Fatal Freight 1.1 is out!
I'ts been a long busy week updating the campaign with user feedback and personal observations. This latest update fixes a huge batch of (minor) issues I found following the release.
Enjoy!
VERSION 1.1 - FATAL FREIGHT
** All maps **
Generic:
- Added custom saferoom graffiti
Co-op & Versus:
- Added a game instructor message to the intro sequence
- Added melee weapons at the saferooms
- Fixed several nav issues causing infected to become stuck
- Fixed several nav issues causing survivor bots to become stuck
- Refined clipping. Survivors should no longer be able to get out of bounds and/or stuck in some areas
Scavenge:
- Items & throwables can now only be used once
- Added clips to prevent gas cans from being knocked/thrown out of bounds
** Chapter 1 **
Co-op & Versus:
- Added melee weapons at the beginning of the level
- Added additional rocks and foliage at the beginning of the level to create infected spawn points
- Added breaks in the railing at the train bridge to make it more accessible for infected
- Added several infected ladders to the bridge area
- Added 2 more Tier 1 weapon spawns. Should solve ammo issues
- Fixed Tanks sometimes spawning at the end of the level
- Fixed zombies sometimes attacking during the intro sequence
Scavenge:
- Added Tier 1 weapons
** Chapter 2 **
Co-op & Versus:
- Added an additional room to the canal (behind the flood gate)
- Added additional rocks and foliage to the overpass area to create infected spawn points
- Added additional infected ladders to the overpass area
- Changed flood gate crescendo spawning behavior
- Max common infected (per mob) decreased by 7
Survival:
- Fixed a nav issue that caused infected to be stuck behind the wooden fences at the flood gate
** Chapter 3 **
Co-op & Versus:
- Hunters can get on top of the Depot silos again
- Reduced roadside barrier gaps (death charges) from 5 to 3
- Fixed an infected ladder at the Depot
- Changed elevator crescendo spawning behavior
- Max common infected (per mob) decreased by 7
Scavenge:
- Added more adrenaline and pills
** Chapter 4 **
Coop & Versus:
- Added additional graffiti to guide players through the gauntlet
- Added survivor vocalizations to the gauntlet
** Chapter 5 **
Coop & Versus:
- Versus scoring has been redesigned
- Teams are awarded 15% (120 points) of the 800 total points for making it to the finale area
- Teams are awarded 53% (420 points) of the 800 total points for pouring the gas cans
- Points are now awarded on a per-can basis. Cans are worth 60 points each
- Teams are awarded 32% (260 points) of the 800 total points for holding out and escaping the finale
- 25 extra points per survivor escaped, for a maximum of 900 points
- Added a glow to the exit train after the escape vehicle is ready
- Fixed a nav issue that would cause infected to be stuck behind the door after the finale begins
- Added clips to prevent gas cans from being knocked/thrown out of bounds
- Added survivor vocalizations to the finale