Monstrum 2 - 0.8.7ea
June is finally here which means our June update is finally live for you all! Listed below is the changelog for the update as well as additions to the game and known issues. Please have a read through!
Finds an available match with a free slot and adds you either as the monster or prisoner player
New Structure - Barracks
New ‘stage one’ sector called the Barracks
Older part of the Sea Fort turning the area into a small military base including a war room, armoury, canteen and their living quarters
Designed as a group of smaller buildings with connecting alleyways and catwalks
Sea Fort Size Reduction
Reduced the size of the sea fort to now have only one starting sector instead of two
Reducing the map to a single Sector before the Power Plant phase has led to a much tighter map, for Prisoners the Monster is always close and the danger feels far greater
The single Sector still contains six Power Switches and two more have been added to the exterior areas along with one of the spawning rooms.
Monster Window Traversal
To increase the maneuverability of the Brute and the Malacosm in a chase, these monsters now have the ability to vault through windows.
Brute and Malacosm vault through windows by pressing the jump key whilst near a valid window
Brute completes a vault in 3 seconds
Malacosm completes a vault in 2 seconds
Prisoners cannot vault through the same window a Monster is currently vaulting
Added more Sledgehammers, Boltcutters, Welders and Tape to the item pools
Powerplant section of the game has now been given its own timer
Time to complete the Powerplant section will be dependant on the amount of Prisoners remaining as the last power switch was completed: 1 Prisoner - 10mins 2 Prisoners - 9 mins 3 Prisoners - 8mins 4 Prisoners - 8mins
Reduced all character movement by 15 to 20% to take the smaller layout into account
Moving backwards has a lower maximum speed to prevent being able to man-oeuvre at maximum speed and get a free look around for the Monster or Prisoners.
Prisoner walk speed changed from 3.7m/s to 2.96m/s
Prisoner sprint speed changed from 5.18m/s to 4.14m/s
Prisoner crouch speed changed from 2.775m/s to 2.22m/s
Can no longer slide backwards or to the side
Sliding can only be done every 2 seconds
Whilst vaulting, camera rotation is locked to prevent chain vaulting in multiple directions.
Monsters are slowed down to 70% speed as they are making their attacks
Monsters cannot attack whilst being slowed down
Monsters cannot attack Mid Air
Cooldown between attacks increased to 2 seconds
Range of attack decreased from 2m to 1.75m
Brute roar tracking is no longer a static sphere, but will now track the Prisoner’s movement for the duration of the ability
This effect will hide if a tracked Prisoner enters a hiding spot, and will reappear if they exit before the duration is completed
A prisoner who was hiding as the Brute started to roar will not be shown, even if they exit the hiding spot.
Brute roar range set to 40m
Brute walk speed changed from 3.6m/s to 3.04m/s
Brute sprint speed changed from 5.25m/s to 4.4m/s
Bhagra movement speed changed from 4.4m/s to 4.14m/s
Bhagra ceiling crawl speed changed from 7.6m/s to 6m/s
Malacosm cannot spam placement of teleporters - 8s cooldown
Malacosm walk speed changed from 3.25m/s to 2.7m/s
Malacosm sprint speed changed from 5.2m/s to 4.32m/s
Malacosm now has an acceleration to maximum speed whilst sprinting rather than an instant speed boost.
Support pillars added underneath the Exterior Spawn Module platform
Crates added around the Exterior Spawn Modules
Rooftop canopies added to the long walkways to prevent Monster camping
Changed puzzle #4 opened switch with a fuse/welder switch, added a red light and moved walkway outside the puzzle.
Removed wall from puzzle #6
Changed puzzle #2 fuse/welder switch with a tape switch.
Added a few lights in the Static Art prefab + Made some layout fixes.
Removed pipes around spinning tank so players no longer need to crouch through there
Reworked hanging cable leading away from the spinning tank to make it look it more realistic
Alcove Puzzle, added yellow light to call out the hidden door
Alcove Puzzle, added a section of chain link fence to make the puzzle more involved
Drop down puzzle swapped basic free switch for a welder/fuse variant
Improvements to random room layouts
Added some extra lights around puzzles
Fixed the guide rails along the inner ramps in the lower storage room
Set dressing for the Office and Reception
Removed the floor variation for the puzzle under the reception desk - so there's 3 now instead of 4
Added some spotlights in front of the big doors LEDs
Prevent door from clipping toilet interior
Server maze flow improvements and replaced broken servers with unlit versions
Fixed broken switch icon
Sealed door and window in CEO's office puzzle, which now needs a chain link fence cut to access
Added lockers in CEO office to prevent dead end
Removed lights that were clipping through the Bhagra ceiling tiles
Added more blood effects leading to the bathroom in the main control room puzzle, removed both doors to the bathroom and replaced them with a crouch wall and breakable wall.
Added 2 doors for the bathroom on the other side leading to the bar room.
Added 3 more random button spawn locations for conference room puzzle.
Dramatically increased the time it takes to move the Pool Table to make the puzzle more difficult
Reworked all the room variants in the bar around the pool table
Removed crouch hole right next to the pool table as it was interfering with moving the table
Moved wall behind pool table to match floor seam
Moved projector screen to other side of room in the cinema area
Added off state lights in the cinema room so the light fittings no longer just disappear when the projector is switched on
Reworked random room variants in the cinema room and added 15 different locations for the remote control to spawn
Upstairs removed one of the four grill cover alcoves where the switch could appear
Set remaining 3 grills to need to break a crate, weld through chains or cut through a fence to reach first
Setup a breakable window above one grill so players can drop in with a sledgehammer as an alternate solution
Added more detail to the lab / computer room random layouts
Fixed broken projector room puzzle
Changed projector room puzzle adding more random button spawns as well as room layouts for them.
Added a wire fence in the bathroom puzzle.
Added more random layout variations inside the inner lab Room.
Moved All room random variations into the art static build away from design for the art team.
Removed old railings from pillar airlock area
Moved code that was behind the glass wall into the main room
Fixed Brute stuck spot and Prisoner safe spot
Lockers added to bathrooms to prevent dead ends
Set the beer bottle and plastic cup to be a physics asset
Physics objects pass and fix to falling monitors off breakable desks
Fixed the Bhagra ceiling
Added the cable to the bar puzzle and changed the switch to just welder
Fixed the upstairs looking down to Lounge culling issue
Did some more set dressing
Moved some lights misleading player
Fixed some cameras spawns and added more item spawns
Fixed holes in walls, floors and ceilings
Added Toilets upstairs and Reception area downstairs
Changed rooms names and layouts
Added more lights to help player navigation
Replaced puzzle #2 switch with tape switch
Removed variations for puzzle #4, replaced welder switch which welder/fuse and added cuttable grid walls
Moved puzzle #5 upstairs inside weldable alcove in the bar area
Changed hiding location of keycodes for puzzle #6
Fixed most culling issues
Fixed most walls, floors and ceilings positions in Static Art.
Made some rooms layout fixes and set dressing.
Fix to Fuse Dispensers not functioning
Fixed Wall gaps and removed the interior walls inside the Vault
Made a much larger crate maze area with more meshes.
Added 2 one way doors out of the crate maze and vault.
Removed Bhagra ceiling from above the crate maze.
Added a wire fence blocking the free switch inside the Vault.
Opened the switch briefcase, to make it easier for players to spot, to open the Vault doors.
Replaced most of the wire fences surrounding the floor panel switch with meshes.
Changed some room variations in the offices next to the vault.
Changed the roof layout to prepare for moving a switch puzzle to the roof.
When being instructed to use the Roar Ability the assets in the adjacent Ground Pound room no longer appear
Retrofitted Kit changes; Reducing the amount of transparent material by 2/3 and adding an LOD system that make the transparent material opaque at a distance
Powerplant gaps between upper and bottom floor walls filled
External Shell Stairs ( long) changed material
Changed large doors (the ones used in Power Plant) top light
Covered some holes found in the Power Plant walkways interior
Radiator Material grunge added
External Shell environment polish
Some texture optimisations
Infirmary art pass, upper and lower floor
Adjusted Fog for Aquatics
Added rubble/damage to Residential
Sub Escape welding points improvements
Residential Art pass
Helipad small storage room arted up and added pickables
Aquatics volumetric adjustment
Genetics rubble pass (certain areas)
Residential rubble pass (certain areas)
Created prefabs for Residential Kit Rubble.
Morgue bottom floor Art pass and Light adjustments
Operations layered material added
Operations second floor Art Pass
Aquatics lighting pass
Aquatics Art Pass
HUD Victory Screen small improvement
Vault Door puzzle polish
Prison guard tower art pass
Operations top floor set dressing additions
Operations - Server material update
Laboratory Superblock lighting pass
Created variant of chemistry sets to fit on smaller desk shelves
New Menu Music
Weather effect audio added
Replaced some missing sound effects
External Audio polish
Updated audio mixing system for indoors vs outdoors
Updated Malacosm movement sound effects
Updated Welding and Duct tape sound effects
Outside audio ambiances will intensify if you get closer to the ocean
Barracks Audio Zones have now been set up
Malacosm movement audio should occlude
Jumping sound effect will not be spammable mid-jump
Fixed scale issue errors in the helipad escape puzzles retrofitted walls
Fixed some mesh issue with server prefabs
Fixed some ZFighting in morgue exterior
Suite suites are vaultable - sweet!
Restored missing Power Plant Signs on top of the large doors
Suite Table triangles missing fix
Lab Sky colour post process fixed
Shell external Railings fixes
Cable arrows point the same way
Brute Rig skinning fix
Morgue - Railings Fix
Shell External Railings/Lights fixed
Fixed External Audio being heard in the Infirmary
Fixed Menu Music increasing volume in Monster Lobby
Fixed reverb zone in Power Plant
Fixed Malacosm audio occlusion
Residential, Operations & Vault: Culling issues fixed
Fixes for keybind names being cut off
Fix for debriefing screen closing after several seconds without any user actions
Fix for items not changing after pressing the keyboard or scrolling the mouse
Fix for card reader not opening the door
Fix for vaults not giving items
Fix for audio getting louder when entering a lobby
Fix for Brute Roar effect stopping rendering when a Prisoner goes into hiding when tracking
Fix for brute being able to levitate on to the submarine
Fixed death message stacking
Audio fixes (chase music fix, occlusion fixes)
Vaulting fixes (malacosm smoother, monster can vault barracks window)
Tutorial timer fix
Bug Fix for the round timer ending rounds prematurely
Bug fix for the prisoner getting a speed boost after vaulting
Bug Fix for when the interaction prompt for the helicopter welding puzzle, should no longer show in areas you cannot interact with
Fixed Bhagras Lunge stopping prematurely mid-air
Numerous fixes for garbage generation
Can only climb up ladders from the proper side
Can only climb vines from the proper side
Cannot turn camera whilst climbing (Bhagra Excluded)
Prevent sending messages longer than 250 characters
Spectate changes as expected when players die and respawn
Chat window closes on message send
Randomised weather audio effects at the start of the game
New Outline effect implemented for players and certain objects to help improve visibility
Timers have titles that are shown in the UI
Timer will always play the Under 1min alarm, not just the first time
Timer UI colour changes based on the amount of time remaining and will reset colours when time is added
Not all monster balance values are final as we are still working on what works best for the new layout.
Brute can get stuck in geometry in certain places - We are going to fix up as many as we can in the future but if this does happen please let us know!
If you keep getting randomly disconnected please do submit a ticket via our Team Junkfish Zendesk, hopefully we can get back to you asap!
The Monster’s head can sometimes be invisible in the monster opening cutscene
Malacosm Clairvoyance randomly shows prisoner items after having used clairvoyance (after the ability has ended)
Sometimes a random prisoners inventory can show up for Monster
Prisoner and Brute tutorials can be tricky to complete due to door timings
Testing a prisoner voice in the customisation menu will sometimes not play
As always, we want to thank everyone who has been playing and giving feedback for Monstrum 2. You all help us improve and raise Monstrum 2 to be the game we want it to be and we couldn't guide this without you - so thank you!
Don't forget to join our Discord where you can interact with the community and the Devs if you have any questions you would like answered!