This update rebalances the game's difficulty settings for more even steps in difficulties, and adds a new unlockable difficulty setting for masochists. Tons of updates and improvements across the board so please check out the full changelog.
Balance changes:
Powerups added (Free Reloads, Shields). These disappear quickly so you'll need to be quick.
Medium difficulty HP increased to 4
Enemy bullets speeds tweaked
Faster plasma pistol cooldown on hard
Purple drone takes longer to react
Enemies reload their weapons (Any solider or boss carrying an SMG or shotgun)
Crit area added to inside of rat's throat (shoot down it's throat when it's vomiting(
R&D miniboss buffed (will sprint when far from the player)
New "Spicy" difficulty, similar to the old hard mode + a little extra: - More Enemies - Drops disappear faster - Drops less common - Loop the game on hard to unlock
NEW/CHANGED:
Improved all weapon particle effects
New large tree in Reception
New water fountain in Reception with swimming fish and water lilies
Weapon recoil improved
Hand poses for syringes and difficulty food
Reception 2 height raised
Difficulty settings rebalanced
New "Spicy" difficulty setting (unlockable by looping the game on hard)
New low health warning
Powerups added (Free reloads, shields)
New COMPOUND logo and promotional material etc.
Crit area added to inside of rat's throat
New eating / drinking effects
Enemies now need to reload their weapons
New assets for difficulty signs
R&D miniboss buffed
FIXED:
Grenade launcher drum not animating
Liquid physics going haywire
Grabbing glitch when smashing held objects
AR falling off rack in practice area
Rare glitch causing guns to get stuck in the player's head
P.S. You may need to restart Steam for changes to take place. Please report any issues to the forums. You can always roll back to an older version in the BETAS tab under right-clicking COMPOUND and selecting Properties. Thank you for playing COMPOUND!
PRACTICE AREA (SANDBOX) UPDATE (v0.5.26)
The highlight of this update is a brand new randomly generated Practice Area environment which you can use to fight any enemy or miniboss that you are having trouble with; up to 9 at a time! Kill (or be killed by) an enemy to unlock it in practice mode. Using the Practice Area will not effect save data so you can save and exit a run and practice fighting an upcoming miniboss before returning to your run to fight "for real." Alternatively, high level players can use the Practice Area as a sandbox to test their skills. So you can beat the game on hard? How about fighting 5 Spider Tanks at once! Or 4 Gold Leaders!? The Practice Area also has detailed info on the back story, strengths, and weaknesses of each enemy type if you're up for a read.
NEW/CHANGED:
New Practice Area! - Practice fighting any enemy or miniboss - Randomly generated practice area - New music track from SPEEDBLACK - Access from new doorway in HQ
Two handed gripping on all pistols
'Hotdog' health item (a nod to the excellent H3VR!)
'Cola' health item
Statue added to Reception & Sales (more R&S props and cover coming soon)
Save data now tracks enemy kill stats which can be checked in the Practice Area
FIXED:
Player can no longer die in HQ
Fix possible cause of corrupt save data
Toxic gas through level transitions
Fix run stats not saving correctly
P.S. Please report any issues to the forums. You can always roll back to an older version in the BETAS tab under right-clicking COMPOUND and selecting Properties. Thank you for playing COMPOUND!
HAND PRESENCE UPDATE (V0.5.25)
↓click for a better view↓
NEW/CHANGED:
Hands now correctly hold weapons and ammo instead of disappearing.
All weapons have animated triggers, and hands holding weapons have animated trigger fingers.
Drop item algorithm improved. *Details below
Railgun model and texture improved.
Unlock notification system.
FIXED:
Fixed incorrect collision geometry near doors in sewer levels.
Elevator insides no longer visible from some windows.
Fixed invisible pipe in Chemical Processing.
Player can no longer fall out of the level by squeezing through the grating in sewer levels
*New Drop Item Algorithm (applies to medium and hard difficulties only) Items already dropped in the level will be taken into consideration when spawning new drops. Enemies will only drop items that the player can use. For example, if the player has 2 out of 3 health, and a killed enemy drops 2 items, the enemy can no longer drop 2 health items as the player can only use one. In this case, the enemy will now drop one health item and one ammo item. However; if the player has only 1 of 3 health then the enemy may drop up to 2 health items.
P.S. You may need to restart Steam for changes to take place. Please report any issues to the forums. You can always roll back to an older version in the BETAS tab under right-clicking COMPOUND and selecting Properties. Thank you for playing COMPOUND!
SEWER OVERHAUL UPDATE (V0.5.24)
Every single texture of the sewer maps has been tweaked and improved. A new room type has been added and you can now see out into the greater underground sewage processing plant which really improves the sense of place. The liquid under your feet in also subtly animated. Screenshots don't do it justice at all so please check it out in VR. The demo has also been updated for the first time in quite a while so if you are yet to purchase the game you can take a look at the improved renderer and quality of life features for free.
NEW:
Major visual overhaul of Sewers. (new textures, rooms types, outside environments, etc.)
Pathfinding improved so enemies are less likely to push each other around.
Shields flash white when damaged for improved feedback.
Player given more ammo on boss level when Chaos Compound is enabled.
Controller offset exposed in config file for manual manipulation.*
FIXED:
Fixed corruption of game save data when using the Old Schooler game mutator.
Fixed A.I. having their pathfinding "stuck" near doors
Fixed falling through the floor in the door area of sewers when pushing up against corners.
Tutorial weapons can no longer be smuggled into main game.
A.I. no longer confused by cabinets and chemical vats. (i.e. trying to shoot you "through" them)
Chemical vat's hitbox no longer offset when broken.
*if you would like to edit the config file manually, it is located at C:\\Users\\[your username]\\AppData\\Local\\COMPOUND\\config_2.cfg.
P.S. please report any issues to the forums. You can always roll back to an older version in the BETAS tab under right-clicking COMPOUND and selecting Properties. Thank you for playing COMPOUND!
CHAOS COMPOUND UPDATE (V0.5.23)
New/Changed:
New "Chaos Compound" game mutator (randomizer mode - random floor, random enemies & loadout each floor, player HP increased)
HalfLife: Alyx style liquid bottle shader on "Hard Booze" prop and milk bottles (See video below)
Old Schooler weapon menu order changed
Old Schooler weapon menu more easily selected
"Switch to previous weapon" functionality for Old Schooler (Weapon action button while weapon menu is open)
Old Schooler player HP increased
Sonic Pulse Generator buff (increase bullet reflection hitbox size and time)
Easy as Pie, Medium rare steak, Hard Booze props remastered
New props in Sales & Reception
Booster Bruce nerfed, no longer leads shots so circle strafing is more effective against him
Spawn room now guaranteed to connect to at least 2 other rooms
Player leaves plates after eating food (no longer eats plates!)
Drone flight movement smoother, easier to predict
[previewyoutube="QAaif55sk4E;full"]
Fixed:
Tutorial weapons no longer can get "stuck" in playspace
Saving the game while using COMPOUND BOW no longer creates a corrupt save file
Railgun and Rocket Launcher can no longer be "bricked"
Cleaned up clipping geometry and incorrect textures in Sales & Reception doorways
Can no longer select weapon menu from wrong hand
Drones can no longer be yeeted out of map with super shotgun / railgun blasts
Profit Management doors can no longer push player out of map
Zombies can no longer get stuck in corners
Fixed certain plants and boxes not blocking AI line of sight
Plus many more minor changes I've probably forgotten to list here!
P.S. please report any issues to the forums. You can always roll back to an older version in the BETAS tab under right-clicking COMPOUND and selecting Properties. Thank you for playing COMPOUND!
"OLD SCHOOLER" UPDATE (v0.5.22)
New Game Mutator: Old Schooler ("Boomer Shooter" Mode)
"Old Schooler" turns COMPOUND into a fast paced shooter of the 90s! Sprint around carrying a giant arsenal, fighting against huge numbers of enemies. This dramatically increases the speed of the game so make sure you have your VR legs and have mastered the game's mechanics before trying this one out as it holds nothing back.
Features of the new mutator:
Carry up to 16 guns!
Move faster
More ammo
Auto pickup ammo & health
Way more enemies
Faster enemy bullets
New Sales & Reception Hazard: Cleaner Bot
Moves around the level and cleans the floors. Oh, and also violently explosive if shot.
New Vaccine Warehouse Hazard: Laser Trip Wire
Shoot it or throw something into the laser to set it off. Or, duck under it and let your enemies walk into it instead.
New Executive Power Hazard: Camera Turret
Security cameras at the top level can eliminate threats all by themselves with their side mounted machine gun.
NEW/CHANGED:
New game mutator: Old Schooler ("Boomer Shooter" mode)
New Sales & Reception hazard: Cleaner bot.
New Vaccine Warehouse hazard: Laser trip wire.
New Executive Power hazard: Camera turret.
New bloody splat/thud sound when bullets hit flesh.
Auto pickup ammo & health added to "Extra Arms" mutator.
Misc. other small changes.
FIXED:
Player can no longer eat hamburgers after dying, putting them into a dead / alive limbo.
Pillars no longer spawn in front of the elevator in Sales & Reception maps.
Research & Development glass tanks no longer invincible when the "People Populator" mutator is enabled.
R&D Zombies are now correctly targeted by homing weapons.
Misc. other small fixes.
P.S. please report any issues to the forums. You can always roll back to an older version in the BETAS tab under right-clicking COMPOUND and selecting Properties. Thank you for playing COMPOUND!
UNDER THE HOOD UPDATE (v0.5.21)
I became a father this month which means I wasn't able to put quite as much content into the update as usual but things should normalise soon. The biggest change is a new shader built from the ground up to eliminate or drastically reduce pixel noise and "shimmering" when looking at distant textures and pixel edges. It should result in a much cleaner image in the headset, especially with lower resolution hardware, without changing the look of the game.
NEW / CHANGED:
Total overhaul of the renderer to significantly reduce pixel noise and shimmering when viewing textures from a distance or shallow angle, without changing the classic look of COMPOUND
New sight for both bow. Should allow for easier viewing
Reduced draw length on bow
Increase minimum draw length on bow to fire
Reduce arrow grab tolerance (was almost 30cm!)
Force feedback on recoil in both hands when holding a weapon with both hands
New model / texture for boombox in HQ
New model / physics interactivity with chairs in Profit Management
Backpedaling works with Vive controllers while holding weapons with no "action" (i.e. bow / plasma pistol / laser pistol / rocket launcher) in your movement hand
A new painting in Profit Management in honour of Critical's help with the discord
FIXED:
Fixed an issue can could prevent the bow from being grabbed in the shooting range
Fixed Sonic Pulse Generator lo longer causing direct damage
Fixed an rare issue that could cause loaded ammo models to vanish from weapons
Fixed arrows becoming warped / stretched when colliding with certain objects (e.g. wall pipes in Chemical Processing)
P.S. You may need to restart Steam to see the update. Please report any issues to the forums. You can always roll back to an older version in the BETAS tab under right-clicking COMPOUND and selecting Properties. Thank you for playing COMPOUND!
COMPOUND BOW UPDATE (v0.5.20)
NEW COMPOUND BOW MUTATOR: Replaces guns with a compound bow with infinite arrows and three explosive arrows per floor.
New/Changed:
Compound Bow mutator: replaces guns with a compound bow with infinite arrows and limited explosive arrows!
Two handed weapons: most weapons can now be held with two hands. Makes aiming at distant targets with the Railgun and Laser Rifle a bit easier.
Assault Rifle magazine orientation changed - hopefully a more natural position for the magazine, though veteran players will have to fight their muscle memory for a while until they get used to the new position
You can eat everything in the fridge!
Added dumbbells to HQ
Fixed:
Extra Hands mutator not appearing on 'No Needles' mode
Weapon unlock icons not displaying correctly in range
P.S. please report any issues to the forums. You can always roll back to an older version in the BETAS tab under right-clicking COMPOUND and selecting Properties. Thank you for playing COMPOUND!
HAZARD UPDATE (v0.5.19)
This update adds 3 new map specific hazards to Profit Management, Chemical Processing, and Research & Development, along with many other tweaks and quality of life adjustments.
I completely updated to a new version of SteamVR input so please confirm that the inputs are working for you and state what controllers you are using. Bug reports and suggestions extremely appreciated!
New / Changed:
Profit Management hazard: Fire extinguishers located near some doors. If destroyed, they will block line of sight for both the player and enemies. Can be picked up and used tactically.
Chemical Processing hazard: Virus vats when destroyed now spray damaging virus juice everywhere! Can hurt the player, but can also be used to hurt enemies.
Research & Development hazard: Incubation vats with partially formed human soldiers can now be smashed, revealing a horrible half formed creature who will shamble after and attack the player.
KANi (orange) Bots no longer can shoot you instantly before or after bringing down / up their shields
Shotgun and grenade launcher now less prone to instant open / close on controllers with sticky buttons. Edit "WeaponActionDebounceTime" value in config file if the debounce time needs to be extremely high for your controllers
Fixed:
Fixed long standing issue of "holes" appearing in some maps occasionally, especially "Reception & Sales"
P.S. please report any issues to the forums. You can always roll back to an older version in the BETAS tab under right-clicking COMPOUND and selecting Properties. Thank you for playing COMPOUND!
EXTRA ARMS UPDATE (v0.5.18)
NEW Mutator: Extra Arms
+ Grow extra arms - weapons reload themselves! - Reload is slower than manual reload
NEW / CHANGED:
NEW Mutator - Extra Arms. Guns reload themselves!
Completely reworked Double Barrel shotgun!
Improved Plasma Pistol Texture
Improved SMG texture
Improved Rocket Launcher texture
Improved Grenade Launcher texture
Laser Pistol is now better balanced at lower difficulties
Most boss locations now shown on map
Completely empty weapons will always fall to the floor when dropped when Gun Magnet is enabled
Purple drones now slower to react
FIXED:
Reception bots get stuck less
Removed glitchy pixels around text edges
Very specific situation could 'brick' Sticky Launcher
Reception bots no longer fly around on death on certain conditions
Removed floating spark particles in elevator
P.S. please report any issues to the forums. You can always roll back to an older version in the BETAS tab under right-clicking COMPOUND and selecting Properties. Thank you for playing COMPOUND!