The First Anniversary Update
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[/p][p]If you’re reading this, you’ve probably been very patient waiting for an update… and the good news is: we’ve actually got some good news for you.[/p][p]One year ago, the nightmare began when ANEURISM IV opened its gates to the grand public. What started as a simple passion project slowly spiralled into a full-blown experiment, and after a few… questionable features along the way (think jenkem), it somehow turned into everyone’s favourite life simulator.[/p][p]Anyway, we won’t bore you with the entire history of ANEURISM IV or any of that squishy garbage. We know why you’re here.[/p][p]You want to get back to work. And maybe celebrate a little too.[/p][p]
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[/p][hr][/hr][h3]Scumbag Masking[/h3][p]Desperate times call for desperate measures, which means risking exposure to gather supplies on the surface. Blend in with the crowd, and do what you can to contribute while walking amongst the proles. Gather resources, bust open telescreens, or carry a pistol and look for a slacking cop. Just don't get caught before you put on your mask...[/p][p]
[/p][hr][/hr][h3]Contrabundles[/h3][p]Slunk came through on requests for equipment to carry contraband safely. The Cortex may be smart, but we're smarter. Get some packaging tools, and you can parcel up all kinds of things to carry in your pocket without getting flagged by their scans.[/p][p]The Cult has turned over every stone they could for supplies, and we've begun digging into even older parts of the Zakazone. We've dug up some crates from some abandoned warehouses and buried laboratories, all that's left to do is see what's inside...[/p][p]
[/p][hr][/hr][h3]Vaults & Vents[/h3][p]The Cortex has been cracking down on our usual routes, so you'll need to make do with the new ones we've carved out. Some are hidden, some are safe, some are not. Get well-acquainted, and they'll never see you coming.[/p][p]
[/p][hr][/hr][h2]Terminus[/h2][p]Chaos reigns only where the Cortex is not. To some, Misery's suffering has ended. To others, it has just begun.[/p][p]A new substation has been installed, with many resources afforded to those who enlist. With a Sanitar recruitment booth, dedicated armoury, restricted evidence lockup, jail cells, and walkways above the working man, it offers a foundation on which the Cortex's rule may be solidified.[/p][p]
[/p][hr][/hr][h3]Surveillors[/h3][p]The Consul had mandated the return of Paramechanisms under a new team of researchers from the Motherland. Their human design proves to be valuable to make them an ever-watchful eye over the citizens of Aneurism IV. With additional power, they are able to quickly issue and serve limits to anyone who seeks to disrupt the Sociostasis of our great city.[/p][h3]
[/h3][hr][/hr][h3]Limitator Upgrades[/h3][p]Escalation means innovation, and the Consul's finest have been improved beyond measure. They're bigger and better, and have earned their status of being beyond human in exchange for a loss in flexibility.[/p][p]
[/p][hr][/hr][h3]Bone Zone[/h3][p]The best club in town just got better. Get your friends together and boogie down for real this time at the Bone Zone.[/p][p]
[/p][hr][/hr][h3]F Block Reconstruction[/h3][p]Due to the destruction of F block, temporary housing has been opened to compensate. There are fewer options for furnishing, but the Cortex has issued a reduction on their prices to give laborers a place to rest between their shifts.[/p][p]
[/p][hr][/hr][h3]Muscle Ripper[/h3][p]An absolute powerhouse of a weapon, this behemoth of an LMG packs an entire box of 7.62x39mm ammunition into every magazine. If you can sate its appetite, it'll tear apart anything in its path.[/p][p]
[/p][hr][/hr][h3]Brain Saw[/h3][p]This one's a bit brutal. We don't want to know what you do with it.[/p][p]
[/p][hr][/hr][h3]Nail Gun[/h3][p]On the complete opposite end of the spectrum, we have the nail gun. As a legal "weapon", it's the first of its kind.[/p][p]
[/p][hr][/hr][h3]Cosmetics[/h3][p]Lots of focus was put on providing for the least fortunate in this update, including cosmetics. Enjoy this absolute landfill of new clothing![/p][p]
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Notable changes
[h2]Slunk's Bizaar[/h2][p]Scarcity is well and alive in Misery, and the Scum are beginning to suffer their growing pains. Whenever a need arises, someone comes to fill it... but never for free.[/p][p]With direct connections between the City and the Scum, where anyone can gather to peruse and purchase to their heart's content.[/p][p]Firearms and food, devices and drugs — with an endless assortment of bits and bobs ready for pickings... at a price. Slunk will be out for the moment, though — he's busy counting profits.[/p][p]Full changelog
[p]Below is a complete list of all the changes in version 19.[/p][h2]Items[/h2][h3]Additions[/h3]- [p]Added Contrabundles, which are condensed packages of items. They are not contraband, and all are craftable by Dealers, with some available to craft by other fates.[/p]
- [p]Re-added Nails, a new crafting item found in the underground.[/p]
- [p]Added Muscle Ripper, the new advanced LMG. Can be crafted by anyone using a Miligrade Contrabundle.[/p]
- [p]Added Nailgun, a legal firearm that uses nails as ammunition. Can be obtained from the Night Market.[/p]
- [p]Added Nail Trap, an explosive landmine that is crafted from Spiky Contrabundles.[/p]
- [p]Added Demon Cores to the underground, which can be used to activate Surveillor turrets. More infrastructure in the future will use Demon Cores as power.[/p]
- [p]Changed most gun recipes.[/p]
- [p]Separated Gunsmithing Tools and Cult Workbench recipe list. Shoddy guns and advanced guns are only craftable with Gunsmithing Tools[/p]
- [p]Moved Guitar, Skintape, Hijacker recipe to Cult Workbench[/p]
- [p]Tantalizer and Director’s Death are only craftable by Zealots, Rogues, and Malpractitioners. Scumbag can still craft RDZ at the Cult Workbench.[/p]
- [p]Renamed AG42B to Nerve Killer[/p]
- [p]Increased Nerve Killer accuracy[/p]
- [p]Nerve Killer is now classified as an advanced weapon[/p]
- [p]Slightly lowered Surma fire rate[/p]
- [p]Slightly raised Surma damage[/p]
- [p]Significantly increased Surma accuracy[/p]
- [p]Slightly raised Liver Fief damage[/p]
- [p]Slightly increased Liver Fief accuracy[/p]
- [p]Renamed Switchblade to Sgt. Stabby[/p]
- [p]Increased Sgt. Stabby range[/p]
- [p]Changed the Knife recipe to use Scrap Metal instead[/p]
- [p]Reduced pickaxe range[/p]
- [p]Increased ritual axe range and damage[/p]
- [p]Added Lustrous Contrabundle for Bankers and Controllers using Skull Sterling.[/p]
- [p]Added Miligrade Contrabundle for Dealers using weapon crafting items. Used for crafting the four advanced guns, two of which are restricted to the Dealer.[/p]
- [p]Added Burner Contrabundle for Proles to make junk guns. Proles can only use them to make Frommers or the PITY, while Scum fates have access to more recipes.[/p]
- [p]Added Explosive Contrabundle for Proles and Liquidators. They are now required to make IEDs and Rot Bombs, which are craftable by Scum only.[/p]
- [p]Added Trippy Contrabundle for Corpsman and Malpractitioners. They are used to craft Kevlar.[/p]
- [p]Added Spiky Contrabundles for Scum. They can be crafted into Nail Traps.[/p]
- [p]Increased RDZ accuracy[/p]
- [p]Increase Frommer accuracy[/p]
- [p]Reduced Kidney Splitter accuracy[/p]
- [p]Switched Scrap Metal spawns from underground to surface[/p]
- [p]Increased the Strange Lighter light range[/p]
- [p]Added Smuggling tools, available at the Night Market[/p]
- [p]Removed Advanced Gun Parts, replaced with Miligrade Contrabundles[/p]
- [p]Increased Limitator height[/p]
- [p]Removed Limitator sprint[/p]
- [p]Increased Limitator walk speed[/p]
- [p]Added new Limitator footstep and breathing sounds[/p]
- [p]Significantly lowered maximum stamina[/p]
- [p]Significantly increased stamina regeneration[/p]
- [p]Increased Limitator max health[/p]
[p]Playing Limitator should be a meaningful choice, not an eventual upgrade that all Controllers inevitably go through. This keeps gameplay interesting and diverse by making either fate viable for their own reasons rather than Limitator being an extension of Controller’s abilities. Limitations should be rarer and more imposing, while Controllers will be more common. Most importantly though, the new weaknesses of Limitators offer counterplay to take them down.[/p][h3]Scumbag[/h3]
- [p]Increased Scumbag sprint[/p]
- [p]Increased Scumbag crouching movement speed[/p]
- [p]Scumbags now spawn as “Slunks” without their mask. They are functionally identical to proles, but can press B at any time to “declare anarchy” which turns them into regular Scumbags.[/p]
- [p]Increased Prole crouching movement speed[/p]
- [p]Removed Vomit Coffin hurt sound[/p]
- [p]Removed Vomit Coffin sprint[/p]
- [p]Increased Vomit Coffin walk speed[/p]
- [p]Changed Vomit Coffin description[/p]
- [p]Reduced Vomit Coffin health[/p]
- [p]Vomit Coffin now regenerates health[/p]
- [p]Increased Vomit Coffin damage[/p]
- [p]Increased Vomit Coffin size[/p]
- [p]Added glove cosmetic slot for Liquidator[/p]
- [p]Increased default height from 0.9 to 1 (proles are slightly taller)[/p]
- [p]Added Slunk’s Bizaar, a hub for players to trade contraband and other items. Contains several shop properties and is restricted by Scum Vaults. [/p]
- [p]Added Cortex Terminus, the new fortress for the Cortex[/p]
- [p]Added Cortex reconnection point in the Terminus[/p]
- [p]Added a brand new F Block apartment layout. Has fewer options for upgrades, but is cheaper than other apartments.[/p]
- [p]Added new interior for Bone Zone Nightclub, now contains an actual dance floor and improved bar property[/p]
- [p]Added Bizaar shutters which can only be opened during a Limitation Order and starts locked by default to deter griefing behavior[/p]
- [p]Added new Surveillor model and functionality[/p]
- [p]Reorganized B Block Distilleries (more growing plots)[/p]
- [p]Removed B Block Mining Hall[/p]
- [p]Doubled boulder rate at A block Mining Hall[/p]
- [p]Connected B block Metalworks to A block Metalworks[/p]
- [p]Laundry chutes drop more laundry per pull[/p]
- [p]Laundry is now worth 10% sense[/p]
- [p]Patrols are now worth 20% sense[/p]
- [p]Slave boulders are now worth 20% sense[/p]
- [p]Relocated the F block Apartment to make space for the D block Bazaar[/p]
- [p]Added Thalamus Nexus to the background of Misery[/p]
- [p]Added some community-made graffiti to Misery[/p]
- [p]Fixed collision with upgrades in apartments[/p]
- [p]Removed lots of entities and props in Misery for optimization and gameplay purposes[/p]
- [p]Reduced the total amount of real-time lights for optimization purposes[/p]
- [p]Added Bizaar entrance to the bottom of Bone Zone Nightclub[/p]
- [p]Bizaar vault doors to not limit players while passing through[/p]
- [p]Bizaar vault doors can be opened with a skull sterling[/p]
- [p]Surveillors can now be upgraded with a turret by using a Demon Core. Armed Surveillors automatically attack limited players, and[/p]
- [p]Surveillor health increases significantly when upgraded[/p]
- [p]Upgraded Surveillors now take 10 anamnecytes if broken unlawfully.[/p]
- [p]Revised underground exits into vents with various entrances[/p]
- [p]Separated surface Locker and scum Locker inventories[/p]
- [p]Removed some underground exits, especially around the A block Apartment, now considered a nice neighborhood[/p]
- [p]Removed Cortex Armory from underground[/p]
- [p]Removed Toilets from underground[/p]
- [p]Removed Mineshaft from underground[/p]
- [p]Changed underground lighting to focus on points of interest[/p]
- [p]Relocated the Underground Forge to make way for the Underground entrance to Slunk’s Bazaar[/p]
- [p]Changed Stinging Zakazen nodes to Rot Nodes, there was too much theme-creeping on the Rot[/p]
- [p]Reduced the total amount of lootable trash spawns, no change in spawn rates[/p]
- [p]Doubled lootable trash storage capacity[/p]
- [p]Changed Rot Node spawn locations to be more invasive and troublesome (can now block hallways)[/p]
- [p]Added new street names/ greet messages when entering new areas[/p]
- [p]Added a knock sound when locked doors are interacted with[/p]
- [p]Added two new soundtracks[/p]
- [p]Improved occlusion culling[/p]
- [p]Retextured all of Misery and Nightmare to reduce the use of redundant materials for performance[/p]
- [p]Optimized textures to increase performance and decrease total disc space and RAM usage[/p]
- [p]Reworked most fate post-processing to boost performance and to fix bugged visuals like spirits' vision during darkness[/p]
- [p]Resized lots of icons to reduce texture shimmering[/p]
- [p]Experimental fix to reduce extreme audio clipping during wartime[/p]
- [p]Improved weapon switch responsive time for a more immediate feel[/p]
- [p]Improved movement input for a more responsive, immediate feel[/p]
- [p]Improved network bandwidth usage[/p]
- [p]Improved database backend for better performance[/p]
- [p]Improved audio system to reduce audio clipping[/p]
- [p]Improved player animator for smoother first-person weapon sway[/p]
- [p]Third person corner peeking no longer works while shooting[/p]
- [p]Fixed voice chat occasionally failing to respond[/p]
- [p]Fixed skeletons having the wrong texture when the player had cosmetics[/p]
- [p]Fixed missing cosmetic descriptions[/p]
- [p]Fixed IEDs occasionally not damaging certain players who are in range[/p]
- [p]Fixed proximity bombs explosion delay[/p]
- [p]Fixed cosmetics applying incorrectly to models[/p]
- [p]Effects no longer carry over through deaths[/p]
- [p]Capitrons no longer die from explosives[/p]
Final Note
[p]We'd like to thank our amazing team of testers for not only helping us with finding bugs, but also with creating the changelogs, making great artwork that you'll find in the map, supporting us, and so much more.[/p][p]This update is the direct result of their persistent efforts in improving ANEURISM IV.[/p][p]