Milo Early Access 2.1.0
- Cleaned up temporary status feedback. Corpse footing and stamina exhaustion no longer trigger the “new effect” ring animation. Their normal indicators remain visible, and ordinary upgrade feedback is unchanged.
- Corrected the corpse-footing icon setup. Updated the boot icon’s mask and texture settings to address the striped red-square issue caused by a texture/material mismatch.
Combat & Movement
- Sprint to cancel a reload. Starting a valid sprint interrupts an active reload instead of making you wait for it to finish.
- Improved Thompson and PPSh accuracy. Reduced sustained-fire spread and spread buildup, with tighter maximum spread on both weapons.
- Adjusted spread scaling with fire-rate bonuses. Faster firing no longer disproportionately accelerates spread buildup. Recoil remains unchanged.
- Added corpse-footing slowdown. Walking or sprinting over eligible ordinary enemy corpses applies a mild, non-stacking 6% slowdown, indicated by a red boot. Leaving the bodies restores normal movement, and successfully using Pop immediately removes that corpse’s contribution.
- Added breathing room when returning from the Arcade. Returning to combat triggers a knockdown pulse against nearby Cultists.
- Strengthened late-wave Cultist health growth. Increased the additional health scaling after wave 15 while preserving early-wave health settings.
Weapons & Purchases
- Fixed wall-buy purchases for weapons you already own. Buying an owned weapon replenishes its reserve ammunition instead of replacing the weapon or switching your active gun.
- Preserved weapon state during ammo purchases. Replenishing reserves does not refill the magazine or reset reload state. Purchases are rejected before charging when reserves are already full.
Rat Commands & HUD
- Added direct Rat Call retargeting. Aim at a different eligible corpse and use Rat Call to redirect your rats without recalling them first. Calling the same corpse again, or calling without an eligible target, still recalls an active command.
- Simplified the Rat Activity HUD. A compact display uses one corpse icon and depletion gauge alongside distinct travelling, feeding and waiting indicators. Removed the extra reward-preview row and earlier floating badges, portraits and directional trails.
- Made Rat Call prompts contextual. The input prompt appears when a valid select, switch or recall action is available, rather than advertising an input that would do nothing.
- Polished the indicator’s appearance. Rounded dark panels and subtle outlines bring it into line with the other menus without changing its placement.
Account Terminal, Progression & Online
- Further refined the Account Terminal. Added a persistent account header with your identity, Milo’s Favor level and XP progress, plus clearer tabs and improved Armory preview lighting.
- Changed combat weapon mastery to kill-based progression. Mastery uses credited weapon kills rather than damage dealt. Basketball retains its separate progression formula.
- Preserved earned rewards during mastery conversion. Account statistics, currency, owned finishes and equipped items are retained. Displayed weapon levels may decrease when recalculated under the kill-based rules.
- Improved progression storage and recovery. Added safeguards for repeated requests, overlapping updates, interrupted saves and migration. Corrected two backend initialization failures affecting account readiness.
- Fixed the Lobby Basketball Streak leaderboard lookup. Corrected the configuration mismatch behind “Leaderboard unavailable,” without resetting the boards again.
Visual Effects
- Added quality-based persistent debris limits. Casings, discarded magazines, small gibs and bloodstains use retention budgets based on the applied Visual Effects quality. Older decorations retire first, preserving recent combat aftermath. Existing disable options remain available.
Thank you for playing Milo!
Thank you for your patience, for playing Milo, and for sharing such helpful feedback. Every report and suggestion helps me keep improving the game!