Hi all, This update brings in the highly requested "recharge" feature allowing you to replenish the resources on your Shrink Ray, Big Daddy, and Jetpack. I've even enhanced the revive system and made some nerfs to enemies that seems too strong for solo play and small groups. [h2]NEW[/h2] [list] [*] [b]New Weapon Recharge System[/b] – The “Replenisher” has arrived. Players can now visit a replenish station labeled as “Repairs” either at Sketchy’s Belt or any Planet Landing Port to pay a credit fee to replenish the resource on their items. Currently only the Shrink Ray, Big Daddy, and Jetpack are items that have resources to be replenished. Goodbye useless empty resource weapons sitting around. [*] A [b]Photo Mode[/b] option has been added to the video settings which allow players to hide the main HUD to take screenshots. [/list] [h2]UPDATES[/h2] [list] [*] Nightbot no longer has battery life. The credit cost has been increased from 125 to 250 to compensate infinite battery. [*] [b]Shrink Ray[/b] price has been increased from 150 credits to 225 credits (as part of the new replenish system). [*] [b]Medical Generators[/b] are now automatically destroyed once all revives are used up allowing players to place another generator into the medical bed. This will make surviving night shifts much more manageable, especially in large groups. However, the price of medical generators has been increased from 100 credits to 200 credits to compensate. [*] [b]Balances[/b]: the below changes have been implemented to help reduce the gap in difficulty between solo/small groups vs large groups. [olist] [*] Doppelganger has had its health reduced by 40% but its health scale based on player size increased to compensate. [*] Night Walker has had its health reduced by 33%, but its health scale based on player size increased to compensate. [/olist] [*] Updated client-side networking for Shrink Ray and Big Daddy aim offset (these projectiles should no longer fire into a offset direction on the client). [*][b]Combat:[/b] [olist] [*] If an enemy leaves combat it will restore its health to full a short period after combat has ended. This is a common system which aims to reduce the "cheesing" of picking away at an enemy's health. If you are quick enough, dealing damage to the enemy before the out-of-combat period ends will prevent the heal and place the enemy back into combat. [*] Due to the above mechanic, health adjustments to enemy's have been made to help smaller groups especially solo players be more capable of killing difficult creatures such as Night Walkers. I do not want players to feel like they need to rely on "cheesing" in order to survive and that is why more updates will role out with enhanced combat features and balances to enemy difficulty. [/olist] [*] Claw Machine has had improvements to networking backend to help with host to client de-sync issues. This will be an on-going process through the game’s development. [/list] [h2]FIXES[/h2] [list] [*] Fixed an issue that was causing items to duplicate upon logging back in. [*] Fixed an issue where placing items into the meat freezer was causing them to get stuck or become missing in the collision of the ship. [*] Fixed an issue where the jetpack was not properly adjusting player movement speed on activation and deactivation. [*] Fixed an issue where cosmetic actors were not being deleted properly with the “clean” button. [*] Fixed an issue where if the owner of a cosmetic cleans their cosmetics, players who are currently placing the cleaned cosmetics would still be able to place the item. [*] Fixed an issue where the windowed mode value was not pulling down the correction option on load. [/list] [h3]I hope everyone enjoys this new QOL resource replenish system as I know it was a very highly requested featured. Thank you everyone for all the feedback, support, and patience. -Forsakenhalo[/h3]