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Milo Demo v0.1.80 Patch Notes

- Lowered cultist health scaling
- Lowered number of starting rats
- Changed light intensity for some lights
- Changed horde sizes
- Raised base pistol damage
- You now need to charge the Pop Corpse ability, it will passively charge over time, but killing cultists will greatly speed that up

Note:
I'm sure some of you are aware there have been a lot of changes to the demo and not all of them have been documented. I apologize for any inconvenience this has caused. Thanks again for playing Milo!

What's Next? Milo Demo v0.1.57 Patch Notes

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Milo Demo v0.1.57 Patch Notes
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- There is a “developer/sandbox mode for Milo that I included in the demo for a while. To access the level/mode, start the game and then access the menu and choose “developer mode”. Inside this map you can experiment with with more freedom and makes it easier to spot some bugs :bug:

- Removed cultist charge attack due to bug that causes them to sometimes leave navigable areas. I’d like to bring it, or something similar back.

- Fixed bug that caused some cultists to not move towards the barrier.

- Cultists who are unable to reserve a barrier slot will now roam around randomly near their target barrier until a slot opens up

- Disabled virtual shadow maps for performance

- Made a lot of cosmetic changes to blood and gore FX. Blood squirting from headshots will now spawn blood

- Cultists footsteps now produce sprite and particle FX that is contextual, e.g, dust and light footprints on concrete, bloody footprints when stepping on dead bodies. I will be expanding this further over time

- Living cultists will now nudge the dead bodies when walking through them

- Explosions and corpse bursts, and anything that produces a physics force on simulating objects has greater magnitude

- Bloodied gibs will now spawn pools of :drop_of_blood: blood :drop_of_blood:

- 🏃🏽‍➡️:man_walking:Cultists no longer (by default) sprint toward barriers. I’d like to fine tune this system but more broadly I’d like to establish very clear phases of each play session(early game walking, late game sprinting, etc)

-:eye: I removed the power up and rat spawning system, and made the time between rounds much shorter. I will likely talk about reasons and plans for this stuff in another post

- Increased the maximum amount of spare ammo you can have for Garand and the Thompson.

K N O W N I S S U E S
- Management of ammo is completely whack right now. I know it sucks, it will improve

- The readability of UI elements that indicate things like temporary buffs/debuffs is really not clear and it's something that is high on my list to sort out.

- The rats implementation and place in Milo is still precarious. They will certainly have a place, but I still am not sure what the hell I'm going to do with them

- The default map is very ugly, and a lot of UI and map assets for Milo need an upgrade

Milo Demo v0.1.33 Patch Notes

**Milo Demo** ***v0.1.33 Patch Notes***

- Base Pistol damage raised 35 to 38
- Base Garand damage lowered 65 to 60
- Base Shotgun damage raised 15 to 19
- Status effect indicator added to cultists above the health bar. Currently there are only two status effects; bleeding, and stunned
- Removed slow player when stepping on dead cultists
- Base knife attack damage lowered from 80 to 50. Knife attacks now always cause bleed status effect
- Default wave size raised from 10-15 cultists
- Bodies on map are no longer cleared and made untargetable when wave ends
- Garand does not fire as fast anymore, not affected by attack speed scaling

Milo Demo v0.1.32 Patch Notes

*Milo Demo* *v0.1.32 Patch Notes*

- Pop Corpse ability modifications: Removed rat teleport, removed AOE rat ability during the buff to rats, raised the rat's movement speed modifier during the buff
- Non-food corpses now have visible stencil since they can be targeted by Pop Corpse ability
- Doubled the amount of rat damage scaling
- You can now purchase the Garand in the second room
- Modified the placement and FOV of the first person Garand/Arms to help strange behaviors on Steam Deck
- Modified the Offscreen Rats indicator graphic
- Rat food thresholds for Baby, Teenager, and adult size have been lowered. Eventually I will likely have separate thresholds for permanent and non-permanent rats.

**Milo Demo** ***v0.1.24 Patch Notes***

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**New Ability Added ** *** Pop Corpse***
- It's not clear yet, but kills charge the ability, when it's fully charged you hold the "Rat Call ( default is RMB)" input while looking at a corpse to instantly explode it and harvest any powerup the corpse has. Also damage all nearby zombies. It then will teleport you rats to the corpse and apply a temporary speed and attack buff to your rats for 7 seconds
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- You now start with three perma-rats, a commander and two lieutenants
- "Food" is now consumed by rats, which in turn changes their size over time
- Brief messages stay on screen longer (e.g. "+2 Tickets")
- Cultist stencil visibility and width changed to improve readability
- Rat nibble/harvest has a chance to dismember corpses. The benefit is currently cosmetic only
- Rat nibble amount lowered from 8 to 7
- Significantly increased rat damage scaling
- Reduced cooldown of cultist spawn points