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Steam News5 August 20241y ago

Monke Simulator Demo: Beeg Patch

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!

Full notes

Full HYPER PRIMATE update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

14 fixes29 additions31 changes5 removals
  • Gameplay
  • Balance
  • UI and audio
  • Maps
  • Store
  • Performance
changedPatch Notes:Gameplay:
addedPatch Notes:Added a minimum slide speed so the player can move faster whilst in a sliding state at the cost of mobility
removedPatch Notes:Made changes to sliding uphill so that you no longer will be kicked out of a slide when going uphill
changedPatch Notes:Reduced the amount of boosted actions possible after slamming
changedPatch Notes: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.
addedPatch Notes:Added more camera shake to the player
the Stamina regeneration bonus on the 'Regenerape' Skill35%25%the Stamina regeneration bonus on the 'Regenerape' Skill decreased, nerf5 (1.52seconds5 ( increased, buff

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

Steam News / 5 August 2024

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