Endless Demo Update MK.VIII - Balancing changes galore!


IMPORTANT NOTE: While saves are still compatible with this version, it is recommended to start a new game in order to get the intended experience with these new changes. Saves from previous version still work if you choose to keep using your old saves.
Hope everyone had a wonderful christmas and an amazing new year, before the year ended I pushed this massive update that adds a lot of quality of life changes, overhauled hitmarkers & damage numbers, bug fixes and a TON of balancing changes that I hope will help improve the quality of the game and make it an even better experience than before. Here's to a comfortable year devoid of  drama but filled with enjoyment to all.

General Changes:

  • Added info into the weapon load-out menu to notify if a gun makes resources drop from enemies.
  • Overhauled Hit-markers and Damage Numbers.
    • Hit-markers have been given new animations for normal hits and weak-point hits.
    • Hit-markers and Damage numbers now interact with the world instead of sticking to the player's camera.
    • Damage Number should now obstruct the player's view way less than before.
  • Added an FOV recoil effect when firing guns.

Gameplay Changes:

  • Adjusted the player's movement so they are not as slidy when changing directions.
  • Adjusted the player's melee hitbox to be further forward.
  • Increased Velocity of player projectiles. 30,000 > 40,000 Units per second.
  • Increased player projectile hitboxes slightly.
  • Increased prices of guns, some mods and armors.
  • Increased how many enemies spawn in endless.
  • Area Denial Drones will no longer spawn on the first wave on maps that allow them to spawn.
  • Adjusted how often Bigs and Giants can spawn in endless so they spawn less often.
  • Falling out of bounds will now damage health directly instead of going for the armor first and will now deal 20 damage instead of 25 to balance out the change.
  • Removed AR-series ammo belt attachment. - Will be re-added at a later date after some refining and with a model.
  • Adjusted Desert Eagle 44. stats: Buffs: Increased Damage (40 > 50), Recovery (0.25 > 0.5), overall accuracy (60 > 50). Nerfs: Increased Recoil (125 > 150).
  • Buffed R870 Recoil. 600 > 400
  • Nerfed R870 Accuracy 250x250 > 300x300
  • Nerfed SPAS-12 Accuracy 275x275 > 350x350
  • Nerfed AA-12 Accuracy 300x300 > 375x375
  • Nerfed R870 Combo Shell Door. 0.05 > 0.025 second reload speed per combo multiplier
  • Rebalanced almost all stocks due to fixing a bug that caused mods not affecting accuracy the way it was supposed to. *
  • Nerfed SPAS-12 Combo Shell Door. 0.05 > 0.02 second reload speed for each kill combo multiplier.
  • Nerfed M4, AK-47, M11/9 & FDC-9 Combo Barrels. 2 > 1 Damage for each kill combo multiplier.
  • Buffed Combo Grip. 2.5 > 5.0 accuracy for each kill combo multiplier.
  • Buffed Slipstream Grip. 30.0 > 60.0 accuracy when airborne.
  • Buffed .45ACP Compensator. -25.0 > -30.0 recoil for each successive hit.
  • Nerfed 5.56x45mm Suppressor. -10.0 > -7.5 recoil for each kill combo multiplier.
  • Buffed 7.62x39mm Suppressor. -2.5 > -7.5 recoil for each kill combo multiplier.
  • Adjusted Basic Regenetite Armor.
    • Buffed Regen Rate. 0.5/s > 0.25/s
    • Nerfed Regen Delay. 0s > 1s
  • Veteran Shotgunner's now drop Armor Suits (75 Armor) instead of Armor Shields (25 Armor).
  • Veteran Rifleman now drop Armor Shields (25 Armor).
  • Veteran Fanatics now drop Armor Helmets (10 Armor).
  • Decreased Rifleman fire rate. 0.2s > 0.25s between shots
  • Decreased Veteran Rifleman fire rate. 0.15s > 0.2s between shots
  • Decreased Rifleman movement speed. 400 > 300
  • Decreased Fanatic movement speed. 750 > 600
  • Decreased Shotgunner movement speed. 300 > 250
  • Decreased Big movement speed. 300 > 200
  • Added a random delay dependant on their attack speed to when an enemy starts attacking when they see the player.

* - The changes to stocks that I have documented:

  • Nerfed Efficient Buffer tube Stock. 25 > 10 accuracy for each successive hit
  • Buffed Depleting Buffer tube Stock. 2.5 > 3.0 accuracy for each bullet fired
  • Buffed Slipstream Buffer tube Stock. 50 > 75 accuracy while airborne
  • Buffed Depleting AK Stock. 2.5 > 3.0 accuracy for each bullet fired
  • Buffed Slipstream AK Stock. 75 > 100 accuracy while airborne
  • Buffed all R870 & SPAS-12 stocks to now give accuracy instead of taking away from it. - I originally thought giving negative accuracy to shotguns would make them useful for maintaining a kill combo but didn't really find this happening all that much as using any gun can maintain a kill combo plus didn't make hitting enemies any easier, it in fact made it harder. R870 Combo: -150 > 5.0. R870 Depleting: -15 > 2.5. Both Efficient: -60 > 7.5. Both Slipstream: -150 > 100.
  • Buffed SPAS-12 Combo stock. 2.5 > 15.0 Accuracy for each kill combo multiplier.
  • Nerfed SPAS-12 Depleting stock. 15.0 > 5.0 Accuracy for each bullet fired.

Micellaneous:

  • Backend changes relating to damage types: Each possible attack now have their own damage type. (Shotguns, SMGs, Pistols, Rifles, Explosions.)
  • Cleaned up some old and unused code related to weapon buffs.
  • Cleaned up code related to the armory's gun tab.
  • Rephrased some of the special traits guns can have in the armory's gun tab.
  • Re-adjust sound levels of firing sounds so they are all on the same level of volume.
  • Added classic FPS inspired weapon bob animation when moving.
  • Added slight weapon tilting when strafing.
  • Greatly reduced player projectile life span: 30 > 2 seconds. - This will not impede the performance of the player.
  • Added a temporary key bind for opening a debugging menu that displays some weapon stats in real time. (To open the menu, press "Shift + .")
  • Decreased the size of the reticule buttons so more can be viewed at one moment.
  • Changed "Runaway Train" kick velocity so it's easier to get back on the train if you fall off.
  • The player should no longer retain the veloctiy when they get sent back into the map when falling out of bounds.

Bugs:

  • Fixed health and armor drops giving more than intended - This was once again caused by deprecated code.
  • Fixed mods cancelling other mods' buffs if they buffed the same stat. - Weapon buffs now should have seperate icons even if 2 mods buff the same stat.
  • In the "Melee" section of the tutorial labelled the Shotgunner as "Rifleman" and had incorrect information regarding armor shields giving 50 instead of 25 armor, this has been corrected to show the correct name and information.
  • Fixed Veteran Shotgunners and Fanatics being mislabelled as their normal variants.
  • Fixed player's ammo reserves not resetting between missions.
  • Added a 0.02 second buffer when a missed shot has been detected before a hit shot to not count as a miss, this should help make efficient mods for shotguns function more reliably.
  • Added a .005 second timer for when a hit was made and prevents any more hits registering as successful hits to make sure shotguns don't apply efficient buffs on a single target but still allows to apply buffs when hitting multiple targets.
  • Fixed projectiles not technically missing when they do not hit an object before they disappear. For example, just shooting into an open sky. They will now count as misses if the bullet does not hit anything after 0.2 seconds.
  • Fixed weapon buffs being cancelled when another gun is using mods with similar gimmicks.
  • Fixed accuracy mods not effecting accuracy the way it was supposed to.
  • Fixed guns starting off with more or less ammo loaded when starting a mission with a mod that increases/decreases ammo capacity.
  • Fixed loading save data from the last used save file after loading the save, returning to main menu, then starting a new game.

Files

free-fire-endless-demo-win64.zip 783 MB
Version 15 Dec 31, 2023

Get Ballistic Chaos (Formerly Free Fire) - Endless Demo

Leave a comment

Log in with itch.io to leave a comment.