Hi, I'm happy to announce the first major update of the game. This update brings new ways for the players to interact with the map and much needed balances and fixes. [h3]Reworked Sabotage subsystem[/h3] Resources like Power, Telephone and Water now have a 2 stage sabotage. In addition to being able to turn on/off the resource, players now can use tools to sabotage/fix it. [h3]New and improved tools[/h3] [list] [*] [b]Pliers[/b] added to the game. Pliers can be used to sabotage/fix TelephoneBoxes. [*] [b]Screwdriver[/b] added to the game. Screwdrivers can be used to sabotage/fix FuseBoxes. [*] [b]PipeWrench[/b] can now be used to sabotage/fix WaterSwitchValves. [*] [b]Crowbars[/b] can now be used to speed DoorBursting action. [/list] [h3]New CollateralAllowed rule[/h3] After watching streams, videos, and feedback, I've noticed that Witnesses were on average more violent than the Killer. As intended, the game is designed to drive discord among the players with suspicions and a lack of resources, weapons, or tools, but currently there is no scoring system to punish players for bad actions. To balance this, the new rule that hosts can now set is that a witness who killed another witness dies. [h3]Plans for the next major update[/h3] With the feedback of the community, I've noticed a common complaint: the lack of side activities to keep the witnesses busy and separated. I decided to move up on the list the planned, yet to be named, Chores update and start working on it. This update will introduce chores for each player, but the killer, and a scoring system. I've not decided the name yet, but it will be something like "Living to work, working to live" or "No matter what, keep working". I'm also currently working on a new tutorial format to reflect the new changes and improve the learning curve for new players. [h2]Full Changelog[/h2] [h3]New Features[/h3] [list] [*] Reworked Use/UseHold subsystem. [*] Reworked PickableObjects subsystem. [*] Reworked Sabotage subsystem. [*] Add progressbar to the HUD: [*] Add Doorbursting animation to the doors. [*] Add SecondaryActionHold to the Crowbar. Crowbars now can speed up DoorBursting action on doors to [b]2s[/b]. [*] Add SecondaryActionHold to the PipeWrench. PipeWrenches now can sabotage WaterSwitchValves. [*] Add Plier tool. Pliers can sabotage/fix Telephoneboxes [*] Add Screwdriver tool. Screwdrivers can sabotage/fix Fuseboxes. [*] Add function to reset player's binding keys if SaveFile doesn't match. [*] Add new Sabotage to the TelephoneBox. [*] Add new Sabotage to the FuseBox. [*] Add new Sabotage to the WaterSwitchValve. [*] Add InvisibleWall to Salazar Manor to prevent players from jumping off the map. [*] Add new CollateralAllowed rule. Now hosts can check/uncheck if a witness that killed other witness must die. [/list] [h3]Balances[/h3] [list] [*] Added UseHold action to the baguette stack so players can eat without needing to free an inventory slot. [*] increases Doorbursting action hold time from [b]5s[/b] to [b]10s[/b]. [*] Added new PickableObjects spawnpoints in Salazar Manor. [/list] [h3]Fixes[/h3] [list] [*] Fix Salazar Manor Backbuilding's Outerhall ambient sound from [b]indoor[/b] to [b]outside[/b]. [*] Improved Chracter's life system stability. [*] Improved Character's sprint action replication. [*] Improved door's state replication. [*] Improved HUD's performance and stability. [*] Fixed Character's model deforming on distance. [*] Improved ResourceManager's replication and stability. [*] Fixed bug where non-killer clients could disconect and break the game loop. [*] Disabled GameMode/Map selectors on MainMenu. [*] Fixed Screenprompt not reseting on death. [/list]