In this video I go over leaks and sneak peeks at v50 and give my thoughts on them. Twitch: / call_me_bread My Discord: / discord Subscribe! / @call_me_bread / zeekerss Thumbnails by Asydix: / asydix2
One thing to note is that the vast majority of Lethal Company enemies tend to have a bit of a cute side to them, like the bracken being shy, the jester and nutcracker being based on childrens toys and the loot bugs. Even eyeless dogs are quite derpy and adorable when they're not killing you. I think if there's going to be an enemy wielding a knife it would be a small doll enemy that looks all deformed and abandoned.
Probably due to the fact that Bracken chooses the furthest node from the main entrance, but not from the fire exit, so, fire exit might spawn far enough from main for it to become the Bracken's lair
ok now hear me out, that tile drawing isn't for mansion. I think it's concept for a whole new tileset. I don't think that's a carpet but rather a glass floor we see, that's why there's tentacles drawn underground. Perhaps a water based tileset.
Could definitely see rooms with open pools and if you get too close, tentacles would come out to grab you and pull you underwater. There's already a tentacle animation with the depositing area on Gordon: I wouldn't be surprised if this could be implemented other places.
@@anteros__ if you type gordon on the console, it ask to go to a specific location, my take is maybe we get a second gordon location with a water mansion theme!
One thing I'll be glad with in the new update is the implementation of late company mod, it's really tiring to restart a lobby when other players keeps disconnect and others just cannot simply join when there's a space and I'm simply risking the scrap limit in my ship.
im guessing the knife belongs to an enemy outside the facility edit: i realized that the enemy might reside inside the houses outside the facility or something similar
I'd say we're getting at least two enemies this next update If you see the order of his posts, in january he mentions texturing and rigging an enemy, then in early February he says he finished it, and then now his most recent patreon post is talking about texturing an enemy. So unless hes retexturing the same enemy twice it seems like theres going to be at least two. He also did mention that he was adding *moons* (plural) in his Feb 10th post, but its a bit unclear whether or not we're getting multiple in this next update or just the one.
@@user-zy9uu8ml7pI think people just want him to utilize the water mechanics of the game, if it was an island, I don’t think it would be quite as good.
The mod Lategame Upgrades adds a diving kit which allows you to breathe underwater. Not quite what you're looking for ofc but I thought I'd at least mention. It's similar to the jetpack as in it's a whole big thing you wear on your back and weighs a ton but it's very helpful on flooded moons.
It would be cool to have a special type moons, where instead of buying access you would need some items. For example a moon, where elevator is used to get into facilities that is underground. To activate elevator you will need a battery that could only be found in random facilities. I know there was trailer featuring that stuff on Zeekerss YT channel, but this feature was screwed before the game came out. And for another special moon, there could be the underwater facility moon
Im not sure if anyone has mentioned this but in the little doodle at 3:15 underneath the floor you can see what looks like huge tentacles it could be a new enemy or just a red herring
I think he also posted images of the enemy with the knife. It's called the Butler and he posted a little doodle and a creepy apparition of it behind a little doodle of patch notes.
whatever we get, i have an immense amount of trust in zeekers and his design philosophies, lethal company's design consistently blew me away the first time i played. from the dynamics between enemies, the level design, the inventory management, i'm excited to see what else comes from his mind, especially when it comes to enemy designs n the dynamics between them
Don't get me started on how GENIUS the AI for the enemies are. They feel so real, they aren't just a "I hunt. I see. I kill" type of AI, each enemy has its own unique dynamic AI, and although enemies like the Thumper seems like they're AI is really simple, they have a lot more going into their programming than what most people would assume.
A lot of people have pointed out the tentacles under the new tile drawing and, based on the other thinks Zeekera has said, i agree that it seems like an underwater tile set with a potentially glass floor. Another thing of note is in that red drawing on one of the walls there appears to be a painting or window on the wall, and abode that drawing is a very submarine-esqe window into a very dark blue area. I hope those two drawings are related and this does end up being an underwater themed map
The Upturned is one of my fave comedy horrors, I love the chaotic playstyle and character designs. I can't wait to see what new character models Z brings out over the next year.
They should make the bunkers look more abandoned... More rust, more overgrown plants inside and wet + damaged spots. Also more ominous sounds and differents rooms + hallways.
another cool idea for the knife is if a player becomes a mimic with the knife in their inventory,, the mimic will be able to use the knife. it'd make them a lot scarier and harder to kill. also they could have a small chance to spawn like that when they naturally spawn
There was actually another sneak peak Zeekers posted on twitter. It was a reply to a comment on his "drawing with friends" post. It was a meme drawing of "v50 patch notes" with nothing but squiggles on it, but if you brighten up the image u can see a new enemy in the background. It actually looks kinda like that 'little nightmares' enemy u mentioned. But Zeekers deleted that reply before the majority found out so now only a select few know about it lol.
@@foxy_koksy2524oh, thank you! man, it does kinda look like the dealer... i suspect it'd be most common on rend and dine, since they're primarily mansion levels. it looks promising so far!
Something to note when thinking about potential new monsters is they usually fit into 4 categories, Bugs (yippee bug, snare flea, circuit bees), animal-likes (dogs, spore lizards, baboon hawks), weapons of war (nutcracker, coilhead, jester are all presumed to have been made by the company), and others that dont fit into any (forest giant, thumper, etc.) It'd be cool to get another weapon one made by the company for the knife one. I can imagine something small that chases you around but probably a more manufactured look like the others rather than a regular monster.
just saying thumpers would probably be animal-like too (theyre related to the shark or smth idk) and ig bracken and forest giant are related too so thats like its own thing
The one thing I pray for on this new update is some sort of lobby/server fix, even if it's small. The struggle to even join public lobbies in this wonderful game is one more hurtle you have to jump.
I think it will be a butler that is fat and deformed that has a knife and explodes into bees and only attacks when a player is alone. Bc that's literally what it is
tell zeekers lockpicker and TPZ inhalant needs buffs lockpicker's only saving grace is it's infinate durability but even with that everything about it is worst than keys inhalant just doesn't last long enough for being a consumable and I feel like i'd have made it back to the ship already by the time ive hit heavy dose and pick up two handed loot
inhalant isnt for really transporting loot (although it can work) its viable for outrunning giants but honestly it sucks, if you want to stop giants just buy a flashbang, the lockpicker is heavy (16 lb) and its an item youll carry most of the time, slowing you down and wasting a slot if you TRULY wanted to get past a locked door just find a key
I've seen a really annoying bug with nutcrackers where if you turn a corner while they're like not facing that direction, they'll give up on shooting entirely and moonwalk towards you until punting you across several years of torture and suffering
I have an idea for an underwater planet in lethal not just a moon, it could turn your ship into a submarine and give you different underwater facilities that you would travel to like moons
Knife might mean we can collect parts from creatures now, so some sort of collector creature might be added? Or a doll with a knife? Would be cool if you could collect dolls as scrap but one of them ends up being a murderous chucky that drops the knife
It would be cool if there was more incentive for high quota runs to go to other moons than just Assurance and Rend. Aside from just buffing the worse moons, something could be implemented to hinder you if you keep visiting the same moon consecutively, like Ghost Girl becoming more active and faster.
Yeah, I think most people the point. If titan becomes meta then everybody will go to titan and just get bored of that too. We need more viable moons, like rend for the shotgun farming early on, and titan for when you have a lot of money and shotguns, so we dont just have to go on one moon over and over again
Maybe the knife could be given to the Masked, they are a bit underwhelming and pretty obvious to tell that it's not a player. It's also incredibly easy to kite them and beat them with a shovel. Perhaps with some clever coding, once the masked enemy's "cover is blown" so to speak, then it pulls out a knife and becomes aggressive with it, lunges towards the player as an attack
i rly wish they bring back company building keeping sprays :c i dont want my masterpieces to disappear so fast oh and maybe fix the ships reaction to spray paint some parts just dont want to be painted at all :P
The Knife enemy, seemingly named "the Butler," has already been teased on Zeeker's Patreon via a small doodle and on Twitter in a post that was deleted shortly after being uploaded.
And yeah we really need bugfixes cus without mods jetpack just crushes your legs every time you take off especially if you taking off from your ship. Btw i encountered a bug with shotgun that dont do damage only once in many dozens of hours, mostly I shoot at point-blank range and one-shot everything I have to one-shot.
Hmm I can see the alpha interior elevator working for a underwater base entering the facility the top would be medium sized but going down the elevator the bottom would be large with unique rooms and hallways and view points
I'd like for it to enable a last chance kind of dungeon, a new indoors area featuring fleshy monsters so you can get a last bit of loot to sell, I'd like for it to be threat level S+ considering that getting to it would be a hassle
@@drezzington under the company building 1. Find the trapdoor 2. Climb down the ladder 3. Do some precise jumps 4. Turn on the lights with a Switch 5. You're at the drill !
I also think that toggle mute should be a base game feature because last time i played with friends, it didnt work when im dead and my friends couldnt hear me all the time.
Tonberry knockoff that functions like the modded immortal snail would be incredible. Just a silly little guy with a knife slowly walking towards and oneshotting people.
That ambience sounds almost like it could fit for a finale or end credits sequence. Maybe we get to finally see an ending? Only thing is I think it might be too soon for an ending to be added into the game, but that's just my two cents.
I would love to see another rare enemy like the girl and I prefer enemies with unique counterplay to them. Maybe a counterpart to the girl called the boy and, similar to how the girl sort of plays hide-and-seek/tag with you, he plays a different game with you. Maybe he throws a ball you can either return to him to continue the game, or steal to make him angry.
This isnt an actual bad idea, You can make this work if the ball is worth alot so that players can risk their life for it similarly how players risk getting killed for the beehive
@@darkn04 I found it and just made a post about it on YT! www.reddit.com/r/lethalcompany/comments/1b9kcdi/what_are_your_thoughts_on_the_possible_new_enemy/
I think the most important thing is he needs to integrate the most popular quality of life mods into the base game. Ship loot, more loot (so loot doesn’t despawn when you log), latecompany, etc. Even things like the health and talking indicator on the hud just make the game so much more enjoyable to play to where I can never go back to playing vanilla.
I actually prefer not seeing exact HP because then you can't learn enemy damage stats and know exactly what attacks you can handle. It makes the game more about faith and hope rather than knowledge and planning which adds to the horror element.
@@dddangerdickI totally agree with this, I personally play with HP on, but having it vague is very much an intentional design choice, having it shown teaches the player weird underlying mechanics.. like you always Regen to 20 HP and are slowed until then, and that loot bugs only hit for 10 if you are at 20. You never learn these things if it's a vague shade of a color. So it certainly adds mystery.
Yeah, it would be cool if the creator took inspiration from other mods. I don't think he should take them and copy/paste them into the game, as I feel that would be just disrespectful to the creators of the mod. But maybe he could take inspiration from some mods and then make his own spin on it in how he think it'd work best for the game
I think it'd be really cool if the moons had value system to where the loot in a each moon would be 50% to 150% of the normal value each day. I feel like this could make each run stand out from each other since you wouldn't be spamming the same moon over and over. Like maybe you'd be forced to got for an eclipsed titan for getting the 150% loot value to hit quota, for example
On the subject of moon balancing, I'd like to see Assurance nerfed, as well as Offense and Vow buffed. Assurance has infinitely too good loot for it's danger and I'm tired of it being the only place I'm allowed to go in my solo runs. Meanwhile, Offense and Vow are both dangerous for a plethora of reasons, so for them to both basically be glorified Experimentation is baffling to me. I think making Offense a high quantity, high value moon would make sense giving the danger, as well as adding a low, yet actually existent chance for bees to spawns there. I think similarly, Vow should be Low quantity, but consistently high value also given the danger, but maybe I'm giving it too much credit, idk. And I think Assurance should still be high quantity, but only medium to low value, since finding multiple airhorns and brass bells in the first 12 seconds of exploring is just a little bit broken imo!