Hey! I'm back and awake to write these patch notes this time!
This is a big patch full of awesome bug fixes and some cool new animations.
Thank you to everyone who's been reporting bugs and keeping it cool in the forums. We really appreciate it!
Thank you to everyone who's bought the game and supported us. We super appreciate you all!
Alright, let's get down to business.
Spec 4 Fixes:
-Spec 4 was just a little too anxious and wanted to show up a room before she was supposed to. Area starts at 160.
Spec 5 Fixes:
-In an alternate universe, metal doors sound like wood, however, we are in this universe, so the doors sound like METAL.
Spec 7 Fixes:
-I'm not going to make the same joke twice - doors now sound like metal, not wood. Especially the flesh door. That was odd.
Spec 8 Fixes:
-Dear Deer, when someone hits you with the axe, you have to die, not hallucinate and make noises after you're on the ground. Love, Sheena.
Spec 9 Fixes:
-Music to my ears, more like death - Fixed Spec 9's kill screen music. It was all set up except for the play part. Whoops.
Spec 10 Fixes:
-Spec 10, what lovely animations you have!
-Spec 10 also learned what pausing in game does, finally.
-Spec 10's worm form didn't understand until recently either. No one wants to see you buddy.
-Why you gotta get goop on my screen?! I thought we were friends Spec 10!
-Great and I'm hallucinating too.
-The floor tile with the blood stain where you pick the note up could suffer the same issue as the walls where you could clip through it, which was...really unfortunate.
Spec 11 Fixes:
-Awh, Spec 11! Sure! I'll give you a high five, WAIT NOOOOO! Spec 11 now has animation and particle effects! Don't neglect your temples, kids.
-Where did the doors go?! Improved Spec 11's hiding doors ability.
-Our snakes are sad. New texture fixes the FUN RULES sign.
Spec 12 Fixes:
-What's this thing about tables? Spec 12 nor the player can hide behind tables anymore, IT'S NO USE!
-No shortcuts old man! His behavior while paused is also vastly improved and he will respect pauses and also not skip to the end of a stalking sequence when you pause.
Spec 13 Fixes:
-I lived with the whales for the weekend and learned what they do for a living and stuff. The Whale Room behaves properly now.
-Ambient color issues have been fixed in Spec 13's area. There is no longer advanced darkness.
Final Boss Fixes:
-Final boss uses the right kill screen rather than regular flavor game over.
-Get your act together BossMan, stop spawning hands after you die, that's cheating. Boss no longer spawns monsters after you win. And any he *did* spawn don't hang around for the ending.
-You can now see the blood on the floor in the good ending, ewww. I hope Spooky has a janitor...
Misc Fixes:
-Sometimes the specimen didn't get the message - fixed an issue when specimen would spawn during Game Over screens or the end sequence.
-WAM plays by his own tune, but we gave him a music lesson in modern music. WAM works a little better now.
-Fixed an issue when you could pause during the Elevator door opening animation. WHY WOULD YOU DO THAT?
-Floors can be rough, and sometimes in life, there's holes in the floor. Fixed an issue in the Elevator where the player clips through the floor by the door.
-No one told you to jump out of moving elevators. Fixed issue where you could leave the Elevator room before animations stop.
-Woah there twitchy! Fixed the jerkiness when you went through the elevator door animation.
-We've learned that swinging an axe is hard and tiring. So, you lose stamina now when you pick your axe up and swing it.
-Fixed an issue where the volume would reset to 50 when you would re-launch the game. StealthyMoose literally forgot to make that one property save. Ooops.
-Present and accounted for - Spooky's gift to you at room 250 now has the correct sound effects on it.
Keep posting those bug reports here and help us out! Get involved! Or don't! I'm not your mom!
-Albino Moose Games team