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ANEURISM IV News

Version 16a: Patchnotes

[h2] Improvements and Additions [/h2]
  • [p]Food stands are now persistent through restarts
    [/p]
  • [p]Credits gained from paystations are now persistent through restarts
    [/p]
  • [p]Owners/Managers of a shop may now send credits to their ATM for paycheck redemption and collection at any time post-transaction
    [/p]
  • [p]Added many more food stands to Nightmare
    [/p]
  • [p]Banker Anamnecyte cost adjusted: 6 -> 3
    [/p]
  • [p]Buffed food created/cooked by players
    [/p]
  • [p]Fixed Casino property name
    [/p]
  • [p]Readded Casino paystation
    [/p]
  • [p]Adjusted Dealer/Banker Night Market discount: 10% -> 25%

    [/p][h3]To end off, a message from our C.M:

    "We've listened to the polls, and we're going to be making changes in our dev-ops.

    Small updates will be released over-time instead of lumping them in with major updates. Stay tuned. The stove is still on, we are indeed cooking. Give us time. To add to that, the dealer rework is NOT complete. We have some awesome systems (shoutout to Tarandus) coming to fates which are going to change the flow of gameplay. The ideas from our community have been astonishing, and we will be adopting some of them into our internal discussions. I want to take a minute to thank everyone for their immense feedback, constructive criticism is how we grow. Going forward, we will be changing up Aneurism IV. Certain buffs/debuffs or changes of systems will be considered game-wide events, and will be published to ⁠🚨︱consul-transmissions within the Discord and in change-logs to keep things interesting. This could be anything from food shortages, to economical depressions. Since moderating a community is not all that I want to do, I'm going to be more engaged in your Prole lives, whether for better, or for worse. Thank you for your continuing patience, we look forward to sharing more as time goes on, including some exciting news about neutral fates soon to join your experience in Aneurism IV." - A.C
    [/h3]

Version 16: The Midnight Update

The Midnight Update
[p]Citizens of ANEURISM IV, have you heard of the Midnight Bloc? They've just settled in ANEURISM IV and have revolutionized business as we know it.[/p][p][/p][h2]Heads‑Up on what’s next[/h2][p]Version  16 is the opening move in Aneurism’s biggest overhaul yet. Its new systems are groundwork for version  17, which will bundle the fresh Misery map with the long‑awaited apartment rework.[/p]
  • [p]In Nightmare, food stands will appear alongside Paystations.[/p]
  • [p]In Misery, food stands will replace Paystations entirely.[/p]
[p]Nightmare is moving to “legacy” status as we adopt a streamlined map‑development pipeline that promises far greater stability and performance. We’ll keep a few official servers running Nightmare for die‑hard fans, but most servers will shift to Misery once version 17 lands. You can find some pictures of the upcoming Misery map on our Instagram page.[/p][p][/p]
Changelog
[h2]New Content[/h2]
  • [p]Added the Night Market, which complements the DealerNet. It functions as a reverse‑DealerNet where players pre‑pay with credits, receive a receipt code, and pick up their goods once any Dealer/Banker fulfils the order (fulfiller receives the tax; buyer gets a waypoint).[/p]
  • [p]Added Food Stands: stall‑style vendors that let shop‑owners sell food shipments at their own prices. Shipments are restocked via the Night  Market.[/p]
  • [p]Added shipments: Gabagool, Sausage Rolls, and Canned Bread are now available as shipments through the DealerNet.[/p]
  • [p]Added a new music track.[/p]
[h2]Improvements[/h2]
  • [p]Renamed Dealer Pickups to Dead Drops for clarity.[/p]
  • [p]Changed how DealerNet functions to support the new Night Market/Shipment workflow.[/p]
  • [p]Added more slave spawns.[/p]
  • [p]Improved property system efficiency and reliability.[/p]
[h2]Gameplay Changes[/h2]
  • [p]Applied anti-theft system to eating, drinking, and grabbing.[/p]
  • [p]Paystation and Food Stand payouts are now taxable income and therefore must be collected from Civil Terminals.[/p]
  • [p]Non-Cortex weapons are now considered fully contraband and are therefore illegal to be in possession of the Cortex.[/p]
  • [p]Gabagool, Sausage  Roll, and Canned Bread single items have been removed from the DealerNet (they are now obtained via shipments).[/p]
  • [p]Added burning air hazard to Volos Precinct (affects all fates except Slave).[/p]
  • [p]Slave corpses now despawn faster.[/p]
  • [p]Suspicious Meat only drops from players who have been alive for > 5 minutes. (Proles take time to ripen)[/p]
  • [p]Properties can now only be renewed after 50% of the lease time has passed.[/p]
  • [p]Cortex patrols will now award 20% anamnecyte gain (Increased from 10%).[/p]
[h2]Bug Fixes[/h2]
  • [p]Fixed a bug with properties where incorrect info would be displayed.[/p]
  • [p]Fixed a bugged ore node in the mining area.[/p]
  • [p]Fixed turret glitching.[/p]
  • [p]Fixed recoil control when inverted.[/p]
  • [p]Fixed workbench interaction window on ultrawide monitors.[/p]
  • [p]Patched conditions that lead to illegal item interactions.[/p]
  • [p]Improved user authentication security.[/p]
  • [p]Improved anti-theft system logic.[/p]
  • [p]Patched transport to Brazil.[/p]
[h2]System & Server Improvements[/h2]
  • [p]VIP Slots: Servers now support a VIP role that bypasses the player cap. Use -reservedslots argument on the command line (default  4).[/p]
  • [p]New command: cleanupitems \[user id] – destroys all items grabbed by the specified user[/p]
  • [p]New command: cleanupitems – destroys all grabbable items[/p]
  • [p]New command: changemap – switches to the specified map[/p]
  • [p]New command: startgamemode – reserved for future use[/p]
Final notes
[p]We're very glad to introduce this update. The team is working very hard on the next coming versions and we just need a little more time to make sure they're in a good spot before we release them. Your patience will be rewarded! In the meantime, enjoy some well-deserved patches and gameplay improvements to Aneurism IV.[/p][p][/p][p]Lastly, make sure to join our Discord server! We frequently post sneak-peeks on upcoming updates, and it's the first place to receive big announcements![/p][p][/p][p]Join our Discord server Follow us on Instagram[/p]

Version 15c - Proud Worker's Patch

[h2]Proletariates, the Cortex has approved this message for immediate transmission. Standby for broadcast. [/h2][p][/p][h3]Hey guys, our lead developer is away for a while and so new content is going to be cooking for a little longer. In lieu, Vellocet Software proudly presents Version 15c, where workers thrive once more. [/h3][p][/p][h2] Adjustments[/h2]
  • [p]Increased Metalworks and Distillery anamnecyte gain[/p]
  • [p]Killed "Bouldermaxxing"[/p]
  • [p]Hijacker can now only be used once (to open the door)[/p]
  • [p]Balanced property prices[/p]
  • [p]Added slight delay to holstering/equipping/swapping weapons[/p]
  • [p]Increased metal ore health[/p]
  • [p]Decreased withdrawal curse frequency[/p]
  • [p]Slightly increased Limitator HP[/p]
  • [p]Adjusted several weapon crafting requirements[/p]
  • [p]Closing sewer door(s) no longer requires a hijacker[/p]
  • [p]Adjusted DealerNet component pricing[/p]
  • [p]Added spotlight to suspicious chair[/p]
  • [p]Moved the Metalworks forge wall closer to prevent having to jump into the fire
    [/p]
[p] [/p][h2] Bug Fixes[/h2]
  • [p]Fixed lighting in various areas[/p]
  • [p]Fixed devmenu fire rate desync[/p]
  • [p]Fixed cosmetics console spam [/p]
  • [p]Fixed stealing trigger[/p]
  • [p]Fixed some collision problems[/p]
  • [p]Adjusted Metalworks collision logic [/p]
  • [p]Held items no longer drop when transforming[/p]
  • [p]Fixed Metalworks entity clipping[/p]
[h2] [/h2]
Weapon Balance Adjustments
[p][/p][h3] CTX Surma[/h3]
  • [p]Raised magazine size: 75 -> 100[/p]
  • [p]Increased recoil [/p]
  • [p]Increased fire rate[/p]
[h3] CTX Conciliator[/h3]
  • [p]Raised magazine size: 20 -> 30[/p]
  • [p]Lowered rank requirement[/p]
[h3] CTX Arbiter[/h3]
  • [p]Increased accuracy[/p]
  • [p]Raised recoil[/p]
[h3] Bile Binty[/h3]
  • [p]Increased damage[/p]
  • [p]Raised fire rate [/p]
  • [p]Slightly increased reload speed[/p]
[h3] Lung Puncher[/h3]
  • [p]Greatly increased recoil[/p]
  • [p]Reduced fire rate[/p]
  • [p]Adjusted damage to suit fire rate[/p]
[h3] Liver Fief[/h3]
  • [p]Now only holds one bullet[/p]
  • [p]GREATLY increased reload speed [/p]
  • [p]Changed reload audio[/p]
  • [p]Greatly increased swing speed of axe attachment[/p]
  • [p]Adjusted damage of axe attachment[/p]
[h3] Kidney Splitter[/h3]
  • [p]Patched "flashlight" bug[/p]
  • [p]Increased accuracy[/p]
  • [p]Increased damage[/p]
[h3] Brain Scorcher[/h3]
  • [p]Increased accuracy[/p]
  • [p]Slightly increased damage[/p]
[h3] PM9 Evil Gun[/h3]
  • [p]Made it not worthless [/p]
  • [p]Increased damage[/p]
[h3] Frommer[/h3]
  • [p]Balanced fire rate [/p]
[h3] Tantalizer[/h3]
  • [p]Increased accuracy[/p]
  • [p]Increase damage[/p]
  • [p]Increased reload speed [/p]
[p][/p][p]Thank you for your patience, and for bearing with us while we worked on this patch. There's much more to come and we're excited to share many more things with you. Glory To Aneurism IV. [/p][p]-A.C[/p][p][/p][p][/p]

Version 15a

[h3]New Content[/h3]
  • [p]Added second forge in P.L.F. Metalworks 1.[/p]
[h3]Improvements[/h3]
  • [p]Added proportional/scaled contribution rewards at loading bays.[/p]
  • [p]Lightmap improvements.[/p]
  • [p]Resource node spawn points are now higher.[/p]
  • [p]Nerfed Bile Binty firerate.[/p]
[h3]Bug Fixes[/h3]
  • [p]Fixed crashes caused by attempting to steal warhead cores.[/p]
  • [p]Fixed server browser for Proton users.[/p]
  • [p]Fixed missing light probes in certain loading bays.[/p]
  • [p]Fixed Cortex highlighters.[/p]

Version 15: The First Industrial Update

[p][/p][p][/p]
Greetings citizens of ANEURISM IV
[p][/p][p]We are excited to announce a monumental update, one that will restore balance and order to the world of ANEURISM IV. We all know that work is reward, so it is with great anticipation that we present to you The First Industrial Update. Steel yourselves. The machines are waking![/p][p][/p][p]If you are interested in reading about the recent server outages, please skip to the end of this announcement.[/p]
Patch notes
[h3]New content[/h3]
  • [p]Added smoke detectors to civil centers and laundromats.[/p]
  • [p]Added new metalworks system.[/p]
  • [p]Added two machine shops.[/p]
  • [p]Added slop tower to green houses.[/p]
  • [p]Added slop can.[/p]
  • [p]Added jenkem leftovers.[/p]
  • [p]Added 8 new cosmetics.[/p]
  • [p]Added 2 new guns.[/p]
[h3]Improvements[/h3]
  • [p]Changed mining area.[/p]
  • [p]Changed underground metalworks.[/p]
  • [p]Changed ore node model.[/p]
  • [p]Changed metal ore model.[/p]
  • [p]Changed ingot model.[/p]
  • [p]Changed jenkem model.[/p]
  • [p]Changed surströmming model.[/p]
  • [p]Changed jar into empty bottle.[/p]
  • [p]Improved vomit shader.[/p]
  • [p]Improved banker pimp suit.[/p]
  • [p]Doozer booze now additionally gives infinite stamina, and lasts 90 seconds.[/p]
  • [p]Buffed rot shroom nourishment.[/p]
  • [p]Buffed cult chest weight capacity.[/p]
  • [p]Cortex scanners are now disabled underground.[/p]
  • [p]Scum cooking recipes are now available to the Malpractitioner.[/p]
[h3]Gameplay Changes[/h3]
  • [p]Laundromat chute cooldowns are no longer shared.[/p]
  • [p]Washer and dryer times have been reduced by 25%.[/p]
  • [p]Jenkem consumption now leaves behind Jenkem Leftovers.[/p]
  • [p]Added and adjusted items on the DealerNet.[/p]
  • [p]Minor weapon tweaks.[/p]
[h3]Bug Fixes[/h3]
  • [p]Fix liquidator skinning[/p]
  • [p]Fixed base storage not picking up certain items[/p]
[h3]Quality of Life Improvements[/h3]
  • [p]Corpsman gloves and hat can now be worn at the same time.[/p]
  • [p]Prole eyes and hair can now be worn at the same time.[/p]
  • [p]Remade all entity icons.[/p]
[h3]System & Server Improvements[/h3]
  • [p]New robust servers for better reliability and performance. \[We will have the remainder servers finished soon][/p]
  • [p]Security improvements.[/p]
[h3]Other[/h3]
  • [p]Removed psychosis attribute from jenkem.[/p]
  • [p]Removed crafting recipe for jar.[/p]
  • [p]Added jenkem balloon physics.[/p]
  • [p]Added empty bottle to dealernet.[/p]
[p][/p]
Final remarks
[p]This time around, we’d like to give a massive shoutout to the entire community for your continued support and positivity during the recent wave of attacks targeting both our players and the official servers which lead to lots of downtime and confusion among new players.[/p][p]As a small independent studio that seems to like making big games, we’re no strangers to unexpected challenges—and the last week as certainly tested us. Despite that, your encouragement has made all the difference. We're incredibly grateful for the resilience of our players and the lessons we've learned in the process. That knowledge will be crucial as we continue improving ANEURISM IV and prepare for the future of our upcoming titles. Thank you all![/p][p]And if you haven’t already—join our Discord! Come hang out, report bugs, or just scream into the void with us.[/p]