1.11 Halloween update

Longvinter

Fish, farm, craft, gather, cook, loot or steal from other players and build a campsite or a village with your friends in an open-world multiplayer sandbox game without rules!

[h2]Changes[/h2] [list] [*]Added 10 new cosmetic items to the game that can be earned by playing the game during the Halloween event. Note that some rewards must be discovered from the game level to unlock them. [*]Map now has Halloween decorations [*]Optimized player turrets to not be as CPU intensive on the server side [*]Mining helmet can now be bought from the vendor in Sgt. Lake base camp [*]Electric pickaxe can now be found in weapon chests [*]Trees can now spawn a maximum of 7 wood & 2 resin when chopped [/list] [h2]Weapon balance changes[/h2] [h3]Semi-automatic, Submachine gun and chainsaw are the most popular weapons with 85% of all kills made by these 3 weapons. With this update, we wanted to tune down these a bit and make other weapons more serious options.[/h3] [list] [*]Semi-automatic [list] [*]Semi-auto has been the most popular weapon by a long shot due to its easy acquisition compared to other weapons and its constant damage output. We wanted to emphasize its role as Marskman weapon with the following changes: [*]Increased the damage from 9 → 12 [*]Reduced fire rate by 33% [/list] [*]Chainsaw [list] [*]While we want to keep the relevance of a melee weapon in the game we thought that chainsaw was a bit too good. We wanted to lower movement speed to prevent chasing but changed the fire rate/damage ratio to keep it more constant [*]Lowered movement speed while “firing” by 10% [*]Increased fire rate by 100% [*]Decreased damage from 16 → 7 [/list] [*]Submachine gun [list] [*]The submachine gun was also trendy and the global average kill distance was so short that it seems obvious why submachine gun and chainsaw both dominated the place for most used weapon. We wanted to keep its relevancy as the top close combat weapon but we felt like its 1,5-second TTK was too little to allow an opponent to react when shot [*]Reduced fire rate by 25% [/list] [/list] [h3]Some other weapons were really lacking in damage or fire rate department and we wanted to raise some weapons stats to be better at their intended role[/h3] [list] [*]Crossbow [list] [*]Crossbow was when introduced intended to be an easy to acquire hunting and combat tool. The current damage was just not cutting it in combat or when hunting and we wanted to give it a serious damage buff to make it shine. Although it will still be a bit lacking with projectile speed and reload speed this should give it more roles as a finisher or when playing in a group and bursting down enemies [*]Increased damage from 10 → 30 [/list] [*]Shotgun [list] [*]The shotgun is also another early-game weapon really just lacks damage and we wanted to give a little damage boost to make it more in line with other weapons and allow you to do more than just hunting with it [*]Increased pellet damage from 3.33 → 4 (Note that the shotgun shoots 6 pellets so total single-shot damage is now 20) [/list] [*]Auto shotgun [list] [*]Automatic shotgun was always meant to be really deadly in close to mid-range but it really did not live up to its intended purpose. Here are the changes we are making to the weapon in order to make it compete with submachine gun as the ultimate close combat weapon that uses more ammo and is not as versatile [*]Increased pellet damage from 2.5 → 3.5(This shotgun has also 6 pellets per shot) [*]Increased the ammo consumption/shot from 6 to 12 [list] [*]To make it more punishing to miss your shot and to make this a premium option [/list] [*]Damage fall of increased by 400% [list] [*]This ensures the intended role as a close combat weapon [/list] [*]Increased fire rate by 50% [list] [*]Makes the time to kill in line with the submachine gun[/list] [/list] [/list]