We’ve made several fixes today to address issues in the recent update. You can read all about the Trials of the Isle update here.
Fixes
<*>Made changes to address issues some users (typically with min-spec or below hardware) are having with long startup times and map load times. This fix should help many users, but we are continuing to investigate reports. Please submit a ticket at help.theculling.com if you are experiencing issues.
<*>Added an “off” setting for shadows, which should improve performance for some players
<*>Fixed a bug where Steam Items for Pixie hair and Bun hair items were not referencing the appropriate in-game item (the Steam Item now appropriately determines which in-game item you own)
<*>Crafted Cudgel now benefits from Master Crafter Perk and Bludgeon Perks
<*>Air Drops once again sort by FUNC cost
<*>Cleaver is now referred to as an axe in the main menu
<*>UI descriptions for Crafted Armor and Body Armor reflect correct armor values
<*>Fixed Alarm Gun terminology related to Inhuman Perk in UI
<*>Crafted Cudgel and Crafted Hatchet now display proper names when they are lying on the ground
<*>Weakness replaced with Expose in UI elements for Axes
<*>Fix for players not being allowed to issue invites to friends whose Steam profiles were set to “private”
<*>Increased cost of Cyclops Air Drop to 135 from 110 FUNC
<*>Fixed issue where HUD was reporting Trident’s melee damage value as being higher than it actually is
<*>Fixed issue where spears were applying a bleed wound on throw
<*>Fixed bug where Bait Crate detonation effects play each time you select a customization item while Bait Crate is equipped
<*>Missed in original update notes: Poison gas map shutdown is now triggered when the match reaches 3 players (previously 5 players)
First Major Update for The Culling, “Trials of the Isle” is live! Revision #90634
Greetings contestants!
We have completed the patch process and Trials of the Isle is live now.
First Major Update for The Culling, “Trials of the Isle” coming April 27th
Greetings contestants!
The team here at Xaviant… and Frank... have been hard at work on our biggest, bloodiest update yet, “Trials of the Isle.” We hope you come out and join us when it launches tomorrow (Wednesday, April 27th). Servers will be down from 8 AM until Noon (Eastern) while we roll out the patch.
Bring a friend, or a mortal enemy, because The Culling will be available at a -10% discount on Steam until Monday.
We’ll see you on the island!
Highlights
Changes
Graphics Settings
Gameplay
Audio
Level
Character/Animation
UI
Other
Latest Patch for The Culling is Live! Revision #89935
Greetings contestants!
We have completed the patch process and version #89935 is live now.
New Patch for The Culling Coming Wednesday, April 13th
Greetings Contestants!
It’s time for another patch. Our servers will be down tomorrow (Wednesday, April 13th) from 8AM until Noon Eastern. We hope you enjoy the changes, as well as the new format for the patch notes.
As always, our help center offers tools to submit bugs, suggest changes, and report cheaters should you come across any. Please keep the helpful feedback coming our way.
We’ll see you on the island!
Highlights
Weapon speeds have been rebalanced, weapons are now faster across the board
Thick Skin now protects against thrown weapons, making this perk a viable counter to Golden Arm
Changed item lists for green, blue, and red crates, primary goal is to reduce the frequency of impact grenades and dynamite in the early game
Fists, rocks, and branches are less effective in combat, making unarmed play riskier
It now takes fewer strikes to harvest rocks and branches
Replaced Weakness wound with Cripple wound for axes and bludgeons,
Cripple wound is intended to be a viable counter to movement speed perks
Addressed some balance and communication issues with shove mechanic
Reworked Stealthy perk and crouching audio implementation to be more polished, crouching and Stealthy are no longer effective at silencing movement in water
Movement speed perks now affect only sprint speed in an effort to reduce lateral movement speed in combat situations
Gas iris can now start early if the match is down to five contestants and has an additional 1-minute small-radius stage at the end of the match to prevent players from hiding in the gas and healing to win
Changes
Gameplay
Thick Skin perk now protects against all ranged weapons (including thrown weapons)
Fall damage now interrupts med kit and bandage use
Tutorial now features a checkpoint save system
Fixed bug with attack animation duration for Fireman’s Axe and
Sledgehammer
Fix for Cannibal perk not replenishing stamina properly
Fix for remote mine placement not being interruptible
Green top crates no longer spawn Impact Grenades or Dynamite and have a reduced chance to spawn Explosive Mine and Remote Explosives
Blue Top Crates now have a small chance to spawn Impact Grenades and Dynamite
Red Top Crates now have a chance to spawn Impact Grenades and Dynamite
Fix for a bug allowing stacking of punjis for a brief window after having switched weapons and back to the punjis.
Branches, Rocks and Fists can no longer backstab
Branches, Rocks and Fists no longer apply bludgeon related wounds
Branches, Rocks and Fists now all deal 5-15 damage
Hits required to harvest Branches and Rocks reduced by 35%
Cripple has been broken into 3 intensities that set a crippled target’s speed to a specified movement speed regardless of buffs or perks currently applied.
Tendon Cutter and Crippler (Chance to cripple with spears and blades) removed from perk list for now
The bow perk Stunner now has 100% chance to apply Cripple at
wound intensity
Bludgeons and Axes now deal Cripple wounds of varying intensities
Weakness has been removed to be reworked (replaced with Cripple for now)
Shove will now interrupt during the transitions in and out of block to help meet expectations
Stealthy perk tweaks:
No longer provides quieter crafting - moved to Faster Crafting
Footsteps are no longer barely audible, but will instead be audible to both
yourself, and very near observers.
Running through water is loud, regardless of how sneaky you are.
Faster Crafting perk now includes Craft quieter in addition to faster.
All weapon speeds increased.
All weapons rebalanced to account for a greater differences in damage on faster and slower weapons.
All weapons wound and damage values adjusted to account for Bludgeons and Axes now applying Cripple wounds.
Bludgeon and Axes now have a few weapons balanced at the fastest speed, as do Blades and Spears have some slower options.
Fixed issue where shove was instantly effective unlike other actions that have a brief delay to account for animation timing
Fixed a bug where Golden Arm perk velocity increase was not working, set velocity increase to 25%
Audio <*>High Pass Filter for gas now includes the new audio busses for Announcer and Health Machine
<*>Low Pass Filter for shellshock now includes the new audio busses for <*>Announcer and Health Machine
<*>Removed Cone Attenuation from the Special Death SFX (scream in distance). This was causing the sound to be dimmed if the death wasn't "aimed" at you
<*>Lowered the volume for headshot received -4db. This was literally skull-crushing!
<*>Corrected the stereo spread in the Equipment_Near attenuation set (stamina breath, interactions, etc.) to reduce positional sway while moving
<*>Replaced the single airdrop pad sfx sequence with multiple versions (and hold music!)
<*>Replaced the temporary rifle shot sfx with something in the same family as the revolver
<*>Created bathroom stall door open sfx
<*>Eliminated an annoying part of the temporary gas choke vocal sfx
<*>Lowered the volume of the distant animals and cameras -4dB
<*>Large throw loop was glitching at the end; it has been corrected
<*>Created new sfx for opening a medicine cabinet on the wall. Previously, it was using a larger locker sfx
<*>Created impact sfx for the airdrop crates when they fall from the drones
<*>Created proper door open/close sfx
<*>Created sfx for deploying and picking up C4 (+ new attenuation set for proper volume falloff)
<*>Revised the impact sfx blend for the revolver when thrown
<*>Created impact sfx blend for the Man Alarm Gun when thrown
<*>Created SFX for the mech bridge release and reset sequences. Will have to hook it up to test
<*>Added a Bridge attenuation set to give this a custom volume falloff and frequency decay
<*>Created SFX and blends for thrown Chainsaw impacts vs materials
<*>Created SFX for opening refrigerator door
<*>Created new chainsaw motor and attack SFX with new sequence blends & setup
<*>Added metal footsteps for Land, Sprint, Walk, and Stealth
<*>Attached new rifle sfx to rifle and hunting rifle
<*>Created anim synced sfx sequences for reload on revolver and rifle
<*>Created sfx for picking up ammo for guns (handful of bullets)
<*>Added event to cancel the health station barks
<*>Removed the baked in AKEvent from the reload animation (was playing old sfx on top of new)
<*>Hooked up new C4 deploy sfx
<*>New refrigerator door opening sfx
<*>New medical cabinet door opening sfx
<*>Hooked up new Man Alarm Gun impacts (when thrown)
<*>Hooked up new Chainsaw impacts (when thrown)
<*>Added keypad seq sfx to the controls that raise the bridge
<*>Swapped in better concrete stealth footsteps
<*>Added stealth landing sounds for all materials
<*>Added new switchgroup to handle stealth perk on and off
Art
Change made to metal vents on lockers, made metal less contrasty
Fixed collision on Crafted Smoke grenade, impact grenade, punji sticks and Tonfa to prevent strange bouncing and rolling behavior
Animation <*>There is now a unique “shoved” hit reaction animation that looks significantly different from the “shoved while blocking” stagger animation, should make the block-baiting tactic a little less effective
<*>Fixed various run bugs happening like the pistol run cycle not playing properly in 1P, added slight shoulder animation in 3P and less movement on the knife and club arm in 3P.
<*>Fixed the pops that were happening between the start loop and end animations noticeable in 3P jump animations
<*>Got rid of the popping and erratic movement in some first-person attack animations
<*>Fixed bug where 1st-person and 3rd-person Fireman’s Axe attack animation timings did not match
<*>Added exhausted state attack for Fireman’s axe
<*>Fixed some visual issues with some throw animations
<*>Throwing stims and bandages no longer includes “pull the grenade pin” element of the animation
<*>Added custom animations for using func recycler
<*>Added proper animations when walking / running with the mantracker, alarm gun, and the blowgun
<*>Polished several hit reaction animations
Level
Fixed granting func for entering basketball court bath house
Bridge placement collision fix
Additional cover rocks in the southern part of the map
Gas iris changes
Iris now start 11 minutes from match end instead of 10
Iris closes to a 6 meter radius in the last minute of the match
Med stations are all toggled off when the second phase of the iris begins
Iris can now be triggered once the map is down to 5 players
Some buildings now feature lootable toilets!
Updated some art assets in the tutorial level
Fix for dummies in explosives tutorial registering double hits
Fix for stuck spot involving a floating bush
Touched up landscape paint: Blended more dirt in and added some natural paths with dirt, and filled in some large areas of rock by blending grass and dirt as well
Some building art overhauled
UI
Fixed issue where switching presets in the character customization menu could cause the character to use the wrong body mesh
Other
Fix for infrequent start of match client crash
The Culling Hotfix is Live! (Revision #89742)
Greetings contestants!
We have just released a hotfix with a few changes to improve your experience:
Fixed a bug where thrown weapons would sometimes hang in the air briefly before traveling to their destination
Made throw charge times consistent across all weapons, rather than scaling based on weapon speed rating (this was an unintended side effect from the weapon speed changes introduced in the March 30th patch)
Reduced the FUNC cost of Health Stations from 1 FUNC for 2 hit points to 1 FUNC for 3 hit points. The goal is to find a good balance of value between Bandages, Med Kits, and Health Stations
As always, your feedback is appreciated.
We’ll see you on the island!
The Culling Hotfix is Live! (Revision #89623)
Greetings contestants!
Frank typed up a completely hilarious list of lies and jokes to use as a fake April Fools patch preview, but like most of the things Frank makes, we unceremoniously deleted it.
Instead, we’ve decided to offer up a tasty hotfix. Our goal with Early Access is to continuously evolve and grow the game with your help and support. Sometimes that means making big changes to find the limits of what’s fun and then dialing them back to find optimal numbers. This is one of those times!
The new hotfix contains the following changes:
The slowest weapons are now 20% faster, which means there are now equal steps from slow to medium and medium to fast (the slowest weapons were previously ~40% slower than the medium weapons)
Player capsule friction has been re-enabled, but with a lower friction setting. This will reduce sliding in melee fights, making it easier to track your opponent and land hits, while still allowing the opportunity for players to disengage from melee combat should they choose to
We’re always listening to your feedback and our goal is to use Early Access to make The Culling the best battle royale game in the genre. Thank you for your support and for being awesome members of the Cullmmunity.
We’ll see you on the island!
The Culling Hotfix is Live! (Revision #89623)
Greetings contestants!
Frank typed up a completely hilarious list of lies and jokes to use as a fake April Fools patch preview, but like most of the things Frank makes, we unceremoniously deleted it.
Instead, we’ve decided to offer up a tasty hotfix. Our goal with Early Access is to continuously evolve and grow the game with your help and support. Sometimes that means making big changes to find the limits of what’s fun and then dialing them back to find optimal numbers. This is one of those times!
The new hotfix contains the following changes:
The slowest weapons are now 20% faster, which means there are now equal steps from slow to medium and medium to fast (the slowest weapons were previously ~40% slower than the medium weapons)
Player capsule friction has been re-enabled, but with a lower friction setting. This will reduce sliding in melee fights, making it easier to track your opponent and land hits, while still allowing the opportunity for players to disengage from melee combat should they choose to
We’re always listening to your feedback and our goal is to use Early Access to make The Culling the best battle royale game in the genre. Thank you for your support and for being awesome members of the Cullmmunity.
We’ll see you on the island!
Latest Patch for The Culling is Live! Revision #89529
Greetings contestants!
We managed to complete the patch process sooner than expected, so version #89529 is live now.
New Patch for The Culling Coming Wednesday, March 30th
Greetings contestants!
Our servers will be down tomorrow (Wednesday, March 30) from 8AM until
Noon Eastern so that we can roll out a new patch. We are settling into
our cadence of updates every two weeks, which we will stick to as
closely as we can for the duration of Early Access.
As always, our help center offers tools to submit bugs, suggest
changes, and report cheaters should you come across any. Please keep
the helpful feedback coming our way.