Patch/Update - Version 2.1.x.38

Prototype Mansion - Used No Cover

Classic 32-bit Survival-Horror found in a bargain bin. Disc no scratches, good condition.

Tonight we're releasing a patch to the game. We've released a couple previously this week but didn't release patch notes (we apologize for that). So to cover the past update we added: -Overtime rebalanced based on feedback (beefed up finale, tweaked enemy spawns, added more stockpiles, additional key cutscene added) -Added a knockback to doors in Overtime to reduce enemy's ability to instagrab you when entering a room for the first time (they still can, it'll just happen way less often now) -Swapped out overly loud SFX from one cutscene -Made dodge a little more useful -Fixed a bug where the secret S-Rank unlockable weapon would spawn with no ammo -Fixed a bug where some HARD mode enemies were spawning in EASY and NORMAL mode -Fixed a bug where some achievements were unachieveable (S-Rank, tank mode, hockey, docs) -Fixed a bug where you could become trapped in the secret room in overtime mode -Fixed a bug where enemies could spawn inside of the elevator with you -Fixed a bug where some zombie types weren't exploding correctly -Fixed a bug where boss would not spawn at some spawn points -Fixed a bug where air hockey SFX would cut off after the first point -Fixed a bug where inventory was carrying over between deaths improperly -Fixed a bug that was causing some enemies to become crab people when shot -Fixed some enemy grapple animation bugs -Fixed a camera bug in the basement -Fixed Main Menu UI transition issues -Fixed a mirrored animation issue -Fixed a UI scaling issue -COMBINE no longer closes the inventory screen when performed ... Tonight the new patch will include: - Added new documents to find that highlight some core mechanics like dodge/save - Added D-Pad support for movement - Fixed a bug where clicking menu items with the mouse caused a double-click - Fixed a bug to do with cloud sync not syncing files in the correct order - Fixed a bug where in lower quality settings culled animations were not firing a completed event - Added increased crash report logging - Mitigated several potential causes for a fatal crash In relation to that last one. So we've heard from a few players that the game has been crashing for them at certain moments. This was a behaviour we had not witnessed on our own systems that we test on. Some of you were able to send in crash reports (thank you very much for that!) and I was able to finally recreate it on one of our computers. Unfortunately the bug appears to do with a Unity function called 'FindObjectsOfType' which we used for various things. I've submitted a bug to Unity and will have to wait to hear back from them on how to resolve the problem completely. In the mean time I've gone through the game swapped out 'FindObjectsOfType' for an alternative manner of accomplishing the same thing. With the exception of some 3rd party code I wasn't able to remove their use of, but attempted to mitigate as much as possible. Again, thank you everyone for your patience and your assistance in dealing with this issue! Regards, Dylan (programmer)