It's time for the second and final blog for this update. This time around we’ll be taking a quick look at some adjustments we’ve made to the Brute, and detailing a few changes that’ll hopefully make the Malacosm feel a little more… spooky.
Now let’s talk some Brute:
Brute
We’re actually quite happy with how the Brute plays at the moment, but we recognise that there are always improvements that could be made! Here are a couple we’ve decided to implement in the June update:
One thing that we’ve been noticing more recently is that the Brute’s Charge ability can be a little hard to predict when interacting with walls, so we’ve smoothed it out a bit, with the Brute now being able to deflect off of surfaces at shallow angles more easily, and will come to a stop more reliably when hitting a surface from a wide angle
We’ve also made it much easier for the Brute to horribly murder downed or incapacitated Prisoners. Previously it was pretty difficult to line up that killer blow while your hapless victim was literally just lying there, now they’re fully doomed. You’re welcome Monsters.
Malacosm
The Malacosm is definitely the Monster that we (and a lot of you!) felt needed the most work so we’ve made a few significant changes to try and bring it back to being a terrifying stalker.
The first thing we’ve done is added a brand-new ability where the Malacosm can now float gently downwards when the player holds the spacebar while falling. Now you’ll be able to glide a much further distance in the air, allowing for a greater sense of control while you descend. Plus it looks cool as heck.
We’ve also increased the damage output for the Malacosm for the first two stages of Monster Rage, allowing it to take down any Prisoner unlucky enough to get in its way with two mighty blows at earlier stages, where previously it could take up to three hits. Get a look at the exact changes here:
- Stage 1 damage increased from 40 to 50
- Stage 2 damage increased from 60 to 65
- Stage 3 damage is still 80
- Stage 4 damage is still 100
When Teleporting, the Malacosm will now gain a short speed boost when exiting the Teleport. This gives it a bit of an edge over any nearby Prisoners, allowing it to more easily pursue, and subsequently ruin the day of any potential escapees.
We found that it can be tricky to see exactly what objects you can Phase through when playing as the Malacosm, so now we’ve added a special shimmer visual effect over any object in the Sea Fort that you’re able to Phase through. No more bonking your head up against every other object on the map!
When using Clairvoyance, the Malacosm will now turn its head and body towards the Prisoner that they are spectating so that when the ability ends, you’ll always be facing the direction you need to start moving in. Combined with the visual information you get from seeing through a Prisoner’s eyes, this should give you a nice leg (or tentacle) up when it comes to stalking your prey. Just bear in mind that if the poor wretch you’re viewing enters a locker, you’ll find yourself facing down instead of towards them, can’t make it too easy for you!
Not long left now!
And that concludes our final blog for this update! Hopefully you’re looking forward to testing out all the brand new changes when the update releases tomorrow. In the meantime, head over to our Discord to chat about what you’ve just read: https://discord.gg/SB299Key