Full notes
Full The Brookhaven Experiment update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Performance
- Balance
- Store
- Maps
The Brookhaven Experiment changes
Hi everyone! I am pleased to announce that we have just released a major update to "The Brookhaven Experiment." Updates and changes include:
Options screen for things like super-sampling, flashlight shadow-casting, and right vs. left-handed controls.
New difficulty levels! The "default" difficulty that you've all been playing is "Normal" difficulty; we've added "Hard" and "Apocalyptic." Set difficulty from the options screen. Difficulty level affects both campaign and survival modes.
Major fixes to throwables; they now detonate reliably and affect all the enemies they are supposed to.
Molotov cocktail has been replaced by the "chemical grenade." It works similarly: toss the chem grenade to create a puddle of toxic green goo that damages enemies who walk through it. It's especially effective against arachnids.
You can now switch to special ammo using the menu button, and you get two full magazines worth for whatever gun you've chosen.
Campaign difficulty ramp has been tweaked.
New thumbpad menu is larger and easier to read. It only exists on the flashlight/knife controller, and allows you to quit to main menu and instantly swap hands.
Some content has been optimized for performance.
Updated "low health" post-effect to be less obtrusive.
You can now switch to unlimited grenades in the start screen level. This is a good way to practice throwing.
Hold menu button while in start screen level to see Vive controller and description of controls for each type of weapon: gun, flashlight, grenade, knife
In campaign mode, the upgrade select screen remembers what you had previously selected, even if you change guns
Lucky charm has some new gameplay effects, which we will let you discover for yourself!
We have also done a complete overhaul to the design of survival mode, including the following changes:
You still acquire SP at the end of every wave, but now the guns and upgrades you purchase stay unlocked - you don't have to purchase them again every wave.
Throwables in survival mode are now acquired by finding and shooting the wooden "munitions crate." There's one in every wave. Maybe there's a way to get two or three to appear?
The difficulty ramps up more aggressively.
You get a score and a grade when you die. High scores and grades are stored in your save file and displayed at the survival mode map screen. Try to get grade "SSS" in every survival map, we dare you!
We know this update doesn't include all of the requests we've gotten, so we're going to keep at it. We hope you enjoy this update; we feel like it's a big step closer to the game we originally envisioned, and is more fun than ever. Edited to add a few things included in the update that I forgot when originally posting
Source
Changelog.gg summarizes and formats this update. How we read updates.
