Due to the holiday season we will not be providing a devblog over the new year. However, in the spirit of moving forward with presentable content, we are releasing a new patch that will be delivered straight to evrima as opposed to the standard hordetesting branch. The inclusion of herrerasaurus and dilophosaurus has come early, however there are certain quirks both visually and mechanically for each of them that will be adjusted after the holidays. Continue using the bug report functionality regardless, as we will continue to refine content as much as possible in the coming days before holiday break. I hope you find the new additions to the roster as fun as we do.
Please note; you may need to restart your Steam client if the update is not immediately available to download.
0.13.18.17
Additions Added dilophosaurus as a playable class Added herrerasaurus as a playable class Added the ability to scent when crouched or resting Added dryosaurus directional attacks Added new AI world spawner Added replay focus and hotkeys to adjust playback speed Added zoom function to replays Added new hypsilophodon grab animation Added input release to digging to interrupt it early Added an additional effect for sting stage for sanctuary bees Added a warning pulse effect and sound for agitated sanctuary bees Added "wounded" as a status report and calculation for bite force Added condition for pounce hit to check front and back of a big target Added giant wax palms to Gateway Added a NV brightness curve for all species, separate from range Added new lunge swimming animations for deinosuchus Added new water sense effect for deinosuchus Added deflect animations for omniraptor and troodon when pouncing from the front or behind targets
Enhancements Carnotaurus now requires a "run up" in order to charge Ceratosaurus stability is increased when chuffing around corpses Smoothing adjustments to animal head tracking Smoothing adjustments to pounce latch translation/rotation and pouncer´s camera Adjusted boar carry position Reduced dirt vfx amount when digging Improved trying to rest from sliding Adjusted hypsilophodon and stegosaurus footprint sizes Enabled swallowing while latching Removed schooling fish from the gallimimus diet Shortened stegosaurus knockdown duration Migration zones now display immediately when scenting Allowed corpses to update locational effects Improvements to large call attenuations Disabled chuffing while swimming Hatchlings are now added to their parents' group regardless of size limit Updated friends session finder Made pounce and headbutt to ignore alt attacks Weather sounds are now filtered when a player's camera is underwater Increased ceratosaurus scent range Players can no longer pick things up if they are charging as carnotaurus Increased pachycephalosaurus bleed resistance Setup new threshold values for bees attacks and juvenile diet swap Updated admin panel event to match new input name Adjusted nutrients prortions for sanctuary mushrooms Updated deinosuchus underwater vision Removed initial bleed damage from target when an animal pounces them Increased pachycephalosaurus intake values when eating or drinking Nutrient decay rates have been slightly lowered Adjusted ceratosaurus animation swallow curves Adjusted gallimimus, hypsilophodon, beipiaosaurus, dryosaurus, pachycephalosaurus, and troodon knockdown times Restored minimum sprint duration/distance before sliding can activate Ceratosaurus charged bites now force the player out of crouching Added a stability multiplier to tenotosaurus when attacking behind itself Removed impact sound from death screen Adjusted pachycephalosaurus ram downwards activation angle Slightly shortened recoil and stagger animations Organs should now properly reflect food values based on the size of the animal they are taken from Pachycephalosaurus headbutt can now properly hit swimming targets Edits to nv underwater values Updated balance values for pounce (stamina cost/damage) Updated headbutt balance values (stamina cost/damage) Updated all bucking stamina damage values Increased the diet boost values to scent and NV ranges Fast transitions from sitting to standing no longer cost stamina
Bug fixes Fixed mud not going away if wallowing after a rain event fired Fixed headbutt slide and animation failing to restart Fixed pteranodon animation blending when using vocals while flying Fixed ceratosaurus charged bite tap animation Fixed wallow adding mud even if raining Fixed dryosaurus/carnotaurus charge indicator showing for hatchlings Fixed morphs for animals with a subadult stage Fixed wrong math on removing source food when removing a chunk Fixed players occasionally losing their saved skins Fixed grazing message having priority over eating a specific plant Fixed bullfrog not being properly listed for omnivores diets Fixed deinosuchus and ceratosaurus occasionally receiving vomit debuffs Fixed gore chunks not having correct nutrient proportions from its source Fixed troodon jump attack sound not crossfading by age Fixed collision for physics assets against old cliff rocks Fixed some foliage and rock collisions being inaccurate Fixed beipiaosaurus upwards swimming animation not playing correctly Fixed weather sometimes not replicating Fixed beipiaosaurus vertical swim speed being incorrect Fixed vomit animation making meat chunks clip through the neck and face Fixed profile creating sound playing on start up Fixed pachycephalosaurus juvenile generic call sound clicking Fixed pteranodon not taking off at low stamina properly Fixed carnotaurus not sliding after turning from charge Fixed issue with eating value always being 50 Fixed boar montages Fixed replay cooldown starting from the start of recording instead of its end Fixed directional attack being spammable Fixed wrong values on skin setup for AI spawn Fixed organs not becoming rotten sometimes Fixed pieces being interactable after destroy was called on server Fixed schooling fish scale issue on spawn Fixed trace attack hitting overlaps Fixed dryosaurus/carnotaurus cooldown indicator color while the ability is active Fixed organs weight values sometimes being too heavy Fixed dryosaurus not biting while holding ALT Fixed slowdown when landing Fixed sinking too deep into mud when jumping in Fixed deinosuchus nose bubbles showing above water Fixed crouch jittering when stood in water Fixed some species using diving animation for mud pools Fixed locked damage not being added on some normal attacks Fixed skin preview background not having light sometimes Fixed sickness status on UI disappearing when relogging Fixed meat chunks occasionally not despawning if eaten fully from swallowing or on the floor Fixed pachycephalosaurus ram head damage multiplier Fixed issue of swallow animation on simulated proxies Fixed drag SFX sometimes playing louder than intended Fixed certain hints not showing up Fixed scent bar not being full when inside migration zone Fixed flung animation repeating Fixed carnotaurus slide animation after charging Fixed sanctuary mushrooms being added to adult diet list Fixed collision of gore pieces during swallow Fixed swallowing state not applying once swallow animation starts Fixed "can't swallow" hints not showing up in some circunstances Fixed organs occasionally becoming stuck to the player's mouth Fixed AI dinos not updating locational effects Fixed bees not damaging adult dryosaurus Fixed bullfrog and deer giving wrong diet nutrients Fixed issues with drink distance checks Fixed subadult to adult growth times for dinosaurs without a subadult stage Fixed dryosaurus juvenile and hypsilophodon grazing/eating sounds not playing Fixed bleed clogging sometimes not working when wallowing Fixed vocals ducking venom ambience Fixed goat, boar and deer sliding animations when sprinting Fixed juvenile omnivores not getting nutrients from anything besides sanctuary mushroom sources Fixed fall damage not being calculated when quicklogging Fixed lunge sprint boost after leaving water to land during lunge Fixed crouched scent animations clipping through floor Fixed pawn being destroyed if quick logout after going to Spec mode at least once Fixed scent blocking other abilities if it was activated when scenting is not possible Fixed gore been somewhat intertactable after fully eaten Fixed headtracking jitter Fixed organs that were thrashed to be thrashed again using original corpse Fixed pounce camera disalignment Fixed some debuff values taking too long to disappear Fixed animal AI not spawning blood pool effects Fixed corpse flies not despawning Fixed headtracking facing forward when looking back Fixed wallow hint showing on blood pools for herbivores Fixed beipiaosaurus bouncing on water surfaces when out of stamina Fixed deinosuchus sprint footstep sounds not playing sometimes Fixed hypsilophodon slide footsteps not spawning Fixed pteranodon being able to skim above ground Fixed a latency issue causing the pounce start animation to repeat
Thank you for your continued support of Midnight Monitor!
What Did You Miss?
This update adds the very frequently requested "Missed Anomalies" feature. This is accessible from the Win/Lose screens and will show you which anomalies you missed, and in which rooms:
This will allow players to better understand what anomaly types and rooms are giving them the most trouble 😎
"Easy" and Hard Mode Changes
The minimum number of cameras in the Neighbourhood House has been lowered to 4 (previously 6). This means that the game has been made easier for those who find it too challenging.
To balance this out, using fewer than 6 cameras will completely disable Hard Mode. Likewise, Hard Mode is now forced when using more than 8 Cameras. Hard Mode is still optional when using between 6 - 8 cameras.
Nerfed the Pumpkin King, Sorta...
So it turns out the Pumpkin King COULD be unkillable. A bug existed where if you changed the number of cameras on the main menu and then enabled Halloween Mode, the Front Entrance might not be active. The Pumpkin King would still spawn, with no way to kill him.
This has now been fixed. Halloween Mode = Front Entrance = Pumpkin King. Nobody actually reported this bug to me - I just happened to find it by myself, but it seemed pretty nasty!
Please see the full list of Patch Notes below:
General:
- Added "Missed Anomaly" reports to the Win/Lose screens detailing which anomalies and locations were missed during gameplay - The "Unlimited" FPS Limit has been changed to "Vsync" to better explain its function. Selecting this mode will allow the framerate to match your monitor's refresh rate - Removed the built-in mouse cursor
Modern House:
Gameplay: - The Kid's Room Flashlight has been brightened slightly
Neighbourhood House:
Camera Selector updates: - The minimum number of cameras has been reduced to 4 (previously 6) - When playing with fewer than 6 cameras, Hard Mode is forced off - When playing with greater than 8 cameras, Hard Mode is forced on
Halloween Mode Bugfixes: - Previously when enabling Halloween Mode, it was possible for the Front Entrance camera to not work, and the Pumpkin King could not be defeated. - Now the camera rotation is refreshed whenever Halloween Mode is enabled
Misc: - The Tutorial/Intro tooltip has been updated - The Anomaly Scanning function can no longer fail, and will always give the location of 1 or 2 anomalies
Bugs: - Fixed an issue where the zoom blur would persist across camera changes
Small update. Version 1.01 adds cropped mode to the video options in order to provide additional support for those playing the game at 720p. Cropped mode is a rather blunt tool, cropping the top and bottom 24 rows of pixels to reduce the default viewing area from 768 pixels to 720 pixels. Menus are also updated so that text above and below this range are not cut off.
This is not an ideal mode for most players as the reduced size of the viewing area means small portions of the levels will no longer be visible. Still, if you have a 720p monitor or need the display locked to 720p for any reason (typically for streaming or videos), this is often the lesser evil as it will let you play the game without distorting the graphics. It may also help for upscaling the graphics on larger monitors as well.
Full list of changes:
- Cropped Mode added to Video Options - Sprite updates for the rapids in the overworld - Error for the wrong name for Ari being pulled for the ending fanfare removed
After a year of development, our third person, hoard-shooting deck builder CHUTNEY: Space Survivor has released! Share with your friends, spread the word!
A brief thank you to everyone that helped along the way during development, from play-testers to anyone willing to lend their ideas, we appreciate your work and it has helped shape CHUTNEY: Space Survivor into the game it is!
1. Added game speed drop-down to pause menu, you can now choose different game speed settings to control the flow of the game. (PLEASE NOTE RUNNING THE GAME AT A HIGHER SPEED MAY CAUSE THE GAME TO BE MORE LIKELY TO CRASH!) 2. Audio menu added to pause menu, made sure it doesn't interfere with anything from the original pause menu. Just need to clean up and re-organize the buttons next update, as the UX/UI design feels weird right now. 3. "First Audio Load" code changed, you can expect the game to start a FULL VOLUME even if you have already played before, this is just cleaner code. I apologies for the small "bug" this causes, just adjust your audio levels again and all will be fine :)
The situation in New Alestead has escalated, the Mega City Slums are under constant gang occupation, Perps are roaming the streets, civilians are being held at ransom, and a new drug 'Miff' is taking over.
Our orders are destabilize the gangs control of the districts and gather intel on the Kingpins location - then bring him in!
Its your job to subdue the perps, rescue the hostages, and detain any Miff contraband on the Streets.
We have limited time to pull this off, and if.. no WHEN we do you bring the son-of-a-gobbo back alive for interrogation... we'll make sure he talks!
// MAJOR CHANGES //
🏙️ Procedurally Generated Maps
In order to increase replayability we have moved from scripted, linear mission chains to procedurally generated city maps. The old maps you know and love are still in the game, but have been re-worked as boss levels.
🎲 Meta Game
In addition to increasing replayability on the mission layer, we have added an over-arching meta game. If you are familiar with XCOM you will feel right at home with our meta-layer that sees you splitting your focus across multiple crime scenes in an attempt to keep anarchy under control while frantically trying to gather enough intel on the Kingpins location before he escapes!
⚔️ Combat and Weapon Overhaul
New challenges require new tools and equipment. Guards will now be able to choose between lethal and non-lethal weapons - which are ideal for taking down high value targets. Recent legislation means Guards will now no longer be able to "accidentally" punch high value targets to death. The standard issue Guard Kick (tm) has received a significant boost. New weapons are available for purchase in the weapon store.
⚒️ Armor and Armor Values
Armor now provides its wearers with additional health improvements! Spend your hard earned gold on stylish, and practical armor upgrades. You can upgrade your armor at the armor stand by the door in your quarters.
FULL PATCH NOTES FOLLOW: ---- Changelist December 2023 (Last Changelist posted October 2023)
Additions: [+] Added new HUB and tutorial area [+] Added Generated missions - Mission on the war map are randomized each day (Subdue, Rescue, miff collect) [+] Added Generated level layouts - New Alestead is a vast city, each missions takes place in one of the many generated streets of New Alestead [+] Added Generated level loading screen with mission info [+] Added Crisis War Map - Tracks Anarchy and available missions per district [+] Added District Anarchy Tracker - Each mission you fail will advance the Anarchy track, at max Anarchy the District will fall to gang control [+] Added Mission Timeouts - Missions are active for a limited time and when they expire anarchy will increase [+] Added District Intel Tracker - Each mission you win provides Intel, at max Intel we find the Kingpin [+] Added HUD elements for next mission and intel/anarchy tracker [+] Added HUD Popups when returning to the HUB for mission timeout, max anarchy, max intel, kingpin defeated, kingpin escaped, new case file [+] Added Kingpin Mission - Take on the Kingpin in a final mission to save the district, if you fail he will escape and the district will be lost [+] Added Pay coin to control the situation on the Streets - Increase time on missions, decrease anarchy and discover new missions [+] Added Buyable weapons before hitting the streets [+] Added Armor Stand and Armor defense buffs (increase HP) [+] Added Lethal vs Non Lethal Damage - Non Lethal cannot kill, Deadly can kill if KO, Lethal will instantly kill if enemy reaches 0 HP [+] Added Persistent Equipment caching Between Levels [+] Added HUD Markers to APC and Extraction locations [+] Added UI feeback to coin and cape pickup [+] Added enemy screaming and arms raised telegraph at close range [+] Added After Action Report Crisis Trackers [+] Added Coins to HUD [+] Added enemy repopulation mechanic to backfill the world with enemies on the return / extraction beat [+] Added ability to escort Perps and Hostages (follow / stay) [+] Added secondary coins reward from bring perps back to the APC [+] Added Bloody Screen effect for low health [+] Added F to invite Friends element (opens steam overlay) [+] Added Friend elements to HUD, flashes red when KO, and a red skull if dead and needs revive [+] Added downswing to melee combo 3rd attack
Alterations: [~] Goblin Thrower rearm animations [~] Update sprint and Idle animations to have less camera sway [~] Added smoke pop to hub assets when they are recreated [~] Thrower brick now explodes on impact [~] Remove roll from camera shakes to help with motion sickness [~] Tweak hit stop animation on melee to feel better [~] Increase enemy melee range to keep the enemy in frame [~] Increase attack combo windows [~] Edit Translations [~] Decreased Player Stun Duration [~] Allow Player to block whilst Stunned [~] Updated music [~] Miff Blind Effect updated [~] Fracture assets now KO enemies instead of killing them [~] Stopped stealing weapons from enemy front, only allow stealing weapons from behind
Bugs: [!] Fix bandwidth limits to improve overseas networking [!] Fix unplaced notices not destroying when parented actor is fractured or destroyed [!] Fix gamepad issue where multiple settings would change when scrolling a setting [!] Fix some item hit effects missing on clients, in particular ally kick effects [!] Fix thrower enemy floating [!] Fix thrower enemy not rearming and standing idle [!] Fix Punching with Shield not working [!] Fix throwing knife attachment issue [!] Fix Thrower not moving after arrest [!] Fix issue where UI would not draw [!] Fix muffled enemy VO [!] Fix infinite falling bug in some levels [!] Fix AI seeing through doors and stacking up on them [!] Fix missing mouse in AAR in some cases [!] Fix loss of gamepad control in some cases