Monstrum Build 0.9.2 now live!
Ahoy!
A little later than planned, but here's the patch notes for the newest update to Monstrum!
As always, let us know what you think!
Cheers!
New features
Changes
Fixes
Many audio-related issues such as:
Improvements
A little later than planned, but here's the patch notes for the newest update to Monstrum!
As always, let us know what you think!
Cheers!
Change Log 0.9.2
New features
- New notes to find!
Changes
- Security cameras are a little harder to hide under
Brute moves faster
Fixes
- Player prevented from getting behind the start room boxes
- Player can no longer climb in to the boxes in the cargo hold
- Fixed an issue where turning off the steam vents via the master control would sometimes leave steam triggers active, causing random deaths in the cargo hold
- Brute destroys the outside cargo container doors properly
- Fixed a physics error caused by putting items in the helicopter
- Fixed a performance hit caused by moving the crane
- Menu rendering issues
- Menu fade-in fixed
- Pressing escape in the game over menu no longer breaks the game
Many audio-related issues such as:
- Ambient wave sounds playing at the right times
- Door audio source improvements
- Setting audio priorities to ensure more important sounds are played
- Hunter music/sfx kicking in at the wrong time
- Welder double-sound issue fixed
- Double-roars from the monsters should be less common
- Brute roar location fixed
- Camera movement audio is synced with its movement properly
Improvements
- Performance should be improved in general due to a new occlusion method, better internal level representation and pathfinding optimizations
- Monster animations should be less jittery
- Optimized colliders for many game assets
- Door-player movement code changed to reduce player getting stuck in the environment
- Monster AI improvements
- Altered monster audio source ranges