INCOMING TRANSMISSION (PART 2)

Codename CURE

Codename CURE is a first person, co-operative zombie game with support for up to five players, providing dynamic, fast-paced zombie fragging with both objective, and survival-based missions.

Hello again, CURE Operatives. This news post was supposed to happen earlier in the week, but, the team at HQ got a little carried away. The update isn't ready quite yet, but it's going to be, very soon. Last week, we showed off the new CBE map coming to CURE. This week, however, I'd like to focus on the more substantial gameplay changes that are coming to CURE when the next update drops. First, let's talk about Survival. A proper overhaul of Survival missions are on their way. We've noticed over the years that a lot of people find Survival to be a boring endurance run with no real purpose or endgame, and it tends to just drag on and on. I've felt this myself when playing on public servers; oftentimes the teams I was with would all opt to suicide once we lost for the first time, and it took a very long time to reach wave 15, which wasn't even the end initially, just the wave you had to reach in order to unlock the achievements. There was also some more unfun mechanics about that gamemode, especially in regards to the weapon pool, that are being addressed when the update drops. To address all of these, we've made Survival actually have an end goal. Survival maps now end upon completing Wave 12. Reaching Wave 12 results in a "Mission Complete" prompt, and all achievements relating to Survival have been adjusted to reflect this. Also, Survival maps will have the boarded up locations open up at waves 3, 6, and 9, instead of 5, 10, and 15. A lot of people probably didn't even know this was a mechanic in every official survival map, so now you're going to be much more likely to see it happen! The counter at the bottom also from now on will only show how many zombies are left, instead of the old system, hopefully making it much more clear. [img]{STEAM_CLAN_IMAGE}/9435452/f70a5a1390c4eb49c632dd8a1e8482095224dbc7.png[/img] [img]{STEAM_CLAN_IMAGE}/9435452/f995f480c9accf274abd729d6061e49e57884c7f.png[/img] On top of this, we've made a substantial amount of changes to how Survival Crates work between waves. A few very significant changes are coming, namely: 1. Supply Crates no longer give you the same weapon twice in a row. It will always pick another weapon on the next roll. 2. Supply Crates no longer take away your primary or secondary. Players will always have a side-arm and a primary at all times, allowing you to have a full loadout. Gone are the days of replacing your automatic shotgun with a pew pew pistol; now you can have both! 3. When all players in the match have grabbed from the Supply Crate, the timer instantly goes down to 5 seconds if it's not already there, that way you aren't just sitting around waiting for the next wave to start. These changes make the weapon side of things much more enjoyable and exciting! [img]{STEAM_CLAN_IMAGE}/9435452/38c480a83cfcc79a6afb7d8b4eed0f0d6d62f9e6.gif[/img] [img]{STEAM_CLAN_IMAGE}/9435452/d44674acaf17ae7dd6507269ba03ffdb6c47e305.gif[/img] On top of that, we've made various balancing adjustments. We've increased the drop rate of loot from zombies, reduced how tanky soldier zombies are, and more, making Survival a much more exciting and engaging game mode; one that also can be completed. These changes will carry over to all custom survival maps as well! We've also made some very important QoL improvements to Bomb Escape, so far. The biggest one is the countdown timer will now count down to 0 at the point the vehicle leaves, instead of it being based on how much time is left until the bomb explodes. This means that there's not gonna be any more situations of the timer still having 15 seconds left on it, and you're [i]right[/i] at the escape, but the vehicle leaves. It will be much more obvious now, when the vehicle actually leaves. This change carries over to custom maps, too. However, if no outputs are being made when the vehicle escape event is called, this change doesn't carry over, working like it used to, ensuring that this only applies when it is needed. We've also increased how much time you have on multiple maps that really needed that extra boost. And that's not including all the minor adjustments we've made, like adjusting how ragdoll spawning works so that Zombies are no longer phasing out of existence the instant that they are killed, and more. This health update is going to make the game significantly funner and we are very eager and excited to get it out. Now, as one final send-off, some more previews of the newest CBE map coming very soon. [img]{STEAM_CLAN_IMAGE}/9435452/ee67c9deab7c9d7eb091cecc291461a9ab9d8bcb.png[/img] [img]{STEAM_CLAN_IMAGE}/9435452/6ff245970840cf47ef466a6440e4b87fc5603ea9.png[/img] [img]{STEAM_CLAN_IMAGE}/9435452/b24867db43350f8ddcad20103d851b2989ac443d.png[/img] See you guys next week.