Happy Halloween, Wanders!
This patch adds even more graphics options, fixes some issues with Tapes and the Gateway device, and adds just a bit more stability and polish to the game.
New Additions
- New desktop Icon variation
- System Menu now has separate windows for Graphics, Audio, Gameplay, and Controls
- Dynamic Water can now be toggled for better performance in levels that feature them such as The Pools.
- Caustic Lighting can now be toggled for better performance in levels that feature them such as The Pools.
- Ambient Occlusion can now be toggled.
Fixes
- Fixed New Game prompt not appearing when New Game button was pressed.
- Excess phase Emitters will disappear once one is collected.
- Heart Of Electrics Anchor Switch is now only interactable once you open the cage.
- Once a location is executed at the Gateway Console players must deactivate the gateway via keyboard before selecting a different location.
- ManMeat will only spawn after Stamina is leveled up. Once ManMeat is collected Stamina must be leveled again before it will spawn again.
- Reworked Tape Spawning script to update collectable tapes to the next uncollected one if a separate tape is collected. Or destroy the collectable if all tapes are collected. This should eliminate the issue where players would collect 2 last tapes making their total tape count greater than the maximum and disabling the player.
- Getting up from resting is now done by trying to move forward or backwards depending on the seat type..
- Threshold Door during A-Sync Ending can now also be opened by shooting it with the Phase Emitter.
- Exit halls can no longer take you to Pools
- Pools no longer have Exit doors and can now only be exited by slide, Spiral Stairs, bottomless pool, or falling from the edge of the level.
- Fixed stair section validators being on the wrong layer.
- Controller Joysticks work minimally with no customization currently
- Purged more components of an old redundant pooling system
- Rearranged tutorials and UI components so they no longer overlap when on-screen.
- Fixed last robocall phone message playing on 6th and 7th call.
- Fixed misaligned bounds in a Level 0 section that was allowing players to no clip through the wall.
- Fixed some voice lines that played over each other
- Sanity is also reduced from energy drain if energy is low
- Lowered likelihood of rainbows in Playgrounds
- Ceiling Smilers attack more frequently if the player is close enough to them.
- Interactive focus disabled when Phase Emitter is equipped or the player is on the phone.
- Slightly reduced frequency of doors in Level 0.
- Reworded survival prompt to make sense for if the mode is enabled or disabled.
- Smiler ceiling tails, Death Moths, Smilers, and Duller Bandits were not on the proper layer to be affected by lantern light.
- Removed redundant particle systems from KPs Level 0.
- Fixed malfunctioning light switches in a couple Level 0 blocks.
- replaced Mesh collider with Box Collider in KP’s threshold floor and tagged it appropriately at Tile.
- Removed pillar Peekers from KP’s Level 0.
- Realigned lighting in KP’s Level 0 to avoid z-fighting lights that were overlapping.
- Reduced the height of Hospital Ceiling Bounds to prevent blocking upper stairwell exit doors.
- KP’s LVL 0 was not enabling ambient audio
- Crawl space is more likely to appear after finding the 13th tape.
Hopefully that will fix most of the current issues so I can get back to concentrating on new content. Which there is still a ton to add.
Continuing on my mission to make the most realistic, engaging, and feature rich liminal adventure ever made.
So get in there!
and, as always,
Get Lost.
_-=[ ComAdore ]=-_
