Milo v1.1.2 Patch is LIVE


"Welcome back!"

Milo v1.1.2 Patch Notes

~ Reduced the amount of blood decals that spawn from rat nibbles

~ Added damage numbers that pop-up when an enemy is damaged and you are the instigator. In other words, your rats will also produce the damage numbers, but not other players etc.

~ Added damage "flashing" to indicate that an enemy was struck and took damage. The intensity is slightly greater when it's from a crit

~ Thompson, Pistol, and Garand, now have randomized damage within a small margin as well as crit damage modifiers, chance to crit, and FX for cultists who are 'critted'. (currently it is mostly extra blood. will later implement unique hit react Anim Montages, chance to stun etc...)

~ Garand and Thompson bullets will now penetrate and damage multiple enemies

~ Added healthbar that appear over cultist's heads when they are first damaged. This also works as expected in multiplayer testing

~ Cultist's starting health now increments over time during pre and post escape phases. When the escape phase begins the zombies return to their base health of 100 then continue incrementing

~ Crosshairs now suck less and they behave as expected at different resolutions

~ Rats will now 'Scavenge' or 'Attack' instead of 'Scavenge' and 'Follow'

~ Rats will now more  fluidly switch between 'Scavenge' and 'Attack' behaviors, before it wasn't as responsive e.g. the rats would need to reach some destination in their behavior tree task before actually switching

~ Fixed a bug where rats would act weird when escape phase began

~ Knife now interrupts an active weapon reload

~ Aim Assist has been added to players using a gamepad

~ Basketball minigame now has specific shot locations that give you a chance to earn greater prizes with consecutive baskets

~ A lot of stuff I rewired for multiplayer, especially things pertaining to rats and the way they interact with their player owner and with the world in a multiplayer setting

~ Temporarily removed the M1 Garand and the Mystery Machine so players will start with both a Walther PPK and a Thompson.

~ Cultists and players are now invulnerable when Basketball minigame is active. If cultists are outside of 'traang', they will continue to move towards you, but they will not enter or attack barriers until the minigame is over. Cultists who are inside will watch you play and clap, instead of attacking you.

~ Added more rat FX, rats can be bloodied now from scavenging/attacking, blood FX also tweaked in general for them.

~ Rats no longer nibble when walking over a body, unless they are explicitly in 'scavenge' mode.

~ Basketball now has a cooldown that doubles every time you use it and it maxes out at 120 seconds.

~ Pausing the game in single-player no longer makes physics simulation go nuts.

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|Things to consider for new and returning players :

| Rat damage does not scale yet.

| You can now use the Basketball mini-game without worrying about being damaged or killed.

| Basketball will not benefit you if you play it in the escape phase yet. I'm working on a system that will change that.

| If youve had a good run,  try to be killed before exiting as rat food is not being saved throughout runs..so you gotta make it to the end-game screen (rat food currently is not visible or useful to players, but the game is saving it under the hood so just be aware.)

| As always please feel free to report a bug or give feedback, there is a channel dedicated to it in this server. Or you can PM me.

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