fixed character collision in both Singleplayer and Multiplayer, causing the AI to sometimes get you stuck in narrow spaces. Now the player characters ignore each other’s collisions.
Fixed the Online Multiplayer synchronization bug, which caused the client (player 2) to generate slightly different procedurally generated levels.
Fixed several synchronization bugs that prevented the HUD from updating correctly during Online Multiplayer, specifically for client-side players.
Weapons & Gunplay
Developer Note: A major focus of this patch was vastly improving the overall gun feel. We wanted to push players to be tactically aware of their movement while firing, while still allowing for those intense run-and-gun moments. We would love for you to try out this iteration and share your feedback. Do the weapons feel better overall? Do they feel more distinct from one another? Let us know!
- New Firing Mode - Hip-FireWhile deliberate aiming is still the better mode in most cases, we added a less accurate hip-firing mode that lets you get out of tough situations when there is no time or space to aim.
- Weapon Tuning & MechanicsComprehensively adjusted weapon statistics across the board. This includes fine-tuning effective range, rate of fire, bullet spread patterns, and recoil mechanics to further push each weapon to serve a distinct role.
Audio Enhancements: Upgraded shooting sound effects to provide heavier, more impactful auditory feedback during combat.
Many of these changes are based entirely on your feedback and bug reports. Keep it coming! Try out the new gun feel, tutorial, and abilities, and let us know what you think here, on our socials, or on Discord!
Thank you for playing & see you in Haven!
Kipi Interactive
Source
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