Just a small update today to fix some issues we know you've been having.
Bug fixes and updates:
Fix for Archives missing floor issue
Improvement to certain audio zones
Added colliders to stop players getting into specific safe zones
Fixes for issues with Matchmaking
Cheers, Team Junkfish
30/03/2021 - Monstrum 2 March Update
Monstrum 2 - 0.8.61ea
Ahoy everyone!
We have a small update now available for you all, enjoy!
Bug fixes and updates:
Female Animation fixes gimbal lock
Breakable wall geometry intersection fix in Suite
Shell Tier intersections fixed
Helipad gaps fixed, new wall Material
Duplicate control panels in Helipad removed
Lab lighting fixes
Metal Detector lighting tweak
Minor graphics tweaks to Archive and Suite
Fix for clamping the mouse sensitivity above a minimum value
Fire Extinguishers should spawn correctly in their wall holders (physics disabled for them specifically on spawn)
Extra checks added to prevent a prisoner being shot off into the distance if a charge hits them and they would be incapacitated
Custom Games give no XP
Fixed the Fire Extinguisher wall holder positions in Vault and Operations (Some were visibly too far away from the wall)
Solved issues with Progress track scrolling
Added MC Image to progress track menu for MC rewards
Fixed a bug where XP slider shows incorrect amount
The server name is now hidden in the Store/Inventory/Progress screens, to prevent UI overlap
Fix for white nameplates when the game first starts
Fix for gameplay options menu "reset to default" button not working
Extra checks in place so players no longer go above the Max Level
Extra checks added in so Flawless XP triggers correctly
Known issues:
Monster heads are sometimes missing during intro-cutscenes
Mouse rotation can occasionally be locked when starting a game - to fix this close the game down and verify the game cache
Geometry can still pop in and out in some places
Crashes can sometimes happen during loading
An extra player is sometimes rendered in a lobby - if the number of player names doesn't match the number of models in the lobby this is just a graphical glitch and shouldn't break the game
You can sometimes be randomly disconnected back to the main menu
Occasionally, XP rewards are not awarded properly, and are missing in the after-action report. We have added additional debugging information to the player log we can use to help track down the issue, to make any further reports we get more useful in tracking this down
Cheers,
Team Junkfish
23/03/2021 - Monstrum 2 March Update
23/03/2021 - Monstrum 2 March Update
Monstrum 2 - 0.8.6ea
Ahoy, the much anticipated March Update for Monstrum 2 is finally here! Listed below is a changelog for the update as well as additions to the game and known issues. Please have a read through!
New Features
Queue With Friends
The ability to party up with friends via Steam from the main menu - You and your friends need to be on the same server to do so
Can queue up with a friend party or go into custom games together
Seasonal XP Progression
Unique Progression Track for each character, where you can unlock new cosmetics, nameplates and Monstrum Credits
Scalable Mission Objectives
Scalable mission objectives will adapt based on current living Prisoners per stage (Power Switches, Powerplant, End Game)
New Graphics Options
VSync toggle in Graphics options
Anti-aliasing toggle in Graphics options
New Cosmetics
Prisoner: 2 Costumes + 4 Accessories
Brute: 1 Skin
Bhagra: 1 Skin
Malacosm: 4 Skins
Bug Fixes
Lockers will no longer be interactable whilst a monster is searching it
Updated Bhagra and Malacosm vision to help see in dark areas
Fixed a desync issue caused by the Gamma menu
Extra checks added to address 5 prisoner lobbies
Fixed collision issues with the pipe shortcut connecting to the powerplant
Characters should no longer be able to go above their maximum level
Fixed bug where the end game screen would fade in twice
Fixed bug where the Prisoner corpse would fall twice if they were the last player killed.
Fixed bug where the Submarine would play its stop reversing audio multiple times in a row.
Ladders and vines added to the back of elevators to provide a way out if the player ever gets stuck in them.
Malacosm will no longer phase through floor vents.
Hotfix for the game crashing when applying graphics changes with a non-standard resolution/aspect ratio
Item Fixes
Fixed bug where the health kit will not revive an incapacitated player.
Fixed issue where Adrenaline would not provide a speed boost.
Culling Fixes
Additional checks added to the Culling System to prevent culling being broken for the entire game.
Fixed culling issue in Genetics when looking through the Bhagra vent in the dropdown room.
Fixed Culling issue in Morgue when looking out from the centre of the room.
Fixed culling issue in Laboratory where a wall would disappear if you moved right up to it.
Fixed culling issue near the Helipad tower.
Puzzle Fixes
Keypad puzzle door in Genetics will remain open after the keypad puzzle has been completed.
Keypad puzzle door in Prison will remain open after the keypad puzzle has been completed.
Fixed issue where a switch in the Examination Superblock could be completed without cutting the fence first.
UI Changes
In game chat will default to the Team channel.
Fixed font issue with store prices being incorrectly displayed.
Art
Indirect lighting levels lowered, all shadows are unlit by HDR Sky.
Elevator Emergency Shafts added.
Puzzle Fixes in Examination.
Stairway collisions improved for traversal.
Tutorial Scenes Environment Art Pass.
Sub Escape Set Dressing and lighting improvements.
Female Crouch Animation facial fixes.
Malacosm Idle animation improvements.
Female Run animation gimbal lock fix.
Rooftops have lighting fixtures and new Set Dressing.
Improved Prisoner Accessories Materials.
Many general Environment Art Bug fixes to Superblocks, Power Plant and Escape Routes.
Audio Changes
Chase Music Rework.
Music is more reactive to the Monster having Line Of Sight on Prisoners. This is reflected for both the Monster and the Prisoner so chase music will no longer occur simply because the monster is nearby.
Music will no longer fade out as soon as the Monster is in a different room or area from the person being chased if the monster has line of sight.
The Distance between the Monster and the Prisoner before it has an effect on the chase music has been reduced.
Chase music intensity will increase faster when the monster enters the Prisoners room.
Occlusion Changes
Sounds are no longer occluded by walls and objects if the sound source is in the same room as the player (Unless the sound is coming from the floor above/below in double height rooms).
Sounds are reduced by walls less.
Audio Additions
Added sliding door audio for glass doors.
2 Additional voices added for Prisoners.
Known Issues
On your 1st load your level will display as level 1 on your nameplate even if you are a higher level.
Can sometimes still crash out during loading.
Items from time to time can go 'missing' in your inventory/UI.
Monster heads can still sometimes go missing during the monster intro cut-scene.
In certain situations the Monster and Player will have chase music during their intro cutscene to the game, leaving the spawn room will reset this.
Sometimes the looping audio of an electrical console will persist between games.
XP slider may jump to the next item without unlocking it in the Progress Report screen before the correct amount of XP is earned.
In certain positions, the elevator escape ladder and vine can intersect with other geometry.
Nameplates can appear for some players as white squares if they haven't chosen a default 1
Monster Balancing Changes Bhagra
Increased Swipe damage from 25 to 40.
Malacosm
Malacosm teleport time reduced from 3s to 2s.
Malacosm will be able to move immediately after teleporting.
This is the first major update to Monstrum 2, the entire team thanks you for your continued support of the game. A lot of people have been asking for a lot of the changes that you will see listed above. However, the game is still being developed and we kindly ask for your further patience.
Happy Hunting,
Team Junkfish!
Monstrum 2 - February 23rd 2021 Build Changelist
General Changes
When the match ends there is now a 30 second delay before players are returned to the Lobby Screen, this is to provide more time for players to chat
Additional checks added to prevent the Monsters from jumping at the start of the Introduction cutscene
Art Changes
Two new Brute Skins have been added to the Shop
A new Malacosm Skin has been added to the Shop
Updated cables branches with new art assets
Cables have had a tri-count reduction by 50%
Improved visibility of the Keycard Dispenser and Keycard Reader
Audio Changes
Clarity of directional sound from both Prisoners and Monsters has been improved
More clear distinction whether another player is moving around on the same floor, the floor above or the floor below
Audio occlusion values reduced from 0.4 per obstruction to 0.25 per obstruction
Fixed issue where sparking wires would not stop their audio when taped
Changed audio for movement and breakages for wooden desks
Sledgehammer impact sounds will now be obstructed by walls
Prisoner sliding audio will be obstructed by walls
Added Prisoner Voice #3
Added Tannoy announcement when the ‘Code Sequence’ generator is completed
Added Tannoy announcement when the ‘Destructible’ generator is completed
Added Tannoy announcement for when the overall generators objective is completed
Added audio for Vault doors opening
Level Design Changes
Prisoners can no longer hide under a low walkway in the back of the Moon Pool, which provided an unintentional safe spot from Monsters
Four more Vine Ladders have been added around the Moon Pool sides
The two glass rooms in the Moon Pool now have partial ceilings offering greater cover from the Bhagra
More cover objects in the Moon Pool floorspace
The Helipad has had a Prisoner safe spot underneath the crane platform filled in
Some railings have been removed to allow easier access to the pipe areas in the maintenance floor between the Helipad and the Power Plant
A crouch spot leading to an exterior ladder in the Helipad has been removed and a Vine Ladder has also been added here
Lobby System Changes
Additional checks added to prevent players joining a lobby / game during the Game Starting countdown
Additional checks added to make queuing into a lobby more consistent
User Interface Changes
Changes added to the UI to prevent mission text extending too far across the screen
Chat UI can now be used during Loading Screen
Chat UI can now be used after the game has ended before returning to the Main Menu / Lobby
Fixes issues where the Objective Fill Bar would not update consistently between clients
Brute Monster Balancing Changes
Brute Sprinting Speed increased slightly from 5.22mps to 5.25mps
Malacosm Monster Balancing Changes:
Malacosm Walking Speed increased from 3mps to 3.25mps
Malacosm Sprinting Speed increased slightly from 4.8mps to 5.2mps
Cannot move during teleporting
Cannot rotate the camera during teleporting
Cannot attack whilst teleporting
Fixed a bug where the Malacosms teleport sequence would take longer than the expected value
Mission Objective Changes
Fixed issue with code sequence generator puzzle - Sequence should now reset immediately if an incorrect input is made
Culling Changes
Fixed issue where the camera could be moved through the wall near the Keypad Switch in Suite
Fixed issue in the 3 Locked Room puzzle in Infirmary
Fixed issue where the camera could be moved through the wall in a specific corner in the Submarine Escape Area
Fixed issue in Prisoner Spawn Zone where the wall would disappear if the camera was moved to above the sliding gap
Fixed issue where the Malacosm could jump through the roof in the Monster Spawn Zone
Known Issues
A balcony on the outside of the helipad is currently culling until the player walks out onto it
Occasionally, the After Action Report will be closed automatically with no input (All XP and levelling will still happen)
After completing any tutorial there will be a 30 second countdown before returning to the Main Menu, this can be skipped by pressing Esc and clicking the ‘Exit to Main Menu’ option
Occasionally, the Monster may not have a head during the intro cutscene. (Additional checks have been added to attempt to eliminate this)
The Submarine reversing audio during the hoist mission is bugged and can be very loud - sorry!
Happy Hunting Monsters, enjoy the update!
10/02/2021 - Monstrum 2 patch
Monstrum 2 - February 10th 2021 Build Changelist
Ahoy, everyone!
There is now a new patch live with quite a lot of changes that we hope will help improve the quality of the game for you all.
General Bug Fixes
Fixed an issue that resulted in the round timer not working properly
Fixed an issue where players were unable to pick up items once the game starts
Fixed an issue where players would not return to lobby properly if they disconnect during loading
Fixed an issue that stopped players from using items after they were healed by another player
Fixed an issue that stopped missions from working if HUD was disabled
Fixed an issue where the game would not end correctly if a player disconnected
Fixed issue with health kit not being usable on someone else unless you had taken damage
Fixed the timer in the Malacosm tutorial
Added a cooldown to jumping to help prevent bunny-hopping
Fixed an issue for players who had reached max levels that resulted in lag spikes
Fixed issue where two stairwells were clipping into each other outside the Power Plant
UI Changes
The store and inventory screens have been reorganized to have a better layout
The store and inventory screen tabs have new icons
Art
New Accessories for survivors, Construction helmets x2, Gas Masks x2 and Head Sensors x1
Powerline cables visual update
Removed railings that were blocking player paths in Helipad
Monster vines in helipad updated
Changed starting rotation of genetics spinning tanks
Added pipes to lab puzzle so that players cannot access it early
Vault briefcase puzzle has had some visual clarity improvements
Fixed overlapping meshes in Aquatics superblock
Updated suite storeroom puzzle
Morgue vent puzzle visual clarity update
Keycard dispenser updated
Updated Card swiper
Suite ‘Staff Only’ sign added
Male Lobby Idle animation fix
Suite Decal fix
Vault wall gaps fixed and Security Kit Improvements
Sparrowlock Signage replaces HM signage
Rusty Staircase Material fix
Audio Changes
Changes to music parameter values so that the transitions are less jarring
Changes to directional audio for all assets
Mixing and range changes to prisoner footsteps
Change to Sub movement audio loop
Morgue fan audio volume and ranges down
Prisoner movement breathing volume mixer added and prisoner breathing volume down (Control slider currently called “Voice Over”)
Known Issues
Occasionally, you can be randomly disconnected during loading/in-game (you will not lose any xp you have earned that game)
Occasionally, you can still crash out during loading
Finishing the prisoner tutorial will not cause the game to return to the main menu; just press escape to bring up the pause menu and exit from there until this is fixed
Pressing space during the intro cutscene will cause the monster animation in the intro cutscene to be incorrect. The game will continue as normal once space has been pressed once the player has control
The intro cutscene for the monster can occasionally not show the monster’s head
Player Experience & Leveling Balancing Changes
Prisoner Maximum Level Rank has increased from 60 to 200
Brute Maximum Level Rank has increased from 20 to 50
Bhagra Maximum Level Rank has increased from 20 to 50
Malacosm Maximum Level Rank has increased from 20 to 50
Stayed to the End XP reward increased from 300XP to 500XP
Bhagra Ceiling Lunge Kill XP reward increased from 400XP to 450XP
Bhagra Ceiling Lunge Kill MC reward increased from 2MC to 3MC
Activate Power Switch XP reward increased from 200XP to 250XP
Brute Monster Balancing Changes
Brute Sprinting Speed reduced from 5.4mps to 5.22mps
Brute Acceleration Speed reduced from 6mps to 5.25mps
<*> Brute Charge Ability Cooldown Times:
Against 1 Prisoner: Unchanged at 15 seconds
Against 2 Prisoners: Was 13 seconds, is now 16 seconds
Against 3 Prisoners: Was 10 seconds, is now 17 seconds
Against 4 Prisoners: Was 10 seconds, is now 18 seconds
<*> Brute Roar Ability Cooldown Times:
Against 1 Prisoner: Unchanged at 30 seconds
Against 2 Prisoners: Was 40 seconds, is now 34 seconds
Against 3 Prisoners: Was 35 seconds, is now 38 seconds
Against 4 Prisoners: Was 30 seconds, is now 42 seconds
<*> Brute Roar Ability Durations:
Against 1 Prisoner: Unchanged at 10 seconds
Against 2 Prisoners: Was 5 seconds, is now 9 seconds
Against 3 Prisoners: Was 5 seconds, is now 8 seconds
Against 4 Prisoners: Was 5 seconds, is now 7 seconds
<*> Brute Tremor Ability Cooldown Times:
Against 1 Prisoner: Was 20 seconds, is now 15 seconds
Against 2 Prisoners: Was 20 seconds, is now 16 seconds
Against 3 Prisoners: Was 20 seconds, is now 17 seconds
Against 4 Prisoners: Was 20 seconds, is now 18 seconds
Bhagra Monster Balancing Changes:
Bhagra Tracker Ability Cooldown Times:
Against 1 Prisoner: Was 30 seconds, is now 20 seconds
Against 2 Prisoners: Was 30 seconds, is now 22 seconds
Against 3 Prisoners: Was 35 seconds, is now 24 seconds
Against 4 Prisoners: Was 30 seconds, is now 26 seconds
<*> Bhagra Tracker Ability Durations:
Against 1 Prisoner: Was 10 seconds, is now 20 seconds
Against 2 Prisoners: Was 10 seconds, is now 18 seconds
Against 3 Prisoners: Was 10 seconds, is now 16 seconds
Against 4 Prisoners: Was 10 seconds, is now 14 seconds
<*> Bhagra Lunge Ability Wind Up Times:
Against 1 Prisoner: Unchanged at 3 seconds
Against 2 Prisoners: Unchanged at 2.5 seconds
Against 3 Prisoners: Was 2 seconds, is now 2.25 seconds
Against 4 Prisoners: Was 1.5 seconds, is now 2 seconds
<*> Bhagra Lunge Ability Cooldown Times:
Against 1 Prisoner: Unchanged at 3 seconds
Against 2 Prisoners: Unchanged at 2.5 seconds
Against 3 Prisoners: Was 2 seconds, is now 2.25 seconds
Against 4 Prisoners: Was 1.5 seconds, is now 2 seconds
Malacosm Monster Balancing Changes:
Malacosm Acceleration Speed increased from 6mps to 7mps
<*> Malacosm Clairvoyance Ability Cooldown Times:
Against 1 Prisoner: Was 25 seconds, is now 15 seconds
Against 2 Prisoners: Was 22 seconds, is now 18 seconds
Against 3 Prisoners: Was 20 seconds, is now 21 seconds
Against 4 Prisoners: Was 18 seconds, is now 24 seconds
Match Timer Balancing Changes
Countdown Time for Power Switches & Generator Objectives:
Against 1 Prisoner: Was 15 minutes, is now 18 minutes
Against 2 Prisoners: Was 15 minutes, is now 17 minutes
Against 3 Prisoners: Was 12.5 minutes, is now 16 minutes
Against 4 Prisoners: Was 12 minutes, is now 15 minutes
<*> Countdown Time for the Prepare Escape Vehicle Objectives:
Against 1 Prisoner: Was 10 minutes, is now 12 minutes
Against 2 Prisoners: Was 9 minutes, is now 11 minutes
Against 3 Prisoners: Was 8 minutes, is now 10 minutes
Against 4 Prisoners: Was 7 minutes, is now 9 minutes
<*> Countdown Time for the Board the Vehicle Objectives:
Against 1 Prisoner: Unchanged at 90 seconds
Against 2 Prisoners: Was 75 seconds, is now 80 seconds
Against 3 Prisoners: Was 60 seconds, is now 70 seconds
Against 4 Prisoners: Unchanged at 60 seconds
Mission Objectives Balancing Changes
Number of Power Switches Required:
Against 1 Prisoner: Unchanged at 3 Switches
Against 2 Prisoners: Unchanged at 5 Switches
Against 3 Prisoners: Was 7 Switches, is now 6 Switches
Against 4 Prisoners: Was 8 Switches, is now 7 Switches
<*> Moon Pool Escape Hoist Stations Available:
Against 1 Prisoner: Unchanged at 6 Stations
Against 2 Prisoners: Unchanged at 7 Stations
Against 3 Prisoners: Unchanged at 8 Stations
Against 4 Prisoners: Was 10 Stations, is now 9 Stations
<*> Moon Pool Escape Hoist Progress Checkpoints Available:
Against 1 Prisoner: Was 10 Checkpoints, is now 9 Checkpoints
Against 2 Prisoners: Was 5 Checkpoints, is now 7 Checkpoints
Against 3 Prisoners: Was 4 Checkpoints, is now 5 Checkpoints
Against 4 Prisoners: Unchanged at 3 Checkpoints
<*> Moon Pool Escape Fuel Line Valves Available:
Against 1 Prisoner: Was 6 Valves, is now 7 Valves
Against 2 Prisoners: Was 7 Valves, is now 8 Valves
Against 3 Prisoners: Was 8 Valves, is now 9 Valves
Against 4 Prisoners: Unchanged at 10 Valves
<*> Moon Pool Escape Fuel Line Valves Weld Time:
Against 1 Prisoner: Unchanged at 3 seconds
Against 2 Prisoners: Was 4 seconds, is now 3.5 seconds
Against 3 Prisoners: Was 5 seconds, is now 4 seconds
Against 4 Prisoners: Was 6 seconds, is now 4.5 seconds
Against 1 Prisoner: Was 3 Fixes each, is now 4 Fixes each
Against 2 Prisoners: Was 4 Fixes each, is now 5 Fixes each
Against 3 Prisoners: Was 5 Fixes each, is now 6 Fixes each
Against 4 Prisoners: Was 5 Fixes each, is now 6 Fixes each
Thank you all for bearing with us as we do our best to address the game breaking issues you have all been having!!
Team Junkfish
05/02/2021 - Monstrum 2 patch
05/02/2021 - Monstrum 2 patch
Ahoy, everyone!
We have a new patch live which we hope will help address some horrible lobby/loading issues:
- Lobby timer systems updated to hopefully stop the -1 countdown
- Potential fix for ghost players stalling lobbies
- Addressed an issue that could cause infinite loading screens
- Removed the button for returning to lobbies in a queued game - whoops!
- Addressed some issues that could cause spectate camera bugs
Please remember to update your game via Steam or to verify your game cache files to get this new patch!! :)
Thank you for helping us out so much during our 1st week of early access!
Monstrum 2 - 29/01/2021 Patch
Ahoy everyone!
We have a brand new small patch out now that should hopefully help deal with those pesky 00:00 lobbies.
There are also a few extra small things in such as no more heavy Brute breathing ASMR and low settings being correct again.
Thank you for helping us find these issues we will continue to do our best to fix up the major issues you have been reporting.
To make sure you have the new update please either restart your Steam or verify your game cache!
Cheers,
Team Junkfish
Monstrum 2 Early Access - Out Now!
Let the hunt begin. Monstrum 2 is officially out NOW in Early Access! [previewyoutube="hx3PGMMDNkE;full"] Purchase before Feb 4th to receive:
Special launch price of $12.99
Exclusive nameplate
M1 Classic Brute Skin
M1 Classic Prisoner Outfit
Checkov Prisoner Outfit
Checkov Prisoner Accessory
Find friends and foes to play with in our Discord. See you in game!
Monstrum 2 Open Beta is now over!
Thank you for playing the Monstrum 2 Open Beta!
The Open Beta is now over, and our dev team will be hard at work fixing up all those pesky bugs you helped us to find!
Thank you for all the feedback and suggestions, we have been reading them and taking notes.
We understand there were some teething issues with crashing and our lobby queues and we will do our best to fix as much as we can before we launch into early access!
Thank you, as always, for all the support - it means so much to us!
Team Junkfish
Monstrum 2 - Malacosm Teaser | 2021
[previewyoutube="LD6KCWIuQEE;full"] 🚨 Security Breach 018: Specimen has Escaped. 🚨 Take control this January, before it takes control of you...
Monstrum 2 Early Access - January 28th Open Beta - January 23-24th