Ahoy there,
This is it, Monstrum 2 is finally launching out of Early Access tomorrow! We hope you're ready for a brand-new building, more balance changes than we've ever done before, and a ton of bug fixes!
Without further ado lets take a look at the full and complete patch notes for Monstrum 2 version 1.0.0!
Season 5 Reward Content
NEW SEASON 5 COSMETIC CONTENT AND NAME PLATES
Season 5 will be going live on Tuesday, 6th of September, the same day as the 1.0.0 version of the game. It will include new tracks of unlockable rewards for each character type as well as some content that will be released directly into the games Store.
SEASON 4 CONTENT MOVE
With Season 5 going live all the Season 4 content that was present in the Season Tracker will be getting moved over to the Store. Any content players haven’t earned through the Season Tracker when Season 4 ends on Monday, 5th of September will then be able to be purchased with Monstrum Credits in the Store.
END OF EARLY ACCESS BONUS MONSTER SKIN
All players who logged in at least once before Tuesday, 6th of September, 2022 will receive the Exclusive Black Ice Brute Skin! Eligible players will find the skin located in their inventory by Wednesday, 7th of September, 2022.
REMOVAL OF ROADMAP BUTTON
We’ve taken the Roadmap button off the Main Menu list. We are still planning on updating Monstrum 2 with additional Seasons beyond the launch day but with the games localization now held to a higher standard of polish beyond early access we cannot easily localise the Roadmap content before each update. As opposed to only displaying the Roadmap in-game in English we’ve opted instead to communicate future updates via Junkfish and Monstrum 2 socials.
Steam Achievements
We have added 20 Achievements to the game to challenge yourself to get them all. There are achievements that are unique to Prisoner and to each Monster, and have short and long term goals. Each achievement has detailed artwork to represent it.
More achievements are planned for future updates.
New Map Content
NEW STAGE 2 CRYONICS BUILDING
A major feature of the Monstrum franchise has been randomization in the environment. For Monstrum 2 we have split the Sea Fort environment up into three main platforms with buildings that can swap out, however the middle stage featuring the Power Plant has always remained the same. The new Cryonics building adds variety to Stage 2 so now there is a 50/50 chance every game of either getting the Power Plant or Cryonics:
- Cryonics is a cold storage area where genetic samples from deceased Monsters are stored after they’ve been dissected in the Morgue.
- The building is split into four main rooms, Alpha, Bravo, Charlie, and Delta, each of which features a large central Coolant Tank surrounded by samples. The objective for Prisoners is to sabotage these Coolant Tanks, causing the Cryonics building to overheat and destroy decades’ worth of Hongsha-Miller’s illicit research. [list]
- A single Prisoner starting Cryonics is required to sabotage 1 of the 4 Coolant Tanks in order to proceed to the Stage 3 Escape Route.
- 2 or 3 Prisoners starting Cryonics are required to sabotage 2 of the 4 Coolant Tanks.
- If all 4 Prisoners start Cryonics, they are required to sabotage 3 of the 4 Coolant Tanks.
BREAKABLE HIDING CRATES
In previous updates of Monstrum 2 we had metal crates with a bluish purple colour that Prisoners could crawl inside and hide from the Monster. This led to the issue where the Brute and Malacosm could not easily reach down and attack Prisoners, even if the Monster player knew that a Prisoner was hiding inside that crate. We have reintroduced this mechanic with a new wooden crate type:
- The wooden crates have one open side with a cloth tarp cover. Prisoners can crawl inside through the tarp. Once inside they will be invisible to the Monster.
- All Monsters can destroy these crates in a single hit, potentially exposing a Prisoner crouching inside.
- Other Prisoners cannot break these Hiding Crates with Sledgehammers.
- These new wooden crates are evenly spread around all buildings and exterior areas in the Sea Fort.
MOON POOL CHANGES
Some polish work has been done in the Moon Pool:
- New Escape Route Music for Sub Escape.
- Decorative assets added throughout tunnel sections and vehicle lowering shaft.
Gameplay Updates
BASE COMPUTER TANNOY
We have had a longstanding feature in the game where a robotic base computer would give updates as the Prisoners progress altered systems throughout the Sea Fort:
- Numerous new Tannoy audio lines were added throughout the game.
PROXIMITY HEARTBEAT SOUNDS REMOVAL
The heartbeat system was an indicator to Prisoners when the Monster was getting close to them:
- With the implementation of new audio systems we felt that the proximity heartbeat was no longer necessary and have removed it from the game entirely.
LOBBY CHANGES
We were noticing that players were leaving the game early when they are dead or when the game has ended in the Return To Lobby phase, but would attempt to rejoin a game with the same people. For convenience we have made it so lobbies stay together after the game is over:
- When a game has finished, all lobbies will return to the lobby screen with all the remaining players of the game still there. You will no longer return to the Main Menu.
- If you wish to play with other players, leaving that lobby and requeueing is still possible.
POWER SWITCH ACTIVATION TIMES
As part of a wider effort to improve balancing at lower player counts we have adjusted the Power Switch activation times making them much faster for a lone Prisoner but in larger (three or four Prisoners) games, the Monster now has more opportunity to intercept switches in progress:
- Power Switch activation times are now much more spread out depending on Prisoner Player counts. This applies to player counts at the start of Stage 1 so if four Prisoners start Stage 1 and two are killed off, the remaining two Prisoners will still need 8 seconds to pull the remaining switches: [list]
- Power Switch Activation Time for 1 Prisoner - 2 seconds (was 3 seconds)
- Power Switch Activation Time for 2 Prisoners - 4 seconds (was 3.5 seconds)
- Power Switch Activation Time for 3 Prisoners - 6 seconds (was 4 seconds)
- Power Switch Activation Time for 4 Prisoners - 8 seconds (was 4.5 seconds)
STAGE TIMERS
Some minor adjustments have been made to the in-game timers at each stage. The goal of these changes is to take some time pressure off the Prisoners in 1vs1 or 2vs1 games so those players have more time to elude the Monster and complete objectives. Stages 2 and 3 have both had more time granted for all Prisoner counts. These times are set depending on how many Prisoners are alive when each stage begins:
- Stage 1 - Activate the Power Switches[list]
- Stage 1 allotted time for 1 Prisoner - 20 minutes (was 18 minutes)
- Stage 1 allotted time for 2 Prisoners - 18 minutes (was 17 minutes)
- Stage 1 allotted time for 3 Prisoners - 16 minutes (unchanged)
- Stage 1 allotted time for 4 Prisoners - 15 minutes (unchanged)
- Stage 2 - Repair Power Plant Generators or Shut Down Cryonics Tanks[list]
- Stage 2 allotted time for 1 Prisoner - 15 minutes (was 10 minutes)
- Stage 2 allotted time for 2 Prisoners - 13 minutes (was 9 minutes)
- Stage 2 allotted time for 3 Prisoners - 11 minutes (was 8 minutes)
- Stage 2 allotted time for 4 Prisoners - 9 minutes (was 8 minutes)
- Stage 3 - Prepare Submersible or Helicopter[list]
- Stage 3 allotted time for 1 Prisoner - 13 minutes (was 10 minutes)
- Stage 3 allotted time for 2 Prisoners - 11 minutes (was 9 minutes)
- Stage 3 allotted time for 3 Prisoners - 10 minutes (was 8 minutes)
- Stage 3 allotted time for 4 Prisoners - 9 minutes (was 7 minutes)
- Stage 4 - Escape onboard Submersible or Helicopter[list]
- Stage 4 allotted time for 1 Prisoner - 90 seconds (unchanged)
- Stage 4 allotted time for 2 Prisoners - 80 seconds (unchanged)
- Stage 4 allotted time for 3 Prisoners - 70 seconds (unchanged)
- Stage 4 allotted time for 4 Prisoners - 60 seconds (unchanged)
MISSIONS AND OBJECTIVES
Submersible Escape- Hoist Mission
In order to further balance the game for lower Prisoner matches (1v1 and 1v2) the Hoisting Mission in the Submersible escape has had its times adjusted:
- Stage 3 Hoisting Mission for 1 Prisoner - 20 seconds (unchanged)
- Stage 3 Hoisting Mission for 2 Prisoners - 35 seconds (unchanged)
- Stage 3 Hoisting Mission for 3 Prisoners - 65 seconds (was 60 seconds)
- Stage 3 Hoisting Mission for 4 Prisoners - 90 seconds (was 75 seconds)
Helicopter Escape - Crane Mission
In order to further balance the game for lower Prisoner matches (1v1 and 1v2) the Crane Movement Mission in the Helicopter escape has had its times adjusted:
- Stage 3 Crane Movement Mission for 1 Prisoner - 10 seconds (was 15 seconds)
- Stage 3 Crane Movement Mission for 2 Prisoners - 15 seconds (was 20 seconds)
- Stage 3 Crane Movement Mission for 3 Prisoners - 25 seconds (was 22.5 seconds)
- Stage 3 Crane Movement Mission for 4 Prisoners - 30 seconds (was 25 seconds)
ITEMS
Adrenaline
To combat Adrenaline being an instant, uncounterable way of gaining speed in a chase the time to administer Adrenaline has been increased:
- Adrenaline use time increased to 1.6 seconds (was 0.2 seconds)
Health Kits
To reduce the effectiveness of healing in higher Prisoner count games, we have increased the length of time it takes to heal. To increase survivability in 1v1 games the time it takes to heal has been reduced:
- Vs 1 Prisoner - 3 seconds (was 5 seconds)
- Vs 2 Prisoners - 5 seconds (unchanged)
- Vs 3 Prisoners - 7 seconds (was 5 seconds)
- Vs 4 Prisoners - 9 seconds (was 5 seconds)
Tape
To slightly slow down the rate that 3 and 4 Prisoner games progress, the tape use time has been increased:
- Vs 1 Prisoner - 1 second (unchanged)
- Vs 2 Prisoners - 1 second (unchanged)
- Vs 3 Prisoners - 2 seconds (was 1 second)
- Vs 4 Prisoners - 2 seconds (was 1 second)
Boltcutters
Using Boltcutters on any puzzle object has been scaled slightly based on Prisoner count:
- Vs 1 Prisoner - 4 seconds (was 5 seconds)
- Vs 2 Prisoners - 5 seconds (unchanged)
- Vs 3 Prisoners - 5 seconds (unchanged)
- Vs 4 Prisoners - 6 seconds (was 5 seconds)
Fuses
Using and getting fuses has been scaled slightly based on Prisoner count:
- Vs 1 Prisoner - 2 seconds (was 3 seconds)
- Vs 2 Prisoners - 3 seconds (unchanged)
- Vs 3 Prisoners - 3 seconds (unchanged)
- Vs 4 Prisoners - 4 seconds (was 3 seconds)
STAGE 1 POWER SWITCH OBJECTIVES MORE CONSISTENT
There has been an ongoing effort to make all the Prisoner objectives in Stage 1 take longer and be more evenly difficult. We have seen in past updates that some Power Switches for example would always be targeted as the more easy / faster ones to complete:
- Chain Link Fences or Wooden Boards added in front of several Power Switches.
- Greater use of Fuses or Welder cords on Power Switch cases.
- All switches take between 2 and 4 distinct steps to complete. There should be no more Switches that can be done with only 1 action.
AFTER ACTION REPORT
Polish work on the post game report:
- New Audio Stingers for After Action Report.
SIDECHAIN DUCKING SYSTEM
The sidechain ducking system allows for smoother and more responsive volume reductions based on the volumes of other sounds. The result is a cleaner overall sound mix and allows for priority sounds to pop out of the mix when necessary:
- This system has been implemented into the game for the launch update.
IMPROVEMENTS TO AUDIO ATTENUATIONS
Affects drop off rate for sounds over distance:
- Spent some time polishing audio attenuation curves so that sound effects within the Sea Fort have a natural volume drop off after a specified distance.
BARRACKS / VAULT ROOFTOP CABINS
The rooftop cabins in Barracks and Vault have had ladders added to them to make the interiors of those cabins less of a dead end.
MORGUE
Windows have been added to the main room of the Morgue to give more sightlines and possible means of escape
ITEM SPAWNING
- Item spawns have had changes throughout all zones to provide a better spread of items and more powerful items are more likely to spawn behind puzzles or obstructions
TUTORIALS
- Mannequins no longer collide with Monsters to avoid unexpected movement caused by the collision
Monster Changes
BRUTE FACE LIGHTS
The Brute’s face light will now be blue with any blue ice skin equipped (It will remain red for the other skins for now).
MONSTER TRACKING
We were receiving feedback that Monsters in 1v1 situations were almost impossible to get away from for long enough to do anything, as Monsters would be able to have long periods of tracking ability through the walls. For this reason we have changed our perspective from helping the Monster locate a single Prisoner to get interactions to a more quick tracking approach:
Brute Roar Tracking Duration
- Vs 1 Prisoner - 3 seconds (was 10 seconds)
- Vs 2 Prisoners - 4 seconds (was 9 seconds)
- Vs 3 Prisoners - 6 seconds (was 8 seconds)
- Vs 4 Prisoners - 7 seconds (unchanged)
Brute Roar Tracking Cooldown
- Vs 1 Prisoner - 42 seconds (was 30 seconds)
- Vs 2 Prisoners - 38 seconds (was 34 seconds)
- Vs 3 Prisoners - 34 seconds (was 38 seconds)
- Vs 4 Prisoners - 30 seconds (was 42 seconds)
Bhagra Scent Trail Tracking Duration
- Vs 1 Prisoner - 3 seconds (was 7 seconds)
- Vs 2 Prisoners - 4 seconds (was 8 seconds)
- Vs 3 Prisoners - 6 seconds (was 9 seconds)
- Vs 4 Prisoners - 7 seconds (was 10 seconds)
Bhagra Scent Trail Tracking Cooldown
- Vs 1 Prisoner - 35 seconds (was 26 seconds)
- Vs 2 Prisoners - 32 seconds (was 29 seconds)
- Vs 3 Prisoners - 29 seconds (was 32 seconds)
- Vs 4 Prisoners - 26 seconds (was 35 seconds)
Prisoners will be alerted when the Bhagra uses their tracking ability via a noise cue coming from the Bhagra. This vocal cue has a range of 30m.
Malacosm Clairvoyance Cooldown
- Vs 1 Prisoner - 32 seconds (was 20 seconds)
- Vs 2 Prisoners - 38 seconds (was 20 seconds)
- Vs 3 Prisoners - 24 seconds (was 20 seconds)
- Vs 4 Prisoners - 20 seconds (unchanged)
MALACOSM - CLAIRVOYANCE
With the most recent change to the Clairvoyance ability it came to our attention that the initial head rotation at the start of the ability could be used to quickly gain information for the general direction of the closest Prisoner. To prevent this, the Clairvoyance Ability has undergone a slight rework to achieve the original desired effect but also giving the Malacosm a strategic choice:
- Malacosm will no longer turn their head at the beginning of the Ability.
- Malacosm will immediately see through the eyes of the closest Prisoner.
- Malacosm will turn to face their target if the ability has been used for more than 1.5s.
- The rotation will take 0.75s and the Malacosm will not be able to move until it is completed.
- If the Prisoner was hiding in a locker, the Malacosm will not look in their direction but instead look down and will not be able to move until the camera movement is complete.
- If the ability was cancelled before 1.5s has elapsed, the Malacosm will not face the direction of the Prisoner but will be able to move immediately.
- Sound cue for when a Prisoner has been targeted by this ability has been altered.
MALACOSM - MOVEMENT SPEED
In response to player feedback, we’ve slightly lowered the speed of the Malacosm to bring it back in line with its role as the strategic Monster and thus make sure each Monster maintains its unique style and gameplay:
- Base speed - 3.1m/s (was 3.2m/s)
- Sprint speed - 4.65m/s (was 4.8m/s)
BHAGRA - DAMAGE OUTPUT
In order to balance the games for different Prisoner counts, we’ve tweaked the Bhagra’s damage output to help it catch up with the other Monsters in 1v3 and 1v4 Prisoner matches:
- Basic Attack 1v3 and 1v4 | Stage 1 | 50 (was 35)
- Basic Attack 1v3 and 1v4 | Stage 2 | 65 (was 50)
- Basic Attack 1v3 and 1v4 | Stage 3 | 80 (was 65)
- Basic Attack 1v3 and 1v4 | Stage 4 | 100 (unchanged)
- Ground Lunge 1v3 and 1v4 | Stage 1 | 60 (was 40)
- Ground Lunge 1v3 and 1v4 | Stage 2 | 75 (was 60)
- Ground Lunge 1v3 and 1v4 | Stage 3 | 95 (was 80)
- Ground Lunge 1v3 and 1v4 | Stage 4 | 100 (unchanged)
BHAGRA - LUNGE COOLDOWN
To make the Bhagra a little more threatening in 4v1 and 3v1 games the cooldown of the Bhagra’s lunge have been reduced to all more lunges to be made and to help prevent cooldown frustrations:
- Vs 1 Prisoner - 15 seconds (unchanged)
- Vs 2 Prisoners - 12.5 seconds (was 14.25 seconds)
- Vs 3 Prisoner - 10 seconds (was 13.5 seconds)
- Vs 4 Prisoner 9 seconds (was 12.75 seconds)
BHAGRA - CEILING WALK COOLDOWN
Previously to prevent an exploitation that could be done with the Bhagra ceilings and attacking we added a long cooldown between being able to go to the ceilings. This was a bit too much and reduced the overall effectiveness of the Bhagra so the cooldown has been reduced from 10s to 7s in all game modes.
MONSTER AUDIO UPDATES:
These are to help better communicate Monster actions to players as well as general polish:
- New Bhagra sound effects.
- New Stinger for when Malacosm uses clairvoyance on a Prisoner.
- Improved Brute Ground Pound sound effect.
STATE MIXING SYSTEM UPDATES
We can dynamically control the audio mix based on certain situations of the game. We have been using this for a while but we’ve introduced some new ones and improved on some existing ones:
- Hidden State: The biggest change is a new audio mix state for when you are Hidden. So crawl into a crate or go into a locker to get an unique audio mix that prioritises Monster sounds.
- Bhagra Scent Trail: we have made some improvements to the audio mix state for when the Bhagra Scent Trail is active. You only hear this when playing as the Bhagra.
User Interface
GENERAL
- Pressing Escape now functions as a “Back” button through various menus.
- Uploaded all new nameplates.
- Pause UI ping position moved.
CROSSHAIR/HINTS UI
- The crosshair/hints UI has been overhauled with updated visuals.
OPTIONS SCREEN
- The look and function of the options and keybinding screen has been overhauled.
- If you change (most) options, it will flag it as changed, and when leaving the menu, it will allow you to either keep or revert the changes.
- The keybinding “listening” mode UI has been updated, and empty keybindings show “-” rather than “EMPTY”.
OBJECTIVE HUD
- HUD markers that show you the next area to go to now no longer fade away at a certain angle when looking away from them.
EPILEPSY WARNING
- Screen has been updated with new UI
SIGNING IN
- Signing in screen structure has been changed with the information now being shown in the lower right corner
- Rotating animation added to prevent the screen being completely static
LOCALISATION
- Localisation text has been updated for all languages
CUSTOMISATIONS SCREEN
- Prisoner voice selection is available on all Prisoner tabs, not just the Body Type customisation screen.
Monstrum Credits Accrual Balancing
- Flawless increased to 20MC (was 15MC)
- Stayed To The End decreased to 2MC (was 5MC)
- Bloodbath gives 10MC
- Locker Kills give 2MC
Bugs fixed
CHARACTERS:
- Fixed issue where the victim of a locker kill would not go into spectate mode correctly.
- The discrepancy in audio levels between host and non-host players has been resolved.
- Improvements to how and when audio stingers are triggered: Chase and seen stingers should now play at more appropriate times.
- Footsteps material detection improved.
- Prisoners will no longer lean whilst typing a message in chat or when the pause menu is active.
- Prisoners walking to the left will no longer have silent footsteps.
- Fixed issue where a Brute would have no footsteps whilst climbing.
- Fixed issue where the Bhagra would have no footsteps whilst climbing.
- Fixed issue where the Brutes Roar audio would glitch out when climbing down a vine.
- Fixed issue where Prisoner would have footsteps inside a locker.
- Male and Female protestors skinning fixes.
- Prisoner hats causing weird shadows to be cast fixed.
- Fixed issue where the Bhagra would move faster on the ceilings when moving diagonally or when moving the camera from side to side whilst moving
- Fixed issue where the Malacosm climbing a vine would cause frame drops
GAMEPLAY:
- Collision changed on support pillars under various bridges and loading docks beneath the Sea Fort. Players can no longer jump down and become trapped on a lip of collision on these pillars.
ENVIRONMENT:
- To avoid cutscene positioning errors, kill cutscenes have been disabled within Elevators.
- Various bugs related to the spatial audio system have been fixed. There have been significant improvements and polish to the spatial audio system. Primarily cleaning up areas where directionality of audio effects were lost and also fixing bugs with the system.
- Locker Grills no longer draw on top of Held items when Prisoner is in locker, but a mild (trivial) shadowing edge effect remains.
- Breakable wooden windows Uvs and Material fixed so that parts and particles are Uv’d correctly.
- Moon Pool: Fixed misaligned tunnel stairs and pipe not connecting to a fuel tank properly.
- Helipad: Added about a dozen missing railing end cap pieces.
- Helipad: Yellow Tape added on the two rooftop hatches above the upper Crane Control Station.
- Helipad: Fixed several pipes that had gaps.
- Power Plant: Animated Tarps clipping other geometry when they move.
- Power Plant: TV monitors in the control rooms have no collision.
- Power Plant: Call out tape around control room ceiling hatches.
- Power Plant: Blocked area that allowed Prisoners to vault under a staircase by a generator
- Suite: All stairs have content inserted into the acute angle where the back of the stairs meets the floor to eliminate awkward crouch clipping spots.
- Suite: Assets added against the wrong side of a ladder in the main room.
- Vault: Stop orange glow from the keycard dispenser giving away the required safety deposit box.
- Stage 2 exterior: Removed dead end on one of the balconies.
- Moon Pool: Can crawl under stairs around Elevator shaft and get permanently stuck.
- Prisoner Spawn Cell: Fan Unit around the back had no collision.
- Laboratory: Main room had several big purple crates floating off the ground.
- Helipad Connections: Purple crates badly clipping into the wall.
- Morgue: Filled in spaces under ramps.
- Morgue: Filled hole behind corpse on the table in the upper room that could create a stuck spot.
- Operations: Fixed several spots on both floors where Prisoners could climb up into the ceiling and clip through several layers of geometry.
ITEMS:
Boltcutter cooldown begins after they have been used to avoid animations going out of sync.
OBJECTIVES / INTERACTABLES:
- Added green light on any draggable trolley in the game to help call them out more. Switched green light off on any upturned trolleys that are part of the decoration pass. A couple of upright static trolleys present in Barracks and Infirmary were removed entirely.
MENU SYSTEMS / BACK END:
- Removed “View Controls” keybinding, as it no longer did anything.
- Fixed “View Players’ Status” keybinding.
- Fixed controller navigation in the keybindings menu.
- Fixed an issue with controller navigation selecting other menus in the background when in the after-action report.
- Fix for incorrect game version number in the UI when switching to a gamepad.
- The hitbox area for menu buttons when using the mouse is now the entire button, rather than just where the text is. This fixes an issue with button jitter when the mouse was placed in a particular spot on the menu buttons.
- Fix for the language dropdown to improve stability/function.
- Fixed Bloodbath not giving Monstrum Credits.
- Fixed bug where the Prisoner voice selection would appear on the Brute Customisations screen
HUD
- Fixed issue where the Player UI would incorrectly show that a Prisoner has 0 lives whenever they were on low health.
PAUSE MENU
- Fix for being able to activate the player status menu and leaning during the pause menu.
Known Issues
CHARACTERS:
- In spectate mode during a locker kill animation a prisoner can sometimes not have a head render.
- When spectating a Prisoner wearing Goggles sometimes they can clip into the spectate view.
- Once you've reached the max level the AAR can display negative XP values as a visual bug
- If multiple Prisoners die in the same place and time they will respawn on top of one another at the same respawn point.
- When the Bhagra does a locker search the camera can move erratically.
- Very rarely players can still use an item after it's been dropped.
- Prisoners do not always see their own kill animation play out.
- Bhagra skins can appear distorted on the 3D character model in the Store.
- Prisoners picking up items can cause their feet to move.
- Prisoners can float above geometry for a moment when jumping.
- Prisoners involuntarily jump and stutter in moving elevators when they go up.
- Monsters can clip through the top of certain doorways when jumping.
- Intermittent spatial audio issues when playing Bhagra
- Bhagra going down stairs is not a smooth motion
- Brute sometimes will not do damage with Charge at certain angles
ENVIRONMENT:
- Prisoners' cameras can clip through the underside of tables.
- When Monsters are watched climbing through a specific window in Morgue they will experience certain clipping / floating visual issues.
- In the Helipad if the Malacosm places down a Sentinel Trap on the Helipad Elevator floor it will not rise with the Helipad Elevator.
OBJECTIVES / INTERACTABLES:
- In Cryonics the Base Computer Tannoy subtitles can linger on screen
- If a Prisoner uses a Health Spray in a Locker the Spray will point straight ahead instead of being sprayed into the Prisoners left palm as usual.
- On the Helipad if spectating another Prisoner using a Gas Can at an Intake Station the spectate camera can drift away.
- On the Stage 1 exterior balcony puzzle where Chain Link Fences and Wooden Crates need to be destroyed, destroying the first crate can also inadvertently destroy the second.
- The Boltcutter icon on Chain Link Fences can remain after the fence is already fully cut.
USER INTERFACE:
- Objective markers can periodically disappear at certain angles.
- When changing keybindings with a Xbox type gamepad the icons will instead change to the Keyboard and Mouse set.
- On the menus can get two buttons to highlight at once by leaving the mouse hovered over one while switching to another via the Gamepad.
- PS4 gamepad binding icons not yet supported.
- Various Signing-In and Loading messages have no animated element.
- Progress Tracker current XP readout can sometimes blur.
- When in spectate the currently watched Prisoners health status will not change until the spectator cycles to another Prisoner.
- Item progress bars sometimes don’t fully fill before the action is complete.
- Some issues with special glyph characters appearing on Tutorial signs.
- Sometimes Japanese text on Tutorial signs can disappear.
- Some chat notifications will be localised to the Player who created the Lobby chosen language selection
MENU SYSTEMS / BACK END:
- Graphics menu can set Full screen back to true after setting it to false.
- When arriving back in the lobby after a match the camera view for the Monster player can be far away before suddenly snapping close again.
- When arriving back in the lobby after playing as the Malacosm the Brute will be selected in the UI but the Malacosm character will still appear in the central tank.
- In the Lobby occasionally the Brutes sounds can play when the Bhagra is selected.
- Party lobby indicator does not always appear for non-host players.
- In the Customizations Screen selection changes don’t always reflect immediately.
- Can scroll dropdown menu options with the gamepad using all four directions on the left analogue stick.
- Highlight is removed after purchasing an item from the store before the player decides whether to Equip it.
- In lobby, when playing with a controller, Brute Idle sound effect plays when hovering on the Brute icon
- In lobby, when playing with a controller, Monster Idle sound effects stop on hovering over Monster icons
And that's everything for now! We hope you like what you see, and we can't wait for you all to get your hands on the full release tomorrow!
In the meantime, if you want to let us know what you think of the new changes, or just tell us that the Malacosm haunts your very dreams, come join our Discord: https://discord.gg/sxjFJucd