Mansion Mayhem v. 4.0 — The Festive Overhaul Update

We are pleased to announce support for Minecraft version 1.21! Currently, we recommend using version 1.21.3 for the best experience as with any other version, you won’t be able to join.

Hello everyone!!! We owe our biggest apologies for the lack of updates with our game. We’ve been super busy with school & other stuff. This update is geared to update the game to 1.21 (obviously) and just clean out useless Powers.. It also includes 4 new weapon choices for Killers. As always, there’s a new round of balance changes that will hopefully shake up the Powers meta.

Big Game Changes

  • 1.21.3
    • Mansion Mayhem now runs on version 1.21.3 instead of 1.12.2.
    • This massive change put us to work for quite some time, but it’s finally done! We’re super excited to deliver the highest-quality gaming experience for all our players, and this is a big step in that direction.
  • Game Timer
    • Hide & seek timers no longer show for Survivors.
      • Bells no longer ring when the hide sequence ends.
      • Survivors can see the escape time. Escape time for Survivors is now blue instead of red.
      • Killers can still see the hide & seek timers.
        • Hide times are now slightly randomized.
          • A hide time between 20-40s is selected for each game.
          • Survivors do not know when the Killers enter or what time it is!
        • Seek timer is very similar. It has some slight changes
          • All seek times now have time added or subtracted from the starting time. Specifically, it’s +/- 10s & any interval in-between.

Core Game Changes

  • “KILLERS GO” message no longer shows for Survivors.
  • “Survivors Hide!” message only shows to Survivors.
  • Killers no longer lose their weapons in the escape sequence. Instead, they do 50% less damage.
  • Death messages no longer say “by Killer name” at the end.
    • Many new death messages added!
  • Survivor attack rate on Killers increased (nerf): 0.25s -> 0.35s
  • Mansion icons in the selection screen will have their sizes clearly stated.
  • When getting attacked by a Killer, Survivors lose a bit of vision and a scary sound will play.
  • Heartbeat sounds play on low health.
  • Many Powers are getting cut. These Powers just cause so many problems in balance. Flying is a “BS” power and annoying to play against. The speed Powers are so overpowered in this game when placed against literally any other Power, so all of the duplicates are getting cut.
    • Flying Survivors
    • Survivor Flashlight
    • Empowered Survivors
    • Intense Survivor Boost
    • Turbo Killers
    • Mighty Killers
    • Broken Blades
    • Survivor Famine
    • Bothersome Survivors
    • Survivor Party
  • Map Removal
    • Elf Housing is no longer playable.
  • New Maps
    • Sunken Sanctuary
      • Large map made with blocks from post-1.12.2. What secrets could this overgrown facility hold?
    • Krampus Lair
      • Seasonal Medium map that takes you into the depths of Krampus’s evil refuge. Explore the snowy wonderland above or cross your name off the naughty list down below.
  • Killer Weapons
    • Killers can now opt in to change their arsenal before entering the mansion. The goal is to make playing as the Killer more exciting & varied. The damage on all these weapons has been altered to make Killers a bit weaker since they basically win every game already. For reference, 1 damage = half a heart.
      • Knife
        • The new standard weapon. Moderate damage with high crit damage.
        • Does 4 damage. Critical hits do +3 damage (7 total!)
      • Axe
        • A new weapon alternative to the knife. Very high damage and can slow survivors substantially on crit.
        • Does 9 damage. Critical hits slow Survivors by 40% for 2s.
      • Scythe
        • A weapon with a unique playstyle. Low damage, but high attack speed with a Damage Over Time effect.
        • Does 2.5 damage. Critical hits apply wither to Survivors, damaging them for 2 damage over 4 seconds. It can kill them.
        • Permanently move 3% faster.
      • Crossbow
        • The first ranged weapon to come to MM. Slow attack speed with extremely high damage all depending on how good your aim is.
        • Shots average out at ~7 damage. It can be less or more.
          • Damage varies based on where you shoot. Aim for the head!!!
            • Headshots increase damage by 100%
            • Body shots decrease damage by 40%
            • Leg shots decrease damage by 75%
          • You have 128 ammo only.

Powers Balance Changes

We want to level out some of the Powers to even the playing field. We removed some redundant powers & sharpened up some ones that never got any use, primarily because they were outshined by “duplicate” Powers such as the 100 different speed Powers. The balance idea of this update is to lower the strength of the speed-giving Powers and shine light on ones that don’t get much utility because of said Powers. We’re also aiming to shut down on some of the power creep of buffs on “bad” Powers.

Survivor Powers

  • Killer Cripple
    • Now gives poison II instead of I.
    • No longer slows Killers.
      • Duration remains the same.
  • Killer Disarm
    • This change aims to bring Disarm down to level with some of the other Powers.
    • Duration reduced 12s -> 8s
  • Survivor Boost
    • Speed reduced: 30% -> 20%
    • Duration increased: 8s -> 10s
    • Cooldown increased 40s -> 50s
  • Door Lock
    • The cooldown creep on this Power has hurt it pretty bad. Over the last 2 years it has existed, it’s gotten nothing but cooldown increases and at this point, the CD is just too long. We’re aiming to make this Power a quick lock for the doors, but only stalls Killers for a tiny bit. Dlock should also work on all the new doors, trap doors, & fence gates.
    • Duration reduced: 8s -> 6s
    • Cooldown 40s -> 30s
    • Power should work on all of the new door types

Killer Powers

  • Survivor Cripple
    • Duration slightly reduced, but now gives poison II instead of I.
    • No longer slows Survivors.
      • Duration reduced: 8s -> 6s
  • Health Gouge
    • Duration increased: 8s -> 10s.
    • Now does more initial damage.
      • 1 -> 3 initial damage (1 ½ hearts)
  • Killer Boost
    • Speed reduced: 30% -> 20%
    • Duration reduced: 12s -> 10s
    • Cooldown increased 40s -> 50s
  • Damage Boost
    • Power is having this little quirk removed for simplicity reasons.
    • Speed no longer increases with each hit and now it’s just a flat damage increase.
      • Speed is no longer affected
      • Damage increase: 80% -> 95%
  • Fatal Strike
    • We want to tone this Power down as it is essentially a one shot. And, with the new Weapons, yeah. A nerf was certainly needed. Since the CD is so long on it, it sort of balances it out, but we’re deciding to reduce that as well. Decreasing this CD should hopefully increase the amount of times you get to use it while playing on smaller maps.
    • Damage increase: 500% -> 300%
    • Cooldown: 120s -> 60s
  • Boosty Killers
    • Base jump boost is too intense and it often hurts you more than it helps. Mega jump remains unchanged.
    • Jump height reduced: 10 blocks -> 6 blocks
  • Survivor Sonar
    • We’re giving this Power a slight buff to hopefully bring it back to use on the newer maps. The cooldown has been increased so you can’t use it back to back
    • Duration: 18s -> 24s
    • Uses: 3 -> 4
    • Cooldown 40s -> 70s
  • Survivor Trap
    • 6 uses is too many uses. Similar to Door Lock, this power should work on all the new door types. This includes trap doors & fence gates.
    • Uses: 6 -> 4
    • Affects all new door types.