Version 16 has dropped with a rework of the Dealer fate
The Midnight Update
Citizens of ANEURISM IV, have you heard of the Midnight Bloc? They've just settled in ANEURISM IV and have revolutionized business as we know it.
Heads‑Up on what’s next
Version 16 is the opening move in Aneurism’s biggest overhaul yet. Its new systems are groundwork for version 17, which will bundle the fresh
Misery map with the long‑awaited apartment rework.
- In Nightmare, food stands will appear alongside Paystations.
- In Misery, food stands will replace Paystations entirely.
Nightmare is moving to “legacy” status as we adopt a streamlined map‑development pipeline that promises far greater stability and performance. We’ll keep a few official servers running Nightmare for die‑hard fans, but most servers will shift to Misery once version 17 lands. You can find some pictures of the upcoming Misery map on our
Instagram page.
Changelog
New Content
- Added the Night Market, which complements the DealerNet. It functions as a reverse‑DealerNet where players pre‑pay with credits, receive a receipt code, and pick up their goods once any Dealer/Banker fulfils the order (fulfiller receives the tax; buyer gets a waypoint).
- Added Food Stands: stall‑style vendors that let shop‑owners sell food shipments at their own prices. Shipments are restocked via the Night Market.
- Added shipments: Gabagool, Sausage Rolls, and Canned Bread are now available as shipments through the DealerNet.
- Added a new music track.
Improvements
- Renamed Dealer Pickups to Dead Drops for clarity.
- Changed how DealerNet functions to support the new Night Market/Shipment workflow.
- Added more slave spawns.
- Improved property system efficiency and reliability.
Gameplay Changes
- Applied anti-theft system to eating, drinking, and grabbing.
- Paystation and Food Stand payouts are now taxable income and therefore must be collected from Civil Terminals.
- Non-Cortex weapons are now considered fully contraband and are therefore illegal to be in possession of the Cortex.
- Gabagool, Sausage Roll, and Canned Bread single items have been removed from the DealerNet (they are now obtained via shipments).
- Added burning air hazard to Volos Precinct (affects all fates except Slave).
- Slave corpses now despawn faster.
- Suspicious Meat only drops from players who have been alive for > 5 minutes. (Proles take time to ripen)
- Properties can now only be renewed after 50% of the lease time has passed.
- Cortex patrols will now award 20% anamnecyte gain (Increased from 10%).
Bug Fixes
- Fixed a bug with properties where incorrect info would be displayed.
- Fixed a bugged ore node in the mining area.
- Fixed turret glitching.
- Fixed recoil control when inverted.
- Fixed workbench interaction window on ultrawide monitors.
- Patched conditions that lead to illegal item interactions.
- Improved user authentication security.
- Improved anti-theft system logic.
- Patched transport to Brazil.
System & Server Improvements
- VIP Slots: Servers now support a VIP role that bypasses the player cap. Use -reservedslots argument on the command line (default 4).
- New command: cleanupitems [user id] – destroys all items grabbed by the specified user
- New command: cleanupitems – destroys all grabbable items
- New command: changemap – switches to the specified map
- New command: startgamemode – reserved for future use
Final notes
We're very glad to introduce this update. The team is working very hard on the next coming versions and we just need a little more time to make sure they're in a good spot before we release them. Your patience will be rewarded! In the meantime, enjoy some well-deserved patches and gameplay improvements to Aneurism IV.
Lastly, make sure to join our
Discord server! We frequently post sneak-peeks on upcoming updates, and it's the first place to receive big announcements!
I played some of this in preview and it was very meh. Essentially they placed benches in a bunch of awkward locations around the map which gives non-dealer/banker fates the ability to see the current items and prices on the DealerNet. After which they can purchase and broker the pickup through a dealer who collects a small % fee.
Personally I don't like this much, I think DealerNet should've remained largely opaque to other fates so as to give dealers flexibility to sell things for substantial markups when certain items (kevlar) can be found cheap. These guys are now errand boys running around the map picking up packages for pennies like an Amazon driver.
Food can no longer be purchased on the DealerNet too, instead it's only available via shipments. Sucks because buying as much Gabagool as I could carry when it would pop up cheap (like <5c) was essential for keeping the hungry beast that is a Capitron happy at all times.
They also reworked paystations so money earned from selling items is now redeemed at civil terminals and taxed accordingly. This is a bummer for people co-owning stores, as previously you could deposit money into the paystation and share it with others to create a shared bank account. The new map won't even have paystations so it seems the developers want a very managed economy where base items are vended by specific machines and everything else requires DealerNet or player interaction.
Note that credits earned from paystation purchases are only kept in memory, so if the server crashes or reboots overnight for maintenance, you lose the uncollected credits. Fucking retarded.
I think this'll make certain non-contraband specialty items like repair kits harder to obtain. When playing Sanitar it's tough to obtain machine trinkets and odd glue as you can't scrounge around for items, so it's incredibly helpful when people are just selling them for 10-15c a pop.
They also fixed the bug where Cortex fates could keep certain contraband weapons without getting a limit (e.g. Director's Death). Controllers are going to have to get used to sucking shit with their faggot pistols until they can grind laundry enough for C4. At least patrols pay 20% of a 'cyte instead of 10% now. Still not worth it.
I have to wonder what the fuck the developers are smoking when this is the shit they focus on doing. If it were up to me, I'd spend time on
- Punishing faggot Cortex players (mainly Limitators) who bait proles into hitting them. I'd create geofences in prole work areas that allow melee with impunity on Cortex retards getting in the way. Places such as the wartime bomb assembly room, mines and metalworks furnaces as an example.
- Creating an ascending level of difficulty for players to survive with significant 'cyte debt. Players at -10 or more should experience escalating punishments for continuing to fuck around. Limits should stick around longer, credit gain tanks and others should be rewarded for executing you if you get to -25. It'd be a strong incentive to stay out of debt.
- Tweak one of the scum entrances so there's a vestibule that scum can use to trade in person with neutral fates without having to worry about getting raided or shot at by bored Cortex players standing at the entrances. It'd give scum more incentive to build goodwill with surface dwellers.
- When the scum are at street level and fire a weapon, it should create a bubble between them and any Cortex within ~50m where there's no consequence for Cortex killing a neutral fate. Proles love to dance in front of scum to fuck with the Cortex when they should be running away when fights break out.
- Create a variety of default outfits assigned randomly on spawn to proles. Thieves blend into the crowd so easily as every prole looks exactly the same.
- Empty properties should have all their doors unlocked by default. When Darkness occurs, players who have wood in their inventory should have the option to barricade themselves inside during the event.
- The game should provide feedback to players who witness or are affected by a player's action which makes them fair game to be murdered. e.g. if someone steals your ration, you see a message like "Where did my ration go?" which hints the game recognized the theft and you can now exact revenge. Right now it's like reading tea leaves.
- Bankers with 0% fees should get a small (like 10%) 'cyte bonus when someone banks as a reward for providing good service.
- Busy areas of the map (like the chokepoints leading in and out of underground laundry area) should have a Cortex checkpoint that, if manned, detects contraband in player inventories when they pass through. This would force players with contraband to go the long way around and make it harder for neutral fates to casually carry weapons around. Also gives Cortex something to do.
- Cortex should not be able to just spam search on anybody unfortunate enough to be within range. Either have a cooldown, or force the person to remain still for a few seconds before unlocking the option, after which both players are frozen in place for a second or two while the search completes.
- IEDs should destroy the contents of apartments they're used on so there's no reward for raiding while everyone is asleep.
- The ease with which a server can be rotted (the effect of corpses, taking out neurostabilizers, etc.) should scale with server pop. Full servers should be extremely vulnerable to rot, while near empty ones are nearly impervious. This is since most servers rot thanks to NEETs taking advantage of low overnight server pop to rot servers unopposed.
- Make it possible to see how worn a repair kit is within your inventory!
I could keep going but there's no point, the devs won't ever read it and since there's no modding API for server admins, you can't implement any of this functionality on your own. The game has a lot of issues but devs seem more interested in implementing new functionality than patching existing broken systems.
Unless they're willing to knuckle down and unfuck their shaky foundations, this game will be a ghost town come Christmas.
At least start shipping Mono builds again so server admins can play with injecting DLLs for messing around as most of the shit I've mentioned here could be implemented purely serverside. They went to IL2CPP after the first wave of cheating, which did fuck all to prevent cheating, but completely screwed legitimate modders.