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CULTIC: Chapter One - Update v102

Hello everyone!

v102 of CULTIC is finally out on the main branch. This build included some pretty major changes that needed to be tested a bit more extensively than my smaller patches. Full details below!

This is a fairly lofty patch, so as always, if there are any issues or feedback, drop me a thread in the forums!

System Changes

  • Unity version updated to address a crash happening with the particle engine

  • XML culture invariance introduced to help prevent issues with save files

E1M6 Balancing

E1M6's encounter was a major pain point to the community, While this encounter is intended to be difficult, I do understand that replaying the entire mission was tedious, and not the kind of challenge I wanted for the players. Due to this, the following changes have been made:

  • Checkpoint introduced between third wave of cultists and the boss entrance

  • An additional supply cache is made available when the boss appears

  • The boss now has an additional attack

  • Smaller amount of cultists in wave 1

  • Cultist spawns after the boss' arrival are now limited to low-rank cultists

Bug Fixes

  • Various audio sources properly hooked up to audio mixer

  • Textures with unintended shininess were toned down

  • A fence in E1M9 that was solid can now be shot through

  • Burning enemies now properly drop loot pickups

  • Confirm action (left mouse) now properly opens the main menu on the title screen

  • Player can no longer grow a third arm while throwing hatchets and using the lighter

  • Intro cutscene music should now properly adhere to music volume preferences

  • Fixed a bug where player controls would get reset to defaults if they opened the controls menu from the main menu and then cancelled out of it without making changes

Other Changes

  • Progress menu reworked into a Scene Select menu. Allows any map that has been previously completed to be replayed, with choice of two loadouts

  • Brightness in E1M1/M2 caves was lowered

  • Small pistol ammo drops now give 10 rounds (down from 20). A deeper audit into ammo availability is planned to look into ammo surpluses and deficits

  • Debug console key is now bindable

  • A sequence break in E1M3 was made inaccessible as it was a bit too easy to access casually

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