Wayfarin Update, Available Now!

West of Dead

Descend into the grim and gritty world of Purgatory in this cover-based shooter which combines the fluidity of twin-stick controls and tactical cover usage. Dodge behind cover as you try to outgun your enemies in the unknown procedurally generated hunting grounds.

[img]{STEAM_CLAN_IMAGE}/36756648/8ceef460c38fa56121923c9da87092234db2da62.png[/img] Hey Outaws! Here comes another big one, we've been listening, watching and counting (through the magic of analytics) as you've all played, and have made a patch that focuses on Balance, Tuning and a few 'High Demand' features. [b]v. 0.10.0 - Patch 3 - Wayfarin,[/b] [b]Balance Improvements[/b] We've looked at the entire balance of West of Dead, from top to bottom, and have implemented a lot of changes to smooth out difficulty spikes and generally allow a more steady sense of progression. [b]Overall Balance:[/b] • Enemy health scaling with level difficulty has been reduced, to make them feel less 'tanky' later on. • "Hard-Path" Levels (The Bayou, Canyon, Graveyard, War) have their enemy difficulty slightly reduced, but still higher than the "Easy-Path" [b]Level Redesigns:[/b] • New Level Layouts - Some more maze-like, others more uniform, from now on, players will (in some levels) be able to better find the exit, or choose to explore more. • Levels now have extra loot, hidden behind unlockable obstacles. • Rooms have more cover, and fewer columns generally. Making late-game gunfight more in your favour. [b]Enemy Balance:[/b] We've looked into lots of specific enemy behaviour, and have tweaked and improved them so that enemies are dangerous as a team, not because of particularly obnoxious 'star players'. • Endless Rifleman: Reduced their health and attack frequency. (Making these an introduction to the mechanics, not deadly assassins in level 1) • Keelut (Dogs): Reduced health and damage, as well as fewer of them in the Farm. (We want these to feel like nuisance fodder enemies, not hounds bent on your destruction) • Endless Shotgun: Movement speed increased, Damage vs cover increased, Range increased. (These were under-performing, so we gave them a slight edge) • Camazotz (Flying Melee): Base health reduced, Correct balancing set (Were under-powered, so balanced their stats) • Broken Shotgunner: Melee replaced with Point-Blank Shotgun (nasty), Rarer • Broken Stalker: Rarer • Broken Grenadier: Rarer • Legion (Mines): Rarer • Legion (Graveyard): Now attacks twice consecutively. • Bloat (exploding enemy): More fragile, Rarer • Dakwa (Cover-Smasher): Rarer • Cultist (Flank and Teleport): Rarer • Preacher Bosses (and Stand-Ins): Health increased, Immune to light, Drop more sin. (These boss encounters seemed to be breezed through, so we've toughened them up, but they also give more reward) • Rune Bosses: Health increased (except for Wendigo) • Outlaw: Immune to light • Preacher-replacements - health/loadout now matches the Preacher's [b]Specific Level work:[/b] • The War (DLC): Artillery Bombardment added [b]Targeting, Pass III:[/b] We've done a couple of things to complete the Targeting re-design roll out: • New Targeting applied to Abilities Abilities now target enemies in a way that is more consistent with firearms, whether you are throwing an axe, spear or teleporting, you should be able to choose your target with more confidence. • Targeting Assist Settings. This was a hotly requested feature, and depending on whether you want to play as a twin-stick 'purist' or have the game do more of the aiming for you to let you concentrate on tactics, we have a setting for you, even 'off'. [b]Quality of Life:[/b] • Remnants are dropped from specific enemies (previously they were random) - this will let you hunt down those missing, exciting weapons. • Throwing axes hit more often (bigger hitbox) • Level name is displayed in the map • Objects appear in the map from further away • Narrator only says the Barman has something to say when the Barman has something *important* to say • Options menu slight redesign to prevent text overlap • Fonts working with Polish [b]Bug Fixes:[/b] • Level Generation has better joining corridors in levels that ascend or descend • Mismatching Shaman ("Witch Woman") line is removed • Animation fix from trapped into crouch • Enemy traps animate again • Hero no longer knocked back when trapped • 'Swarm' enemy no longer causes stun damage