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Contagion News

All aboard the train!

Last Stop - Chapter 1

The first chapter of Last Stop introduces 3 new escape maps. It's the first campaign ever created for Contagion!

This campaign has been in the works for a while now, and thanks to Nicolas Nugent (i EN PiNK SToRM), we managed to finish the first Chapter. The second Chapter is also in the works, of course, more information will be out once It's done.


[h3]Story[/h3]
Last Stop, unlike other self contained levels, has a proper story behind it. The survivors managed to reach Union Station for an evac. But to their dismay, instead of finding other survivors the entire station was overrun with zombies.

That is the short summary of the first chapter. There is more story telling to be found in the map, however, you need to find by yourself. The story can of course be ignored, but it's there for those who are interested in it.


[h2]New Survivor[/h2]
Mike R. Gonzales "The Engineer", is a new character for Contagion. Voiced by our very own community manager, LordCommanderGuts. He is a new character that works at a fictional company in Last Stop that you will pass trough on the 3rd map on Chapter 1.


Changelog

[h2]Angelscript[/h2]

  • Updated scheduler to support raw function calls
  • Updated "Engine.Ent_Fire" to support classnames and targetnames
  • Updated "Chat.PrintToChat" it now supports CTerrorPlayer
  • Updated "Engine.PrecacheFile", it will no longer accept empty strings
  • Updated all entity objects to support base value calls directly without calling cast

[h2]General[/h2]

  • Added new convar "cf_zombie_healthincrease_type"
  • Added new convar "cf_zombie_dealsamedamage"
  • Added new convar "cf_enable_bosses". You can now disable bosses on Flatline if so desired
  • Added new convar "sv_weapon_has_attachments". If disabled, weapons spawned from random spawns will not have any attachments on them, static spawns won't be changed. The attachments will then spawn on their own entity called "info_random_attachment"
  • Added new console command "mat_dumpmissing". You can now dump a html file that list all missing materials / textures. Once dumped, the previous listing will be erased.
  • Added new convar "mat_dumpmissing_full". If set to 1, it will try to list as much as possible, but may be inaccurate as it will try to check all paths that the model tries to read if a model tries to read from more than 1 area (such as different texture locations).
  • Added a missing engine error texture
  • Added in-game Comic
  • Added new keyboard binds for the Angelscript menu.
  • Added new survivor character, Mike R. Gonzales
  • Added new admin commands (mute and gag)
  • Added "max detail draw distance override" for maps
  • Added a new entity called "prop_note", you can now write and set notes within your map for more lore or for puzzle solving.
  • Added missing particle textures

  • Updated translations
  • Updated mouse sensitivity from 8 to 30
  • Updated character lineup
  • Updated Host Game (Solo/Lobby), you can now set gamemode specific convars
  • Updated how spectate mode works. Instead of being a cockroach when the player dies (if zombie lives run out or if AI Zombies is enabled), you will now go into spectate mode.
  • Updated entity "info_extraction_goal" to use the new model
  • Updated fire_fx particle file, added 2 missing particles
  • Updated "weapon_scar" to support the scope and reddot sight
  • Updated the Double Barrel shotgun price from 5k to 3k on Flatline
  • Updated Flatline, players can now always spawn as survivors if the wave haven't started. The old convar "cf_playerjointime" is now obsolete
  • Updated particles manifest file (now includes the unused fire particles)
  • Updated Experimental Bot AI. Replaced the old Survivor Bot AI with the new AI for host game (solo/lobby)

  • Fixed UI2 VarItem having issues displaying the choices if it has more than 4 items
  • Fixed weapons with suppressors not making any sound
  • Fixed double barrel shotgun having no audio when used by others
  • Fixed a window frame model having duplicate meshes
  • Fixed M1 Garand having audio problems
  • Fixed keypad model not glowing when assigned as prop_button
  • Fixed where voice proximity wasn't properly activating
  • Fixed an area on all versions of aurora estates where the player could get stuck
  • Fixed safe zones not being able to properly save the weapons from players for the next map
  • Fixed scoreboard icons not being drawn for scriptable weapons
  • Fixed ammo icons not being drawn for scriptable weapons
  • Fixed muzzle flashes not being drawn for scriptable weapons
  • Fixed a bug on Flatline where it wouldn't reset the boss death value, making the last wave turn into "completed wave" when it just started
  • Fixed -lang startup parameter not applying correctly on boot, such as not applying the lang/ folder and/or vpk if found
  • Fixed trackable audio not working for Survivor AI
  • Fixed survivor AI not properly being aligned properly when extracting. They will now be teleported when extraction begins.
  • Fixed where the survivor AI would have weird walking animations when trying to extract
  • Fixed survivor AI weapon sounds not matching the attachments assigned to said weapons

[h2]Maps[/h2]

  • Added Last Stop Campaign (Chapter 1 of 3). 3 new escape maps. ce_laststop, ce_laststop_02 and ce_laststop_03
  • Added new Flatline map cf_underground
  • Added new Extraction map cx_lakeland
  • Added new Extraction map cx_biotec

  • Updated RoanokePD, fixed some props being stuck inside walls and lights not being enabled when they should be
  • Updated Roanoke PD basement escape event for zombies, now it should balance to the player count when it was pressed.
  • Updated Roanoke PD, fixed all brush doors using the wrong door sounds or being silent.
  • Updated Johan Tower, updated the navmesh and added new specific assets for the map.

  • Fixed an exploit on Biotec (all versions)
  • Fixed ch_unionstation having broken models in the basement



[h3]Angelscript API:[/h3]
https://contagion-game.com/api

[h3]Monochrome Discord:[/h3]
https://discord.gg/monochrome

Devblog 2022.03.08

Devblog 2022.03.08



Hello everyone, here is the latest dev blog! Come check on what the team has been working on.



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Contagion



Available here:



https://www.monochrome-games.com/product/contagion-steam-activation-key/







#TeamJohan

Been working hard on this new upcoming update. A new playable character, new escape maps, a new extraction map and much more. I have also been adding new customizable options for Solo/Lobby games that can be hosted while also updating the Angelscript API. A default administration plugin will also ship with the new update, which should help server operators.



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ContagionVR: Outbreak



Available here:



https://www.monochrome-games.com/product/contagion-vr-outbreak-steam-activation-key/





#TeamMike

Was able to get a small patch ready, will go live soon. Lots of Dustbowl and Vacancy optimizations also, removal of zombie hats from standard play, but readded via Cheat Menu. The current plan now is to get the new map CrossStreet finished for Free roam, then I will begin the porting process. First with Viveport, then Oculus, and lastly but not leastly PSVR. It will take some time for the porting process and this will be my first time to port. Please be patient as I get this going. Alex should be able to free some time to help the PSVR porting process when we get to that part.

The latest build is on Beta, and could use some testers to make sure there are no unexpected issues for public release. If you are interested join our discord and ask for Mike to add you to playtester.


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HeadCount



Available here:



https://www.monochrome-games.com/product/headcount/





#TeamLawrence

Starting on the Oculus Port! Lots of progress already!


#TeamAlex

Buttoning up the remaining issues on the PC branch of Headcount and helping Lawence with optimizing.



#TeamBrian

I was able to complete the pathing, spawns, and additional gameplay scripting for our City Campaign levels. I also finished the final audio passes over the entire campaign, tutorial, and mini-game levels and put together campaign specific music to add to the game's atmosphere.



#TeamMike
Helped with some Level art polish for the last push. Leaving it in the hands of our lord and savior Master Lawrence.




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And that’s it for this Dev blog, come join us on #FreeKeyFridays on our Twitch channel for a chance to win a key for Contagion or Contagion VR: Outbreak.



Twitch.tv/MonochromeGames



Make sure if you have any bug reports, to place them in the appropriate channel whether steam forums or on Discord. Announcement comment thread is not the place.

Also, join us on our discord, where we are the most active and you can even get sneak peeks!





Discord.gg/Monochrome



Small Update: 2.2.0.4

[h2]Changelog[/h2]

  • Added sv_voiceproximity convar

  • Updated charger boss, you can now stumble it if you melee at the right time
  • Updated translations
  • Updated how the boss zombie handles damage (especially the carrier)
  • Updated cx_montclair, added more light sources and updated the navmesh, fixes the area near 2nd bar being incorrectly linked etc
  • Updated trigger_gas, added "deadly gas". Deals 25dmg (normal dmg deals 5)

  • Fixed some minor issues regarding the lobby
  • Fixed "OnLockedUse" door I/O incorrectly assigning the "caller" to the player instead of the door itself


[h3]Angelscript API:[/h3]
https://contagion-game.com/api

[h3]Monochrome Discord:[/h3]
https://discord.gg/monochrome

Devblog 2022.01.11

Devblog 2022.01.11



Hello everyone, here is the latest dev blog! Come check on what the team has been working on.



-----



Contagion



Available here:



https://www.monochrome-games.com/product/contagion-steam-activation-key/







#TeamJohan

Been updating Flatline and creating a new map for the gamemode. Fixed a problem with the wave number acting weird on the first round (quite rare, but it happened) and also extended the escape trigger on camp whitner for Flatline. Another change for Flatline is that now mid boss and end boss is never the same, since the new boss type has now been finished.



-----



ContagionVR: Outbreak



Available here:



https://www.monochrome-games.com/product/contagion-vr-outbreak-steam-activation-key/





#TeamMike

Wasn’t able to get too much done during the holidays and now going back and forth to help speed up HeadCount progress. The new CVRO Freelancer maps are ready for testing, after we have some playtesting and we feel the levels are perfect, we will be pushing the build live! Soon! Really excited to have this out in your hands soon enough! If you own the game on steam and wish to playtest the new free lancer levels just go to our discord ask for Mike.
Discord.gg/monochrome

-----



HeadCount



Available here:



https://www.monochrome-games.com/product/headcount/





#TeamLawrence

This week I have been bug hunting to get ready for the next content release – and its really nearly there! Also touched up on all the other missions giving them some polish. In process tweaked player speeds, money rewards and overlooked enemy pathing.


#TeamAlex

I added some Audio and some bug fixing to BavBoss who you will meet soon enough! Fixed a few issues with wrong models and effects being applied. Polished end of round grip-ables and tackled a nasty enemy outline issue. Added in Health pick-ups including awesome effects which is amazeballs! Updated loot drop system, index control placement and some trigger axis on weapons. Weapons will feel pretty neat can’t wait for you to try them all!



#TeamBrian

Went straight to work and added some Material fixes like a boss, helped out Lawrence with level/gameplay scripting. Gameplay should feel very smooth. Did some pampering on Ambient Audio for the immersive touch. And general reference checking and maintenance. We are looking to get started to release this to Oculus Quest right after this large content update is live. PlayStation VR will likely come around the same time. I know lots of you are excited waiting for the PlayStation and Oculus store version and we are on it!



#TeamMike
Oof I’m back again! Spent most of the new year working on dressing up the tutorial map so it looks pretty sick! Already posting a screenshots on social media, but here are a few more!




-----



And that’s it for this Dev blog, come join us on #FreeKeyFridays on our Twitch channel for a chance to win a key for Contagion or Contagion VR: Outbreak.



Twitch.tv/MonochromeGames



Make sure if you have any bug reports, to place them in the appropriate channel whether steam forums or on Discord. Announcement comment thread is not the place.

Also, join us on our discord, where we are the most active and you can even get sneak peeks!





Discord.gg/Monochrome

End of The Year Small Update

[h2]Changelog[/h2]

  • Added the new maps cx_montclair, cf_johantower, ch_stonecreek and ch_deathtrain
  • Added the ability to adjust "out of breath" sound
  • Added footsteps sounds and the ability to adjust it

  • Updated Roanoke PD (Escape), fixed some doors enabling the nav mesh too early
  • Updated UI to support controller inputs
  • Updated Barlowe Square (Escape), fixed a few areas having faulty spawn locations for zombie players and updated the randomization of the pathing and objectives
  • Updated func_door open door icon, now it will only show the icon if the door can be used
  • Updated money rewards on Flatline to make it more rewarding
  • Updated 2 doors models having faulty door prop info when being damaged
  • Updated Angelscript logging, made it more useful. Now all .log files will be saved to contagion/logs/
  • Updated Angelscript API
  • Updated Sebastian's model (the crazy guy in campwhitner)
  • Updated Engine.PrecacheFile, now it won't complain about "late precache" issue
  • Updated vote controller to throw an error (console warning on the server side) if it fails to send the vote map info to the clients
  • Updated admin system to read the banlist.dt first, then the SteamHTTP one
  • Updated how an empty server handles no players. Instead of simply restarting, it will now reset round information to 0.
  • Updated how ViewPortPanel handles ESC key. We can now set which panel requires ESC key or not. Fixes some issues that Shop UI was having (ESC = MainMenu, not closing down the actual UI)
  • Updated door and button sounds. More sounds for level designers
  • Updated ce_montclair, fixed AI getting stuck at windows, updated the gas % from 45 to 80 and updated manhole to be interactable

  • Fixed a few models having faulty materials
  • Fixed stamina breathing sound still being played when the player escapes
  • Fixed splitscreen causing the font to go Extreme W I D E
  • Fixed crossbow trying to drop flashlight attachment for some reason
  • Fixed IED not giving the achievement properly
  • Fixed difficulty vote not changing properly if the map was changed
  • Fixed ban system not working as intended
  • Fixed some error warnings with admin fun commands
  • Fixed empty host names on scoreboard (probably)
  • Fixed roar sound cutting out because it was being reset to early in WWise
  • Fixed custom music blasting your ears when playing (not reading music volume at start)
  • Fixed "Found a weapon" when being picked up. Now plays when looking at it (random chance though)
  • Fixed bots causing the game to freeze if they die (terrible feature)


[h3]Angelscript API:[/h3]
https://contagion-game.com/api

[h3]Monochrome Discord:[/h3]
https://discord.gg/monochrome