Full notes
Full HYPER PRIMATE update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
- Maps
- Store
- Performance
Apes, we've deployed some beeg changes to the demo today, we hope you enjoy. Please see the patch notes below.
We've also created a standalone page for our demo, so please leave a review with your honest thoughts!
Patch Notes:
Gameplay:
Player: • Made changes to the slide allowing a player to hold the slide key to enter a slide and release it to stand up again. This should prevent instances where the player is stuck in a dive state in the air
Added a minimum slide speed so the player can move faster whilst in a sliding state at the cost of mobility
Made changes to Dive for it to have a greater impact on trajectory and be more useful in general
Made changes to sliding uphill so that you no longer will be kicked out of a slide when going uphill
Reduced the amount of boosted actions possible after slamming
Implemented slide duration timer, slide jumping bonus speed is tied to duration of the slide to make longer slides rewarding and prevent mashing being the most effective at gaining speed.
Added more camera shake to the player
Changed wallrunning to make it clear which surfaces can and can't be wallrun on (Made wallrunning angle more restrictive as the player can essentially latch onto anything for a split second)
Increased base Stamina regeneration by 33%
Lowered the Stamina regeneration bonus on the 'Regenerape' Skill from 35% to 25%
Added 'Slide Launch' worth 50 score costs 25 stamina to use and implements the slide jump changes listed above
Made changes to the Slam ability, allowing a player to freeze in the air to charge their slam, leading to increased momentum and damage
Added Banan Nuke Ability, activated by landing a fully charged Slam while cooking a Banan.
Added a damage window to the slam animation. Allow damage even without the 'Slamsplosion' upgrade. Additionally, this allows all the interactions of a standard melee attack, e.g. hitting banans.
Implemented Dynamic air control system, this stops a common complaint of having too much air control at slow speeds, leading to over correcting trying to land on platforms.
Slightly Reduced overall air control to make actions more committal and improve usefulness of dive/slide/dash as tools to redirect in the air
Implemented Slide Duration tracking, allowing longer slides to give larger slide jumps
Implemented slide angle adjustment using ‘A’ and ‘D’
Implemented dive momentum allowing a dive to build up speed the longer it is held, additionally exiting a dive will stop the player falling as quickly.
Increased strength of wall running eject (Forward and side momentum) to make it harder to re-run on the same wall and be more rewarding to use from a speed perspective.
Implemented wall run eject air control lowering. This prevents a player from immediately heading back onto the same wall which is horizontal with the player. This is to offset the bonus of wall run adding to momentum
Eliminated slide friction. You can now always maintain your speed using a slide.
Reduced speed decay in the air as an incentive to stay in the air
Added 'slippage' to wall runs, allowing a player to better tell when the wall run is about to end and make them feel smoother in general
Increased Wall run max length 0.5 (1.5 -> 2 seconds)
Increase push off of wall in the instance that a player runs out of wall run duration (it was much easier to re-attach to the wall when running out of time vs leaping off)
Grindrails: • Adjusted the maximum speed on grind rails to better maintain momentum
Improved control over grind rail speed
Widened Grind rail snap on area
Swing Bar: • Added a grace time before the swing occurs, this prevents accidentally cancelling the swing by hitting dive which is common when trying to chain many 'Diving Swing Bars'
Reduced added speed to account for decreased speed decay in the air
Catapult: • Reduced speed added to account for slide changes, technically this still feels the same as before
NPCS:
Don: • Added new clothes (damn he look good)
Enemies: • Re-did soldier model and gun audio
Re-did Tiki model
Added new Sniper Model
Weapons:
Tesla Coil: • Increased projectile speed substantially
Maps:
Tutorial: • Completely reworked layout for better onboarding
Um'bolo's Arena: • Reduced overall health of Um'bolo
Reduced damage resistance to regular shots
Made corrections to pathing to better stay in front of the player
Added an additional attack to make the fight more engaging
Added bonus damage when stunned (After getting hit by parried projectile). We now recommend parrying projectiles back at him for optimal play
Wild Wat: • Extended the first grindrail section
Adjusted a catapult
Reduced the rubble pile after the grapple, as it was too easy to clip
Monke Hub: • Culled some of the science tanks in the skill purchasing shack to improve performance.
Winding Waterway: • Removed a catapult
Made the first catapult section more generous
Congo Chasm: • Removed kill all enemies objective
Altered terrain slope to allow less speed gain from simply sliding
Widen first jump
Rapid River: • Removed swing bars to account for increased player speed
Cracked Canyon: • Altered the ending cave for better readability and slightly higher difficulty
Stinky Sewer: • Added wooden gangway over sewer for enemy placement
Monke City Skyline: • Removed planks and replaced with bridge, for clearer pathing and better performance
UI: • Redid tutorial messages in some levels to require the player to click continue before the message disappears
Added a setting to turn off FOV changes at speed
Added a setting to invert the mouse Y Axis
Added a ‘level type’ text to the level overworld box
Added options for rebinding WASD as movement keys in control settings
Updated Level Medals to have a 3d model which matches the image
Added setting to disable motion blur in the graphics menu
Added setting to disable Post Processing in the graphics menu
Fixed scaling on the 'Real Gun' Icon
Added the option to start a level by pressing 'Space'
Implemented Coloured hitmarkers for when shooting armoured targets, such as hitting an enemy shield
VFX: • Added directional sliding animations
Added offset to legs whilst diving to make slide direction clearer
Added Motion Blur
Added CRT effect
Bugs/Fixes: • Partially fixed an issue where sounds were not affected by the appropriate audio sliders
Fixed an issue where completing all levels achievement wasn’t unlocking
Made changes to Acceler-Ape 1 and Acceler-Ape 2 interactions
Added missing death lines when killed by a Triffid Plant
Fixed an issue where you can collide with a Banan Bomb in air
Fixed an issue causing the Secret level portal to appear on top of the player
Redid the collision on the fences on Monke City Skyline to prevent clipping
Fixed an issue where you can finish a level despite being dead
Fixed the desync of outlines on bounce birds
Fixed the bird on Rapid River moving backwards when completing a loop
Corrected the alignment of the crosshair and hitmarker
Changed the Lisan Al Munkib fountains to not return you to the overworld on interact
Further fixed an issue where slo-mo duration was tied to FPS
Fixed an issue where the Triffid plant took no damage from slide kicks
Fixed an issue where explosives would push Um'bolo off his path
Fixed an issue which would cause the player to lose their double jump without using it
Fixed an issue preventing AI from attacking the player as intended
General performance improvements
Added LODS to some foliage to aid with performance with no real visual cost
Changed the texture resolution of some textures
Source
Changelog.gg summarizes and formats this update. How we read updates.
