Final elevator now requires an extra console input for the door to open
Elevator now has a timer that tells you how many seconds left for it to arrive
Berserking Mandrillians now do 2x damage to closed doors
0.0.19.2: EXTRA VENTS AT THE EXIT + ELEVATOR BALANCING
Still working at the anti-climactic issues that can arise at the end of many matches.
This update adds 2 extra vents at the exit, making the elevator wait a bit less of a choke point.
The elevator takes now 70 seconds instead of 60 to arrive.
And there's a new spawn point for weapons on the elevator itself (right now only used for Survivor Loot style, to help the VR player clear out the elevator for potential camping Mandrillians)
Finally, tweaked some values regarding Mandrillian's character collisions between both the environment and the VR player.
REPAIR KIT SPAWN REBALANCE
Little update setting up a hard cap on Repair Kit spawns on corpses (different for every loot style).
Also, fixed some geometry issues near Exit, where some exit signs were clipped into the walls.
SATURDAY NIGHT TUTORIAL HOTFIX
Fixed the tutorial's Multitool being half broken due to the cloak rework
MANDRILLIAN UI FINAL TOUCHUPS, CLOAK REBALANCE, GENERAL QOL
This is a small and not very visual one, but it's bundled with a lot of long-awaited tweaks and fixes.
INDIVIDUAL MANDRILLIAN SETTINGS MENU
Instead of the old blocky (and shared) overlay, Mandrillians can now open a sleek settings menu where they can adjust their camera sensitivity, invert axis, and, if playing a 1vs2 match, remove themselves from the game (for those cases where one player had to leave mid match and their screen would stay there for the rest of it)
To open it, just press Start on controllers or Enter on keyboard. To navigate it, use either the d-pad or the keyboard arrrows.
This also comes with the last polishing phase for the Mandrillians' HUD.
CLOAK HEAT-METER
The cloak was in a weird spot. It used to be extremely OP, and got a big battery-draining nerf. But after that, it became either something players never used (gotta save that battery for stuns and radar), or something that -needed- to be overused (gotta stay always cloaked and never waste energy with any other Multitool feature).
Enter the Heat Meter. At first, cloaking will be basically free energy wise AND virtually silent. But the more you use it, the higher the "heat meter" will be and the more energy it will consume (and the cloak hum will become pretty noisy). The heat meter is visualized by a thin dotted line next to the energy bar in the Multitool's screen.
This rewards players from using the cloak sparingly to get out of sticky situations while punishing players who overuse it or stay cloaked for too long. As everything else, this is subject to change -don't hesitate to give feedback!
OUT OF FOCUS WARNING FOR VR PLAYER
Sometimes, when you invite a friend to Remote Play Together, Steam decides to get your window out of focus. The main menu now has a very obnoxious warning so the VR player knows if that's happening.
MANDRILLIAN QOL AND BALANCING
Looking for the most common sources of frustration in Mandrillian players, some things have been tweaked:
-Berserk mode damage reduction has been doubled against almost all kinds of damage except bleeding (this means a chainsaw is an effective counter against a berserking Mandrillian) -Being set on fire no longer instantly depletes your stamina points; it will deplete 1 point each 0.5 seconds and prevent stamina recover, so you can still get a hit in if you think fast and the VR player is careless. -Poison gas system reworked; there should be a 3 second delay for the status effect to take place if you get a single whiff of it, with this time getting shorter if you stay on the gas for too long.
That's all for now. If nothing is broken, this means I can now focus on the Mandrillian Bot retooling -I have some neat stuff prepared!
THE TOILET UPDATE
Hello there! This was another update that grew over its original size, as the few of you on the Experimental branch might have noticed...
THE RESTROOM
The restroom is now complete! This wraps up the final layout of the base map. From now on, all map work left (besides tweaks and adjustments) is the 3 optional extra zones (warehouse, lab, and waste disposal).
On top of being a nice hiding spot and having a few extra loot spawners, the restroom comes with a few gimmicks. I've improved the destroyable environment system that I implemented with the canteen's tables -now Mandrillians will plow through them like butter without losing their hurtbox. Try slamming through the stalls!
But there's more; I've decided to jump into the fishing minigame trend and add my own twist to it! You WILL lose any dignity you had left, but hey, you also might find a nice item that could mean the difference between escaping or getting forcefully disassembled. Or maybe you'll get something a bit more dangerous. There's a new achievement for that!
MANDRILLIAN'S STREAMLINED UI AND MINOR ADJUSTMENTS
Continuing with the Mandrillian QoL improvements, the UI for the PC players has been streamlined and centered.
First of all, the whole UI is now centered, making it easier to check your status without having to look all the way to one side of the screen (this was very annoying on wider formats).
The "context action" button has been fully removed; nobody really noticed it and its current main goal (showing when you could jump up a vent) has been replaced with the vent markers.
The TRACKING and SPECIAL markers now have text indicating which one's which, to help new players.
And finally, the entire UI overlay has been revamped to prevent occasional geometry clipping and z-fighting.
Sadly this all means I had to remove the main menu video tutorials, as those have become painfully obsolete now.
In upcoming updates, there's gonna be a full revamp of the Pause menu screen, with per-monkey pause screens and some long awaited features like monkey kicking or inverted camera controls.
For non-UI related tweaks, jump indicators have been improved, 1-point attacks now charge 0.1 seconds faster, 3-point attacks stay charged for 0.5 seconds longer, and controller users will get an extra rumble blip right befor the 3-point critical attack charge ends. Also, I fixed and tweaked some issues with door slamming, like open doors counting as a "hit" (and often screwing over legit attacks against the VR player), and adding some knockback after hitting a closed door.
BLOOD FX REWORK
Gone are the days of the unsightly mandrillian blood trails. The new system is optimized, more subtle, and also properly aligns to surfaces -this also means you'll now start seeing blood splats on walls!
NEW MATCH SETTINGS
There's been a couple new match settings added to the mix:
CUSTOM HEADSTART TIME: instead of the fixed 30 seconds "courtesy" time before Mandrillians can spawn, you can now customize it from 1 to 99 seconds. This also affects AI mandrillians!
MULTITOOL KEYCARD LOCATION: if you feel too lost as the VR player, or if you're playing one of the most action-oriented gamemodes, this will show the keycard locations within your Multitool screen.
EXTRA INVENTORY SLOTS: if you SUCK at inventory management, turn this on and you'll get two extra slots in your inventory -this can be helpful if you've activated any of the two infinite ammo modes, as those disable the big middle slot.
AI OPTIONS AND THE FUTURE OF NPCS
I've been neglecting the AI mandrillians since I implemented them, and they're gonna get some well-needed love very soon... but in the meantime, here's some tweaks and extra options.
Until now, AI mandrillians had their armor AND damage reduction that could be disabled by destroying their back cylinder contraptions, and the only way to do that was to shock them ad them fire at them while they annoyingly came out and back in. Not anymore. Damage-reduction cylinders are now always out, so feel free to snipe them from a safe spot! (this will make them freak out, be advised)
But if you still hate these cylinders, you can now completely disable them... Or disable their entire armor, which will make them a 1:1 counterpart to their human-controlled brethren (at least HP wise)
To change that, there's a new AI option called "STYLE" that can be toggled between "NO ARMOR", "ARMOR", and "JUICED". Have fun!
CHANGELOG
MAP CHANGES
Fully finished Restroom area
Added toilet-based fishing mechanics
New achievement: DIRTY BOMB
Fixed north corridor Map Station having a wrong "you are here" location
MANDRILLIAN CHANGES
UI Rework: Mandrillian UI is now centered and streamlined
Fixed Mandrillian UI sometimes being rendered below geometry
Improved vent jump indicators
Blood trail system improved and optimized: added wall blood splatter and blood drops now comform to surfaces
New match settings: custom headstart time, show keycard location on the Multitool, and extra inventory slots
Polished and smoothed Mandrillian collisions against environment
Mandrillians can plow through destroyable environment (tables, toilet stalls) without losing their hurtbox
Improved Manrillian hurtboxes to prevent missed hits when attacking really close to the VR player
Mandrillian 1-point attack now charges 0.1 seconds faster
Mandrillian 3-point critical attack now stays for half a second longer
Right before the Mandrillian attack charge is about to run out, controllers will get a different rumble
Fixed open doors counting as a hit for Mandrillians (and sometimes preventing attacks from connecting against the VR player)
Mandrillians have now a bit of knockback after hitting closed doors
AI CHANGES:
AI Mandrillians now have 3 styles: "NO ARMOR", "ARMOR", and "JUICED".
AI Mandrillians on "JUICED" mode will always have the damage-reduction rods out (no need to stun them to make them pop out).
Added AI Mandrillian navigation points for the new and reworked zones.
Ported the body-turning animation to AI Mandrillians.
AI Mandrillians' sounds now more in line with regular Mandrillians (no more annoying slams when jumping in and out of vents)
AI Mandrillian headstart now the same as the match's headstart setting.
Small fixes and tweaks
Fixed poison cloud physically colliding with c4 charges
Adjusted and rounded bullet speed for most weapons so shooting feels more consistent between similar ammo types
Made steel chair damage the same as the pipe (still breaks in one hit, and because it's shorter you'll usually have less momentum with it on average)
Slightly increased Warrior skin punch damage (from base 90 to 100)
And a visual one: tweaked all barrel explosion FX so a small part of the debris particles will permanently stay. After some tests it doesn't seem to really affect performance even after blowing every single barrel in the map, but it might become a toggle in the future (the initial debris amount has been reduced from 300 to 240 particles -200 temporal and 40 permanent, so in that regard performance will feel better)
SMALL UPDATE - 0.0.17.1
Small update with some features I've been testing over the last few days on the experimental branch:
Every Master Keycard spawn will now have a 90% chance of being a "CEO Pass Override" keycard that will only be useful for the CEO room (no longer being able to bypass a full section of a match)
Added a guaranteed Master Keycard inside the CEO office to reward players who complete the CEO thing and to compensate for the time used for it
Made Mandrillians' "headlights" look less like a flashlight, made them wider, reduced the range a little bit
Added ragdoll pushing to punching, pipes, chairs, etc.
Fixed Player 2 particle FX being centered on point of death instead of the Mandrillian's body
Added a small vibration blip when getting within range of a vent jump
Increased VR camera near plane clipping from 0.015 to 0.05 to hopefully fix some occlusion culling glitches
Increased the amount of head turning when looking around as the Mandrillians
Mandrillians now also turn their heads when looking around while crouching
Re-added puff of dust when doing the ground slam taunt
THE MANDATORY HOTFIX
Fixed Mandrillian's head collider being slightly out of sync when doing the walking animation
THE JUMP+RAGDOLL UPDATE
Hello there! More Mandrillian-centered features!
As I said on the previous update, right now I'm focusing on making Mandrillian gameplay more fun. This one brings ragdoll physics, jumping mechanics, and some anti-frustration features for the PC players.
RAGDOLL PHYSICS
These don't need much introduction. Everybody loves them. No more pre-baked Mandrillian death animations clipping into walls! Now you'll see these apes slam against obstacles in full glory.
SMALL GIBBING REWORK
Mechanics-wise, the gibbing threshold has been increased. Before: gibbing happened if a monkey received (in a very short amount of time) damage equivalent to 2x the base HP + 1 (so, on standard monkey body HP of 100, anything above 201 damage would cause gibbing).
Now: threshold increased to 3x the base HP. This makes Mandrillians feel a bit less like they're made of plasticine, and also makes for fun situations like a monkey stepping on a mine, its dead body being thrown into another mine, and then getting blown up.
Visually it's been optimized and improved; now gibs will appear in the proper locations and will carry proper momentum (so gibbing a ragdolled monkey will still look natural).
With this came a small nerf: gibbing will no longer cause the respawn timer to end up faster. But on the other hand...
JUMP! AND IMPROVED ENVIRONMENT COLLISIONS
I feared this would break the game but so far it feels fun and balanced.
Monkeys can now jump at any time! Press Space Bar/A button. It's not a massive jump, but good enough to vault over small obstacles -one main frustration I felt the Mandrillian players had was navigating around barrels and console tables. Before you try it: no, you can't jump safely over sticky flames.
To add to this, the collision with walls and other obstacles has been improved and smoothed, making it way more predictable and reducing situations where your monkey would feel stuck against door frames and other obstacles.
QOL STUFF
VENT VISUAL AID
Being able to jump around made it a bit more annoying to properly get into vents (only visual aid so far was the little context button indicator). I've added a handy visual helper that will indicate when your Mandrillian is ready to jump in, both on the ground and around the vent itself.
ELECTRIC MERCY
Last update brought diminishing returns for chaining electrocutions. For this one I've also made it impossible to push the monkeys around while they are being electrocuted. While funny, it did get annoying pretty fast for the monkeys when they got electrocuted and then pushed into a cloud of toxic gas or worse stuff.
GAME TOO DARK?
I've also been getting complaints about the game being too dark, especially for PC players. The game has a gamma setting, but I guess many horror games force you to set your gamma on first launch for a reason. I might do the same in the future.
For the moment, I've changed the default gamma setting from 0.15 to 0.25 (if you have fired up the game before you'll still have it at 0.15 or whatever value you had left it at).
I've also made the "monkey headlights" a default for most presets, while still being turned off in modes like Horror, Robot Beginner, or in the case of Robot Bias it's only enabled on zoom. As any other setting, you can always freely change it.
FULL CHANGELOG
New Mandrillian mechanic: jumping (spacebar/A button)
Gibbing threshold increased from "x2 base HP + 1" to "x3 base HP"
Gibbing no longer makes Mandrillians respawn faster
Dead Mandrillians can't be resurrected with a Repair Kit anymore (they can still be healed if they are alive)
Mandrillians can no longer be pushed around while they are being electrocuted.