Saturday's Larger Patch: Generally improving the game in many ways
Hey everyone. Happy Saturday evening. Here's a patch and here are some of the bigger things it changes:
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Enemies' aim is more consistently affected by player movement. Their accuracy is better if you're standing still, but worse if you're sliding, high-jumping, etc.
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Made the Clockspewer's clock very sticky.
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Improved the first-shot accuracy and lowered the bloom for the Dooglies.
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Added a toggle for the countdown sequence after level resets.
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Added a volume slider for the "death whine".
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Better standardized sliding and player physics across different framerates.
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Antifoulers balance pass: Decreased their aggro ranged, slowed their projectiles down, and made their projectiles easier to see.
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Made some fixes to the dynamic music system.
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Further lighting tweaks on railroad station.
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Entering the Educational Website teleporter will now save weapons and items you've found in the Exposition.
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Better-optimized the dust particle effects for wall bonks and rocket impacts.
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Fixed visual bug with the Infragruncher's reload during start-of-run countdown.
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Maintenance workers have visited the "Shoots You At Some Point" exhibit.
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Victims of Mitra's wrath should no longer spin around oddly.
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Reduced the brightness on health flasks.
Some of you seem to have a bug that prevents some quest states from progressing. This patch does not have a fix for this, but I'll have one up tonight or tomorrow. Thanks for playing, have a nice evening.
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