It's looking like we're nearly done with patching the demo and an update will be coming soon when we finalize our plans for the next development milestone. Thanks to everyone for reporting bugs and giving feedback! Your time is appreciated.
- Difficulty sliders no longer print minimum value when loading the game with a fresh config file.
- Added check to prevents objects going too far from the origin. This caused general shenanigans such as objects phasing through one another.
- Fixed player able to move during the prologue start cutscene
- Fixed counters being reset on map load leading to item finds not contributing to total score at the end of the level. Thought you had S rank? Hah! Think again! The score maximum was merely bugged into a lower value!
- Split DRUG and MEDICAL items into two counter categories to make the drugs used % make more sense (now only Cigarettes and Stimpacks are considered drugs)
- Fixed weapon hotkeys accidentally stacking with other binds and other weird behaviour. Weapons hotkeys are now determined by the binds bind_weapon2/3/4 and the slot that they're in. You will have to rebind your weapons after launching. Sorry!
- Closed vent which could see outside the level mesh in the entrance/exit corridors
- Made the surfaces near Doorva also pass on the Talk prompt to make it easier to hand in your weapons.
- Added validation for resolutions so that users dont accidentally set their screen size to something crazy like 0x0.
- The resolution menu has been changed to a traditional drop down affair in order to reduce potential user mishaps.
- Fixed NoStealthKill flag not working, making the end boss killable very easily with a single headshot.
