Day 1 Patches & Next Update

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