[h2]Updates[/h2] [list] [*] The Main building sign now spells out the world “Building” instead of “BLD” to help prevent miscommunication to players especially new ones. [*] The “Point Emote” not points the up and down directions as it was intended to do! [*] Interacting with locked security doors now displays a message indicating to the player that the door requires a security access code of its corresponding level. [*] Removed collision on the TV wires at the Drop Off as it was constantly blocking players as they were dropping items off into the quota box. [*] The Suit Upgrades interaction message has been renamed to “Suit Modifier”. [*] Removed the Teleporter Base duplicate located behind the store droids as this was an old map design and they have been moved into the medical buildings. [*] Door Update: [olist] [*] Locked Security level doors now display a user-friendly message to the player when attempting to access them saying: “Requires Security Level 1“etc. This will help reduce confusion to players attempting to access these doors but not necessarily knowing how to access them if they haven’t read the introduction tablet at Sketchy’s or the visited the Ship Computer. [*] The Level 1 and 2 doors (orange and red) physical light source color is now the same color as the security level itself to help this visual aspect pop out even more. [*] The lighting on ocean, bilumin, and lava map doors has been updated to better illuminate the environment making them much easier to see which I hope will help players navigate better especially for those who experience extra challenge in seeing with low light scenes. [/olist] [*] Teleporter generators must be used at the specified security level they belong to. A new user-friendly message will be displayed to the player informing them “Requires a Level 1 generator” and of course level 2 for the other. This will help reduce confusion of how generators work and if they can be cross shared between teleporters. In addition, the scanned information of each generator now lists the level that that generator belongs to for better clarification. [*] Updated the Shrink ray to properly detect the entire mesh of the actor when shrunk. This will fix the annoying issue of wasting shrink ray shots when trying to hit the exact perfect spot on the dead body. [*] The scanner information display not only shows the name of the object scanned rather than “Name: {name of object}” format as this was misleading players to think they were to name something they were scanning. DON’T WORRY. The actual ability to NAME YOUR SHIP might be getting added in because I know you guys want it! Lol. [*] The doppelganger movement speed has been nerfed as most players found him to be too fast for how strong he is. However, his health has gone up a big so that he wont be gunned down in a second. [*] Pool Noodles now do as much damage as the Flamingo so have fun! [*] Large outdoor creatures have had a significant buff to health to make them more terrifying and more “End-Game” like. However, this means that the price of their dead bodies if killed has gone way up. Killing big bad creatures should give good rewards, right? Obviously, I will keep tweaking these numbers as you all keep playing and continue providing the feedback/numbers to me. [*] Mine Update! Mines have had their volume increased, their volume radius widened, and there ticking audio sound set to repeat every 1 second instead of 3 seconds to help make determining where mines are much easier as I have seen players struggling with them and it was clear that they needed to be update. I hope that this helps you all out. Please let me know how the new mines feel! [*] Lava fire debuff damage has been reduced to 5 damage per second down from 10 damage per second, however, the lava debuff now lasts for 5 seconds after existing lava and can now be SPREAD TO YOUR FRIENDS!! Yes, that’s right. Step in the Lava then go run at your friend and pass the fire along to them for a nice warm hug!! [*] So, there’s this mechanical thing that you guys tend to use on a day-to-day basis... All I want to say is that this mechanical thing is realistic now and you may want to be cautious when using it (laughs evilly) [*] AI Update – TOAD in the Biolumin map has been completely redesigned as it wasn’t working in the first place. New Design: [olist] [*] Now shown in Sketchy’s Data so scan the toad when you see it next time!! [*] There are 2 variations of the toad: small and big. [*] Name: Canker [*] New Strength [*] New Weakness [/olist] [/list] [h2]NEW[/h2] [list] [*] Added 3 new plush to win at the arcade: Bear, Puppy, and Turtle! [*] Added 2 Easter Egg plush to find at Sketchy’s! I'll get you started. You can find 1 somewhere around the Burger Shop and another somewhere at the Drop Off... can you find them? [*] Added a new AI called “Chompy” a man-eating plant located at the Biolumin map who is mainly outdoors. [*] Added a creature to the back of Sketchy’s Drop off! Go ahead COMMUNITY and see what’s behind those doors now (there might also be something secret hidden there….) lol. [*] Added a description to pet UI to explain to players how eggs are found as there was no reference especially for new players to possibly knw this information. [/list] [h2]FIXES[/h2] [list] [*] Fixed an issue where the burger shop Boombox was spawning multiple times causing audio overlap. [*] Fixed an issue where Audio settings for Master, Ambience, Sound Effects, and Music volumes were not applying at all. [*] Fixed an issue where Crouch in the pilot seat then ragdoll causes an extreme loss in FPS across all clients. To prevent this, crouch access into that specific spot has been blocked. Plush can still be decorated onto the dashboard so don’t worry! lol. [*] Fixed an issue where placing dead player body onto the medical bed was deleting the currently equipped slot of the player that pressed the button to resurrect. [*] Fixed an issue where Infinite keychains were spawning when players were holding boombox and putting it down/swapping it out. [*] Fixed an issue where the Biolumin store droid was not delivering bought player purchased items planet not spawning store droid. [*] Fixed an issue were digging up eggs during night shift was providing the wrong egg for that planet. [*] Fixed an issue where players that hit zero Oxygen from the Oxy slime Debuff, were not losing health. [*] Fixed an issue where research enemy spawn points weren’t properly spawning AI. [*] Fixed an issue where staying overnight was providing infinite stamina to players leaving certain buildings. [*] Fixed the button on the right elevator at Sketchy’s Drop off that was extremely frustrating to press. [*] Fixed text for suit level pop up to say “Suit Level Increased” rather than reputation (deprecated name no longer used). [*] Fixed an issue where any décor cosmetics that were placed on the dashboard in the front of the ship were not attaching to the ship and flying off into space as players landed. [*] Fixed the detection as it was not lighting players on fire in certain areas. [*] Fixed an issue with shrinking the following creatures not working: [*] Hell Hound [*] Lavasaurus [*] Big Crab [*] Big Toad (now named “Cankers”) [*] Fixed an issue where the Night Walker’s dead body did not require a shrink ray to be looted. Yes, that was a bug I am sorry for you speed runners, but you must use that shrank ray now lol. [*] Fixed numerous AI navigation areas found in the Ocean and Biolumin Maps causing AI to get stuck and/or pat back and forth unable to attack the player. [/list] [h3]I have been listening as much as possible and have made many adjustments and fixes and I hope this update will helps lots of players. I appreciate everyone who has been playing and has supported and look forward to getting more updates out so you can continue having even more fun! -Forsakenhalo[/h3]