Howdy, Whitaker Metaphysical Family. We have been working hard to fix the latest problems and bugs with /R and this latest update squashes some major ones.
[Hiding] - Players were able to hide in the same room as the monster when it was stunned. This has now been fixed, preventing players from getting trapped when doing so.
[Viewing] - View events could be spammed repeatedly causing players to keep going in and out of them, sometimes when exiting a view event ax well. A buffer has now been added to prevent this when entering a room.
[Stairs] - Stair events could sometimes overlap and become confused with view Events, sometimes taking players to a viewEvent instead of the stair destinations. This has now been fixed. Stairs also now have a buffer preventing input spamming, which could cause players to keep going up and down stairs. (Particularly at the Chapel room in the South Hall).
[Doors] - Door events could sometimes be overridden by view and searching events. Doors are now always prioritized over these events and also have been given a buffer to prevent spamming inputs.
[Searching] - You could search in a room with an enemy, and the enemy would move when you came back. This was not intentional and has now been fixed.
[Audio Fix # 1] - The intro audio has been capped at a level and also now reflects the global BGM level set by the player. This should make that creepy opening screech far less damaging to the ears.
[Audio Fix # 2] - The splash screen audio was not reflecting player preferences. This has also been fixed.
[Audio Fix # 3] - Some door sounds were not reflecting player preferences. This has also been fixed.
[Audio Fix # 4] - Chase music audio was coming through way louder than exploration audio and the discrepancy was notable. We have now made the chase music quieter than the exploration music for better balance.
Thanks to the dedicated community for reporting these bugs. Keep us posted in the main BUG REPORT thread or email us with issues at [email protected].
XOXO,
NegDev
