1. Milo
  2. News

Milo News

Milo Demo v0.1.24 Patch Notes

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

- Virtual Shadow Maps is actually ON now (I may add option to enable it or remove it entirely)
- Fewer corpse-ammo spawns
- Fewer corpse-bomb spawns
- Zombies move toward barrier even if they don't have an open slot (zombies that are occupying a barrier slot will sprint)
- Barrier light material appropriately turns off with the actual light
- Added a test day/night cycle to observe some things about the current environment
- "Fertilizer" message is now appropriately displayed as "Food"
- Corpse-food spawns are increased

`Known Issues: Rat balancing is whack. Cultists aren't attacking as expected when sprinting towards the player. And a whole bunch of other stuff not listed here.`

Milo Demo v0.1.23 Patch Notes

Milo Demo ***v0.1.23 Patch Notes***

- Updated Milo menu artwork
- Increased rat harvest speed from 3 to 7
- Tweaked cosmetic elements hanging flickering light blueprint

`Known Issues: Rat balancing is whack, cultist spawn and barrier acquisition is weird and not behaving as expected, Cultists aren't attacking as expected when sprinting towards the player`

Revised Milo Cover Art

Milo Demo v.0.1.21 is LIVE!

Milo Demo v0.1.21 Patch Notes
-Turned Virtual Shadow Maps ON. It has higher cost to performance but looks better. If I like it I will add a setting to either use it or not

-Cultists can sprint indoors. Sprint-to-barricade speed also slightly increased. The chances of them sprinting increases with the rounds

-Removed ability UI indicators for common FPS abilities

-Added indicator component that helps you track your rats by on and off screen

-Every third round the door will open. Right now a crate will spawn there, but that's a placeholder for a ticket shop and/or other things as well. After a pause the door will open and will not close until you well away from it, so I'm hoping that it is impossible to get stuck in that tiny room now. If anyone manages to do it I will Paypal them 10 dollars

-Reduced exploding body fuse duration (2 seconds) and damage. The damage will no longer kill you at full health and instead do 75 damage

-Updated rat scavenge icons, fertilizer was replaced with "food" and instead poop it is a carrot icon. The food doesn't do anything yet, its a placeholder for food your rats will eat to grow over time as a kind of meta-progression. Plan is to have some permanent rats that you customize and take through different playthroughs

-There is a timer the starts when the round ends. When it finishes, the rewards despawn and the next round starts. You get a audio and visual cue to warn you that the round is about to expire. (clicking sounds, and the lights turn off for a few seconds)

-Cultists have more health

-Higher chance for cultists to sprint indoors

Milo Demo v0.1.18 LIVE!

Thank you for your feedback and 350 Steam wishlists! I'm also happy to report that the median playtime for the Milo Demo is now 19 minutes (up from 13), and 269 different people have launched Milo, so thanks for playing!

Milo Demo v0.1.18 Changelog

o Exploding bodies now have a random fuse duration (3.0-7.0 seconds), as well as an AOE damage indicator**

o Exploding body spawn chance reduced from 25% to 10%

o Tweaked opening arms animation and blur screen. Adjusted camera shake for knife ability

o Improved barrier lights, by adjusting the mesh and materials

o Reduced number of initial rat spawns to 1

o Power-ups once again spawn every round

o Adjusted the number of cultist spawns per wave. It starts off at 10 and soon the wave number gets added to the horde size. This is mainly so I can increase difficulty to test and come up with more ideas on how to raise the difficulty but still keep the fun

o Adjusted overall post-processing effects like saturation, film grain, bloom, lens flare, and exposure

o Base rat scavenge value reduced from 6 to 3 (takes longer for rats to harvest bodies)

o Choosing “Exit” from the death screen now returns you to the main menu instead of quitting the application