Hello!
As you might know by now, we’re gearing up to release a brand new update to Monstrum 2 in just a few days! This time around we’ve decided to focus pretty heavily on the game’s balancing as we know it could use a bit of tender loving care, and this round of update blogs will be going over that very same topic. In this blog we’ll be covering the Prisoners and the Bhagra.
So let's start with how we’ve changed the prisoners shall we?
Prisoners
We felt that life was maybe a little too easy for Prisoners, so we’ve made a few changes to give the Monsters a fighting chance at making a 1-4 course meal out of them.
First up, we’ve drastically reduced the number of Health Sprays and Adrenaline items found scattered loose around the map. Now you energetic escapees will have to use the Bolt Cutters to open wall mounted boxes to be in with a chance of healing your hideous wounds.
You can also no longer find your Backpack items out in the open. They will now only spawn beside hard to reach switches or behind fences and wooden objects that need to be broken to reach them. No more easy items for you, now you have to work for your freedom! We’re not monsters though, Backpack items can still be found in the open when you’re in the Escape Route area.
Prisoners can also no longer vault straight through a Monster’s body when it is clambering through a window, better spin yourself around and get the heck outta there!
As well as the above, we’ve made the Stage One Power Switches take longer to activate, the new timings are as follows:
- 3.0 seconds for 1 Prisoner
- 3.5 seconds for 2 Prisoners
- 4.0 seconds for 3 Prisoners
- 4.5 seconds for 4 Prisoners
Bhagra
We’re more than aware that right now, the Bhagra is currently the toughest of the tough as far as balancing goes, with its insane speed bringing death to more humans than we can count. So we’ve taken some steps to slow it down a little in some areas, and limit its Scent Trail ability so it’s easier for prisoners to escape.
While the Bhagra is on the prowl, tracking its prey via Scent, the Prisoners now have a useful tool at their disposal. If they simply hide in a nearby locker the scent trail will dissipate, leaving the Bhagra directionless and in need of a new target… If the Prisoner leaves their safe space before the ability is over however, the trail will resume as usual, leading the beast straight towards its meal.
Alongside the changes to tracking, we’ve also slowed the Bhagra down while crawling through slide holes and climbing through windows, so those unlucky prisoners will have more time to put some distance between them and certain death.
It’s not all nerfs though! We’ve also slightly increased the Bhagra’s base walking speed, and increased damage from ceiling lunges during the first stage from 60 to 70 hitpoints.
See you Monday!
And that’s your lot for today, we’ll be back after the weekend with news on everyone’s favourite tentacled creep, the Malacosm. We’ll also be taking a brief look into the changes to the big bad Brute.
Have some thoughts on the changes we’re making? Head over to our discord and let us know: https://discord.gg/SB299Key
