MAYHEM MANSION 1.1, AT LAST!


Well would ya looka dat, Mayhem Mansion 1.1 is finally friggin here, with a ton of changes and adjustments! New versions are likely to follow for fixes 'n whatnot, but till then, enjoy!


============= ============= 1.1 changes ============= ============= 
- ADDED: Some features from Mayhem Mansion 2:
- - When attacking an enemy with an ineffective weapon, instead of producing a fart sound and the word "ineffective" spawn from them, it now says "ineffective" on the top of your screen.
- - Bomb altfire is way more useful, it now scans the area for nearby enemies and throw itself towards them when close enough. It also doesn't just randomly explode when laying it down either, hooray!
- - A new enemy which appears in level 5 onwards is added, originally for MM2 but got scrapped.

- ADDED: Some things that were suppose to be in the first place, but ended up never adding it:
- - New soup guy in level 4's village.
- - At the end of Level 2, you return to the mansion and enter its dungeon.
- - The ettin NPC in level 4 actually speaks now.
- - A sidequest for an NPC in level 5 is added, sort of the level's "mega secret". You get one of the rarest inventory items in the game as a reward!
- - An actual death animation for the level 2 boss.

- ADDED: Added a new "Level complete!" screen instead of going to the main menu.
- ADDED: Icons for both the spell weapon and the ammo combiner, showing what spell you currently are using.

- CHANGED: Musket gets a buff, especially against monsters weak against it.
- CHANGED: Rifle is nerfed a bit, now it requires a small animation before it begins firing, same for zoomed mode.
- CHANGED: The stunlock trap from the magic staff is more effective against many enemies.
- CHANGED: Monkey swarm spell and bombs are no longer affected by autoaim.
- CHANGED: Shops gives 6 arrows instead of 5.
- CHANGED: Replaced the foot spell on Ammo Combiner with a trash sphere spell, bounces off walls and floors while shooting bullets and arrows everywhere! And the Bullet Man spell has been replaced with a new foot spell, and is far more useful, its basically a hitscan explosion.

- CHANGED: It should be more obvious the the lourd outlaw's projectiles are destroyable, and now the remaining projectiles disappear when the lourd outlaw dies, something I had no idea how to fix back then.
- CHANGED: Many many nerfs and buffs and changes to enemies that I don't feel like listing in detail.  They're just better now.

- CHANGED: Edited volumes of about half of the music, lowered volume of really loud music, raised volume of really quiet music.

- CHANGED: Many parts of levels have been remade or reworked, lots to resemble how I originally wanted them to be.
- - Level 4's volcano was reworked. It gets progressively stranger, and it doesn't immediately show the strangest bits near the *very beginning* of the volcano, dunno wtf i was thinking back then.
- - Level 5 is basically a new level, has a lot of new rooms, and it's less confusing. There's more dangers of falling however, so watch your step!
- - Level 6 has numerous changes here and there. Many areas are redesigned and are less ugly and crappy, and you can now find experiment pieces AND do any optional bosses (for the mega secret) in any order you wish, giving you a more freedom of choice. Also, depending on where you go first, the last area you choose will have additional monsters spawn.

- CHANGED: Level 7 - Reworked a bit, lots of fights are more chaotic (put your ammo combiner and items to good use!), and the final boss should be less annoying to deal with.

- FIXED: There's some targets in various levels were you able to activate too early, which would break level progression and softlock the level.
- FIXED: Addendum to the above fix, many items and spells that can allow you to hit targets from around corners no longer can activate targets.
- FIXED: Jonny tank was suppose to be weak against magic, as he drops the magic ammo pickup on death, but turns out he never actually was.
- FIXED: Rifle's bullets while zoomed in would have trouble hitting monsters on ledges above you.

- FIXED: In level 1, there's a trap door right after the golden door in the city that shuts in front of you, but unblocks when killing the billycopters. It was possible though to kill the billycopters before the door shuts in front of you, thus softlocking the level. This was present since the very first release of Mayhem Mansion and somehow never noticed this oversight.

- REMOVED: The giant flower enemy that produce sonic waves that just simply pushed you back, it was a worthless enemy that wasn't fun to fight and only appeared twice in the entire game, so I just axed it. A better version of this enemy will appear in MM2.

Files

Mayhem Mansion 1.1.zip 40 MB
Jan 30, 2021

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