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Greetings Contestants!
Earlier this month we reached a big milestone: The Culling has been in Early Access for a full year! It’s amazing to see how far we’ve come in the last twelve months. With endless hard work from our talented team and unwavering dedication from the community, The Culling has really grown up. Mom would be so proud! Even after 365 days of murder and mayhem, our passion for The Culling hasn’t dulled in the slightest, and we’re thrilled to share a few of our plans for year two.
Without further Mountain Dew...
Xbox One
Perhaps the biggest item on the list for 2017 is the Xbox One launch.
Bringing The Culling to a new platform means a whole new audience will get their hands on the game and we couldn’t be more excited to see people bring BR, into the LR. That’s Battle Royale into the living room.
We’ve dabbed. We’re Hip.
Although UE4 makes it relatively easy for us to add a platform, it’s true that some of our attention will be divided moving forward. With that said, we remain dedicated to the PC and continuing to make smart development decisions that benefit the game’s global audience, ensuring that Xaviant team can continue lavishing the community with updates for a long time to come across both platforms.
At this moment we’re still weighing whether to support cross-platform play due to the implications of competing with a controller vs. keyboard/mouse, but full controller support is a feature we know many PC players will be happy to receive. As you can imagine, making the game feel good on a controller is more than just mapping buttons and we think we have a handle on how to let players enjoy both ranged and melee combat using a gamepad.
Invert-able thumbsticks? Check. Dual-zone look sensitivity? Check. Aiming sensitivity and rotation assist? Check. Selectable control scheme presets? Check.
Combat
We have a few important changes coming to combat - and they’re coming with the next patch.
The first change addresses the weakness/feeble wounds. After observing the latest combat iteration, we’ve found that skilled players are able to consistently avoid taking damage after receiving a weakness wound, which means blocking still doesn’t offer a significant advantage in combat. We’re upping the intensity of the micro-stagger that accompanies weakness, so that blocking a player’s attack creates a true opportunity to capitalize.
The second change slightly more intense(and still subject to change based on internal playtesting before we put it out in the wild).
At the upper levels of competition, players are taking advantage of the fact that being in a fully charged attack state is tremendously powerful, leading to stalemate scenarios (i.e. one player holds charged attack while the other player holds block) that aren’t fun to play or spectate.
TL;DR: Good players do this weird dance combat that’s as awkward as watching your dad try to both whip AND nae nae.
To address this, we’re no longer allowing players to hold a fully charged attack. Once a melee attack reaches full charge, it will execute automatically. Further, players will no longer be able to cancel an attack by blocking. While this technique can create some interesting moments, it doesn’t fit our overall vision of combat. Charged attacks should be very powerful for capitalizing on an opportunity (i.e. against a staggered or unaware opponent), however, they should also be risky under normal combat circumstances due to a likelihood of being blocked.
Finally, we are removing the non-obvious mini-stagger that occurs if you are struck by an attack while you are shoving. This was implemented some time ago to discourage players spamming shove, but we don’t think it has a meaningful place in the current combat system.
Balance
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