Hey everyone! Thank you to those who have played and provided your thoughts on the game's current state.
[h2]Day 1 Patches[/h2]
We've just pushed a hotfix with the following updates:
[list]
[*]Changing regions while in the lobby will now properly update the list of rooms
[*]Implemented a possible solution for game crashing during Episode Two's closing cutscene
[*]Improved Mothman's attack logic, which had an issue that could result in him insta-killing people without even landing first
[*]Fixed a UI issue with a customization arrow re-appearing
[/list]
[h2]Next Update[/h2]
With your feedback in mind, we have some major changes underway that will address a lot of the frustrations and enhance solo play as well as multiplayer.
Some of the changes will include:
[list]
[*]The ability to carry more than just one primary objective item (i.e. fuse + wheel valve)
[*]A handheld map that can be referenced at any time (with some limitations)
[*]A more consolidated (less maze-like) warehouse for Episode One
[*]Actually unique rooms in the warehouse for easier distinction
[*]Significantly improved key spawn logic to avoid frustratingly long searches
[*]Several adjustments/scaling to solo play to remove redundancies and back-and-forth trips
[*]Pest reductions on Biolevel 1 and clarifications on what to expect during higher contracts
[*]Medkit improvements, such as easier means of picking up medkits from walls, UI improvements, longer bleedout duration, etc.
[*]More prevalent antagonist presence and improvements