New Patch for The Culling Coming Wednesday, April 13th

FORMATTING GIMME A SEC

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[help.theculling.com] 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

/r/survivetheculling Thread Link - steamcommunity.com