Continuing early access development of cooperative horror-themed extract shooters Eternal winterdeveloper Fun Dog Studios has released a massive new update to the game. Called “Descent to Averno is easy,” the update brings many changes, including a whole new mechanism surrounding the water management aspect.
The mechanic, known as Water 3.0, is no longer a resource that is constantly being drained in real time. Rather, water is the currency that is currently used to make it accessible to the region through various entry points. Each entry point has a specific water cost that is randomized from a small range.
In multiplayer, the game’s host is responsible for paying the water costs to enter the selected area. However, cooperative partners can reduce this load by giving the host some of the water.
The mechanism surrounding the method of water being found and collected was also readjusted to explain Water 3.0. For example, the water barrel is currently stored in Innard’s water supply, and any additional water brought back from the field trip will automatically turn into currency. If the player leaves 0 water in his internal organs, the water thief attack can still occur.
Core Gun Play Eternal winter There was also a major overhaul in which recoil, variance, kicks, swings and weapon handling statistics were all retrying. Aiming for sight is now more feasible thanks to the gun position in the changing scenery, and there are also new and improved reload animations for many weapons.
Improvements to how enemies work in the game revolve around better signs when the enemy detects the player, as well as tuning enemy sensors.
There have also been improvements to some of the behind-the-scenes aspects of the game, such as network stability and gaming performance. It also renders improvements to increase frame rates.
About the complete list of changes made to Eternal winter Please see the patch notes below for the latest updates. In the meantime, check out the title reviews from the early stages of development.
Eternal winter Updated patch notes for March:
Water 3.0
- Water is no longer a real-time resource. The currency currently used to access regional entry points.
- Regional entry points have specific water costs in the RNG range. The RNG range changes every day.
- Current water costs per region are in the area map and ready rooms
- The current game host pays the water cost to enter the area. However, other players can water the host (and other players in the game) to help with the cost.
- Regional water droplet rebalance and quest rewards were made to explain Water 3.0.
- Currently, water barrels are only stored in Innard’s water supply. Additional water brought back from the area is converted to currency.
- When updated to Water 3.0, only the water in the internal water supply remains. Save games have special tags so you can later reward real-time water participation (don’t delete this TBD reward if you need this TBD reward in the future!)
Note! If you have the following circumstances, you may still be invaded by a water thief.
- You leave the game with zero water in your organs.
- Your waterbot follows behind (if you hired them).
- Please be careful as other reasons in battles can also suffer the anger of the water thief.
- More basic invasion triggers will occur in the future as we showcase additional enemies and targets on the battlefield. The rewards and risks are high.
Water trade
- Players can now exchange water with each other on screens in their ready rooms.
- If a friend gives water, the player will receive a notification
- If the recipient is already full, the player cannot give water (the transaction will be aborted). Increase the water supply to your internal organs!
Gunplay 2.0
- The Core Gun Play system for used weapons has been overhauled.
- Recoil, variance, kick, swing (based on size/weight) and weapon handling will be completely renovated and readjusted
- Weapon Upgrades/Mods have been tuned for the new system.
- Gun location in the ads has been adjusted for better vision photos
- There is a depth of field around it to help you focus on your target when you’re in an ad
- Shotgun weapons have been re-adjusted for cone size, impact decal # and more.
- This reduces damage when the target is far away and increases damage in the closed area of danger
Reload animation: Improved reload animation for the next weapon. The old man’s character is used as the first to receive a new good. As we release more updates, we will continue to expand this to all weapons and all characters.
- Grenade launcher
- M60
- R8 pistol
- M79 cut off the pistol
- P90
- TKB-0146
- S12 shotgun (don’t confuse it with a surplus shotgun)
Improved enemy detection
- Enemy detection icons are more reliably displayed using correct information about awareness/detection and % of status (for investigation,!!! Eyeball icons for not targeting you, and not recognizing you and targeting you)
- Enemy detection icons are now displayed with up to four arrows indicating which player is detecting.
This information is only visible to the 3 closest in-view enemies, allowing you to avoid super noisy HUDs - The enemy detection icon is when the enemy’s view is blocked (for example, when you are behind a wall or pillar). Redisplay whether they are in vision or not.
- Enemy sensors (hearing, vision, communication/”transfer” etc.) have been tuned to increase the likelihood of slipping when occupied in combat and not detected (unless AI is a task to hunt players.
Improved game performance
- Various low-level Gamethread and rendering improvements have been made to increase FPS.
- Added additional crash detection to help prevent item loss in the event of a crash.
- Please help us to help, if you have rough time, exclude discrepancies and leave a message with your hardware spec, we will do what we can!
Improved network stability
- Finding and participating games via session browser and friend invitations should now be much more stable.
- Game searching and quick matching should be faster.
- Additional tracking has been added due to unexpected disconnects so that future updates can improve the network.
Improved spawning of AI
All scenarios and encounters in all regions have been audited, mitigated and adjusted to be removed completely if possible.
- Seeing enemies appear in front of you from the thin air
- The enemy is above you or out of sight
New Region: Stairs to Heaven
- New regions have been added, exploring and completing the quest
Frozen swamp night mode
- The frozen swamp has a night/horror mode where you may find yourself thrown when visiting if the conditions are correct
Looting improvement
- Currently there is a HUD element on the screen, indicating which objects to interact/open/picking and whether they are close enough to do so.
- It’s now much easier to aim and select specific items that you’ll pick up or open to the ground when items are messy in piles or nearby.
- The Options menu has the option to adjust this HUD feedback for more or less information depending on your preference.
AI proximity improvement
- The system of how AI performs fighting has become more data-driven and more data-driven.
- Olga was improved using this system and the courage of her mother. Both of these units have an additional surprise.
Additional Quests
- Added quests that can be achieved in both new and existing regions
Adjusting Fact Status
- Player damage to various factions has a more harmful effect on faction relationships (i.e. faster)
- The influence of quest facts is adjusted for each quest (after completing a quest, your quest score will be adjusted to a greater or lesser extent depending on the quest)
- The vendor wing threshold is adjusted, making it more challenging and challenging to gain and maintain the biggest wing rating (i.e. “It’s more challenging to have vendors sell good stuff”).
https://www.youtube.com/watch?v=agy8oekcur0