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Stealth is no longer needed – update 0.5.0.1 has been released for The Killing Antidote

Back on October 6, the Chinese action game The Killing Antidote was released in early access, but bad luck – that version of the game caused a lot of complaints from gamers. However, the creators took into account the criticism and update released 0.5.0.1which is designed to fix bugs and improve the gameplay.

Game

First, the developers listened to the players and made stealth optional at all difficulty levels except the highest. Now you can immediately grab a bow and arrows and take a trip to the staff quarters. In addition, in the E0 setting, the number of enemies in the stealth sector was reduced, removing the ability to call for reinforcements.

Interestingly, two enemies have disappeared from the room with the blue key card, but the zombie attack will start earlier. But the overall frequency of zombie spawns has been reworked for a more enjoyable gameplay experience. Additionally, red crystal zombies have become extremely rare.

Artificial intelligence

The developers have done a lot of work on the AI ​​of the opponents. First, in the heat of battle, enemies no longer react to the player’s sights, which eliminates situations where you are attacked by a whole horde. Second, human enemies are now less persistent: if they cannot find the target in a second or two, they simply stop searching.

As for the zombies, their behavior has also changed. For example, crawlers have forgotten how to jump if they are at the same level as the player. And floating zombies, not to mention space, appear only at difficult and real levels.

Difficult bosses and opponents

Good news for those stuck on bosses: the developers have made life a little easier for players. Red crystal zombies have become a quarter weaker and less durable. Bloodworm pauses between attacks have increased. And the Predator completely lost his jump attack, and even lost some of his health. Along the way, the battlefield with him was expanded, which should make the battle more dynamic.

Save mechanics and backpack

The save system has become more player friendly. From now on, you can save safely if there are no zombies within a three meter radius. But there have been some interesting changes with the backpack: running now consumes more stamina, but this does not affect ability in any way. In addition, the starting ability has even been increased, although this is a temporary solution before the character level system is introduced.

Bug fixes

Of course, there were also some bug fixes. For example, we fixed an issue with dragging bodies where a character could accidentally roll or jump. We returned to the normal way of throwing and moving back. Fixed the problem with the lack of zombies in saves when using cheats.

It’s funny, but now headless zombies can be killed. Apparently, the developers decided that even in the world of The Killing Antidote there should be its own logic. They also added the sound of footsteps on the stairs – a little, but nice.


In conclusion, it is worth noting that the developers apologized for all the inconvenience in the previous version and now they hope that this update will restore your trust in The Killing Antidote back.

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