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Escape From Mandrillia News

HOTFIX

Fixed bug that was causing permanent upgrades to not be as free as advertised (gotta read the fine print)

0.2.4 - UPGRADERED

  • Many more sounds ported to the hybrid system (loud general noises, insectoids, remaining Mandrillian upgrades) -currently all that's left is the Robot's weaponry

  • Mandrillian Upgrades can now be used while gassed: this is a big buff specifically for the Healer, as it means you can heal out of a gassed status
  • Berserk can now be triggered while being shocked, just like you could already do with the regular Upgrades. You won't get out of the shock with it, but the damage resistance can actually save you from being executed, or at the very least force the Robot to waste some bullets instead of embarrassingly losing the Berserk before even getting a chance to use it
  • Healer Upgrade got a buff: self-heal now lasts 1.5 seconds and heals 200HP (before it was 1 second and 100HP); AoE-heal now heals 100HP over its 5 second duration (before it was 50HP)


Also, new experimental match setting: the Upgrade Style for the Mandrillians now include (on top of the "normal", "free" and "off" modes) a "persistent" mode that lets Mandrillian players keep the last upgrade after death, until they decide to buy another one. This could do for interesting matches with a sense of more permanent progression for the Mandrillians, as well as make the game less frustrating for newcomers that just got a shiny new armor just to step on a mine immediately after. This match setting is better combined with additional multipliers for upgrade cost.

0.2.3 - MINOR TWEAKS AND FIXES

  • Fixed Insectoids getting ridiculously low damage from Mandrillians' Plasma Gun upgrade (they will now explode if hit with it)
  • Fixed "door breaking" sound effect not actually playing for the Mandrillian-only audio
  • Removed the Robot's inventory clicky sounds when hovering over them, added haptics effects for that instead. Also, added extra haptics when successfully leaving an item on an inventory slot
  • Ported Handgun sounds to the hybrid sound system

TINY HOTFIX

  • Ported the "breaking a door open" sound to the hybrid system
  • Fixed Mandrillian 1 taking all the precision credit from Mandrillian 2 plasma shots
  • Slightly reduced energy barrel explosion volume to hopefully prevent sound clipping on remote play

0.2.2 - SENTRY TURRET JOINS SPLIT AUDIO, HORROR TWEAKS

Hello again! Another small update bringing more split audio ports, and some tweaks to Horror Mode.

Audio wise, the Sentry Turret now has all the bells and whistles of the split system. It's one of the few things in the game that can make very loud noises while at the same time being far away from both the VR and the PC players (as they target Insectoids), so I had to be careful about making the curves work on hybrid mode.

I've also ported the sound of the breakable environment props (bathroom stalls, canteen tables), so Mandrillians can no longer jumpscare the Robot by breaking a stall half a mile away.

And finally, I've potentially solved that one annoying issue where Mandrillian roars sometimes could have an ugly crackling noise when played.

Regarding Horror Mode (which is now more fun than ever thanks to the sound changes), I've made some balance adjustments:

Mandrillians have the "short poison gas stun" modifier, making it more difficult to stunlock them and then chainsaw their faces off or blow them up with multiple C4 charges.

The second weapon crate behind the yellow keycard door is now the Crossbow instead of the Quad Launcher. The Quad Launcher was just not too fun to play against as a Horror Mandrillian, and it didn't really fit the "horror" theme. There was already a guaranteed crossbow spawn in Horror (one of the dead soldiers would spawn with it, some ammo, and a magenta keycard); that spawn is now just the extra ammo and the keycard, which means now you have 2 available tracking bolts on a Horror match.

And speaking about tracking bolts, I've given them a timer that lasts around 5 minutes for their tracking once they've hit a Mandrillian (that resets if you retrieve it). This will change nothing in normal gamemodes (as the average Mandrillian lifespan is way less than 5 minutes), but will help balance things out in Horror.

And finally, I fixed some issues with the chainsaw spawns that were making it rarer than intended.

That's all for now. See you soon!

[h3]FULL CHANGELOG[/h3]
  • Split audio port for Sentry Turret sounds
  • Split audio port for breakable props (stalls, tables)
  • Fixed audio crackling on Mandrillian roars
  • Horror Mode preset now includes the "short poison gas stun" modifier
  • Horror Mode preset now has the Crossbow instead of the Quad Launcher as the second weapon crate unlock
  • Horror Mode guaranteed soldier corpse spawn no longer includes the crossbow (still has crossbow ammo and the magenta keycard)
  • Tracker Crossbow Bolts now stop ~5 minutes after hitting a Mandrillian (this resets once the bolt is retrieved)
  • Fixed Chainsaw spawns being rarer than intended