- Remove "Text block" text from empty journal.
- Removed false "Replace missing fuse" prompt from first level fuse box after replacing fuse.
- Added main objective to first level that is visible from start.
- One unusable door was unlocked on Lab level that is now locked.
- Fixed pistol blueprint model that had graphics issues in examine view because nanite was not activated on the model.
- Adjusted streaming level for exit elevator on first level to get rid of it popping up.
- Blocked a hole that enable player to climb the pipes into the lab on the first level.
- Player can now exit forklift controls without looking straight at forklift model.
- Rockface at the end of the platform was missing collision.
- Added use vent blueprint to pumproom vent to ease vent access.
- Added few kill triggers to Sandbox level to places where player can fall and die.
- Removed "Home" button from main menu because it had no real use.
- Added spark sound to broken autopsy robot.
- Added helper indicator to crematorium key pickup item after zombie is burned.
- Removed "Drop" button from inventory because it had no use in the game.
- Load in main menu and pause menu works now straight from slot buttons without clicking a separate load button which I removed.
- Gunshop switch now lights up after player select a weapon to buy to clarify interaction with the machine.
- Journal order has been inverted so that latest collected journal is now on top.
- After player picks up the gun for the first time info pops up that telling which key is used for reloading.
- New objectives popup info now stays on screen for 10s instead of the old 5s.
- Fixed Sandbox level drawbridge where key card didn't work if player had saved and loaded the game after picking up the key card, but before using it on the drawbridge gate. Also fixed drawbridge handle so that bridge can't be lowered if level 3 key card is not in inventory.
- Added a reminder to 3D printer for unlocking blueprint and finding key card if neither action has been completed before trying to use printer for the first time.
- Added names for collected mods in the mod menu.
- First vent in the game had a guide showing crouch button for five seconds. Changed it to stay on screen as long as player leaves vent proximity.
- Zombies that lost sight of player started walking in place instead of going into idle before returning to roaming mode. This is now fixed.
- Fixed gunshop bug that didn't show sold out image on screen if player already had selected gun on inventory.
- Fixed bug that player inventory journal list didn't update immediately after load. Just in case made the update function for objectives as well.
- Replaced fire mode button with show active objectives button in hud to gamepad left arrow as default, because it most likely has more use for most players.
- Fixed bug on Sandbox level biohazard detector that didn't properly detect enemy spawners that had not yet spawned enemies.
Source: Steam Community (opens in a new tab)
