0.4.1 Quick fix patch

Pinhead Adventures

Play as Pinhead, and his pal, Orbo, as they swing, blast and grapple their way to victory against Zortan! Randomized level elements ensure that there are many ways through each level every playthrough! Almost everything can have variations in this thrilling action platformer! Big Purp is here!

We are out for the holidays! Expect some news in the new years outlining the release of The Zino, until then, Merry Christmas! General Fixed some camera sequences playing on a save load Fixed save issues related to large enemy nests Fixed some instances of rubble saving incorrectly Fixed the lights and doors for the SSS on Lil Green not turning in some situations Fixed Bay Door health, 3000 to 500 Fixed socket puzzles shutting off if a hardlight cell is placed near it Fixed Orbo being unable to present your stored upgrade kits in some situations at the Static Upgrade Stations Adjusted the names and descriptions for some of the attachments Reworked the Gun Shooting the armor on enemies will now only stun for 2 seconds, was previously the same duration as the grapple stun. Explosive shot explosions now deal 3x gun damage, was 2x (direct hit + explosion = 4x damage) Kills with explosive shots will instantly refund 1 ammo back to the gun Explosive shot main beams are now able to also fizzle enemies When an enemy is fizzled by the explosive shot, the excess hardlight is channeled back into the gun, doubling the passive ammo recharge rate until the gun is fully recharged, or another shot is fired The gun now has a 'Charged' and 'Depleted' State When Charged, the gun will always charge to full ammo passively When Depleted, the gun will ONLY charge to 1 ammo passively while NOT in combat The gun will become Depleted if all ammo is fired, requiring a reload or fizzling an enemy with an explosive shot to become Charged again