If you are one of those who experience the "Invisible Tapes" Bug that was sabotaging your ability to listen to tapes in the game, then I have great news. After a lot of testing and getting to the root of the issue I can confidently say that it will be fixed for you now. Rejoice and listen to tunes again, wanderer.
And if the title screen background of falling through the Cogwell Matrix was making you seasick, rejoice again! For now that screen only happens when starting a new game. And a different background appears if a saved game is present.
Also, I've been adding some new things to areas such as The Pools and The Playgrounds.
So, enjoy some early content from the next major update as well, I guess.
New Additions
- Title screen now has a different background after a new game has been started.
- Deep Pools sub-level added
- Neon lights, plastic lawn chairs, pool lounge chairs, plants, and Innertubes added to Pools Level.
- The 3 new achievements for defeating Smilers, Dullers, and Deathmoths are now attainable.
- The achievement for drinking from the bottle is now attainable.
- Voice reactions to Lantern added
- The Lantern now has a fuel meter in the Status Menu and on-screen while using it.
- Moai added to Playgrounds
- Solve the Scale Puzzle in The Pools
- Collect and install a 4th phase emitter
- Lantern sound effects added
Fixes
- The code responsible for managing Cassette Tape playback and selection now corrects the game value if the amount of collected tapes exceeds what is possible. This should make tapes playable again for anyone who experienced the “invisible tape” bug.
- Fixed issue where Cassette Tapes would still spawn even if the maximum number of tapes had been collected.
- Reduced update time of cassette collectables to further mitigate accidental over collection.
- Changed Collision trigger of tape collectable to be on the unique tape meshes instead of the parent spawn object. This eliminates the “invisible tapes” and stops the spawner object itself from being collectable when no mesh is loaded.
- Drawers will no longer spawn invisible cassette tape objects once the maximum number has been collected.
- Flashlight Power is now refilled when collecting a second Flashlight if the first is stolen.
- Fixed cafeteria rest controller getting up from table immediately
- Phase Emitter beam now has a set amount of time it can be on before losing a Capacitor Charge. And the beam now deactivates when the Emitter is Unequipped.
- When in Survival Mode, If Hydration is above 75%, Almond Waters are now collected instead of drank immediately.
- Cogwell Matrix ambient loop is now spatial when heard from inside of other levels.
- Reduced volume of wet steps sounds
- Reduced breathing volume
- Fixed Green Mold Blossoms burst trigger not being on the correct physics layer. They will now burst when the player looks at them.
- More optimization of Level 0 Geometry.
- Threshold computer controls now reset after the error message to prevent lock out if computer is interacted with before instruction memo is collected.
- Fixed ACID level sky ball not tracking with player.
- Lowered fall scene trigger in Level 0 Window chasms
- Raised ladder props in Level 1 corner halls
- Fixed Gateway Sphere emitting Core Hum when not active.
- Gateway controls no longer skip Level 0 when pressing the next button.
I wasn't planning on releasing another patch until after the next update but that tape bug was far too unacceptable.
With another bug squashed for good and far behind us, I'm back to working on these entities.
I hope to have an Alpha version out to testers soonish.
Lots to do,
_-=[ ComAdore ]=-_
