Hey everyone! I've been excited to write these notes for awhile now! There will definitely be bugs, but i'll fix them as soon as I can! (Headphone warning on one of the clips!) [previewyoutube=d37v7I7MoDg;full][/previewyoutube] [b]New Things[/b] [list] [*] Amazing new DeathWatchers key art, created by (Guilherme Holz - https://www.gholz.art/) [*] You can now T-Bag your friends. Sorry, crouch. You can now crouch! [*] Completely new events system [list] [*] Events are now moved and placed completely randomly within each room, so events witnessed in rounds will no longer get repetitive after a few play-throughs! [*] Events will get placed, rotated and scaled randomly on most surfaces within a room [*] Also works in Classic, but the new system is limited to just the two new maps for now! The others will be updated in the future! [/list] [*] 666 Fall Lane (New Map) [*] Cell Block H (New Map) [*] The lobby has had a nice revamp & has a fresh spooky vibe! [*] You can now completely customize your rounds, changing a wide variety of player, entity and location settings [*] New Stealth System [list] [*] The Entity no longer immediately knows where players are when hunting [*] During a hunt the entity will now search for players throughout the location and move a lot faster while doing so [*] Most interactions within the game (toggling a light, footsteps, dropping an item etc) the entity can now 'hear', some sound effects will cause the entity to immediately search the vicinity around the audio, whereas some will build up the entity's 'hearing aggression' and once that's reached a high enough value it'll immediately search the last heard audio. [*] Hunts now last slightly longer [*] New entity for the new maps that utilizes the new stealth system - this one also has a new unique ability [/list] [*] Fog can now be toggled in the settings menu [*] Screen space reflections have been added and can also be toggled on/off [*] Anti aliasing options have been added to the settings menu [*] You can toggle 'crouch toggle' in the 'key bindings' menu within the settings [b]New Things - Classic[/b] [*] Classic mode now has a text based tutorial on the 'Event Logger' Monitor! [*] You can now see how many zaps your flashlight has left, displayed on your event logger monitor! [/list] [b]Changes - General[/b] [list] [*] I've tweaked the way events are generated at the start of the round, you should now get a wider array of events occurring. There's also a new requirement for events. Please give me feedback on this change, if it's too difficult I can tweak some values. But I think it'll be a welcome change! [list] [*]Previously it was either (example)'5 or more required' or 'Must not occur'. Now there's also a (example)'5 or less required", this can really spice up rounds, requiring you to more observant. [/list] [*] Herbs and their generated events are now affected by the current difficulty (Multiplier) [list] [*] If you're on hard/nightmare (or the multiplier matches certain criteria), required and not required events will have higher amounts of events needed and there will be less to no herbs that require an event type to 'Not Occur'. Making the game overall harder and allowing for a wider variety of event types to occur per round! [/list] [*] Players now have a second local light to light up their equipment while in complete dark [*] Entity Sightings now leave behind Ectoplasm that can be logged after they've left, but only if they weren't logged. This can only be seen with a thermal_cam [*] Audio Events now leave behind an audio signature that can be logged after they've occurred, but only if they weren't logged. This can only be seen with a thermal_cam [*] Orb events now last for a significantly longer time, giving you a much better chance of logging them [*] 'Sprint' is no longer instantaneous, you take a short moment to ramp up to full speed and subsequently a shorter while to also slow back down [*] Added player movement dampening back in, so you no longer instantly stop moving when you stop applying movement input [*] When a tie is met during a twitch poll, it will no longer randomly choose an event type you've deselected! [*] When you drop an item, it will now automatically equip a new item within your inventory starting from the first slot [*] Items are now slightly propelled when dropped [*] When you pick up an item and your currently equipped item is a backpack, it will immediately equip the picked up item [*] Entity visuals should now be fully disabled when they're invisible, so there shouldn't be any visual hiccups when the entity is invisible [*] Items now produce audio when dropped [*] Journal Log is now only automatically updated if your multiplier is 1.6 or less [*] Hair should look thicker and be less aliased [*] You'll lose more money per death as your multiplier increases [list] [*] (Multiplier < 1.6)-200 per death, (Multiplier > 1.6 && Multiplier < 2.5) -350 per death (Multiplier > 2.5 && Multiplier < 3.5) -500 per death (Multiplier > 3.5) -750 per death (if this is too brutal I'll alter it or remove it) [/list] [*] Dissappearence events no longer return once logged in [b]Changes - Classic[/b] [*] Classic multiplier now affects the types of events that can occur, as the multiplier increases you'll get less to none of easier event types [*] You can now deselect monitors in classic mode with 'E' (interact) [*] You now scare the entity away slightly differently via the flashlight! Explained in the tutorial. [/list] [b]Tweaks[/b] [list] [*] Player sprint speed is now ever so slightly slower [*] Player local light has been reduced quite drastically [*] All equip and unequip animations are significantly faster [/list] [b]Fixes[/b] [list] [*] Key bindings should now load correctly on game start instead of having to open the settings menu for them to assign [*] Light emissives were incorrect, now fixed [*] Classic cameras should no longer flicker or go haywire based on different hairstyles (lol) [*] Can no longer see some medkit visuals you're not meant to see in first person [*] Entity should no longer target dead players [*] Classic 'previous investigation' information should no longer be incorrect [*] Mics should now work on start without needing to walk in and out of player radius (hopefully, if it occurs please let me know in the discord!) [*] Player meshes now correctly receive lighting when outside [*] Hopefully no more hiccups with character data not being set properly on spawn [*] Should no longer fall through the wall in Enfer Station [*] Lots of other bugs, just can't remember them all, whoops [/list] Only the two new maps utilize both the new events system and the new stealth system! I'll be updating the original three maps with all of the new stuff in the future! As well as re-working both Enfer & Umb as I don't like they're current layout, they're too big. I'm going to alter them quite a lot and streamline them, they'll essentially be almost completely different to how they are now!