I've pushed a small patch to the Beta branch with a potential fix for the long-standing bug that some Survival players may have encountered where the game starts to fall apart during particularly long sessions - shots start going through enemies, players are unable to walk up stairs properly, and other physics issues.
Due to a nudge from the community and some additional clues I picked up from the Unity Discussions boards, I was able to *finally* replicate this extremely elusive issue and fix it in at least one case! The issue was being caused by a specific enemy's projectile clipping through the map in rare instances and falling forever below the map. When the object's position reached absurdly high numerical values, Unity's physics engine would start having issues, causing raycasts to fail among other things.
This specific projectile was given a despawn timer to prevent this from occurring, and other projectiles were given similar safeguards even though they haven't caused issues yet.
Additionally, I added a couple of logging measures to help identify any future culprits. When you Quit to Menu, a check will automatically be performed for any out-of-bounds objects. You can manually trigger this check by typing "oobcheck" into the in-game dev console. This will not show any information in-game but will dump info into the game's logs.
Hope this helps my Survival Community with those looong top-score attempts!
Fixes
A rare edge case where a specific projectile was falling below the map was fixed
Changes
The "oobcheck" console command was added to assist with troubleshooting future physics issues
The "oobcleanup" console command was added to try and fix ongoing sessions that have begun experiencing physics issues. This should identify and destroy any out-of-bounds objects. Note that this command does not display any confirmation in-game.
An automatic logging function runs when Quitting to Menu that will identify if any objects were out of bounds at the time you exited.
CULTIC - Snail Mode BETA Update
Hey all!
Very small little update here - added a new modifier to Custom Difficulty > Game Modifiers called Snail Mode! Currently this is only on the beta branch as it's received very little testing, just a bit of functionality testing from myself and a run through the first 3 maps.
Snail Mode spawns an immortal pursuer who slowly chases the player. One touch is instant death. He will slowly accelerate over time, but can be slowed down with damage. Do you move as fast as possible and keep him at a distance, or do you buy yourself time to explore and loot by feeding him some of your hard-earned ammo? The choice is yours!
As always, please report any bugs or feedback to the forums!
CULTIC: Ability Mode BETA
Ability Mode BETA
Hello everyone!
Today I'm releasing the Ability Mode update into the beta branch for folks to start messing around with!
In case you're unfamiliar, very early on in CULTIC's development, there was an ability system that added in some Bioshock-esque abilities for the player to use, but it was cut a long time ago because it didn't fit with CULTIC's combat design, pacing, and simplicity. However, the abilities were pretty much fully functional, so I felt they were going to waste just being buried in the code!
Bear in mind, these abilities were never really balanced, nor were enemies or encounters designed around them, so they're just here for fun! The code behind them is very old, and I did my best to clean everything up, but if you notice any bugs, let me know as always!
This update also brings the addition of the Damage Numbers Gameplay option, which will allow you to see enemy HP values and your damage dealt, for players interested in more granular information about the weapons and enemies, or those trying to balance a Custom Difficulty preset!
Ability Mode is a Custom Difficulty option and can be enabled from the Custom Difficulty > Game Modifiers menu
Full changelog below!
Additions
Ability Mode re-implemented (Custom Difficulty > Game Modifiers)
Damage Numbers option added (Options > Gameplay)
A new tooltip has been added when picking up Imbuements
Immolator now shows a proper charging effect when prepping his charge shot
Keybindings for Abilities and related controls added to bindings menu
Changes
Keybinds menu now has extra highlighting when selecting options to help line up the keybind with the binding
Fixes
Localization text for garage door in E1M1 corrected
Fixed a softlock that could occur when rebinding gamepad without a gamepad connected
Fixed a bug causing Handgun Cultists to have the wrong HP values (they're a bit tougher now)
Fixed a bug causing Axe Cultists to have the wrong HP values (they're a bit softer now)
A partial fix for the Keybindings menu resetting to the top every time you rebind something - although it's still not 100% correct
CULTIC - Merry Cultmas Bonus Content
Alrighty everyone, I've got one more little gift before I take off for the holidays! The original Realms Deep 2021 Demo Map is now available once again!
This map had about 2 years worth of code changes on top of it so it was severely broken, but I think I've patched everything up and gotten it playable again. I didn't have a ton of time to test this, so for now, it's BETA BRANCH ONLY!
You can opt into the beta branch from your Library by right-clicking on CULTIC, going to Properties, then Betas, and selecting the beta branch!
Merry Cultmas!
CULTIC: Merry Cultmas Update!
Deck the walls with cultist bodies in this free Survival update!
Fight your way through the streets of New Grandewel in a new Survival map, which gives players their first peek into a new area from CULTIC: Chapter Two!
This update also brings a few tweaks to Survival and some additional surprises! Full details below!
Additions
New Survival Map: Merry Cultmas
New Survival Track: Merry Cultmas
Corrupted Officers introduced to Survival enemy pool
Saved Loadout feature moved from beta to stable - this allows you to choose a loadout from a save file when starting a map from Scene Select, effectively allowing you to do custom loadout / NG+ runs.
Changes
Some more difficult enemy groups (Harvesters, Armored, Sharpshooters) pushed back from Wave 3 to Wave 4
Combos now grant a cash bonus in addition to a score bonus, so keep on the pressure!
Razor wire coils will now damage and repel players, as they're going to be used more often in Chapter Two to reduce the need for invisible walls in easily sequence-broken areas.
Sliding now causes burning players to go out faster
Rolling immediately extinguishes a burning player
CULTIC Nominated for Labor of Love in the Steam Awards
Hey, everyone.
Thanks to Jason's ongoing commitment to development such as the "Interlude" chapter, etc. we have decided to nominate CULTIC for the Labor of Love category at the Steam Awards 2023!
So if you're a fan of "CULTIC", please consider giving it a vote in the Steam Awards!
CULTIC v108 Beta Patch
Hello all!
Quick update this morning with a few changes:
Loading a saved loadout should now properly strip keys from your inventory, preventing soft-locks
STEN Cultist accuracy nerfed to prevent lasering at long distances
FG-42 Zoom Upgrade is now toggle-able using Tertiary Fire when in-scope
FG-42 Zoom Upgrade zoom amount increased by 10%
Potential fix for an issue where the wrong sound effects would play for the Officer in Interlude
CULTIC V108 Beta & Interlude OST Release
Hello everyone!
I've got a couple of announcements packed into one post for you today.
Interlude OST
First, the Interlude OST is now available on YouTube, and the soundtrack on Steam has been updated with the new tracks. For those who have already purchased the soundtrack, you should see an update for it. If you haven't yet picked it up, you can grab it for a whopping $1.99 on Steam!
A new build of CULTIC has been uploaded to the beta branch. This build includes a fix for not being able to play Interlude on Custom Difficulties, but also adds a new option that should allow players to do "New Game +" in a way. When selecting a map from Scene Select, a new loadout option is available that lets you choose a save file, and your inventory from that save file is used as your starting loadout. This means that you can take a save from E1M10 and use that loadout as your loadout to start over on E1M1, effectively letting you have a second run at the game.
Since CULTIC doesn't have a concrete end point and the structure of the game is pretty flexible given the Scene Select and quicksaves and such, there wasn't a good way to implement a proper New Game + that wasn't going to involve changing a ton of existing systems, and then changing them again when Chapter Two is done, but this should offer players wanting to do subsequent runs a pretty comparable option.
You can also technically use this to get Interlude weapons in Chapter One!
This mode hasn't had a ton of testing so if there are any major bugs, let me know in the Discussions forum!
CULTIC v107b Patch
Hey all!
Just pushing the current beta branch to the default stable branch. This should address some common issues being reported since the launch of Interlude. Details below!
Ladders should now work properly on Gamepad
Re-baked occlusion which should help performance in rooftop area
Optimization which should help reduce load times for Interlude
Added a small bit of signposting for rooftop pipe entrance
Fixed a revolver pickup that was falling through the world
Fixed a couple of secrets in E1M1 that weren't triggering properly
Fixed an issue that could cause background music tracks to not start over properly
Interlude boss now immune to fire self-damage
Also pushed a second tiny update to fix a pathfinding issue in E1M4