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Steam News14 January 20197y ago

What's coming in the next major update?

Hi Guys, We’re back from our Christmas vacation and already working hard on Woodpunk! After the Christmas update that brought you a new boss, suit, and winter theme, we’re now aiming at the next big update (v1.02.

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  • Gameplay
changedHi Guys, We’re back from our Christmas vacation and already working hard on Woodpunk! After the Christmas update that brought you a new boss, suit, and winter theme, we’re now aiming at the next big update (v1.02.00) and we want to give you guys a first impression of what we’re planning! First, let us make it clear that we do hear you and value your feedback. Several of you have let us know that you do not like the current weapon creations system , specifically the fact that, due to its randomness, you might lose a strong weapon to a weaker one after completing a round or stage. This also seems to be the main point of critique leading to negative reviews here on Steam, for some reason especially Chinese players strongly oppose this feature. Therefore, we decided to change the weapon creations system , and this is how we plan to do it: You will start with two base weapons, a weak pistol and a weak melee weapon, for example a wooden plank. When Theo crafts a new weapon for you, you will actually be upgrading these base weapons, but you will, at the same time, save your weapons between stages! BUT (there’s always a but right?) the weapons will degrade and break over time. The big problem of using the superior technology of wood, is that, with constant use, wood breaks. Therefore, as you use these weapons, they will eventually break. Each weapon degrades at different rates ; melee weapons will degrade slower than the fire cannon, and each component breaks independently, meaning that the cannon can degrade at a different rate than the chamber. Once a component of the weapon breaks, that component will drop down a level. Therefore, if you had a level 3 fire canon developed and it breaks, it will drop down to level 2. If you continue using the weapon, it will break down to the basic weapon. To help you in the fight against the Medici, we’re going to introduce a new drop in WOODPUNK. This drop will repair all of the weapon components simultaneously, but once a weapon component drops down a level, due to usage, it can’t be repaired back to its previous level, so be careful! As we’re reworking the weapon creation system, we’re also going to change the way in which Theo crafts weapons. Instead of a set cool down to weapon creation, we’re going to adjust it progressively depending on the number of killed enemies (we’re not yet sure how it’s going to work still, so take it with a grain of salt). We’re also going to introduce a new suit and technology related to weapon degradation and, of course, we will continue working on any bugs and balance issues we encounter, as always. We’re open to your feedback!

Woodpunk changes

changedHi Guys, We’re back from our Christmas vacation and already working hard on Woodpunk! After the Christmas update that brought you a new boss, suit, and winter theme, we’re now aiming at the next big update (v1.02.00) and we want to give you guys a first impression of what we’re planning! First, let us make it clear that we do hear you and value your feedback. Several of you have let us know that you do not like the current weapon creations system , specifically the fact that, due to its randomness, you might lose a strong weapon to a weaker one after completing a round or stage. This also seems to be the main point of critique leading to negative reviews here on Steam, for some reason especially Chinese players strongly oppose this feature. Therefore, we decided to change the weapon creations system , and this is how we plan to do it: You will start with two base weapons, a weak pistol and a weak melee weapon, for example a wooden plank. When Theo crafts a new weapon for you, you will actually be upgrading these base weapons, but you will, at the same time, save your weapons between stages! BUT (there’s always a but right?) the weapons will degrade and break over time. The big problem of using the superior technology of wood, is that, with constant use, wood breaks. Therefore, as you use these weapons, they will eventually break. Each weapon degrades at different rates ; melee weapons will degrade slower than the fire cannon, and each component breaks independently, meaning that the cannon can degrade at a different rate than the chamber. Once a component of the weapon breaks, that component will drop down a level. Therefore, if you had a level 3 fire canon developed and it breaks, it will drop down to level 2. If you continue using the weapon, it will break down to the basic weapon. To help you in the fight against the Medici, we’re going to introduce a new drop in WOODPUNK. This drop will repair all of the weapon components simultaneously, but once a weapon component drops down a level, due to usage, it can’t be repaired back to its previous level, so be careful! As we’re reworking the weapon creation system, we’re also going to change the way in which Theo crafts weapons. Instead of a set cool down to weapon creation, we’re going to adjust it progressively depending on the number of killed enemies (we’re not yet sure how it’s going to work still, so take it with a grain of salt). We’re also going to introduce a new suit and technology related to weapon degradation and, of course, we will continue working on any bugs and balance issues we encounter, as always. We’re open to your feedback!

Hi Guys, We’re back from our Christmas vacation and already working hard on Woodpunk! After the Christmas update that brought you a new boss, suit, and winter theme, we’re now aiming at the next big update (v1.02.00) and we want to give you guys a first impression of what we’re planning! First, let us make it clear that we do hear you and value your feedback. Several of you have let us know that you do not like the current weapon creations system, specifically the fact that, due to its randomness, you might lose a strong weapon to a weaker one after completing a round or stage. This also seems to be the main point of critique leading to negative reviews here on Steam, for some reason especially Chinese players strongly oppose this feature. Therefore, we decided to change the weapon creations system, and this is how we plan to do it: You will start with two base weapons, a weak pistol and a weak melee weapon, for example a wooden plank. When Theo crafts a new weapon for you, you will actually be upgrading these base weapons, but you will, at the same time, save your weapons between stages! BUT (there’s always a but right?) the weapons will degrade and break over time. The big problem of using the superior technology of wood, is that, with constant use, wood breaks. Therefore, as you use these weapons, they will eventually break. Each weapon degrades at different rates; melee weapons will degrade slower than the fire cannon, and each component breaks independently, meaning that the cannon can degrade at a different rate than the chamber. Once a component of the weapon breaks, that component will drop down a level. Therefore, if you had a level 3 fire canon developed and it breaks, it will drop down to level 2. If you continue using the weapon, it will break down to the basic weapon. To help you in the fight against the Medici, we’re going to introduce a new drop in WOODPUNK. This drop will repair all of the weapon components simultaneously, but once a weapon component drops down a level, due to usage, it can’t be repaired back to its previous level, so be careful! As we’re reworking the weapon creation system, we’re also going to change the way in which Theo crafts weapons. Instead of a set cool down to weapon creation, we’re going to adjust it progressively depending on the number of killed enemies (we’re not yet sure how it’s going to work still, so take it with a grain of salt). We’re also going to introduce a new suit and technology related to weapon degradation and, of course, we will continue working on any bugs and balance issues we encounter, as always. We’re open to your feedback!

Source

Steam News / 14 January 2019

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