**Beta [2.01b]** [Access this build from the ``releasebeta`` Branch on Steam] **Status:** *Released*
ADDED -Safeguards against file corruption if you should crash while your game is saving.
FIXED -(Maybe?) Turkish players were unable to advance past the Inner City stage. Converting a piece of text from upper to lower case would fail 100% of the time for these players specifically, but no one else, and prevented them from completing the stage. -Sheriff doesn't teleport to his start position in his first confrontation. -Demoniac eyes were the wrong color. -Swamp Zed spawning was broken in Haunting.
TWEAKED -Zed Brutes (G03LM Mk.Zed) have their armor removed. Because they don't have a takedown prompt, it's unfair to make their bodies invincible.
TESTING -There is a soft lock at the fan in Flood Control that can sometimes happen. We've included a few safeguards to stop it, but until we can nail down what's causing it, we can't be sure it's fixed. -It's rare but possible for a character to get caught in an infinite falling loop while using very specific spawn points. We've added safeguards that we hope will prevent this from occurring.
UP NEXT -A couple of achievements are having trouble registering. For the ones involving waves completed or kills, don't worry - your progress isn't being ignored. You should get those achievements right away once they're fixed.
Beta [2.0.d] Patch Notes
[Access this build from the releasebeta Branch on Steam]
FIXED -Execution distance has been drastically reduced for enemies. It was unfair. -It was possible to get Ghoul to slam outside the edge of the stage, making it vanish from the fight. -(Maybe?) Some very few players had issues progressing through the third Contract mission. They were experiencing a unique error with the vampire burn death. I've made some attempts to stop that from occurring. -Destroying the electrical box in the third Residential stage before the cutscene hint ended would soft lock the exit door. -The writing for the first level of Ranged Dual Wield was misleading and cryptic. We cleaned it up, and also raised the maximum allowed weapon size for dual wielding at that level. -(Maybe?) On the rare chance an enemy gets caught under the floor of the haunted house stage, we've added a zone that should kill them off so no one gets stuck. -Bossman should appear in the correct spot behind his counter when required, and will sell you Hirelings again. -N51 Commandos place bombs on the doors of Hard Sell again. Prepare for a treat, those of you new to the game.
TWEAKED -Vampires cannot auto-kill you when they bite you. -Once you begin your weapon pick-up animation, if you're interrupted by any state change, the item will go directly into your hands. Fair is fair! -Game modes identify themselves as Solo or Solo + Co-Op on the main menu now. -Second story Flashback tweaked to make it clear you do NOT proceed by going through the gate where the car emerges. -Health cabinets added to first Church & Jorge fight. -Playground: You can use the terminals if your hands are bound.
TESTING: -A few players are getting stuck at the final door of Inner City. We've added fixes that clean up other stages and hope that applies here too. If not, there are now debugs in the Beta Branch that will help us determine exactly what is happening for these few players.
v1.01.a - Our first post-release patch!
We've been working 16 hours a day since launch to get these updates to you as quickly as possible, so bear with us while we clean up the issues being discovered by a previously unimaginable number of new players! (THANK YOU for the bug reports! They are an endless help to us)
This update merges all fixes being tested in the Beta Branch:
[Beta 2.0.a] Status: Released ADDED: Option to disable the dream cam effect in Sleeperwalker and Christoff Cutscenes. TWEAK: Nerfed MERC Zerkers TWEAK: Small aim-block shelf added to Jorge's ledge in C&J's first fight that is only on when you're up top. Helps keep you from aiming down below unintended. TWEAK: Teleporter added to Playground so you can move back and forth as a large unit. TWEAK: Honk Zeds have a flashbang effect on explode rather than a grenade effect. TWEAK: Crackpot laughs a lot less when casting magic. TWEAK: Crackpot guarded by two Prophets, not two Graveseekers. TWEAK: Reduced the grind of Flood Control and Chasms significantly, and threw in a couple of narrations between Sanford and Deimos to cut up the monotony. TWEAK: Inched the Grab/SwordLock grapple toward being slightly in favor in the player. FIXED: Interactive mode Throwables and Shields now usable, and you can restart your game properly
Beta [2.0.b] [Access this build from the releasebeta Branch on Steam] Status: Released
ADDED Posters teaching how to press CTRL to swap between squadmates added to all Industrial stages.
TWEAKED Fences won't block your gun from passing through them when aiming and firing. More magazines for locker guns in Tough difficulty. If Melee weapons aren't penalized by difficulty, neither should firearms be. Residential stage Inner City given a checkpoint before the boss swarm. A little flavor added to the Pause menu. Hint added to the electric box room in The Scenic Route (sewers). Being ragdolled will prevent enemies from attacking you. Does not apply when you put yourself into ragdoll. Two of the Tutorial rooms adjusted to be more understandable, and another room to be impossible to lock yourself in.
FIXED Potential softlock in Sheriff fight if an enemy ends up in the wrong area. Potential softlock in Beat the Streets outdoor area. Spiked gates have a raised blocker to stop characters getting knocked behind them. In very rare cases, certain help indicators wouldn't show. (Maybe?): Trying to fix the door at the end of the first residential stage, Inner City. This is a difficult bug to reproduce, so we're trying something new here. (Maybe?): Trying to fix the soft lock at the water room near the end of Chasms (Mining stage 2). Ally could get stuck in the first Story Flashback cutscene. Could backtrack from the end of Asylum stage and lock yourself out of the final room. Bodies won't decay through the floor anymore, which will stop them being visible if they die on a floor above a room. Zombie G03LMs could spawn with a helmet and be impossible to kill without explosives. A bunch of other potential softlocks.
FUTURE PRIORITIES Controller Support. This game is recommended Mouse + Keyboard, but local Co-op depends on having your controller work with the game. Right now the game only supports Xbox and compatible contollers and game pads, but we're working to figure out the current compatibility issues. This, along with the current soft locks, are our top priority.
Beta [2.0.d] [Access this build from the releasebeta Branch on Steam] Status: Released
FIXED -Execution distance has been drastically reduced for enemies. It was unfair. -It was possible to get Ghoul to slam outside the edge of the stage, making it vanish from the fight. -(Maybe?) Some very few players had issues progressing through the third Contract mission. They were experiencing a unique error with the vampire burn death. I've made some attempts to stop that from occurring. -Destroying the electrical box in the third Residential stage before the cutscene hint ended would soft lock the exit door. -The writing for the first level of Ranged Dual Wield was misleading and cryptic. We cleaned it up, and also raised the maximum allowed weapon size for dual wielding at that level. -(Maybe?) On the rare chance an enemy gets caught under the floor of the haunted house stage, we've added a zone that should kill them off so no one gets stuck. -Bossman should appear in the correct spot behind his counter when required, and will sell you Hirelings again. -N51 Commandos place bombs on the doors of Hard Sell again. Prepare for a treat, those of you new to the game.
TWEAKED -Vampires cannot auto-kill you when they bite you. -Once you begin your weapon pick-up animation, if you're interrupted by any state change, the item will go directly into your hands. Fair is fair! -Game modes identify themselves as Solo or Solo + Co-Op on the main menu now. -Second story Flashback tweaked to make it clear you do NOT proceed by going through the gate where the car emerges. -Health cabinets added to first Church & Jorge fight. -Playground: You can use the terminals if your hands are bound.
TESTING: -A few players are getting stuck at the final door of Inner City. We've added fixes that clean up other stages and hope that applies here too. If not, there are now debugs in the Beta Branch that will help us determine exactly what is happening for these few players.
Beta [2.0.c] Patch Notes!
[Access this build from the releasebeta Branch on Steam]
FIXED Execution distance has been drastically reduced for enemies. It was unfair.
TWEAKED Once you begin your weapon pick-up animation, if you're interrupted by any state change, the item will go directly into your hands. Fair is fair! Game modes identify themselves as Solo or Solo + Co-Op on the main menu now.
Controller Issues? Try this!
Hey, gamers! While we continue looking at issues some players are having with controllers in M:PN, we wanted to share a quick fix that could resolve the problem.
THIS IS NOT GUARANTEED to solve your issue, but it's a good place to start:
Head to your game's settings and make certain that your Xbox controller is not disabled like in the image above. You want your controller status ENABLED.
Currently the game only supports the use of Xbox and compatible controllers. We'll be including PS4 support next, as soon as we're certain that Xbox controllers are running smoothly.
Also, current the game only provides multiplayer co-op in the Story Campaign. We have ambitions to allow other players to control your hirelings in Arena, but for now, you're restricted to the single game mode.
In the meantime, we're putting in the hours to resolve our top priorities right now: making sure your controller works as advertised, and to eliminate the soft locks that sometimes prevent progress. We went from a large beta tester team to a HUGE player base overnight, and bugs no one had ever heard of before are now being reported. We are attending to all of them, and will not let off until we've destroyed them all!
Beta [2.0.b] Patch Notes
[Access this build from the releasebeta Branch on Steam]
ADDED Posters teaching how to press CTRL to swap between squadmates added to all Industrial stages.
TWEAKED Fences won't block your gun from passing through them when aiming and firing. More magazines for locker guns in Tough difficulty. If Melee weapons aren't penalized by difficulty, neither should firearms be. Residential stage Inner City given a checkpoint before the boss swarm. A little flavor added to the Pause menu. Hint added to the electric box room in The Scenic Route (sewers). Being ragdolled will prevent enemies from attacking you. Does not apply when you put yourself into ragdoll. Two of the Tutorial rooms adjusted to be more understandable, and another room to be impossible to lock yourself in.
FIXED Potential softlock in Sheriff fight if an enemy ends up in the wrong area. Potential softlock in Beat the Streets outdoor area. Spiked gates have a raised blocker to stop characters getting knocked behind them. In very rare cases, certain help indicators wouldn't show. (Maybe?): Trying to fix the door at the end of the first residential stage, Inner City. This is a difficult bug to reproduce, so we're trying something new here. (Maybe?): Trying to fix the soft lock at the water room near the end of Chasms (Mining stage 2). Ally could get stuck in the first Story Flashback cutscene. Could backtrack from the end of Asylum stage and lock yourself out of the final room. Bodies won't decay through the floor anymore, which will stop them being visible if they die on a floor above a room. Zombie G03LMs could spawn with a helmet and be impossible to kill without explosives. A bunch of other potential softlocks.
FUTURE PRIORITIES Controller Support. This game is recommended Mouse + Keyboard, but local Co-op depends on having your controller work with the game. Right now the game only supports Xbox and compatible contollers and game pads, but we're working to figure out the current compatibility issues. This, along with the current soft locks, are our top priority.
[Beta 2.0.a] Patch Notes!
Starting from now, we're going to be posting our immediate, quick and dirty fixes to the new Beta branch of the game! Once they have been tested and are considered stable, they will be pushed to the main branch of the game.
To access the beta branch, right-click on the game in your library, go to properties. Once in the properties menu, go to 'betas' tab. Then, go to the branch selection and select the 'releasebeta'
Anyways, on to the regularly scheduled patch notes!
ADDED: Option to disable the dream cam effect in Sleeperwalker and Christoff Cutscenes. TWEAK: Nerfed MERC Zerkers TWEAK: Small aim-block shelf added to Jorge's ledge in C&J's first fight that is only on when you're up top. Helps keep you from aiming down below unintended. TWEAK: Teleporter added to Playground so you can move back and forth as a large unit. TWEAK: Honk Zeds have a flashbang effect on explode rather than a grenade effect. TWEAK: Crackpot laughs a lot less when casting magic. TWEAK: Crackpot guarded by two Prophets, not two Graveseekers. TWEAK: Reduced the grind of Flood Control and Chasms significantly, and threw in a couple of narrations between Sanford and Deimos to cut up the monotony. TWEAK: Inched the Grab/SwordLock grapple toward being slightly in favor in the player. FIXED: Interactive mode Throwables and Shields now usable, and you can restart your game properly.
ADDED: Voices volume slider. TWEAK: SFX added to Face Picker and Fence stores. TWEAK: Squadmates will avoid running into dinner bells. This may conflict with how they pathfind, but that seemed like the better alternative. TWEAK: Better Acro XP the lower your Acrobatics core skill. TWEAK: Squadmates will abandon a target the moment they're dead. No more wasted bullets. TWEAK: A few changes to Gil to make him easier. TWEAK: Wider range of mid-tier weapons will persist in Arena. TWEAK: Story squadmates are very inclined to evade grapples. They'll nearly always do it unless stunlocked. FIXED: Sheriff stage starter ACTUALLY fixed this time. FIXED: Sometimes, out-of-bounds zones would exclude certain enemies forever (such as when entering into the area via a door). An added safeguard should prevent this type of soft lock in the future. FIXED: Phobos ghosts agro again. FIXED: Hiring/Firing a recruit that was just called in but doesn't exist on the map will now properly remove that recruit from the pool. FIXED: You can quit out of the Truck Chase stage without the game sending you back to the Story Campaign intro cutscene. FIXED: Squadmates will do a better job avoiding and staying out of Dinner Bell alarms. FIXED: Slaughter Time audience could become unaffected by volume settings.
NOTE: The mute button for voices doesn't work, it'll be in the next build.
Update [1.41.j] Patch Notes
TWEAK: Large-vs-Small executes follow the same rules for killing opponents as any other execute, and have been made more gorey to celebrate. TWEAK: Four years later, the beam for your headlamp goes off along with the spotlight by pressing F. FIXED: Locked ladder at beginning of Tutorial. FIXED: Opening some lockers (such as the Warchest), your hand would not follow the opening door or lid. FIXED: Sleepwalker Bed started you off on wave -1. FIXED: Small fixes to the Tricky fight, and made the stage easier to see what's happening. FIXED: Sheriff wouldn't leap the second sandbag. FIXED: (Maybe?) Levels of alertness were being applied strangely. It was only really showing in Turrets, but this may resolve other issues with characters not going agro when they should. FIXED: Turrets weren't reloading when out of ammo, and FIXED: Knockback from heavy and sweep attacks were sending folks the wrong way. FIXED: Tricky and Christoff weren't coming with you into the Overworld after defeating them in their respective stages. FIXED: Mag Bandit's light post would turn on when dropped. FIXED: You shouldn't be trapped out of the stage in the Church/Jorge Mining Sector fight anymore. FIXED: Flare Pistol is no longer obscenely heavy. Some ammo types (not magazines) were increasing the weight of their respective firearms. FIXED: Blackguard's sweep attacks will hit again. FIXED: Camo pants, and some gloves, were lowering their price for having good buffs rather than raising it.