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The Experiment 1.3

The Experiment 1.3 update is now live and it brings some bug fixes and also some new features.

Let’s talk about the elephant in the room, your character now has a sanity bar. Stay sane by keeping the buildings lights on, if The Experiment switches the power off, your sanity will start draining. By utilising your flashlight, you can stay in the dark for longer but you won’t last forever. Make sure to turn the power back on.

The game now only supports 1 keybind at a time for each action (Flashlight, Interact, Sprint, Crouch) as of doing this change, there is now a custom keybind option that can be found in the menu.

There is now a timer that will be displayed upon winning a game. Note that this timer starts when the initial double doors are open and is stopped as soon as the game has won.
As the double doors might take 0.1 seconds to register that they are open, the timer will be slightly out on everyone's clients. For the most accurate timer, use the host’s timer.

After reading reviews, I have tweaked the AI to make it more challenging.
The major difference is The Experiment can now listen for doors being opened and will run to one if heard.

Movement speed has also been tweaked. How speed is determined is shown below:

Each map has a set speed increase for every bottle collected.
Map1: 8spb (speed per bottle)
Map2: 10spb
Map3: 12spb
Map4: 14spb
+
Any extra player * 2 = Max Walk Speed

AI walk speed starts at 300 for every map, every bottle you collect will increase the speed.
Here is how the AI’s speed is determined:
DefaultWalkSpeed + (BottlesCollected * (SpeedPerBottle + PlayerCount*2 )) = Max Walk Speed

So here are some examples of what the speed would equate to:
2 player lobby with 3 bottles collected on Map1:
300 + (3 * (8 + 2*2)) = 336

A 3 player lobby with 8 bottles collected on Map3:
300 + (8 * (12 + 3*2)) = 444

A 5 player lobby with 12 bottles collected on Map4:
300 + (12 * (14 + 5*2)) = 558

To put this into perspective, the players walk speed is 400 & player sprint is 600

Depending on the map, the Idle time is also reduced, though this is not affected by the amount of players.

Extra Changes and Bug Fixes

Changes:
Doors cannot be spammed, they now have a 1s cooldown.
The large double door should now turn green when all players are loaded in.
Bottle spawns are now more spread out across the map.
The Sensitivity slider has been moved into “Controls” and now displays a number.

Bug Fixes:
Doors now have individual ID’s and they should be more reliable when replicating to clients.
Players can only join others while in the lobby. (players were joining mid game)
Bottle Spawns should now be synced across all clients.
Server list buttons now have visual feedback.
Fixed an issue where The Experiment would get stuck in the X-Ray room and would not be reset.
Fixed an issue with clients having their FOV bug out while trying to sprint.
Fixed an issue where the game would crash while loading back to the lobby.

Known Bugs:
There is still a bug that allows players to join others mid game. When I created the game, this completely flew over my head and I am still figuring out the best method to use. For now, please refrain from joining others unless they are in the lobby.
The Tutorial level currently only shows the default keybinds and will not show any custom keybinds set by the player.
Sometimes whilst spectating someone, camera does not use YAW rotation
Timer is only displayed in seconds
Energy,Battery and Sanity does not disappear after death

As these bugs are not urgent to fix, they have been delayed so I can get the 1.3 update out. Most of them should be fixed within the next coming days.

Please email me if you come across any bugs or even want to request a feature:
[email protected]